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GrimLefourbe

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Everything posted by GrimLefourbe

  1. Yup, I can confirm, i'll test if it happens on SoD + tob style npcs and report to Tweaks if it does. Thanks. Do you think it'll mess up variables if imoen is chunked or can I continue without changing anything?
  2. I just tried the save with a bunch of different installs, she always takes 20 dmg but only chunks after the following batch of mods: I don't see an obvious change to this behaviour though. Npc Hp trigger didn't cause any problem last time I used it on EET(RC4) so i'm guessing it's not, it could be ToB style npcs, i'll test that asap. (Install without these components doesn't get imoen chunked, install with has imoen chunked)
  3. She isn't in my party, she gets chunked during the cutscene. I should have used "chunked" before, sorry. https://www.dropbox.com/s/zqs346obbnxjj1c/000000061-imoen%20death%20sod%20intro.7z?dl=0
  4. I'm at the beginning of SoD and when the assassins attack imoen, she gets one shot by the attack from the last assassin (scripted, I can't stop it). Is this normal? I don't remember this happening with my previous SoD playthroughs but i'm not 100% sure. Could be vanilla bug too. Edit : It doesn't prevent the cutscene from going through but i'm afraid it could mess things up later on, i'm going to test this soon.
  5. Check out Argent77's dlc builder utility if you're planning on doing a multiplayer run. What amazes me about the EET building is how low on bugs it is despite the size of the project, i've done a full playthrough and only had a dozen of bugs to report overall and everything got fixed, I think you and your friends will be surprised by this. If you're going to do a full playthrough with IWD as well, you should think beforehand of a way to handle the difference in experience between your characters and your opponents. (it's not an easy problem.)
  6. Mmm, I just went and checked on my SoD install (the one I used to make EET) and the area doesn't crash though it glitches graphically. Mods affecting AR3600.ARE: 00000: ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ 0 1 // Extended Lighthouse area: v14 00001: ~BG1NPC/BG1NPC.TP2~ 0 0 // The BG1 NPC Project: Required Modifications: v22.3_20160416
  7. Well i'm not sure it's Sirine's call, for all I know it could be something else that alters the same map at night. Maybe the info can be found in the crash file but i'm not sure how.
  8. Yes, I followed the link on this topic's first page and used it. Sounds like I shouldn't have.
  9. My game has a ctd during the night in the lighthouse area(BG3600). It also happens without any BG2EE mod (could be due to a BGEE mod though). I located the area in Near Infinity but i'm not sure what i'm looking for, any help to locate the issue more precisely ? The whole area seems weird, graphical glitches kind of like non up to date mods... Could be The Lure of The Sirine Call.
  10. I'm not sure I understand the question but the map provided by default by EET is the one in the OP (from Kirara), you can however replace it by the BP-BGT-worldmap by installing the appropriate mod.
  11. I'm retarded, thanks. I did it fine for RC4 but somehow didn't remember SHS downloads are broken.
  12. The icons on the bp-bgt worldmap look weird, has anyone else tried to use the bp-bgt worldmap? https://i.imgur.com/0YkPLaA.jpg weidu bgee log : weidu log:
  13. I assume K4thos can't really tell until there is feedback about RC6 available. It's only the last if it's bug free enough.
  14. Finally, been waiting for 2 weeks to test it all again. Too bad my classes have started now so I won't be able to do full playthrough as fast as last time. @ALIENQuake Is there a compatible BWS release to go with it?
  15. I managed to make an install on RC5 with the patches though?
  16. 1996, I hope it's "Long Sword"! just kidding
  17. Is there an ETA for the RC6?(even an approx like this week or this week end or next week) I still have a few days with a lot of free time to try and get some more bugs down.
  18. Is this fixed in the patching process or should I report every mod where I observe something similar?
  19. The SoD links aren't yet ready in RC5, it might be part of what is yet to be implemented?
  20. It looks like applying the patch to Xan for BG2 or Kivan for BG2 messes up the strings during the process install. I have no idea how this happen, here's how it looks like on the kivan mod (exact same happen on Xan, Xan installs without the patch, kivan doesn't install without the patch), this is the class selection component, same as the bugged component for Xan.
  21. If it can be fixed by a fixpack why wouldn't it though? EET aims to be a good platform for modding and changing the base scripts to make them mod friendly is a good thing for EET though not required.
  22. However, if the content is left untouched it'll also be problematic which is why we need some kind of scaling I think, we've got campaigns competing for the level of their content so if you do IWD before the BG1 plot, you'll end up cutting sarevok in 2 with unarmed fight without even being a monk which would make 0 sense and not be interesting at all. On the otherhand, if you first go through BG1 then move on to IWD, it'll make early IWD almost irrelevant and you'll be over leveled all along IWD which will make it very easy. There are flaws to both scaling and non scaling in terms of role playing in RPGs, (i.e a guard from saradush could probably solve BG1 plot by himself even though it makes CHARNAME a hero) It makes sense to meet challenges you aren't up to, but it doesn't make sense that you get to an area and everyone is "OMG WE ARE GONNA DIE" when it's just ennemies you can kill by looking angrily at them. But it doesn't make sense either that bandits are on the level of a fully leveled bhaalspawn which would happen with any scaling that would keep a challenge.It also doesn't make sense that you can leave an area and come back 3 weeks later with 5 more levels while the guys are just the same. Hence why I said it's a pretty complicated issue that goes beyond just IWD in EET imo, BG2 has some scaling to make do with the ability to do the side quests at any time ( but 2 liches in the amaunator temple doesn't make much sense, does it?). A way to have both "places too hard for you" and avoid the ridiculously easy "we're gonna die" moments would be to have scaling kicks in only when you're higher level than the monsters but it would still leave many other problems like 2 bandits from athkathla being technically able to sack the whole of baldur's gate by themselves. The "only" good way to make scaling would be to have it handmade (ie, npcs talk about new monsters in the area, reactive dialogs to the enemies' strength) but that's just way out of scope of EET. Another option would be to have it be an UI option so it can be more finely handled by everyone.
  23. It sounds pretty cool but it's also a dangerous path imo. There's a number of games with scaling and they can end up feeling bland quickly if all areas always have the same difficulty (Skyrim is imo an example of player scaling gone wrong) On the other hand, we definitely need some sort of scaling because we're merging a number of campaigns together designed for the same levels and while adjusting the xp system can work to an extent, there will be issues when the monsters of a specific subcampaign scale faster than the player doing the campaign (this would happen with too steep exp penalties). I don't have a good solution because I haven't experienced any game that got it right but it's definitely something that could be meant for a bigger discussion, IWD-in-EET if IWD-in-EET brings IWD to the rest, it needs to be made with the other stories in mind content wise as well. This is imo, a big challenge design wise, a solution that could work for some open worldish content wouldn't work as well for campaign like content. I don't think it's possible to make everyone happy on this subject without a huge number of options so, imo, tread carefully.
  24. I believe this isn't an EET issue, some people tried to fix it as part of bigger Ui changes on the Beamdog forums so it'll probably be fixed when the EET Ui is integrated into these mods.
  25. I haven't managed to make it work myself but it should be possible as soon as EET is released, you can already try by changing the hideeet variable to 0 in misc-gui iirc.
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