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Posts posted by Greenhorn
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Frequent crashes of SHS are frustrating thing in itself but the real tragedy is that almost half mods for Baldur's gate series ( and some other games too ) are located there. Does it exist some mirror site which hosts it's mods ( similar to some other modding communities ) ? Not that I know of, unfortunately.
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I see. Thanks for info guys.
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So basically, BG2 fixpack is incompatible with BGT unless it's tp2 is manually corrected?
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7 minutes ago, CamDawg said:
This is odd, as the "I don't know" line should be for the first time. There's usually little you can do to make the game crash via dialogue, but I'll look into it.
I reinstalled " Bard reactions adjustment " in the meantime and this time everything went well... and indeed " I don't know " line was the first. No idea why it was messed up in the first place, almost certain that " Choosy NPCs " ( component from Mysteries of the Sword coast mod which determine whether particular NPC will join you based on your Charisma, alignment, reputation, party composition etc ) and " pick Alora at Gullykin " don't sit well with one another. Had big trouble with kicking her out of the party and moving her to inn as her only reaction was negative reaction from MotSC in which she steals 1500 gp and desert you ( that is also the case when you equip her with Girdle of gender in BG1RE for some laugh at accompanying dialogues ). Only solution was to erase that line with NI which had for consequence crash when speaking with bard it seems...
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Another super annoying and unexpected bug is ( don't know is it directly connected with Tweaks though ) that if you kick Jaheira and Khalid in the first floor of FAI they just vanish forever without word or explanation. Same thing if you kick them anywhere else and then instruct them to go to FAI.
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There is game breaking bug concerning Alora and lake poet bard in FAI ( which probably involves all 3 of public relations liaisons I guess). First two of her commentaries on negative reputation gone well enough but third (" I don't know CHARNAME, it sounds nasty" ) causes CTD. When she says that line bard Sam doesn't continue with his usual dialogue, instead she repeats that line second time and then game crashes. Unrelated with this, it seems that component " pick Alora at Gullykin " is incompatible with Mysteries of the Sword coast component " choosy NPCs " as it cause nasty problems with kicking her out of the party and sending her to inn latter ( pick Alora in Gullykin and choosy NPCs combo also messes " gender reactions " component from BG1RE mod ). Just a warning for players which play with all 3 mods. Game platform is vanilla BG:TotSC.
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BG1 NPC is not compatible with BG1:TotSC.In the meantime you can install "Send NPCs to an Inn" via BG1NPC instead of Tweaks... right? It's definitely working on my current 2.5.17 game.
Right as a rain... But he maybe thought on the original poster and his question on top of this post.
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Not sure is it bug, third mod ( Vault or TWM- polish Mysteries of the Sword Coast come to mind ) or is it intentional ( but not documented) but you can't send NPCs to inns from Gnoll stronghold or adjoining caverns maps. Little annoying when you pick Dyna and forced to make room in party for her. Platform is vanilla BG:TotSC.
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Although it is not primary aim of this mod I think it would be good idea to tweak some weapons the way p5tweaks change spears for example. I, for one never understood purpose of bastard swords and distinction between them and long swords. Former are 2.5 times heavier and much slower and all they got to their advantage are 1 more minimal damage!? I propose to change them to have 4d2 damage instead of previous 2d4, after all it is a broad sword, designed for heavy damage, trademark weapon of knights. Following this two handed swords should have 1d12 or even better 2d6 damage ( I think 2d5 can't be implemented ). Halberds should be able to switch to piercing/slashing damage in noEE games the way it was implemented in Enhanced games ( I believe IR implemented this at one point but it become deprecated when EE games showed up ). I especially hate fact that flails and maces have exactly the same type and base damage. There are absolutely no reasons to use flail EVER when compared to morning star and mace ( obviously this goes only for normal, non magic weapons of course ). In this case maybe it wouldn't be bad to change it's base damage to 3d2+1 ( if possible ) because it is heaviest blunt weapon designed for brutal attack and massive damage in Middle ages.
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Another very strange thing regarding Eldoth and Skie, I just dumped Xzar and Montaron and ordered them to go to Friendly Arm Inn. When I returned to Jovial Juggler to recruit Jaheira and Khalid I noticed that Skie and Eldoth are not there anymore. Search with InfExp shows they are now in FAI.
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Right the stackable stuff is my fault--I had forgotten that in the original BG, stuff won't stack unless you create a header for it, hence why it's acting like an uncharged item. As David mentioned downthread, I had also forgotten that these items are already covered by the gem stacking component, so the answer here is that this component is going to be deprecated regardless. The gem stacking works dandy for it.
I'm looking into Eldoth and Skie.
Sorry that this component is going to be deprecated but this is pure from nostalgic reasons, heh. It was essential part of my playings in BGT and TUTU while it was in SCS. But I understand the reasoning behind it, I immediately noticed overlap with gem stacking but I thought it just gives players more options for fine tuning of what they want. Anyway thanks for your continuing efforts for improving and fixing this mod as I imagine it can't be easy task.
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Find couple of things in new v.7. Platform is old vanilla BG:TotSC. Component "Stackable ankheg shells, winterwolf pelts and wyvern heads: v7" does nothing useful, quite opposite in fact, it not only refuse to stack Winterwolf pelts, it eats them also so if you for example put 3 pelts in your inventory in the end you will end with just 1. Also it sets it selling price to only 1gp. Second bug ( although I'm not 100% sure it is Anthology fault) is connected with send NPC to inns and allow NPC pairs to separate. I picked Eldoth early on at coastway map ( in my games I hadn't issues which Terminus Est describes regarding Tiax and Eldoth, Quayle I didn't install and not been in Gullykin yet regarding Alora ). When I ditched Eldoth and send him to Jovial Juggler to my surprise when I entered that inn again he walked to the party and initiated rejoining dialogue. And not only that, there was Skie present also there, although I'm still in chapter 2 and never been even close to Baldur's gate!
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Frankly, I'm hoping to have it done today.
Thank you!
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I can't see it but I hope there are no pistols or swords involved. I would be grateful for hint of approximate time needed for remaining fixes to be made so that I can decide shall I postpone start of my new campaign for a little while longer.
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Thanks Greenhorn, I'm working through these now. BGEE, BGT, Tutu, EET?
Old vanilla BG:TotSC. None above I'm afraid.
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There are several mistakes I found in the newest version:
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs from Baldur's Gate: v6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v6Maybe Readme and first line in above quote should warn that they target Alora now.
[viconi.dlg] created from [VICONI.DLG]
[action list near line 17, column 2 of viconi.dlg] PARSE WARNING at line 17 column 1-34Near Text: )Not enough arguments to [CreateCreature]. Recovering.Adding VICONI to internal list of available DLGsNothing serious or game breaking I hope. This error happened with last component from first quote.
Change Item Restrictions for Multi- and Dual-class Druids
All games except IWD2, PsT, PsTEE
Multi- and dual-class fighter-druids retain some restrictions on items, i.e. a fighter-druid can't use plate armor.
This is little misleading perhaps. Jaheira was always able to use heavy metal armors.
FAILURE:
unidentified game at crossplatformERROR Installing [Allow NPC pairs to separate], rolling back to previous stateUnable to Unlink [cdtweaks/backup/4025/OTHER.4025]: Unix.Unix_error(1, "unlink", "cdtweaks/backup/4025/OTHER.4025")[cdtweaks/backup/4025/UNSETSTR.4025] SET_STRING uninstall info not foundWill uninstall 0 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 4025.Uninstalled 0 files for [CDTWEAKS/SETUP-CDTWEAKS.TP2] component 4025.Unable to Unlink [cdtweaks/backup/4025/READLN.4025]: Unix.Unix_error(20, "unlink", "cdtweaks/backup/4025/READLN.4025")Unable to Unlink [cdtweaks/backup/4025/READLN.4025.TEXT]: Unix.Unix_error(20, "unlink", "cdtweaks/backup/4025/READLN.4025.TEXT")This happened when I tried to install "Allow NPC pairs to separate" new component.
Install Component [Allow NPC pairs to separate]?
nstall, or [N]ot Install or [Q]uit?Installing [Allow NPC pairs to separate] [v6]Including and running function(s) move_booCopying and patching 4 files ...[./override/MINSC.CRE] loaded, 1160 bytesoverride/MINSC.CRE copied to cdtweaks/backup/4150/MINSC.CRE, 1160 bytesCopied [MINSC.CRE] to [override/MINSC.CRE][./override/MINSC2.CRE] loaded, 1160 bytesoverride/MINSC2.CRE copied to cdtweaks/backup/4150/MINSC2.CRE, 1160 bytesCopied [MINSC2.CRE] to [override/MINSC2.CRE][./override/MINSC4.CRE] loaded, 1160 bytesoverride/MINSC4.CRE copied to cdtweaks/backup/4150/MINSC4.CRE, 1160 bytesCopied [MINSC4.CRE] to [override/MINSC4.CRE][./override/MINSC6.CRE] loaded, 1160 bytesoverride/MINSC6.CRE copied to cdtweaks/backup/4150/MINSC6.CRE, 1160 bytesCopied [MINSC6.CRE] to [override/MINSC6.CRE]But unluckily I got second chance to install it because of some mistake involving "Move Boo out of quick access and into Minsc's pack" component. This was installed under " Allow NPC pairs to separate" name it seems.
I used this version of mod on BG:TotSC game.
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I know it is hard and is not imperative, really. Vanilla BG1 players are extinct species and I don't believe that I will play it again when and if I finish this playthrough. As for the mod itself it is very interesting IMHO with many different aspects and ideas.
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I really like this site's new look. Holiday for the eyes. Happy birthday and anniversary G3!
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Huh? What you guys saying? Do I have to get ToBEx first, to install this P5tweaks mod?
(On a side-note, will Bg2Fixpack and these work well together with unfinished business mod? )
Thank you all in advance.
No, you don't. But if you do, be sure to take one afternoon free, make yourself a nice coffee and read each sentence carefully.
But you should be perfectly fine with P5tweaks alone. All those mods should work with Unfinished business mods without problems.
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ToBEx must be installed first.
That is true but I interpreted that OP chose and meant P5tweaks without Tobex.
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It should work, right? Thanks a bunch mate! Much appriciated!
Right. And you are welcome.
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I'm afraid this is not domain of Fixpack, there are couple of tweak mods which are dealing with those aspects. I don't know about resistance cap altering part but if you want to prevent losing loot with cold/freeze/petrification death you can set it up with Tobex. If you lack experience with that than this mod may be stuff you are looking for: http://www.shsforums...24586-p5tweaks/
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Indeed it is, I keep changing stuff around and starting from scratch as I try to make up my mind. As for vanilla BG1, I haven't tested it. The basic items probably will work, but I have not gone out of my way to make it compatible, so there will probably be bugs. It does work with BGT though.
I will stick with old MiH 1.0 then. I downloaded it from PPG long time ago and always used it on my BG:TotSC playings. I had to correct some typos in Taerom's dialogue for Masamune sword quest to proceed correctly. I guess that you never finished "Amanda's dream" component, as in to actually put her CRE file in one of the houses in the FAI?
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Interesting. So this is the descendant of "Made in Heaven" mod for BG1 which was hosted originally at PPG and is now unavailable I presume? Is it still compatible with old vanilla BG?
Nothing to do with Baldur's gate games but help will be greatly appreciated
in Noobermeet
Posted
So this is my predicament. Last night I experienced serious problems with Chrome so I decided to uninstall it and then reinstall it again. So far everything went smoothly. But unfortunately I was very thorough, as per some misguided advice on internet I also deleted any trace of Chrome in Program files/Google and AppData/Local/Google folders. Unfortunate consequence of this is that I can't access my e-mail accounts. I made HTML backup of Bookmarks and I wrote e - mails usernames and passwords on paper in notebook. But to my horror Gmail doesn't accept some passwords for my accounts. I tried to recover them using Google help but to no avail. For most important of them, my e-mail account regarding tourist agency through which I host guests in the summer I failed ( forgot ) to made phone number or recovery e mail. I'm on the end of my wits so any advice how to recover or hack lost password on gmail would be greatly appreciated. I'm afraid their support service will left me to run in endless hamster circle.