Sir BillyBob's Content
There have been 67 items by Sir BillyBob (Search limited from 05-June 23)
#504190 Umberlee Quest Question
Posted by Sir BillyBob on 31 December 2010 - 07:05 AM in Classic Adventures
The Myth Drannor quest is currently broken. I had forgotten to add corrections to the dialog files into this patch. To fix it can continue, use the CLUAConsole and type:
CLUAConsole:SetGlobal("TCAmberIntro","MD0001",1)
This will break the Amber quest but that isn't ready yet anyways. To get this to work properly, use the cheat before he tries to teleport you. Anytime while deciding on which NPCs to summon will work.
#503002 Stronghold question
Posted by Sir BillyBob on 13 December 2010 - 04:17 PM in Classic Adventures
#502133 Stronghold question
Posted by Sir BillyBob on 04 December 2010 - 07:47 AM in Classic Adventures
#500016 Should this be possible?
Posted by Sir BillyBob on 29 October 2010 - 06:39 PM in Classic Adventures
Candella keeps repeating her banter with you. Fixed
Aesdale and Blush - Blush doesn't appear at inn. Fixed by changing the coordinates of where she spawns in.
Scroll about chair. Fixed, item can't be equipped and therefore you can't duplicate the scroll.
Key to Lizardman lair. Never broken, it is the guy outside the entrance, not the other two lizardmen, however, if all three fight you I can see why there is confusion on this.
Lizardmen animations. Not fixed yet but several creatures have reversed animations, as in a guard has the red lizardman and the higher level creatures have the green. Issues will show animations without proper weapons do to the green lizardmen not have staves, just shield and axe.
Sanbelt will cast Magic Missle 2 using a wand at the PC - this is a killer if the PC is a low level mage. Fixed to now casts spell at person he is talking to. So I used Dirbert who can handle the damage.
BTW, my current party is PC - elf mage, Shadow, Dirbert, Candella, Aesdale, and Blush. It has been incredibly fustrating playing such a weak bunch of characters. It is doable though.
#503450 Should this be possible?
Posted by Sir BillyBob on 19 December 2010 - 10:41 AM in Classic Adventures
#500090 Should this be possible?
Posted by Sir BillyBob on 30 October 2010 - 08:28 PM in Classic Adventures
There are plenty of incomplete areas and I am still finding buggy dialogs. That is the nature of a mod in progress. I would recommend that you search the forum here whenever you find an issue. More than likely it is either a known bug we haven't gotten to or a fresh new bug which we don't know about yet. Either way, all you can do is try to continue on. Some cases will require using the CLUConsole to reset a global variable or kill a creature or jump yourself to the next area.
#500015 Should this be possible?
Posted by Sir BillyBob on 29 October 2010 - 06:31 PM in Classic Adventures
Rurik's soundset is from IWD
The only part of the U series you should be able to do is the first one, U1 which is to investigate the haunted house and the Sea Ghost. Once they are done you can decline the Captain and start Piney Bluff through Althon and Icar. If you accept the Captain's request to go to the swamp, Althon will ask to join you but he will not ask you to go to Piney Bluff. One or the other all based on what you tell the captain.
Interesting that Althon still offers this quest. I will have to see about blocking that.
Rurik's interest in the keg has nothing to do with the UK mods. That is a side quest to tell you that the sword can be upgraded.
#524191 Secret of BoneHill v2.75b
Posted by Sir BillyBob on 05 October 2011 - 04:05 PM in Secret of Bone Hill
Here is the link : SOBH v.275b
Here are some of the updates they included:
Apart from the French translation, here are the change we made: 1. inclusion of fixes provided in the BiG Fixpack v10.1 various fixes to tra files (invalid keywords and stuff) fixes for three small problems mentioned in the Bonehill v275 bug report thread 2. a complete rewrite of the readme (english and spanish), using the latest SHS model. 3. BH0111.ARE, both for BGT and Tutu: changed the charge of RNDTRE01.ITM in the container to 0 (it seems this value is used elsewhere for random items) 4. BHQUENEX.d: added a text reply before EXIT in the unconditionnal reply of the first state. The text used is not optimal but avoids adding a new text (reused text for the exit case in state 12) 5. BHMARTIN.d, both for BGT and Tutu: added a reply when "BHGnollQuest" is 1. I reused a reply for when it is 0, which is not optimal either (but the ogre mage is not dead yet anywhere, so the task is not finished). 6. Finally, I changed the readme handling in the tp2 file, aside from adding the French language. They used to be copies of the English readme in other directories, so that the AT_EXIT command would work with the %LANGUAGE% variable. Instead I used the README command, which allows to set a name with %LANGUAGE%, with a fallback if the file is not found, in this case it will display the English version. Additionally, this means the readme will be proposed at the beginning of the installation. I checked the behaviour will all languages.
#510596 Screenshots
Posted by Sir BillyBob on 13 March 2011 - 12:25 PM in Classic Adventures
#505419 Screenshots
Posted by Sir BillyBob on 18 January 2011 - 09:49 AM in Classic Adventures
The first is an Herbalist in Westgate. This is merchant/store from Check the Bodies. I had wanted to add in components from that mod for some time now. This is the first main one. You will see other items later. In Selgaunt, we hope to add in another Herbalist. Maybe the whole Herb and Potion mod. Dunno since I haven't looked at it in a long time.
The second is from the same area but this is meeting with the Fire Knives. As some of you know, this is a group of outcast Cormyrian nobles who now live in Westgate plotting the downfall of King Azoun. I had discovered that the plot wasn't working up to this point. So I am trying to get it working for 0.54 so you can try out Porph and Erin who have been in the game for several version now but never spawned correctly.
#499954 Safe to Shadow Keep?
Posted by Sir BillyBob on 28 October 2010 - 04:12 PM in Classic Adventures
#504936 Resting Problem
Posted by Sir BillyBob on 12 January 2011 - 05:51 AM in Classic Adventures
Area Day Night Area Description
TC0012 50 5 Stairs going up and out of dungeon
TC0013 10 10 Kobold territory/Meepo/Dragon Priest
TC0014 70 70 Goblin territory/rats
TC0015 10 10 Belak/Lava Worms/Blights
As you can see, only the goblin area should be a problem. I know that the game has a problem with doing random creatures. There is something wrong with the game in that you can get 3 encounters in a row with only a 10% chance on each one. The same randomness seems to be related to how the game creates spawn areas for wandering monsters. I have some areas that will 100% spawn a creature and other areas that never seem to spawn anything.
For version 0.54, I am working on giving Meepo a dialog option to watch over you during rest. This will only happen after you successfully complete his quest and he is not part of your group anymore.
#499342 Problems during MOD Installation
Posted by Sir BillyBob on 19 October 2010 - 03:19 PM in Classic Adventures
#507959 Pool of Radiance/Ruins of Adventure?
Posted by Sir BillyBob on 10 February 2011 - 11:10 AM in Classic Adventures
#514521 Plan for an update?
Posted by Sir BillyBob on 06 May 2011 - 08:14 AM in Classic Adventures
#515508 Help
Posted by Sir BillyBob on 22 May 2011 - 04:49 PM in Classic Adventures
#500239 CTD in what I Presume to be the "Abandond Temple"
Posted by Sir BillyBob on 02 November 2010 - 04:49 AM in Classic Adventures
#500540 Chaarna
Posted by Sir BillyBob on 07 November 2010 - 04:57 AM in Classic Adventures
#499953 Can't travel to Piney Bluff
Posted by Sir BillyBob on 28 October 2010 - 04:08 PM in Classic Adventures
#503503 CA patch 0.53a
Posted by Sir BillyBob on 20 December 2010 - 02:43 PM in Classic Adventures
A few other issues have appeared but you should be fine playing without it effecting your game. If you see something, please post it here so we can figure out what the bug really is and how to fix it. Thanks.
#503004 CA patch 0.53a
Posted by Sir BillyBob on 13 December 2010 - 04:26 PM in Classic Adventures
#501094 Bug Report for 0.53
Posted by Sir BillyBob on 18 November 2010 - 04:30 AM in Classic Adventures
More than half of this area is finished. However, I haven't run through the whole quest with Aleigha here to check all options. So don't be concerned if you defeat the wraith but no one talks about it.
#508629 Bug Report for 0.53
Posted by Sir BillyBob on 18 February 2011 - 06:51 AM in Classic Adventures
I believe that list of romances is correct. I can't think of anyone else. Several are much further along than others.
#507747 Bug Report for 0.53
Posted by Sir BillyBob on 08 February 2011 - 10:04 AM in Classic Adventures
If you agree to the quest, the global is TCArrowQuest which is set at 2. The captain should talk to you asking if you need any assistance. There should be a dialog option to ask about Sharp Eye's payment. Everything looks correct from what I see.
#500141 Bug Report for 0.53
Posted by Sir BillyBob on 31 October 2010 - 05:51 PM in Classic Adventures
TC1044 and TC1045 - hosed. I have no idea why these 2 random encounter areas are causing the party to not be able to rest and you can't save your game anymore (though the game still saves between areas). I even rebuilt TC1044 with a new area map but it still has problems. I have been able to prove it isn't Suna Seni and company. The area causes this problem even without an area script to spawn them. So I have to assume the problem lies with the Worldmap. If so, that sucks because any changes requires a new game to play since this is stored in each saved game. Still working on it, but for now my recommendation is if you go between Westgate and the temple or the fortress and you hit an encounter, exit and reload the auto save and try again.
Westgate - yeah it is very empty. Most of the houses have no one in them. We are slowing adding people and dialogs.
Perigold - This quest is broken. He tells you to enter the storage building/barn behind him and you see a trapped door but the lock doesn't allow you to open it. This makes no logical sense because the guard you are following already went down there, so the doorway has to be unlocked. I went ahead and unlocked it and opened the doorway so you can easily follow down. BTW, Perigold doesn't have any dialogs here and little to say below. I'll have to work on that.
Anyone else have Sturm (thief in temple/A1) talk to you but not spawn his three mages? Weird, that has never happened before but it sure made the fight easier.
Other Westgate issues -
Since my party is very weak (Mage, Dirbert, Shadow, Aesdale, Candella and now Rivian), I noticed that there are no weapons for mages anywhere on the Westgate docks. Little for thieves also. I'll see about doing like SoA's beginning and stocking some gear in a crate. No magic items.
You can't rest anywhere on the docks, but the drunken sea captain has people sleeping on the floor. Obviously no one bothers the drug addicts here. So this area you can now rest in.
Chesnar the carpenter is supposed to offer you help but I haven't included the dialogs yet. This you should see in the next version. Leahnkain has already written them, I just haven't included it due to the involvement of scripts and other stuff I've been skipping.
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