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#510596 Screenshots

Posted by Sir BillyBob on 13 March 2011 - 12:25 PM in Classic Adventures

Future mods we are working on are the Giants series, G-1-2-3. The first is with Hill Giants. So, in version 0.54, we plan to add some of the first maps for this area. It won't be finished but it should give some of you another area or two to explore. Be prepared for some serious fights.
G1 Giants.jpg



#505419 Screenshots

Posted by Sir BillyBob on 18 January 2011 - 09:49 AM in Classic Adventures

Version 0.54 has several major updates. Mostly the integration of Infinite Animations (again). This time, it should work with those of you using non-English based systems. We are also working on adding in another module, X2 - Castle Amber. I don't have anything to show you yet for that mod. However, here are some others to look at.

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.

Attached Images

  • Herbalist.jpg
  • Knives.jpg



#509269 Bug Report for 0.53

Posted by Sir BillyBob on 25 February 2011 - 06:50 AM in Classic Adventures

Masterwork arrows - okay you lost me here. What proficiency penalty? It is just an arrow with a +1 THAC0, same as in IWD where it comes from.
Bullets - not sure when that was added. BG2Fix actually removes this from the magical bullets but not from the normal one. So I removed the BULL01.ITM file out of our install. As far as I know, the sling is what lets you add strength, not the ammo.

Rurik's wand of hard knocks - I think I have this fixed now but I will need to test.
Bathis dialog - where does it break? There was an older problem with Paraway in the party but that was fixed awhile ago. Who is in your party and who was the last person talking?

Priest healing scrolls work fine for me. Some attack ones do as well but not all. Need further digging.
Barford - always attacked me but I do see a bug in the dialog that could be why he isn't always attacking. Fixed.

Rescuing Saltmarsh Kids - Journal should update to remove active quest and post completed quest. I think I fixed this several months ago but you all don't have that version yet. No XP for this quest and nothing really for seeing the barrels of wine/spirits in the mayor's home. What? You plan to feed it to the starving refugees? I guess that would take away their troubles but not much of a proper food - unless it was Guiness. We do have some small areas where the story just ends. The idea was to leave hooks for future modders to add their stories. Consider it as Unfinished Business for Classic Adventures.



#508460 Bug Report for 0.53

Posted by Sir BillyBob on 16 February 2011 - 08:37 AM in Classic Adventures

I think I have the Meepo problem fixed. There was an issue with his dialog file and also with area TC0014's script.

I can now have him join, leave, and rejoin as he should. There is also the dialog option to rest with him watching over you. That was only in one of his dialogs, not the other. I also found a map point error on TC0014 which is now fixed as well.

Thanks for finding this bug.



#508427 Bug Report for 0.53

Posted by Sir BillyBob on 15 February 2011 - 07:36 PM in Classic Adventures

Meepo? I haven't encountered this error before. I will have to try to duplicate it.

Duchess - your error message claims the MakeGlobal() command isn't valid, but it is. In fact, I use it for these 2, Rilithar, Chaarna, Meepo and others to move them around the areas as if they were NPCs. This is for situations where you didn't have them join but I need to make sure they appear in multiple locations without creating and then destroying their CRE files over and over again. I just ran Duchess and Can's dialogs through DLTCEP and it still shows everything is valid. Of course, it may be that I fix something a few months ago after releasing .53a and forgot I now have it fixed but you don't.

Stirge animations must have been changed from another mod. Hopefully this won't be a problem in .54 since the Aurora mod and CA both support Infinity Animations.

Paraway has had his class changed a few times over the years but I don't think it was in the last couple of versions.



#508454 Bug Report for 0.53

Posted by Sir BillyBob on 16 February 2011 - 06:01 AM in Classic Adventures

Get closer to the snake and you will find out.

They use the same script as bears. You have to be less than 10 feet away for them to attack. And the party member that close can't be a druid or ranger else they still won't attack.

Yes, the varg creature animation was in a goblin slot. It isn't anymore since I have added several PST creatures to IA. That doesn't mean my list is the same as the "official" IA animation slot list, but it is what I am using for now. I'll update it as the official version gets updated. What this should mean for players is that version 0.54 shouldn't have these animation problems with Aurora or any other mod as long as it uses the official IA animation list (I've just added to it, not modified what is already there).



#509876 Bug Report for 0.53

Posted by Sir BillyBob on 04 March 2011 - 02:13 PM in Classic Adventures

Or you could use Global("FAALT","LOCALS",1) trigger and SetGlobal("FAALT","LOCALS",2) action instead, since in the previous banter between Fala and Althon the value of local variable FAALT is set to 1


Okay, I'm going to use the LOCALS of 2 for the second dialog. Otherwise, there is a risk of the dialogs running out of order.

Rivian moves to 1201 in the next version.

Capt Beril issue isn't major. This is to remove him from the area if he is standing out on the docks. Fixed for next version.

Sharp Eye's dialog was corrected a few weeks ago due to her and Saltmarsh Captain conflicts. Global now only goes to 5, so dialog will allow you to purchase items even if you decline the quest.

Kessa actually has 2 dialogs here. So both needed to be updated. They will now only trigger if she is in the party and can detect the PC.



#510237 Bug Report for 0.53

Posted by Sir BillyBob on 09 March 2011 - 06:28 AM in Classic Adventures

Dialog option 2 and 3 (I have been tasked...) both go to the same dialog block where he says "we shall see" so there is no difference in how the dialog runs the fight. You have probably just encountered the same problem for why Aleigha doesn't always parlay with you but Cath seems to every time. Oh, Sanbalt and Icar do it some times as well. For now, all I can say is save your game before those fights.

I have tested the idea that their scripts don't always get a chance to check their HP amount to then jump to the next dialog. I haven't found a solution yet that is consistantly working.



#523006 Bug Report for 0.53

Posted by Sir BillyBob on 19 September 2011 - 04:57 AM in Classic Adventures

Depending on other globals, you may be successfully setting TellCouncil to 1, but something else then sets it to 2. To verify, use the console to GetGlobal("TCLizTellCouncil","GLOBAL") and this should show you what the global is currently at or if it even exists.

Lu -
IDS file corrected. Never noticed this before but since I don't use that command, never had a problem. Corrected now just in case. Thanks.



#515189 Bug Report for 0.53

Posted by Sir BillyBob on 16 May 2011 - 04:41 AM in Classic Adventures

The Glab is actually that way in the original game, nothing we have changed. In fact, of the three versions of the Glabrezu, only the summoned version has XP. Which is reverse of logic because usually summoned creatures don't have XP and regular creatures do. So I may have to fix all of them.

In the original mod, Elmo dies. We added an option to save him if Candella is in the party. She will beg for Rurik or Blush to heal him. We may expand it later but for now, she needs to be in the party for you to continue that story line.



#515040 Bug Report for 0.53

Posted by Sir BillyBob on 13 May 2011 - 04:07 PM in Classic Adventures

Stalker - fixed (should have been fixed before)
Quest - have to look at
TC3300 - fixed in 0.54
TC3706 - didn't know those arrows even existed, not sure what they are for - fixed
TC3052 - fixed in 0.54 by using Infinity Animations now



#510412 Bug Report for 0.53

Posted by Sir BillyBob on 11 March 2011 - 08:23 AM in Classic Adventures

You can't kill Calcryx. He wears an item like Imoen's belt in SoA. Once he talks to you about giving up, you have an option to continue trying to kill him. Otherwise, he surrenders. This was the only way to keep the party from killing him before the cutscene. If you ever say you plan to kill him, he "should" drop the item that makes him unkillable.

Sir Braford will not attach due to a bug in Belak's dialog (I thought we covered this already?). Just frag him with a fireball/potion of explosions. It will be corrected in version 0.54.



#508240 Bug Report for 0.53

Posted by Sir BillyBob on 14 February 2011 - 05:56 AM in Classic Adventures

I have no idea what half of the mods you installed do. Anything that modifies the EXE file of the game has a chance of not working because we modify this file several times ourselves. Even more so in the next release. Any mod that adds items or changes what is in containers is probably not going to do anything noticable in this game because they change default areas of BG2 which we don't use. However, if you plan to use ShadowKeeper to add these items to your team, than it will work fine.



#507522 Bug Report for 0.53

Posted by Sir BillyBob on 05 February 2011 - 10:05 AM in Classic Adventures

Dracandros - The only traps I see are on 2 containers. Nothing on the floor. I'll have to run a party through to see what you are encountering.
Maze - Yes, one of the CRE files is the wrong one. Fixed.
Mistmoor - I forgot about the side quests. I haven't run through them in over a year. I've probably broken the dialog when adding something else to the Captain's dialog. I'll take a look. Thanks.



#500707 Bug Report for 0.53

Posted by Sir BillyBob on 09 November 2010 - 05:34 PM in Classic Adventures

That sounds like either Mistmoor or Piney Bluff. If there is a dungeon, than it could be the villa of Van Arthogs which is part of the UK2 mod (The Guantlet). Posting a screen shot would help us know exactly where you are.



#500541 Bug Report for 0.53

Posted by Sir BillyBob on 07 November 2010 - 05:01 AM in Classic Adventures

Amber isn't finished yet. In fact, the only way to get there is to use the CLUA to jump to the areas. There really isn't much point since most of the story isn't done yet.



#500283 Bug Report for 0.53

Posted by Sir BillyBob on 02 November 2010 - 06:23 PM in Classic Adventures

I have never encountered a situation where the monster(s) don't appear. They may be off screen but they should be on the map somewhere. Even so, I have tested this bug by removing the scripts so the creatures don't appear. The bug happened either way, that is why you need the updated master area file I posted above. It stopped this problem from happening (so far).



#500141 Bug Report for 0.53

Posted by Sir BillyBob on 31 October 2010 - 05:51 PM in Classic Adventures

I just got the party to Suderham. Okay, issues I have found so far and what I have or haven't done to fix them:

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.



#504265 Bug Report for 0.53

Posted by Sir BillyBob on 01 January 2011 - 02:35 PM in Classic Adventures


You should have met a halfing named Jak who talked to you outside the inn. Once inside, go up to the top level. He will be there again with a mage named Stein. That is the person that will start your next quest.


Last night I found a few bugs with Narcissa, Jak, and that inn.

Jak wont spawn if Narcissa is in party. And if I kick Narcissa any place other then right inside the Outlook inn's first floor, she will become stuck off screen in the lower right corner of the inn.

PS: Really enjoy this mod!

Outside on area TC0200, go ahead and spawn Jak, TCJAK. That should fix the problem.

I see that I have him not spawn if she is in the party but there is no dialog for her to replace him. Stein's dialogs always assume you have talked to Jak even though she is in the party. I may just update his dialog to reflect that he knows who you are based on her being there.



#504536 Bug Report for 0.53

Posted by Sir BillyBob on 06 January 2011 - 04:55 AM in Classic Adventures

Blush appears after the 2 of them went out for 8 hours. So you could have either wandered around town or rested. Either way, they don't appear until 8 hours from when Aesdale left with her. Which, if you think about it, is a long lunch...



#506837 Bug Report for 0.53

Posted by Sir BillyBob on 30 January 2011 - 01:37 PM in Classic Adventures

TC1200 map - fixed (add some new ones as well)
TC1605 - illusionary wall, same as in IWD where this comes from
TC1309 - Couldn't tell you. I assume a spell hit you after he already died. Nothing here is changed from SoA.
Candella/Parents talk - we had changed this awhile ago and forgot about Elminster. His dialog is now fixed.
Maze - as far as I can tell, the stalks are all the same creature file. All should give you the same XP.
Rivian - interesting miss. I have her other dialogs pointing to the inn at TC1201 but not that one. Fixed.
Fletcher - What quest? They mention the spear, Heart Stopper, but there is no quest to give it to them.



#505420 Bug Report for 0.53

Posted by Sir BillyBob on 18 January 2011 - 09:50 AM in Classic Adventures

The only wardstone I can think of is the one Charrna has for you to enter the Silver Princess area. You can sell it to the Book Merchant in Saltmarsh.



#504844 Bug Report for 0.53

Posted by Sir BillyBob on 10 January 2011 - 05:14 PM in Classic Adventures

Both area transitions now fixed for next version.

BTW, if you are saying you can't find Ander after talking to him on the docks, go to the inn on the same map (the one at the top of the map that looks has stairs going down into the inn). He will be there.



#504775 Bug Report for 0.53

Posted by Sir BillyBob on 09 January 2011 - 01:19 PM in Classic Adventures

Ander and crew are in front of the building but you are on the side. You have to move yourself around to him. I may see about moving them closer to you in the next version.

Shadow's comment is just her standard line when you are in a dungeon area. She seems to say it more often than other characters say their line here.



#500092 Bug Report for 0.53

Posted by Sir BillyBob on 30 October 2010 - 08:34 PM in Classic Adventures

I just realized that I posted this in a different thread so some of you may not see it.

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.

New issues:
Candella's new soundset is very loud. I'll have to figure that one out. It is fine in Audacity, just not in the game.
Myth Drannor - Dialog is broken when the cutscene with Althon happens. Fixed, btw if you read it you know we are getting ready for Castle Amber.
Bard's Potion Quest - I had fixed some variables awhile back but that now causes Bonito to not talk to you about the potion. Fixed
Bane Crypt Quest - the Umberlee priestess appears outside her temple but you can't see her. Fixed to move her near stairs so new players should be able to continue this quest.