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Roxanne

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Everything posted by Roxanne

  1. Are you sure that Galdor,cre (Angelo) even appears in your battle? For some reason I could not find him in the are file of your game. You should post your bg0125.bcs as well,
  2. I played your save. Semaj was still alive (standing next to Sarevok). I killed him, I defeated Sarevok, Sarevok dies.
  3. Final hint - you do not need to kill Dynaheir, just leave her on the third floor, go down all the stairs - just before you go outside, kick her from the party (game saves, you are outside, she is gone). You will not re-visit THIS version of Three Kegs again in EET, so this should work without bug.
  4. Which of the possible methods did you use? The game allows either the old Minsc to re-appear or the SoD Minsc, depending on which cheat you use. The method to get back the old Minsc in your case would be to set via console C;SetGlobal("Sprite_is_Deaddynaheir","Global",0). This should create the original BG1 Minsc and Dynaheir in the state you last left them, with one exception His STR is reset to 17 when he joins you, that tome effect will be lost. This is intentionally coded into the rejoin. Code in bd0108.bcs ApplySpellRES("bdrejuve","minsc") >>> removes some left-over effects from old game and sets STR to 17 ApplySpellRES("bdbump1","MINSC")
  5. The only way to do that would be to modify the code in BD0108.bcs by removing the red line in the post above. You could also SetGlobal("Sprite_is_Deaddynaheir","Global",0) but Dynaheir would spawn with Minsc and you have to do your evil deed once more. And the problem remains that Minsc will not join without an extra cheat. PS - I have no idea if Minsc would work in SoD without his witch, I only tested it the other way round (solo Dynaheir, sending Minsc to the wolves, eh...spiders).
  6. This is not an EET bug but the original SoD setup. Minsc does not appear without Dynaheir (so if she died in BG1, he has gone home or missing). You can spawn him C:CreateCreature("Minsc7_") but it will not work without cheating him into the party as well (CTRL+Q on Minsc) because his dialogue to join requires Dynaheir to be present - and they can only join you together. Otherwise follow the story that Boo has lead him home to Rashemen... This code spawns him (or not) !StateCheck("Minsc",STATE_REALLY_DEAD) !StateCheck("Dynaheir",STATE_REALLY_DEAD) BeenInParty("dynaheir") or in plain words - both Minsc and Dynaheir must be alive and Dynaheir must have been in your party in BG1 for those two to re-appear in SoD. Makes sense, right?
  7. Try this Alternatively you can edit your baldur,gam in that save by adding Global Dukethanks with a value of 1 and changing Sprite_is_DeadBlacklily to 0 Looks like several things went wrong in the palace battle and your first visit to the guild. No idea which mod added this asking you to join guild stuff?
  8. There is an issue with Valerie NPC and EET compatibility: At BG1 end she transits into SoD when in party and she stays in the party after you leave Koslaz dungeon, This by itself is completely legitimate (my own NPC does the same), but in Valerie's case tis seems to be an error - she has no SoD contents and still *thinks* she is in BG1, having interactions to the pre-Sarevok plot etc. I call it a bug because there was a similar issue with her in BGT, where she followed the transition into Irenicus dungeon after BG1 although her BG2 contents did not exist, Her EET compatibility might have been determined on basis of the earlier version without SoD?
  9. Check this Global("DukeThanks","GLOBAL",1) must be set. There are a lot of dead bodies in your picture...did you kill someone named Denkod by mistake? If you did CreateCreature("DENKOD") or did you kill Blacklilly? PS - your linked save is not accessible.
  10. Question to this issue: Is there again a difference when it comes to ToB (I thought it uses BG2EE?). I used the unselectable feature in a late part of my mod and it seems (although NPCs are unselectable by the player) the stuff from their override script is working still in that state. Or maybe the circumstances are different, I have not a fight between party members but other things. Disregard the question, I do some additional things here to get the effect I want.
  11. In va'telep.bcs "va#pand1"->"va#panda" is missing, although...it destroys a creature in an area you are teleported away from (and you are not supposed to ever revisit again, so what?). You need to tell, which files contain the OR error (the consequences - if there are - depend on whether in OR(x) the x is too high or too low)
  12. Did you patch the mod before installing? Because the portrait folder in EET is not in the game directory but in your user/documents/Baldur's Gate - Enhanced Edition Trilogy folder that also has your saves etc. Looks like UB.tp2 points to the wrong place.
  13. Near Infinity shows those and all other files of the game in detail (+ giving you ability to correct them in your game without need to re-install for every issue)
  14. The sequence should still be TDD v114 > TDDz (The references in the fixpack do not comply to EET). However the fix for DD0300CT (the newest commits to fixpack) should be taken into account by TDDz, because it is missing here. (The issue will be that if you enter a building during the pirate raid on the docks during one of theTDD plots and come out of the building again, you will be in the *normal* area, not the quest one and thus break the quest. The fix closes all the doors in the area to prevent it - but if you know the issue, just avoid doing it, you normally have no need to go into any building at this time.) Edit - I have opened an issue for this in the TDDz repository.
  15. The EET puts all joined dialogues into one file for the whole game (since you can move all over the game once you explored the areas). This file would be the !SARJ .dlg in this case. Thus EET_end would try to append the 25J dialogue to the end of this file and update all references in dialogues/scripts to the new added states, It seems to fail to do this on the empty target dialogue (even as the dialogue exists?). I have created and tested pure ToB characters myself for EET but I used the 25 files for pdialogue files throughout, so in this case it maybe should be ~!SARTOB !SAR25P !SAR25J !SAR25D !SAR25P !SAR25J !SAR25D !SARTOB~ With similar entries all my ToB and thereafter characters work fine.
  16. I just played this version of Drizzt Saga in EET. There is no issue and you do not need to patch anything. You install the correct version from the EET list and it will work in EET. The referenced information is outdated and does not apply to the EET context. As are other parts of the fixpack, by the way. Fixpack is not for EET.
  17. Another CtD This time entering BG1114 area caused by IF Global("PWBG1Quest11","BG1114",0) THEN RESPONSE #100 SetGlobal("PWBG1Quest11","BG1114",1) CreateCreature("PWilja",[436.483],SSE) END Once more related to the Wedges mod (Wedges BGT Adventure Pack ) as already reported here http://gibberlings3.net/forums/index.php?showtopic=28161&page=43&do=findComment&comment=248132. This mod is really work-in-progress and should not yet be on that list. Having such mods included on the list may give the impression that they have some status or even be reommended for EET. This may give the whole EET project some bad impression. Apart from several CtDs caused by the mod, it also puts a large number of (planned) NPCs in various areas but they have no function at this time. To make it clear - it is not my intention to discredit any mod here. But to give EET and the list some credibility, someone with a good reputation and knowledge should really write a bit of a recommendation (including proposed install order) to accompany the list.
  18. EDIT After some other CtDs I found the culprit. It was an item in Player1 inventory PWWood4. After removing it, no further problems. (The item is from the Wedges mod (Wedges BGT Adventure Pack ) - this mod has already caused CtDs for me in Beregost from the script of the singing girl. The mod is work-in-progress and should be used with caution, maybe the issue are german symbols/umlauts used by the mod?).
  19. Maltz (vanilla character) in BG0803 causes CtDs when trying to open his store via dialogue (tav0810,sto). The store has not been subject to any modding according to change-log run in BGEE and BG2EE. NI does not show anything suspicious in the store and store items. Possible issue may be some item changed during EET import maybe? (The store has a lot of low level weapons, nothing special).
  20. It already exists - the name is BGT.
  21. The guide does no longer reflect the so-called megamods status in EET. Some modders have taken the extra work to modernise those very old monolitic mods into components (and also to adjust some overpowered items/spells etc). In EET you should now have the chance to play those mods just for the added contents. The BWP (not BWS) has not been updated to know about EET versions at all. It is still a very good guideline but no longer up-to-date in every detail.
  22. The game dir that has SoD also has the full BGEE game with it (You may have an older version before SoD came out as well?). Before you install EET. make sure that you installed the mods you want for BGEE in the right game, i.e.the one containing also SoD.
  23. Like I said, use the order like you have written them, i.e Saradas at the end of the BGEE mods and those four in BG2EE after everything else Portraits Portraits Everywhere (it takes some time because of the large amount of creatures it changes) Baldur's Gate Graphics Overhaul for EET EET Tweaks (just put it late in case you want to add or uninstall any component) EEUITweaks User Interface Mods Collection (makes it easier to change your selection, just in case...)
  24. I am pretty sure you will not have problems with the order as you have listed them. I am not completely sure however if there is some overlap/interference between SCS individual components and EET Tweaks component. I propose to consult the readme's of those mods if you find components that sound as if they would do the same/opposite - but the problem will not be install order but component selection.
  25. Not exactly, since some mods needed splitting in BGT and some needed extra actions prior to install (see that tool symbol in the texts). It is roughly the pages order but the devil is in the detail (like always). On top the document states a lot of dependencies (e.g do not install this component if you have component B of another mod installed). And...you cannot apply the BWP order one-to-one for EET, since EET imports the whole modded BGEE into BG2EE (plus doing extra things) while BGT only imported the vanilla resources from BG1.
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