Jump to content

Terminus Est

Members
  • Content Count

    19
  • Joined

  • Last visited

About Terminus Est

Profile Information

  • Gender
    Male
  1. Happy New Year everybody! I'm resurrecting this thread because I've encountered almost exactly the same problem as the OP. I'm running classic BGT+SCS+Turambar fixes (and a whole host of other mods), and Viconia made my game crash. The difference is the BG1 Viconia was perfectly fine when I rescued her south of Beregost (moved there by cdtweaks). However, in BG2, by game crashed to desktop the first time entering the Government District with the exact same error as the OP: "An Assertion failed in ObjCreature.cpp at line numer 12349" I traced the crash to a bogus spell "E.SPL" th
  2. I went to the troll mound outside the Druid Grove and the giant trolls there did lie down so I could finish them off. It's only Torgal's bodyguards that are specifically unkillable, even by Ctrl-Y. One thing I did notice while replaying the TorGal encounter: His giant trolls were susceptible to petrification by Chromatic Orb. Both of them shattered into little tiny rocks after getting hit by Chromatic Orb. Maybe I just got lucky, but in all my years of playing BG, I've never seen Chromatic Orb work fully before. Now I got two for two.
  3. Playing classic BGT with SCS on Tactical difficulty. I've been able to kill everything in de'Arnise Hold except for those damn giant trolls that TorGal has with him. Regular trolls go down without a problem. Spirit trolls are annoyingly tough but still killable. Even TorGal isn't that difficult. But those two giant trolls guarding him simply won't go down. I can get them to "Near Death", but they never lie down so I can finish them off. I've tried backing off hitting them so their death animation kicks in, but it never does. I've never had this problem with any kind of trolls before. WeiDU.l
  4. Following up on my previous post: I could not find Tiax in Beregost, Quayle in the Nashkel Carnival, or Alora (or Eldoth!) in Gullykin, although I didn't explore the entire map just their expected locations. Viconia and Shar-Teel were present as expected in their new locations.
  5. Testing a BGT megamod with "Move NPCs to Convenient Locations". I was surprised to discover Alora in the Coast Way, where I believe Eldoth is supposed to be. I haven't made it to the other locations yet. ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs
  6. I've done some preliminary testing with this mod, S&S and RR, all up-to-date as far as I know. Everything looks good so far. Imoen properly has her Adventurer kit from S&S.
  7. In-game description for the Adventurer kit says it gains +1 bonus to all saves at levels 1, 8 and 14. This is missing from the README.
  8. Wow I never expected this to get updated. This is great!
  9. Thanks. I'll have to remember this for my next BGT run, in a few months' time, if it hasn't been fixed. For now I'm manually advancing the time using Ctrl-T.
  10. According to the README, this is supposed to be compatible with BGT. I tried to set the forging time to 24 hrs, but it was skipped. The relevant line in the debug file simply says: What are the requirements? This was never a problem with the previous bg2tweaks. DEBUG file and weidu.log attached in a zip. cdtweaks.zip
  11. The readme states that you should be able to say "spellhold_easycore 1" in the stratagems.ini file and be able to find your equipment before confronting Irenicus in Spellhold. I went through the entire Asylum and battle with Irenicus (after getting my ass kicked several times) without finding my items. I only found them after the battle, in Irenicus' desk. I presume the desk is the usual place. Where are you supposed to be able to find your equipment?
  12. Done, although that mod no longer seems to have an active maintainer.
  13. [x-posted to Song and Silence] The README for Song and Silence states that if you've kitted Imoen or Nalia as Adventurers in the NPC Kitpack, that mod will update them to its own version of the Adventurer kit. This in fact happens; the relevant CRE files are tagged with A!Adventurer as they should be. But when either Imoen or Nalia join your party, you'll find that they've reverted back to their NPC kitpack versions. This is due to the override scripts that have code like so for Imoen: IF InParty(Myself) Global("IKNPCKit","LOCALS",0) Class(Myself,MAGE_THIEF) THEN RESPON
  14. The README states that if you've kitted Imoen or Nalia as Adventurers in the NPC Kitpack, this mod will update them to its own version of the Adventurer kit. This in fact happens; the relevant CRE files are tagged with A!Adventurer as they should be. But when either Imoen or Nalia join your party, you'll find that they've reverted back to their NPC kitpack versions. This is due to the override scripts that have code like so for Imoen: IF InParty(Myself) Global("IKNPCKit","LOCALS",0) Class(Myself,MAGE_THIEF) THEN RESPONSE #100 AddKit(IK_ADVENTURER) ReallyForceSpellRES("IKitImo1",Mys
×
×
  • Create New...