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AstroBryGuy

Gibberlings
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Everything posted by AstroBryGuy

  1. With BGEE v2.5, the scripting for the Chapter 3->4 transition changed, breaking the "Open Cloakwood Early" component of BG1NPC. Use the Tweaks Anthology component instead.
  2. Thanks, I've added it to my tracker. https://github.com/Gibberlings3/BG1NPC/issues/45
  3. Thanks, @grodrigues & @Jastey. I've added this to my todo list. https://github.com/Gibberlings3/BG1NPC/issues/43
  4. Happy New Year! I have a new version of BG1NPC finally ready. I'm tagging it as a prerelease on GitHub because I have not done testing with game versions other than BGEEv2.5. I've installed it on Tutu, but no gameplay testing on that platform. I'll remove the prerelease tag on GitHub once I'm more confident that it works on Tutu, BGT, and BGEE versions pre-2.5. The version is updated to v24.1 as an official release. Please post your bug reports here. https://github.com/Gibberlings3/BG1NPC/releases I've made edits to accommodate the new content in BGEE v2.5. I've also made s
  5. The modmerge archive distributes the modmerge binary for macOS without the execute bit set. I'd recommend using DLC Merger instead of modmerge. You can download the latest version here: https://github.com/Argent77/A7-DlcMerger/releases/latest You need to run DLC Merger (or modmerge) *before* installing any other mods, including mods for BGEE. Also, BG1NPC Project is not yet fully compatible with BGEE v2.5. Do not install the "Open Cloakwood" components. It will screw up your game.
  6. Does Rogue Rebalancing restrict swashbucklers from using the Short Sword of Backstabbing? I know it is changed to give a boost to backstab multiplier (so a restriction would make sense), but I can't remember if it alters the usability. If it does, that's the only item I can think would need to be handled specially for swashbucklers. #2 certainly sounds simpler.
  7. The player would never notice, so why is it immersion breaking? It's a trick used by the game quite often. Flinds carry undroppable weapons that have similar effects to a "flind bar" as described in the 2E Monstrous Manual, but they also carry swords in their inventory (and the animation wields a sword). So, when you kill one, it drops a sword. Every undead gets its "undead immunities" (e.g., sleep, charm, etc..) from a ring it wears. It's an easy way for the game programmers to give a group of creatures abilities/immunities en masse by just adding the item, rather than editing each CRE indivi
  8. This. I suppose it is the same story as the special flame arrow added to Kobolds by SCS. In my last game experience the party was getting rich really fast by just selling these daggers... IMO the poison should be coming from some venom applied by kobolds, which vaporize soon after battle. Not sure if it is possible to have kobolds still use the poisonous dagger but drop the normal version. Sure. Make the poisonous dagger undroppable and put a normal dagger in the kobolds inventory. The game does that quite often (e.g., flinds).
  9. I've tested this with BG1UB loaded. No problems. What versions of BGEE and BG1UB are you running? Also, are you running any other mods? You only mention BG1UB and UB. So, does that mean an EET install with only BG1UB and UB (for BG2) installed?
  10. Hi Greenhorn. Sorry, for the issues with the 64-bit WeiDU. There are mods that require 64-bit WeiDU now (e.g., DLC Merger), so I figured using the x64 WeiDU was the best bet. I also wasn't aware Windows was still doing a 32-bit-only version; MacOS went 64-bit over 10 years ago. I'll have to create a new workflow to also create 32-bit WeiDU archives.
  11. Sorry you were having issues, but since you've deleted the install, there isn't much that can be done to diagnose which mod (or combination of mods) were causing the problem.
  12. BG1UB v16.0 is released! This release blocks components from installing on BGEE v2.5 that are made redundant by the new additions. It also contains updates for other platforms, including bug fixes and updates for classic BG1, Tutu, and BGT. Download it here: https://github.com/AstroBryGuy/bg1ub/releases/latest Please report bugs to the BG1UB forum at Pocket Plane: http://forums.pocketplane.net/index.php/board,79.0.html Changes in this release: Block the following components from being installed on BGEE v2.5: The Mysterious Vial Finishable Kagain Caravan Quest Kivan and Tazok Branwen
  13. Hello all, BG1UB v16.0 is released! This release blocks components from installing on BGEE v2.5 that are made redundant by the new additions. It also contains updates for other platforms, including bug fixes and updates for classic BG1, Tutu, and BGT. Download it here: https://github.com/AstroBryGuy/bg1ub/releases/latest Changes in this release: Block the following components from being installed on BGEE v2.5: The Mysterious Vial Finishable Kagain Caravan Quest Kivan and Tazok Branwen and Tranzig Place Entar Silvershield in His Home Prism and the Emerald
  14. Is the variable "ShoalHit" set to 1 and "LastBug" set to 0 (or not set)? If so, can you try force-talking her? Or hit her again? I don't see anything that would be blocking the dialogue from firing. Both BG1UB and BG1Fixpack make the same change to SHOAL.DLG: they add a facing to the CreateCreature action for Droth.
  15. The variable "LastBug" is present in the unmodded BG1-TotSC. I don't know if it was present in the pre-TotSC version of BG1. Are you playing BG1-TotSC or BG1 without TotSC?
  16. Yes, the BGFixpack overwrites large amounts of the BG1 DIALOG.TLK file, including string #11696. This particular change isn't correcting a spelling or grammar. It's removing the string "Northern Light" from the game. Since the string "Belching Dragon" occurs elsewhere in the DIALOG.TLK, the change should have been made by editing the STO file to point to the existing string. Ironically, BGFixPack DOES change the name of the .STO file for the tavern by the bridge to point to the original "Belching Dragon" string in the DIALOG.TLK! So, the overwriting of #11696 is rendered completely pointle
  17. In vanilla, the inn next to the Nashkel Store is simply called "Nashkel Inn" on the sign outside and on the tavern menu page. Technically, this is fine, if a bit boring. The tavern by the bridge is marked "Belching Dragon Inn" on the sign outside but "Northern Light" on the tavern menu screen. So, there is a issue in vanilla. This is fixed in BG1UB. On my test install, the taverns are renamed. "Northern Light" by the store and "Belching Dragon" by the bridge. I don't see the problem you are seeing with both taverns having the same name. Do you have Dudleyfix installed? It has a differe
  18. Humor is fine. I just wasn't sure at first if I should be looking in the existing BG1UB stores component for something it was doing wrong or at vanilla BG1. So, same amount of humor, then more dry facts. EDIT: Fix is pushed to GitHub. Will be in next release. https://github.com/AstroBryGuy/bg1ub/commit/6460ae7a0f304ae9fb8e35350cbb19914078b39d
  19. I'll take a look at it. For future reports, please indicate if the bug is in BG1UB content or "vanilla" BG1/BGEE content. It makes it simpler to figure out if I'm fixing existing BG1UB content or adding a fix to vanilla content. EDIT: I checked the Red Sheaf Inn store file (INN3357.STO). I can confirm that this bug is fixed in BGEE and Tutu (the rumor dialog file points to RBEREG.DLG (or _RBEREG.DLG). I don't have BGT install to check. Can anyone with a BGT install check if this bug is fixed in BGT?
  20. Post any comments or bug reports for BG1 Unfinished Business Mod here. The most important links: bg1ub mod page at PPG (older version) Download bg1ub current version from official PPG GitHub Mirror Discussion thread at BeamDog Forums ------- Hello all, New users are not currently able to get accounts on the Pocket Plane forums, so I am opening a support thread for BG1UB here. For the latest version of BG1UB, please see my GitHub page: https://github.com/AstroBryGuy/bg1ub/releases Cheers, AstroBryGuy
  21. Reading the threads Creepin linked at SHS are kind of surreal, once you realize many of the participants are one person (most in some stretches).
  22. I had made this mod. I developed it because my original Sandrah mod had content in the frame between Sarevok's death and talking to Belt in the BGT version. So you could leave the Sarevok temple again, go back into BG1 and play my stuff but of course also all the other things like TotSC and then report back to the Dukes and they would send you after Korlasz. On your second journey to Undercity there were some new opponents and a new entry among the ruins in the south that led to Korlasz tomb. Again, I decided to trash that mod and put my interim content into SoD instead. The reason was m
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