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GrimLefourbe

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Everything posted by GrimLefourbe

  1. I found some too though I thought I had just messed up something and wanted to wait another playtest to confirm. I can make a test on my own install in a day or two as well should it be required.
  2. If I understand correctly, you're in charge of the HLA part right? I can test the HLAs for my next playthrough but the readme suggests that the compatibility isn't great for the other components.
  3. https://www.dropbox.com/s/xlwhjg3tormqtem/Mapdistance.7z?dl=0
  4. Ok, I went to the statues, used the scroll, they had a normal dialog, then some of them moved to 3000,2100, which is their camp on that map. And there if I engaged dialog again, they would have a join dialog. Here are 3 saves : https://www.dropbox.com/s/ghlktfl0h11egev/weird%20join%20saves.7z?dl=0 In addition to the 2 you asked for, there's one just before leaving with the crusade just in case. I'm going to try it myself on RC5 since this was all RC4+fixes. Edit : Same happens on RC5.
  5. Weird then, I'm pretty sure my settings as well as the UI edit mode were deleted a few times though the console never was... I'll try to pay more attention next playthrough. About the party being famous, yes it's true but the original game never made the difference. You can be on a 20 reputation or on 0, Nalia will not know who you are, the temple will ask for your help etc, I don't know why it would suddenly change. The game is "in a rush" all along, you're literally dying by the minute in chapter 6 of BG2 and yet there is no time limit, it's part of the charm of the game for me and I think many others. It's not streamlined, you can go and explore any time.
  6. By the way, I somehow forgot to report this bug earlier. In SoD there is a quest where you save a bunch of people from being turned to stone. After the quest they are all sitting there with a dialog for me to recruit them. https://www.dropbox.com/s/ep69wm4a93fqi1f/000000054-weird%20join%20dialogue%20SoD%201.7z?dl=0
  7. Why would we not be able to get the strongholds while in ToB? You could make Nalia wait for an indefinite time in SoA anyway so what wouldn't make sense in going back during ToB to help her with her stronghold? Both SoA and ToB are supposed to be "fighting against the time" but we all know it actually isn't since there are a very low amount of time limits in the game. I don't even know what stops Nalia from staying in the Copper Coronet the whole time. The spirit fate should only offer you the people you've already met or had in your party anyway so I'm not sure I understand the need to make things different, ToB should be seen as just a few additional chapters that can happen in a similar setting to the previous ones. There would be a few issues with some dialogs probably but nothing that can't be dealt with (Firkraag has dialog options to talk about Irenicus, upon recruiting npcs you can tell them that you're hunting Irenicus). Outside of the useless ones that have no chance to be triggered during ToB, what would make a trigger not worthy of being transferred? About the black space thing, i've also noticed that my hotkeys settings were reset a few times during the playthrough, I didn't look much into it so I guess it is due to EET_end, can't preferences be transferred from the previous .lua in either the EET documents folder or the BG2EE documents folder?
  8. About additionnal triggers first, the Pocketplane only allows going to Saradush and where you came from during Saradush (beginning of chapter 20 but not all of chapter 20) so the blocks with !chapter 16,17 and 19 (example l 126) need to have Saradush added to them. On a side note, it would make sense story wise to allow the player to leave Saradush and go back to Amn during the Saradush episode since he can use the Pocket plane to do so, there would be no reason not to. It could be explained by CHARNAME not having good control over his powers though so it's up to you. There are some areas that should be added to these checks but I haven't done all of the ToB personal quests, I did Dorn's recently and it wouldn't make sense for these npcs to arrive in Lunia like they did when I loaded my save in unmodded BG2. I think the Bodhi/Aran blocks can be safely removed (l 176/200). I'm not sure about the rest.
  9. I have now finished my RC4 EET run, it's been largely bug free and most of the big bugs were fixed in RC5, here are some more minor "bugs" or inconsistencies. I'm not always sure which ones are Beamdog added for 2.0, mod added or EET added though, sorry. They aren't sorted chronogically either. My weidu.log for this run : https://www.dropbox.com/s/nws1avh3o2yx2wd/weidulogs.7z?dl=0 I did most of the content though not all, I did not go through with Fishing For Trouble's quest but it didn't integrate well with the rest of the content. I did not have any mage so none of the mage related stuff got tested. You can use "pocket plane" while in the pocket plane and it makes you unable to use the "put me where I previously was" option to get out of the pocket plane.https://www.dropbox.com/s/amctnlcvr9ox0h9/000000112-trials%20tob.7z?dl=0 1.Get out of the plane by using the normal exit (return me from blabla) 2.load and use pocket plane then try step 1 Might be an original bug, still good for a fixpack. The positions on the map do not make sense with the time taken to travel.https://i.imgur.com/jerVbxw.jpg https://i.imgur.com/hHHcIXA.jpg https://i.imgur.com/SusUtse.jpg Could be more adapted for a tweaks component. Some of Ust Natha transitions do not make sense.https://i.imgur.com/MP1w2DW.jpg This is in the base game so it could be fixpack I guess. The chapter number stops appearing in the loading screen after chapter 13.https://i.imgur.com/byDku2x.jpg Pretty sure this is base EET bug. I went to finish the Durlag quest during BG2 and there were 2 aec letec at the same time in the fight.https://www.dropbox.com/s/lo30sz4h4t7izbe/000000093-wtf%202%20aec%27letec.7z?dl=0 I could be wrong, but I remember it being 1 aec letec and an immobile npc changes into a new one whenever Aec'letec dies. There's a missing dialog in Dorn's ToB quest, this doesn't happen on unmodded BG2, it does on unmodded EET.https://www.dropbox.com/s/4wq16gu1hjfznvd/000000105-dorn%20quest%20bug.7z?dl=0 To check the dialogs, load the save, go west through the stairs, a planetar will say something, dorn will answer on EET, he won't on BG2. Keep going west, another conversation will be started, select the first option. In EET, dorn will ask for a word in private and if you select "sure" the conversation will bug. In BG2 it won't ask for a word in private. I think this is all I have noted though I surely forgot some things, By the way, the stronghold quests are currently stopped by starting ToB, it doesn't make sense to me when you can go back to the stronghold. Interestingly enough, when I loaded the dorn quest save on unmodded BG2, I had 3 npcs that spawned to ask me to go to their stronghold so I guess it's possible to make them spawn. I'll try to make another EET run with new mods in a short while so if you want some mods tested in EET or some base class/alignement/kit/whatever, feel free to tell me now and i'll try it out later. EET is awesome though and once again, it was free of any game breaking bugs.
  10. Well there's EET_end that goes at the end of the mod order if that's an issue.
  11. Same. Also the chapter screen is missing. It does exactly what is currently in ar5500.bcs fixed by renaming SoD CHPTXT9 to CHPTXT9_ (standard EET naming convention for conflicting resources) Same just happened with the following chapter btw.(RC4)
  12. Oh right, I messed up the component's name, i'm sorry, it's the sensible prices components that must have faulted somewhere because the 2 different long swords +1 had different prices. I'm not done just yet with my playtest but i'll look into these "different but no" items soon.
  13. As far as i've seen, it seems like there's a good number of items where the difference is only the description. SoD items will generally have a smaller description. Sometimes it'll be appropriate like the Freedom Ring(BDring09 compared to ring09) and sometimes it won't, like for the long swords where 1 description is objectively better than the other. There doesn't seem to be an obvious rule or reason. Some items with unique descriptions could already be found twice in the base game (Evermemory) and Beamdog also used "unique" descriptions for items where it didn't make sense (the ankheg plate mail sold by a druid in SoD has "forged by Taerom Fuirum" in its description). Unique items descriptions are cool because they are part of the world building whereas most of SoD's descriptions are very basic so I think it'd be a loss to have them go. On the other hand, having multiple items with unique descriptions throughout the world would be kinda weird but then having both would also be weird because the unique descriptions are generally epic for an item that will have the exact same effect as one that is described as unimpressive. I'm not sure what the good solution would be so I think a good first step would be to inquire Beamdog's devs as to why they did this in the first place. Afaik, the only use of the silver caracteristic is that only silver weapons can hurt Karoug on Balduran's Isle. I haven't seen it mentioned anywhere else and I have no idea why Beamdog would need to create a Silver long sword +1 and not include it anywhere in its name or description... Basically a Beamdog enigma for now. I'm however willing to give my time for this task, i'll be soon done with my RC4 EET playtest at which point i'll take a break and have some time for it. I'm also thinking of trying to make a lore friendly and non abusable teleport spell by examining how the pocket plane works, I have literally 0 experience with this though so it's really a shot in the dark.
  14. The intro to chapter 9 (of SoD) plays instead of the one to chapter 9 of ToB when I reach Amkethran (chapter 21). Is it the same for others ? https://www.dropbox.com/s/dquyzwfwpeixvdk/000000106-bug%20intro%20chapter%2021.7z?dl=0
  15. Not sure if you're changing it for EET Tweaks but the current Teleport spell doesn't work for me unless I didn't understand how to use it.
  16. Can you "make" it from bits of other GUIs in game? I looked quickly in game, it looks like the + - buttons of BG2 HLA UI are the same as the buttons of memorised spells on character creation and the scrolling bar is the same as the known spell selection one.
  17. Hum, I'm surprised, I actually skipped a good number of cutscenes from SoD but I know for sure, the audio sometimes cut during the cutscene introducing the final battle of SoD.
  18. than it's a matter of adding additional trigger: !AreaType(BG1AREA) Will be ready for next RC, thanks for report. Finally that additional flag added to all imported areas is useful for something Is this really the better choice? I understand the need to be as close to the original but going to SpellHold is something done alongside the Shadow Thieves so it makes sense for them not to punish you for it. However I think it'd be pretty confusing if spending 6 days in Firkraag's dungeon can lose your guild and it isn't the same when going to far areas. It'd be a bit of a modification but I think adding a line to tell Renal that you're going to be away for a while would preserve the story telling in a better manner. I haven't reached ToB yet but how are the Strongholds handled in ToB? Story wise there's no reason to lose them all. Imo, another option would be to make "common" the use of teleportation and make it easily accessible to the player, everyone but Charname seems to teleport all the time and I think this could be part of EET's job, the game has previously only been made for smaller maps with lower travel time.
  19. you didn't install the patch that replaces BP-BGT Worldmap BAM file, right? Download it from GitHub and reinstall worldmap. Oops. My bad... I'm not smart. Thanks. Edit : The map looks much better
  20. Well it works on BG2EE, I think it's since they added the switch from 2H to dual wield or shield.
  21. Yep, I noticed it during SoD too. You can escape from the campaign and be unable to return. I didn't report it since you said you were still working on it. The time limit is 11 days for the thief stronghold. (6 until the quarter master shows up, 5 to pay) I think other strongholds have non periodic time limit. I'm not entirely sure how it works but I think if you don't help imnesvale in a timely fashion during the paladin quest, you get demoted. No other stronghold has a "you must be here every X days" though. Edit: While we talk about SoD's integration to the map. All of the SoD maps currently use the same image and it gets ugly quite faste. If you haven't changed it yet, I suggest giving them more normal animations.
  22. Right, I thought this got changed by 2.0 but looks like no. This being said, I feel like it would be better for the user to have a main mode with throwing and melee capability and then a second mode being "dual wield". It is possible to have a throwing weapon in main hand and a melee weapon in offhand. Switching by right clicking on the weapon doesn't cause any issue.
  23. Of course it's not 100% accuracy but I think having a default behaviour through dynamic assignement would be good though. I feel like having items be a bit wrong isn't as bad as having items simply not affected by changes. If you need to chose between "new items aren't included until manual acknowledgement" and "badly made items aren't properly included until manual acknowledgement", it seems better to have the second option imo.
  24. I noticed that all throwing returning weapons must be switched from melee to range via item use instead of having 2 modes like others, is there a reason for that other than legacy ?
  25. Some of the BG1 areas are unattainable without losing the thief guild due to time constraints. Shouldn't there be a way to tell renal "yo i'm going on vacation"?
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