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Everything posted by Kaliesto

  1. I did wonder why that particular component was always unchecked in EET Setup, thank goodness I never checked that one.
  2. Hello making a bug report, I'm unsure if it's BG1NPC Project or UB causing the issue, but Branwen when confronting with Tranzig will get caught in a looping dialogue Talk Tree after either Tranzig flees or dies. Far as I can tell looking at my Weidu logs, I don't believe I have a conflicting component installed so it must be related to NPC Project, but yet something is causing her to go into the loop after the Tranzig Conflict. I wonder if my EET install didn't check something properly when installing UB1? I'm positive I didn't check that component in favor of NPC Project.. So confusing. P-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.0 So either something got overlooked in UB1 coding or NPC Project or another mod all together. I'm going to attach my Weidu logs of both BG1 and BG2 to see where we can locate this thing. WeiDU.log WeiDU.log
  3. I'm not sure if a mod or the EET itself is the cause, but the text gets replaced with a random dialogue, anyone with just EET can help reproduce this to see if this bug got overlooked? If it's not EET I'll post my Files of what mods I have installed.
  4. Nicely done! I remember this cave being somewhat overlooked in most guides I saw, seems like it was almost forgotten questline of sorts but it seems like it was more a part of Darkside (afaik). Happy it was sorted out, luckily the bugs were very minor.
  5. I like to make a bug report, but I'm very unsure if this mod was the cause or not, there is a cave added east of the Temple of Lathander, and there is armor with a incorrect string that was never fixed apparently in the main cave. I'm very unsure if NTOTSC added this cave. If this is not the correct mod and it belongs to another, I would appreciate it if it got to the right author.
  6. IMO I feel like it is a bad idea to include the original story of IWD as all those events have happened in the past, but if anything this would be a good setup for the events that have yet to happen toward the end of SoD since both have a loose connection concerning a certain antagonist. This story of IWD should be based around that, and the aftermath of the previous battles from the legendary group of Adventurers that saved the Ten Towns. The benefits would be as follows: 1) Removing all original NPCs in favor of new ones to keep with the timeline. 2) If we have good artists that having some areas be modified to reflect that time has passed by for the lands of IWD, it would be interesting to see that Elven Tower be partially restored and inhabited and those Dwarven Mines now repopulated. 3) Creature Habitats have changed Now Alternatively let's say the original story of IWD is kept, but there is a twist. Time Travel Shenanigans, but how this is done can be anyone's guess.
  7. Oh I see what you're saying I think, basically I can either use this EE-Version or BWS version, and convert my choices over to PI? Hmm, seems easy enough. I've read there is no automatic Mod Compatibility conflict/dependencies yet from what I've read on BeamDog Forums or did I misunderstand that?
  8. Personally I'm in full vote if we can get away from Roxanne's version of EET, it just seems to me there is too many issues involving him/her. I wouldn't think this would be too much of a issue to just simply trim away Non-EET content. Would K4thos, Alien or anyone be able to create another EET that only has exclusive EET mods? I'm getting kind of tired of the drama surrounding this person, and it really needs to end at some point. If Roxanne is not going to be trusthworthy no matter what then he/she needs to be cut loose completely. @AL|EN Oh I forgot about his project! When will we expect this version for EET?
  9. Always felt Beamdog tackled too many clients in the beginning when EE became a thing, it should have been done after they made final patches for better stability for one single platform. I felt this was the reason patches took so long as it did because they're tackling multiple versions of the same game with very different to slightly different processes.
  10. How long should we wait until 2.5 is safe to mod? Also I forgot about that Merger tool, I hope that didn't get affected negatively since it is a major tool that is needed. I'll keep a eye out for any more reports besides what has been posted here in Gibberlings 3 EET forum, I guess those hotfixes posted in other topics will need to be integrated into EET later?
  11. OMG K4THOS IS BACK!!! Where you been! Where you'd go! Don't leave us again! (((((( Okay in all seriousness, glad to see you're back!
  12. I always felt like there still mysteries to solve about Baldur's Gate, Shadows of Amn, and finally Throne of Bhaal, there was so much cut content, and especially cut content that has yet to be restored. I was thinking if anyone has the answers that it would be the original people who worked on the games but far as I know I don't think there was any interviews done concerning those mysteries. One such mystery I was curious about what the Cut Elemental Plane of Earth at the very beginning of BG2, and many other lost content as well within BG2. My only concern is whether they're still around, I realized that 16-18 years is quite a long time and whether they are still in the gaming industry or not. My other question when EE became a reality what was the main reason these lost plot pieces could never be restored? Was it because the data itself is obscure and would have taken too long to dig up or was there other reasons for this? Or was it simply the case that the policy of no new content couldn't be added even to fragmented existing cut content.
  13. Have a question, once all platforms are updated will we expect some updates soon for various mods that will need it? My understanding right now that only BG1npc Project and UB were mostly affected due to some fixes made, but however I read as well the UI was apparently changed in some small ways and this could affect certain mods out there. Also I assume K4thos might come back soon since 2.5 is relatively here now? I know K4thos had some plans for EET, and also I think there was some bug reports that only K4thos could solve if I remember correctly as there was something that caused some heavy issue but forgot what exactly it was, I know it was discussed in a topic somewhere.
  14. Was just checking gog, 2.5 doesn't seem to be up yet. This coming later soon hopefully?
  15. This is a wonderful alternative, definitely be using this in the future.
  16. Oh wow I know I've read somewhere that BG1 still had content to be unearthed, but that is cool they're still finding stuff! Still wish Black Isle left some kind of documentation, who knows what else they had planned.
  17. Indeed correct it seemed like the characters were speaking in past-tense when I was reviewing the dialogue, so to be able to fit the mod in wouldn't be so hard knowing that information. This in turn actually leaves a interesting window for other modders to play around with that one day. Especially the City of Baldur's Gate, that has not seen much modding action. I remember this one group on SHS wanted to add a brand new area that involved the statue but I don't know anything became of it.
  18. I made a grave error, I was reviewing the beginning of SoD and there is definitely time that has passed since Sarevok's defeat. So I believe Roxanne's mod would actually work out after all! Question though, but shouldn't Safana have a small role in this since she is officially part of the starting party for SoD?
  19. But what a minute didn't TOTSC was more like a separate story rather than a continuation of BG1, I thought it was more of a side-story than anything else. If I'm not mistaken TOTSC actually takes place around the same time as the story of BG1. I don't think there was a time paradox there, so there shouldn't be a reason to treat TOTSC to make it take place after Sarevok. Gotta remember that BG1 was more open in terms of the original PnP style as compared to SoD and BG2 which was more linear in the storyline, if there must be some kind of flow then it would be better to have the TOTSC areas unlocked during the final chapter. If you all want to brainstorm ideas to why the party will need to head off to Ulgoth's Beard instead of facing Sarevok then I think all the areas could have a linked quest that could have something to do with a hidden follower of Sarevok or existing followers of Sarevok that try to find artifacts of Bhaal. Given this will create a new mod in of itself, but I think this is the more proper route to take than taking a rather strange route within SoD's very tight linearity. Course this is treading on changing the TOTSC story a tad, but if paralleled properly with the original intent of the story I think it could be done. The only downside to my idea is you would have to sacrifice the Drizzt Saga Mod if you care about the story flow to stop Sarevok as it does have a delayed option to start after Durlag's Tower so you would have to use the original location of when Drizzt Saga starts.
  20. I like that idea! Basically anybody can provide their own BWS-EET Template based on their own player experience and there is many modders and players that have already thoroughly tested this game! Is this correct if I'm understanding correctly? Actually I think I tried to throw that idea around back on SHS Forums, but I think no one really took me seriously on that idea few years ago. Not only will this save headaches of player disappointment by finding out their selection of mods broke their game at some point, but also relieve the stress of accidentally selecting bad mods. I would know, back before EET was a thing..my classic game broke due to one or two big mods somewhere in the mix in BG1. Fast forward to EET when the bugs were still being squashed, I unfortunately got corrupted movie selection with random texts thus realizing my BG1-SoD-BG2 didn't actually install successfully. I was thinking at the time SoD was not fully compatible yet with certain mods even with the Mod-Merge tool, hopefully I can avoid it or it was fixed long time ago. If I'm not mistaken you experimented with a lot mods didn't you? I'm kind of curious to know what BWS selection you made since you managed to avoid most bugs. Also I suppose for regular users at this point, they will have to manually put the mod like Southern Edge into the specific folder before running BWS to be installed with EET?
  21. I admit I feel pretty useless as I know next to nothing when it comes to programming, but I always appreciated this community for trying to build something that will last for years to come. Also wanted to thank the modder recently for addressing the changes in the Recommended Setting, I was confused at first why mostly everything was unchecked, but as long it doesn't affect the modding itself then all is fine really. Btw I noticed wasn't able to reach lava for comment if Southern Edge was coming to EET compatibility at some point, I don't think I ever saw that listed on BWS, if anyone can reach him later I appreciate it! I just love his work and dedication to make a fun mod really.
  22. Oddly enough I think this is the part where I was confused at first because I had no idea some of the talk of EET having problems was from another OS because the other versions are completely stable. Big oops on my part.
  23. So basically this boils down to a lack of marked communications, I think for the average guy like myself we wouldn't know what exactly happened. Well hopefully things will work out regardless.
  24. I noticed he is a important piece to the EET Machine for a long long time now, but due to his long absence that it is high time you all try to find someone that can stand in for him that is also familiar with the kind of coding involved. Hope I'm not being rude to suggest this, but with the way things are going that you all might need some alternative help until he can come back when he is ready. Too much time lost at this rate. There is also the matter of the new official patch coming around the corner for Baldur's Gate, and that is going to cause a few hiccups.
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