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Istfemer

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Posts posted by Istfemer

  1. 1 hour ago, Bartimaeus said:

    There may very well be other stores that attempt to use SPPR215 instead of SPPR216 and consequently break, unfortunately.

    Indeed there are. I think every single store that offers this spell as a cure in my game was broken.

    UHMER03.sto (Umar Hills), TEMTALOS.sto (Temple District), TEMSUP.sto (Trademeet), TEMLATH.sto (Temple District), TEMHELM.sto (Temple District), SUELF10.sto (Suldanessellar), SLILMAT.sto (Slums Disrict), SARTEM01.sto (Saradush), SAHPR1.sto (Sahuagin City), PPUMB01.sto (Brynnlaw), KPCHAP01.sto (De'Arnise Keep), GOVWAU01.sto (Government District), GARLENA.sto (Watcher's Keep), DOGHMA.sto (Docks District), BHELM.sto (Bridge District), AMCLER02.sto (Amkethran) all call SPPR215 'null' and all usually crash the game when the Healing tab is selected.

  2. 3 minutes ago, Bartimaeus said:

    The "name" ("The blade...") is just an unset string - these are set when the mod actually installs it into your game. The way SR installs new spells is not static - what is SPPR215.spl in the mod's directory may not be installed to the SPPR215.spl slot depending on whether there are currently more or less slots used than the mod expects (for example, you may already have a mod that installed a spell to SPPR215; SR would then attempt to install SPPR215 to something like SPPR216 if that's currently unused...or something later instead if it isn't, or somewhere else depending on a number of other factors). SPPR215 is intended to be Cure Moderate Wounds...but with what I said before, it might not be, so you'll have to look at it with NI and figure out if that's it is or upload it so that I/someone else can take a look at it.

    I see. Thanks for the explanation.

    In my game Cure Moderate Wounds is indeed SPPR216.spl and there's no SPPR215.spl in my override folder.

  3. Update:

    I've just noticed problems with other spells in my game -- e.g.: Jaheira's got two different Conjure Earth Elemental (SPPR618 & SPPR622) and two different Conjure Air Elemental (SPPR617 & SPPR621) spells in her spellbook. In both cases the latter spell comes from aTweaks' "PnP Elementals" component.

    I'm not sure what exactly happened there with SPPR215, but perhaps v33.7 of SCS couldn't solve the issue? Maybe the problem is on SR's end?

  4. 52 minutes ago, Bartimaeus said:

    Isn't it probably the broken item in the store that's the problem, not the store itself? Might want to figure out what that item is and changelog it as well.

    After looking at that store in Near Infinity I can report the following:

    The blank item in WILMAT.sto is actually a spell for sale. SPPR215.spl. Its name is listed in NI as "null".

    Changelog told me that it wasn't touched by any mod, probably because it didn't actually get copied to anywhere from SR's folder.

    ---

    Looks like it's a broken spell in SR. Its name in NI reads: "The blade of Sarevok..."

    Hmm... some kind of broken index?

    This thread in SR forum seems relevant.

  5. Plain (non-EE) BG2+ToB

    I get a crash when I'm browsing the items being sold by Priestess of Ilmater in Waukeen's Promenade (WILMAT.sto). One of her items for sale, which costs 40 gold, has a blank icon. Sometimes I get the crash immediately after I click on that item and sometimes I don't get an opportunity to do even that, as my mouse stops responding after I click on the buy/sell healing tab. In the latter case I get spammed by message boxes with broken text in them after I Alt-Tab.

    I did a --change-log and learned that only the Store Revisions component of IR touches this store. Store Revisions was installed after SR, as per instructions in IR's readme, and I didn't install Expanded Temple Services from aTweaks --  another compatibility-sensitive component -- when I got the prompt.

    Maybe I should have installed IR's Store Revisions immediately after SR's Main component and not after the rest of SR like I did.

    WeiDU.log TobEx.log

  6. On 12/25/2019 at 10:58 PM, Isewein said:

    I just came upon this and thought it would make for a great basis for a readjustment of the world map to better fit Faerun geography.

    Nice looking map! Although it's a bit weird to see the Trade Way road cross the Wealdath so far away from the coast. Mosstone has become a true backwater -- the town now sits right in the middle of nowhere. :D

  7. 1-A does not need further explanation. It's just PST that is playable in EET.

    1-B & 1-C variants both require character import. Here, Charname is importable into PST after ToB finishes. Or perhaps even before that. Both 1-B & 1-C are very much writing intensive, with the latter variant requiring more new plot connections than the former. Both presuppose that all PST PCs are recruitable in-game. Both variants are in certain ways disconnected from the rest of the Bhaalspawn Saga, which is not something I personally want from EET.

    ---

    2-A is very ambitious. It's about as close to full PST-in-EET as it gets. But it would be a huge pain to write for and integrate with BG1, BG2, BG2:ToB assets.

    One important caveat: I would not make TNO recruitable. Morte and other PST PCs? If they can be integrated well (which is a big if), sure, why not. But not TNO. TNO is too "heavy" a character to have in Charname's party. TNO would only overshadow Charname.

    2-B is less ambitious. Avoids the complications of having PST PCs in Charname's party, treating them as NPCs instead. It's probably the only variant of Approach 2 that is both robust enough and feasible enough.

    2-C & 2-D are both conservative variants. The latter is the easiest to implement but suffers from poor narrative connections between the Bhaalspawn Saga and PST areas/characters. The former allows for more robust integration, but I think it would still fall short of building a solid bridge between the Bhaalspawn Saga and PST content.

  8. Huh. Well, as I see it, there are 2 main approaches (with their assorted sub-approaches):

    Approach 1: PST as a standalone game in EET.

        1-A: PST as a standalone game in EET, completely unrelated to the Bhaalspawn Saga . (Leeux's approach)

        1-B: PST as a standalone game in EET, which is a non-integrative extension of the Bhaalspawn Saga with TNO being Charname. (bob_veng's approach)

        1-C: PST as a standalone game in EET, which is a non-integrative extension of the Bhaalspawn Saga with TNO separate from Charname.

    Approach 2: PST assets in EET as an integral part of the Bhaalspawn Saga.

        2-A: PST assets in EET as an integral part of the Bhaalspawn Saga, with *recruitable* PST PCs as major figures in Charname's quest. (Endarire's approach)

        2-B: PST assets in EET as an integral part of the Bhaalspawn Saga, with *non-recruitable* PST PCs as major figures in Charname's quest.

        2-C: PST assets in EET as an integral part of the Bhaalspawn Saga, with *non-recruitable* PST PCs having only small cameo appearances in Charname's quest.

        2-D: PST assets in EET as an integral part of the Bhaalspawn Saga, with no PST PCs for Charname to meet. (Renzokuken's approach)

     

    Apologies if I misrepresented someone's view here.

  9. When specific directions were given in dialog.tlk regarding certain areas, I tried to strictly follow them where possible. In a few cases it wasn't possible though for one or other reason. I deemed an error margin of up to 40 degrees (in select extreme cases) acceptable. That is, where dialog.tlk says an area is South of some reference point, I might've put that area SE of that point on this map instead. There's only one exception to this: Neera's Clearing in ToB, which I'll explain in detail later.

    ---

    ORIGINAL BG1:TOTSC AREAS

    Spoiler

    Ice Island
    I moved this island to a slightly more appropriate location, further NNW into the Trackless Sea.

    Balduran's Isle
    According to lore, this island is nowhere near the Sword Coast but somewhere in a remote archipelago in the Trackless Sea off-map, far to the west of Ruathym and quite a way WNW of Evermeet. I reckon it is approximately 5 times farther from Baldur's Gate than Brynnlaw is from Athkatla. I put Balduran's Isle in the sea NW of Ruathym. It'd be nice to put Balduran's Isle into a special box to properly represent the island's remoteness.

    BG:SOD AREAS

    Spoiler

    Boareskyr Bridge
    This area's worldmap icon doesn't match the scale of this map all that well. The gap between Bridgefort and the bridge itself is too big. It should be 2/3rds shorter or so. Some icon editing is required here (btw, is it OK to do that?) Anyway, I did my best to mask the current disparity.

    ORIGINAL BG2:SOA AREAS

    Spoiler

    Brynnlaw & The Asylum
    These two areas are supposed to be on the same island, which is actually called Arlathan/Grimgates in Volo's Guide to Baldur's Gate 2. Well, technically speaking, Spellhold is located on a separate islet, but it's *very* close to the parent island so there's unmistakable continuity in there. Arlathan's exact location was never given, but from what I could gather it's supposed to be an island rather close to the mainland. The lower island of the mainland-ward northeastern Nelanthers works best in this role, but I went with the middle island instead because I couldn't fit both area icons on the lower island in such a way that they both looked good & weren't too close. As I said before, I'm convinced that Brynnlaw's worldmap icon is too large for that area's actual in-game size and has misleading geographical features so should be split in two.

    Underwater City, Underdark & Underdark Exit
    Underwater City was moved to the spot N of the northern cape of Tethyr Peninsula. Underwater City is now much closer to the route most sailships would likely take to reach Athkatla from Brynnlaw or Velen. Underdark (Ust Natha) is now SE of Underwater City (*below the sea*) and isn't at the very westernmost edge of Old Shanatar anymore. Underdark Exit (Elven War Camp) was shifted to a somewhat more remote location. It is now located on the Tethyr Peninsula, NW of Nacnarldar -- the sole (?wild?) elven settlement on the peninsula according to Volo's Guide to BG2. Furthermore, Underdark Exit is now WSW of Underdark (Ust Natha) and now roughly matches the direction of CHARNAME's escape from Underdark.

    Small Teeth Pass
    That's one troublesome area! I put Small Teeth Pass on the northeastern coast of Tethyr Peninsula, at its base; southwest of Amn's Murann. I actually wanted to rename this area Tarseth Bay Trail, but K4thos dissuaded me from renaming it. Let it be a pass through a patch of rough land on a sandy, rocky coast; a pass from the Tethyr Peninsula region of Tethyr into the Small Teeth region of Amn. It's a shame vanilla SoA (EE or no EE) lacks seaside wilderness areas. I wrote in this thread earlier about the many problems with Small Teeth Pass, especially with its non-indicative icon, so I won't mention them in this post again.

    Trademeet & Druid Grove
    I put Trademeet exactly where the sources place it: at the crossroads of the Tethir Road & Trade Way.
    As for Druid Grove, I had a nice spot reserved for it in the Ommlur Hills of Small Teeth, but then I discovered that Druid Grove's location is in Tethyr after all and not in Amn. It's supposed to border the Wealdath. I put Druid Grove into an equally nice spot SE of Trademeet. To be sure, in-game references to Druid Grove state that it is south of Trademeet. Therefore, Druid Grove's present position is a compromise -- as good as I can manage with this map.

    Umar Hills & Temple Ruins
    I put Umar Hills (Imnesvale) in a valley amidst the northeastern slopes of Small Teeth Mountains (in "the furthest reaches of the Umar Hills"). I chose the northern Umar Hills and not the southern primarily because the village's name hints that it ought to be someplace close to one of these: Imnestream, Imnescar or Imnescourse, which are all located north of the Small Teeth. I put Temple Ruins west of Imnesvale ("The Temple of Amaunator shines like a beacon of radiance in the hills of Umar"). Which way to Temple Ruins from Imnesvale is surprisingly difficult to determine from available sources. Dialog.tlk is very confused on this point. Westerly; northwesterly; northerly... even easterly directions were given for Temple Ruins. Present position of Temple Ruins is thus also a compromise of sorts.

    de'Arnise Hold
    I put de'Arnise Hold exactly where the sources place it: in the northern Zehoarastria, quite close to Athkatla itself.

    Windspear Hills
    There is zero information on Windspear Hills in the lorebooks. There is a single clue to this area's position in dialog.tlk: Irenicus' captive dryads state that Windspear Hills are northeast of Trademeet. I placed Windspear Hills in the northeastern reaches of the "East" Tejarn Hills, ENE of Trademeet -- it's a wild, secluded place. Windspear Hills are still roughly northeast of Trademeet on this map, but they definitely aren't anywhere close to that town nor should they be in my opinion.

    North Forest
    It's supposed to be part of the Wealdath and it is. I simply moved this area a bit further into the forest.

    The Forest of Tethir & Suldanessellar
    I put Suldanessellar exactly where the sources place it: in the southeastern part of the Wealdath, actually not that far from the forest's southern edge. The Forest of Tethir area featured in-game is supposed to be somewhere very close to Suldanessellar, *below* and possibly slightly west of it. That's where I put it.

    EE BG2:SOA AREAS

    Spoiler

    Abandoned Amphitheater
    It is said to be a remnant of a settlement called Borrokin. I put Abandoned Amphitheater inside or at least very close to the borders of Meiritin, the ancient halfling kingdom east/southeast of Lake Esmel in central Amn. As far as I know, the exact borders of Meiritin were never made explicit. This placement was primarily chosen due to a similarity in names (of Borrokin with Meiritin and especially with Gullikin), implying a halfling origin for Borrokin.

    Heretic Temple
    The temple's place is undoubtedly in the southeastern Cloudpeaks, east of Lake Weng and that's where I put it. I will probably move it further NW -- deeper into the mountains --- as per a suggestion in this thread.

    Resurrection Gorge
    Placed it NW of Imnescar, between the rivers Specie & Imnestream, at the northern edge of Small Teeth Mountains. It's a wild region, perfect for such an area.

    Helmite Camp
    It's supposed to be located somewhere along the Trade Way and maybe just a bit to the west of it. It's in the path of a caravan headed for Trademeet. On its own, Helmite Camp's placement on the BG2:EE map does make sense if one assumes that the caravan travels North-to-South. But with Trademeet placed so far away to the east on that map it can't help but look ridiculous. I put Helmite Camp S of Trademeet and just south of the Wealdath in Tethyr because I didn't want to crowd the region south of the Small Teeth in Amn. Let's assume that the caravan travels South-to-North, from Tethyr to Trademeet and not from Amn to Trademeet. As far as I know, the game is very vague about the caravan's direction of travel.

    Wild Forest & Hidden Refuge
    These two areas are implied to be located very close to each other. Placing both in the Wealdath somewhere southeast of Mosstone felt kind of wrong, as I had already placed Helmite Camp nearby. Therefore, I placed both in the northeastern part of the forest close to its northern edge, thereby filling a big empty spot on this map.

    to be continued...

  10. I have 4 large standalone maps of Faerûn as references before me + the map of FR Interactive Atlas + a few regional maps from lorebooks + a few custom-made regional maps from various online sources. One is dated 1357DR (late 1st edition, I think); two belong to the 2nd edition, one of which is dated 1367DR (which is pretty close to BG1's timeframe) and the other one's undated; the fourth belongs to the early 3rd edition and is dated 1372DR (well past the events of ToB).

    They're all different! All 5 of them. It is my impression that S.Breit's map (the one we're discussing here) largely uses the 1372DR map as a base, which presents its own set of compatibility challenges for me. For example, the 3e map doesn't depict Kuldin Peaks. Where are they? They're gone. Where are they gone? It's a mystery. Kuldin Peaks simply disappeared without trace one sunny or maybe rainy day. For what I know, they might have sprouted propellers and roared away into the Realmspace.

    Anyway, Saradush is NW of Omlarandin Mountains on the three older maps (just as on the map in FR IA) and SW of them on the 3e map (and thus also on S.Breit's map). So which location for Saradush is canon then? Good question.

  11. 1 hour ago, Ulb said:

    Also, Wyrm's Crossing is really far from Baldur's Gate but I think that's been an issue with the old map as well.

    One elegant solution would be to shift the rectangle encasing Baldur's Gate City to the east. As it is, the city is placed rather far to the west of its original location, so it's only fair to do so. Ulgoth's Beard should be shifted south in this case.

    -----

    On a related note:

    @K4thos I proposed shifting the rectangle with Athkatla to the north and putting in on top of Alandor river. I'd still like to hear your opinion on this.

  12. @Ulb The Sword Coast south of Baldur's Gate is, unfortunately, a very crowded place area-wise. Still, there *is* potential for improvement in this region. If I'm able to spare time, I'll review BG1EE areas as well. I can already see a few areas that are certainly in dire need of repositioning.

    In hindsight, I probably should've moved Heretic Temple a bit further NW, into the southeasternmost Cloudpeak Mountains. That is, into the proper mountains and not the foothills. For some reason I didn't do it. (?maybe because I felt that placement didn't fit the local area map well?)

  13. OK, here's a brief breakdown of what I did:

    BG2+expansion: Reviewed and tweaked positions of all SoA & ToB areas with on-map icons. This was the hard part as SoA's & ToB's maps took significant liberties with Faerun's geography.

    SoD: Tightened positions of all areas with on-map icons except area BD4000 (Dragonspear Castle), which I didn't touch (it's kind of fine where it is). I also moved area BD5100 (?Underground River Interior?) to a slightly more appropriate position. I did not touch any areas in Baldur's Gate City.

    BG1+expansion: Tweaked positions of areas BG2000 (Balduran's Isle) & BG1008 (Ice Island). I did not touch anything else.

    IWD1+expansions & IWD2: I didn't touch any areas belonging to these games.

    ---

    I searched dialog.tlk & multiple lorebooks for any positioning info I could find on these areas. My searched turned up quite a few surprises for me. I'll post a detailed breakdown later.

  14. Are there any technical limitations that are as of yet insurmountable?

    As far as I know, PST's IE variant is very different from all other IE variants. The arrival of EEs probably made PST not as starkly different from BG2 as its non-EE predecessor used to be, but I bet PST:EE still differs from BG2:EE significantly. Also I'm not sure EEex in its present state can handle PST:EE content in BG2:EE properly.

     

    How much of the story would have to be rewritten in order for the protagonists of both games to coexist in the same timeline?

    Vanilla BG2(:EE) does offer a plausible hook that could allow CHARNAME to visit Sigil. Thus, assuming that Sigil can wait until BG2, BG2's story probably wouldn't require many major alterations. PST's story? A great deal of it would have to be changed and some of it would have to be discarded altogether, I'm afraid.

     

    Do you think it's a vision worth pursuing?

    I'm going to say: Yes! How anyone can resist a quest of such awesomeness? Seriously though, PST content would probably make a fine addition to ToB. ToB needs more extraplanar adventures! CHARNAME's first visit to Sigil needs to occur in SoA though, otherwise we'd be hard pressed to justify introducing the city itself so late in the Bhaalspawn Saga.

  15. I *knew* this question would come up eventually. Even thought about asking it myself.

    I wonder... Were EET to include PST:EE,  would it necessitate a change of name on part of the former? From EE Trilogy to EE Tetralogy... or possibly even beyond. EE Cycle? :laugh:

  16. A suggestion for "Sensible Entrance Points"

    Add one or preferably two extra entrance points to AR1700  a.k.a. Small Teeth Pass: one in the southwest corner (at/around 70, 3090 local coordinates) and another one at the southern border (at/around 2650, 3100 local coordinates). Small Teeth Pass has a wooden bridge across a ravine; a bridge one can't simply bypass. It doesn't make sense that this area has only one defined entrance point. It calls for two at least.

  17. If you *wish* to go the wishing way with IWD1 content then giving Charname a wishing scroll or even an item as the means to experience it is a poor idea due to the possibility of abuse. Thematically, it needs to be a Wish with a single option; a one-time, specific wish. Charname shouldn't be able or even inclined to waste it on something non-consequential. With a wishing scroll/item in their possession Charname could simply ignore the adventure hook and just go POWER OVERWHELMING! on the nearest boss. (Why would you upset the EET DM this way, Charname?) A scroll would also be unusable by most classes. As I said, it's better to let it be someone else's Wish.

    Another problem is connecting the plot of IWD1 to that of the Bhaalspawn Saga. It's not easy by any stretch. In my opinion,  a *random* Wish, regardless of its source, shouldn't send you on an alt-reality quest involving Belhifet - the villain of SoD - of all enemies. Only a special (read: carefully interwoven with the overarching plot) Wish should do that. Otherwise you'd get a poorly connected, dangling mess.

  18. Consider the following scenario: (just a bare sketch; also IWD2 spoilers ahead!)

    Spoiler

    I'm no expert on IWD games, but Isair & Madae are the main antagonists of IWD2, right? You fight them in the finale. They seem to me like the right people to deliver this kind of Wish. Well, technically only Isair can do it, being a multi-class fighter/sorcerer in IWD2. Madae, being a multi class fighter/cleric, can help formulate the wording, I guess. (BTW, what classes are they going to be in EET??)

    Perhaps Isair & Madae are able to pull off a special ritual in IWD2 involving a Wish that, among other things, plunges (some of) the lands of Icewind Dale into a kind of alternate reality, *without actual time travel*. Something possibly mechanically similar to Kalah the Illusionist's quest in Athkatla's Circus Tent, only on grand scale and without illusions -- the real deal. A permanent effect that lasts until it is negated through Charname's efforts. Both Madae and Isair are high enough level to get multiple HLAs -- arcane 10th level spells & divine Quest spells. Not all of those have to be combat related, especially considering the plot of IWD2. A mix of Wish and Epic magic is a not-yet-explored possibility.

    I imagine this 'alternate reality' would work something like a mythal. IWD2 already involves a mythal, centered on the Severed Hand -- Isair's & Madae's base of operations. Perhaps something could be done with that mythal without altering the plot of IWD2 significantly? One interesting option would be to twist the ending of IWD2 so that the whole plot of IWD1 actually happens in between the 'IWD2 finale escape sequence' & the 'IWD2 finale big bang'. In other words, make that Wish a 'deathwish' of sorts for IWD2 antagonists.

    In this scenario you keep all your experience and loot. You also retain access to (most) other areas as long as the "wish-twisted mythal" over parts of Icewind Dale remains in effect. Obviously, the main drawback is that you'd need to (almost) finish IWD2 first, but nothing says this option should be the sole one available to players.

    Again, I'm no expert on IWD games. Others better acquainted with the plots of IWD1 & IWD2 would be better judges of how plausible my proposed scenario actually is.

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