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GrimLefourbe

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Everything posted by GrimLefourbe

  1. I feel like Charname spends quite some time being tortured and having npcs act like you just left and were there 3 hours earlier. I just think Aun Argent would move on with his life and not stay here for seemingly no reason. The sahuagins being here makes sense but talking to you like you were just there when in fact you left for a few weeks seems weird. The djinni in the coalition camp seems to have moved on with his life and it makes sense to me.
  2. Not NI unpicking, I used 7z to zip my saves together as they were starting to take a lot of place and extracted a few of them. The worldmap has no background but the areas are still placed at the right positions. Edit : Aaaand my worlmap is back, some things I don't understand...
  3. I have the weirdest of bugs right now, I unpacked my savegames to go find the infos I linked in answer to k4thos's last post, I then deleted all the unpacked save games and my worldmap doesn't work even in new games or saves that I didn't move at all now... Any idea?
  4. Ah, so they don't turn hostile at all during BG2? Which isn't consistent with their behaviour in BG1 and SoD right. It's the opposite of what k4thos said if I understand correctly then. In BG1 they won't attack rangers or druids (maybe my kitted ranger doesn't count as ranger for this purpose?, I was attacked constantly during BG1) but in BG2 they won't attack anyone, even if they didn't change area, which is an arbitrary change of behaviour and it can't even be explained by "your druid/ranger is now more powerful than before and can appease them". Anyway, I think it could be standardised but admittedly it's not a big priority for now.
  5. Do you mean this should happen in BG1 too? This behaviour is BG2 only right? I think it should actually be based on level rather than arbitrary story elements.
  6. EET indeed tries to get rid of Iron crisis and bandid attacks topics (related to Iron Throne) when party returns to old areas, so these are valid reports, thanks. I've added proper filtering for these conversation with following exceptions: General Dread wolves change comportment - I don't see a problem with more powerfull versions of the enemy found in different parts of the region. Bear AI changes between bg1 and bg2 except for cave bear - that's vanilla mehanics. These bears mostly use exactly the same scripts between BG1 and BG2. In BG2 portion of the game the AI checks if you have druid in the party - if yes than the bear remains friendly even if you're near it. It sort of make sense that it starts to happen in BG2 considering your druids are more experienced in that portion of the game. Not sure if changing vanilla behaviour is a good idea. BG3100 Death ward doesn't prevent shoal the nereid's kiss //not EET related - not enough information BG3600 Total bug //ignore - what total bug? BG2800 Need to recheck BGEE spawn, only gibberlings and bandits //self note - not enough information BG3301 Taerom suggests to hunt bassilus if refused to pay 4k for ankheg armor - I don't think EET should change it. If such dialogue should no longer show up if the quest is done than Beamdog should filter it themselves to not add usless journal entries etc. BG4804 Trask(from mod?) no dialog //talking to him does nothing, not even red text - not related to EET BG4900 Same farmer as Beregost - what do you mean? BG1700 Guard should disappear - what guard? I will need CRE name to fix it. I still need to check SoD areas (BD2000, BD4300, BD5100) mentioned in your report, so please upload a save made after SoD is finished. Once this is done I will push RC7 on GitHub. As for the proper reporting, especially when it comes to mod added content, consider using "ctrl+m" which prints all CRE data (including CRE, DV and DLG names) of the highlighted creature I didn't know about ctrl M this'll be very handy for future reports, i'll go back to the areas and find the creatures, thanks. BG4900 I mean there is a farmer with the same dialog lines as the one I reported for beregost https://i.imgur.com/QISi7yO.jpg BG1700 I found a hostile guard left in the area in a part I hadn't explored. Since I flooded the mine long ago, he should have left. : https://i.imgur.com/Xtr74Y6.jpg The //not related to EET are unrelated to EET notes that I took as I was going through the areas to remind me of reporting them to the appropriate mods later on. Save just before going through the SoD areas : https://www.dropbox.com/s/nom5pdej5sq0aap/000000296-AutoSave%20-%20%20-%2089%20days%2017%20hours%20-%20Copie.7z?dl=0 The thing with the dread wolves is that it's not only more powerful enemies but just very different monsters because BG1 dread wolves are just big wolves when SoD's dread wolves are undead I think it's too big of a difference to not break the consistency but admittedly that's how Beamdog did it so the inconsistency can be considered vanilla I guess. For the bears, I just found it weird that their behaviour changed even for bears in the same areas. I didn't know it was only because of the ranger in my party though and I guess that can make enough sense.
  7. I don't know but EET Tweak's components for quests and monsters work fine. (Not all the mod is updated with recent releases but those 2 work)
  8. Best way to do it is to extract all the mods you want to use to your game folder then use weidu, it'll update every weidu exe in the folder.
  9. Are you trolling? The bears behaviour changes between BG1 and BG2 even if they are in the same area... It's normal that there are bears, it's not normal that they change behaviour at a point in the story. This isn't lack of imagination, it's obviously that they change scripts between BG1 and BG2 and it doesn't make sense. 2 animals with the same name should only behave differently if there is an explicit reason for this. Edit : It seems like every dread wolf should have regeneration per this : http://www.lomion.de/cmm/wolfdrea.php Not sure if the SoD dread wolves are tagged as undead.
  10. During the BG2 part of my run, I went through the BG1 and SoD areas and tried to talk to as many npcs as I found to find events that needed changes or simply to be removed. Here's the summary, it's not very long and it's not exhaustive because I already did a good part of the content during BG1. I'm not sure which formatting I should have adopted. It's mostly commoners and messengers that you'll meet on maps. There is also an inconsistency with bears and dread wolves noted in the general section. Dread wolves are troll like in SoD but not in any other part of the game. Bears go red if you get too close to them in BG1 but if you meet bears in bg2 they are either red at the beginning or will not go red until attacked, it depends on the type of bears. I think this should be made consistent, what do you think ?
  11. To remove the UI Edit mode you need to use Baldur.lua, you can add a hotkey to thieving from the game options though. It's in Gameplay -> Assign Keys -> Actions.
  12. Installing EET activates the UI Edit Mode by default, pressing F5 resets the UI, you can also move around the pieces of the UI by using F11. K4thos has been notified of the issue with F5 and it will be removed from the default settings of EET. You can remove the setting from your baldur.lua or you can bind thieving to another button (I use T for example), i'd suggest using the second method as the UI Edit mode is practical and it's pretty easy getting used to a different shortcut. I used to use F5 as well until UI Edit mode got released.
  13. good idea. The two maps (bloodbark grove and underground river) stay impossible to go to during BG2 by the way.
  14. SR v4 b12 makes the glabrezuu in Olaf's house(the one with celestial fury) friendly towards me, he'll help me kill the other summoned monsters and if I save/load I'll even have control of him. Can someone else reproduce this? Edit : oh, wrong topic!
  15. Mazzy talks about the death of her companions while still inside the temple, I don't remember this happening in BG2 but maybe I just did things differently, I don't use mazzy very often. This talk is part of the mazzy friendship mod. I've found an "invalid : 9999999" item as well, looking it up on eekeeper says it comes from an Argent77 mod, i'm not sure what makes an item turn into this, could it be another mod and just bad luck that it's a A7!xxxx item ? I'll report it to him as well. Also wondering, is there any good way to check what modified an item's usability ? My fighter/mage (kitted as bladesinger from Might and Guile) can't use the stoneskin scroll while a plain fighter/mage can. I actually doubt these are due to EET but advice for better testing is welcome.
  16. Sorry for staying vague btw, my RC4 playthrough I took a safe bunch of mods and there were close to no bugs from mods themselves but in this instance there are more mods I installed so I don't want to be worrying you by claiming it's EET when i'm not sure it's not. As I said, I think what EET brings has been pretty much bug free for me. I'm trying to sort between different bugs i've noted but i'm trying to track down issues more precisely first. (I have some weird usability flags for a number of npcs/classes in BG2 but I don't think it's due to EET for example, it's probably due to one of the tweaks mod I used, but i'm not quite sure which one yet.) I've only installed mods from the compatibility list and checked the install order through BWS (only exceptions is alternatives that I couldn't find on bws, I included it just after the quest pack as it is the only thing mentionned in the alternatives readme).
  17. The problem with npc EE isn't that it doesn't work at all but the class changes were applied to the BG2 versions of the characters (for xan and branwen, modded) and didn't work at all for dynaheir. They worked for Nalia though, I didn't try any other. This seems like something that should be handled at either EET level (thought it might be complicated?) or at npc_ee level. Not sure what's the deal with dynaheir.
  18. Do you still plan on releasing notes for modders? In my current playthrough i'm seeing a number of issues that aren't on EET's side but more on how X or Y mod adapts itself to EET (this happens mainly with mods that cover both BG1 and BG2), I think these will only be fixed by providing clear how-to to modders. There is, expectedly some weird things with mods adding BG1 characters to BG2 and how other mods treat these as well.
  19. In the middle of the Dragonspear battle, the access to the rest of the world should be temporarily blocked. Currently, going to underground river and bloodbark grove is impossible while it is possible to go back to BG1 area. (The moment I'm talking about is after the fights in the coalition camp and before the assault on the castle when you go from the camp to the castle.)
  20. Quick update, it was indeed a Sirene NPC bug, it's fixed and will be incorporated into next update, thank you Roxanne. For the curious or the new npc makers, solution was to replace above code block by the followings :
  21. Many thanks Roxanne, I get a repeating code block: IF Global("C02SireneRomanceActive","GLOBAL",2) THEN RESPONSE #100 ActionOverride(Player1,DisplayString(Myself,385347)) // Running block 303 of C02SIREN.BCS SetGlobal("bd_neera_romanceactive","global",3) SetGlobal("bd_safana_romanceactive","global",3) SetGlobal("bd_corwin_romanceactive","global",3) SetGlobal("bd_rasaad_romanceactive","global",3) SetGlobal("bd_glint_romanceactive","global",3) SetGlobal("bd_viconia_romanceactive","global",3) SetGlobal("bd_voghiln_romanceactive","global",3) SetGlobal("bd_dorn_romanceactive","global",3) END It's the last one of the script however so i'm not sure if it means much, does it?
  22. This is half way between IE question and EET modding, Sirene npc is stuttering in my game(seemingly an issue with her dialogs), I'm not sure at all it's related to EET(I'd be surprised but it's really more of a gut feeling) how can I identify the source of the stutter using NI or other ? Thanks.
  23. Well, it hasn't affected anyone of the 3 i've seen up until now (xan/dynaheir/branwen). I did not worry much about xan and branwen as I have installed their BG2 mods and I wasn't sure if it could be due to it being applied to their BG2 selves instead of BG1. I choose to get dynaheir in SoD and it didn't work for her either though.
  24. NPC_EE is on the compatibility list but the npc class changes don't seem to work on my install, anyone else tried the mod with EET?
  25. I installed ToB style npc on my EE game and since I didn't level imoen, BDIMOEN has 6 hp which makes her chunked during the cutscene where she gets attacked in SoD. I'm not sure what's the best way to fix it but here's the discussion about it on the EET forum : http://gibberlings3.net/forums/index.php?showtopic=28161&&page=31
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