Jump to content


erebusant's Content

There have been 102 items by erebusant (Search limited from 07-May 23)


By content type

See this member's


Sort by                Order  

#488769 BGSpawn

Posted by erebusant on 31 May 2010 - 11:05 AM in Miscellaneous Released Mods

Thanks for your feedback Fennek.

Yes, at low level I have to keep the spawns quite low. It would be frustrating for a Lev1 party to be killed as soon as they wander around.

But regarding the fortress i can think of some changes eventually. As for now during daylight time a Lev1 party with 6 chars has these chances:

30% 1-3 Wild Dogs
30% no encounter
30% 1 or 2 gnolls
10% Ogrillon, Half Ogre or Ogre

So not that very hard, really. I can think of increasing the number of Gnolls and their chances of spawing, eventually also increasing from 1 to 3 ... the "no encounter" option is fine 'cause of community demand.

Thanks again for your kind words and any other feedback is more than appreciated,

mm75


I always thought the Gnoll Fortress would be great if it was set up with spawns similar to the Xvart Village from BP.



#485032 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 16 April 2010 - 04:42 PM in Secret of Bone Hill


Hello, yesterday I installed Baldur's Gate 1&2 and then Big World Project 9.0.3 which installed Secret of Bonehill mod amongst other. I decided to try if SoBH works and I edited my saved game with ShadowKeeper to advance my new character at chapter 4 in order to be able to take the quest from Pellvar. When he teleported me to Restenford, I went to south/west and when I chose from the world map to go to the temple area the game started loading but stopped in the middle and crashed to desktop. I tried many times but the game kept crashing, then I tried to go to other places, every other area I tried to go to loads fine. Then I decided to spend another day reinstalling Big World Project v9.0.3, but it seems I did it in vain, because the problem wasn't solved. Can someone please help me play this great mod? Am I able to go through most of SoBH without visiting the temple area? I found Bonehill_v245.rar and Bonehillv275.rar at my downloaded mods folder.
Here is my weidu.log: I hope it helps

Thanks in advance and thank you for making this great mod, ChiXiStigma


I have exactly the same problem, mod is looking very interesting, so its sad i have to skip it for now.
Is there in BG2 folder any error log? So i could at least check what's the reason of this error?
Thanks for responding.


Found the source of this problem. I will be uploading a new package to the download center shortly. Look for v275a



#484919 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 15 April 2010 - 06:00 PM in Secret of Bone Hill

I'm getting another NO VALID REPLIES response when returning to Pelltar after clearing Bone Hill (1st travel):

Posted Image



EDIT I think I found the problem, in order to get the response, you need to have Telvan's journal (bhtelvbk.itm) in your inventory. But apparently I had sold it by mistake. It should be flagged as Plot Item in order to avoid this, IMO, and maybe change the dialog structure a bit. Set to "UnSellable"

EDIT 2 One of the containers in area bh0602 has an invisible, unremovable item in it. Fixed Locally




#485095 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 17 April 2010 - 05:42 AM in Secret of Bone Hill

Heya Posted Image

In the v275a .tp2, lines 1708-1715:

ACTION_IF FILE_EXISTS ~data/BG1ARE.bif~
THEN BEGIN
  COPY	~Bonehillv275/creatures/spawns~	~BH-REST~
  COMPILE	~Bonehillv275/BGT/spawns~
END ELSE BEGIN
  COPY	~Bonehillv275/creatures/spawns~	~BH-REST~
  COMPILE	~Bonehillv275/Tutu/spawns~
END
is it possible that the scripts inside the folder might not make it into the game?? Posted Image Should the COMPILE be before the COPY??

Depends on what type of game you're playing. COPY command is making certain the creatures you need for the spawns are in your game, while the COMPILE command compiles the bafs from an entirely different location in the folder. There's one set of bafs for BGT and one set of bafs for Tutu.



#484655 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 13 April 2010 - 05:09 AM in Secret of Bone Hill

Hello, yesterday I installed Baldur's Gate 1&2 and then Big World Project 9.0.3 which installed Secret of Bonehill mod amongst other. I decided to try if SoBH works and I edited my saved game with ShadowKeeper to advance my new character at chapter 4 in order to be able to take the quest from Pellvar. When he teleported me to Restenford, I went to south/west and when I chose from the world map to go to the temple area the game started loading but stopped in the middle and crashed to desktop. I tried many times but the game kept crashing, then I tried to go to other places, every other area I tried to go to loads fine. Then I decided to spend another day reinstalling Big World Project v9.0.3, but it seems I did it in vain, because the problem wasn't solved. Can someone please help me play this great mod? Am I able to go through most of SoBH without visiting the temple area? I found Bonehill_v245.rar and Bonehillv275.rar at my downloaded mods folder.
Here is my weidu.log: I hope it helps

Thanks in advance and thank you for making this great mod, ChiXiStigma


You'll need to post this problem in the Big World forum. This issue doesn't occur with a normal installation, and I've no idea what they've modified in the mod.



#488133 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 23 May 2010 - 10:22 AM in Secret of Bone Hill

Hi,

the german language version dosen't install at all - there's a typo in BHARRNES.TRA


@13 = ~Wovon sprecht Ihr? Euer verstohlenes Herumschleichen in meiner Stadt, ohne mich zuvor aufzusuchen, um zu erklären, was Ihr tut, erfreut mich nicht. Als das Oberhaupt dieser Stadt ist es meine Aufgabe, Verbrechen zu ahnden und die Ordnung zu gewährleisten. Ihr werdet Eure unbefugte Untersuchung augenblicklich beenden. Meine Männer werden diese Sache für Euch untersuchen. Sobald die Wahrheit bekannt ist, werde ich Euch kommen
@14 = ~Die Bürgermeisterin von Garrotten plant, den Mord zu untersuchen, und hat meiner Untersuchung ein Ende gemacht. Ich frage mich, ob der wahre Mörder gefangen wird. ~
lassen. Habt Ihr verstanden? ~
@15 = ~Ja meine Dame, einverstanden. ~


should be

@13 = ~Wovon sprecht Ihr? Euer verstohlenes Herumschleichen in meiner Stadt, ohne mich zuvor aufzusuchen, um zu erklären, was Ihr tut, erfreut mich nicht. Als das Oberhaupt dieser Stadt ist es meine Aufgabe, Verbrechen zu ahnden und die Ordnung zu gewährleisten. Ihr werdet Eure unbefugte Untersuchung augenblicklich beenden. Meine Männer werden diese Sache für Euch untersuchen. Sobald die Wahrheit bekannt ist, werde ich Euch kommen lassen. Habt Ihr verstanden? ~
@14 = ~Die Bürgermeisterin von Garrotten plant, den Mord zu untersuchen, und hat meiner Untersuchung ein Ende gemacht. Ich frage mich, ob der wahre Mörder gefangen wird. ~
@15 = ~Ja meine Dame, einverstanden. ~


Fixed locally.



#491057 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 28 June 2010 - 01:10 PM in Secret of Bone Hill

I'm playing with v245, and I almost finished the 2nd part: I only must find Pelltar to report what I've found.

Well, there was some bugs during my play, I don't know if they were fixed in v275, so I report its.

1) When the mayor is dead, all the orcs attack us. Except in the towers outside of the castle: archers attack us, but not the orc lieutenant - we must talk to each if we want they turned red.




2) there were some bugs in reward's dialog in Garrotten: Harper didn't want to talk to me, Abraham played again the dialogue with "Baron Grellus were murdered...", Ascue teleported in the house of Abraham to notify that Abraham were arrested.
But the quest is finished, as I killed the mayor and find the documents.

3) I would like to know if it's possible to find Wilbur who goes away with Holga?Posted Image

All these bugs should be fixed in the v275 release.

Wilbur and Holga eloped, apparently. They did a good job and there is no finding them.



#488283 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 25 May 2010 - 05:55 PM in Secret of Bone Hill

Ignore this - i posted in the wrong thread Posted Image For some utterly daft reason I'm running v245 Posted Image


Even so, you still should be able to leave area BH1000. If you look at the search map, you will find two areas along the edge that are blueish in color. These are the 2 locations where you should get the travel wheel when you scroll your cursor along the edge of the screen. They are rather obscure...

Attached Files




#484592 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 12 April 2010 - 03:08 PM in Secret of Bone Hill


Crap! I see the problem. I'll have a hotfix posted for you tutu players in just a little bit. Sorry...

Cool, thanks. Posted Image


For Tutu Players Only !!! Extract this in your game directory and run the executable. This will resolve this stupid error. I'll upload an new package tonight.


Fixed Full Package uploaded 041210. Only use this patch for Tutu if you don't want to re-download and install.

Attached Files




#488132 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 23 May 2010 - 10:22 AM in Secret of Bone Hill

Hi... I'd like to tell you about a typo. I'm spanish speaker.

In file bhyalta.tra there is a error at @50, there isn't "~" at the end of the line. And the installation fails for that.

Thanks


Fixed locally.



#484164 Secret of Bonehill v275 Bug Reports

Posted by erebusant on 07 April 2010 - 06:26 PM in Secret of Bone Hill

Please reports any bugs or possible bugs related to Secret of Bonehill v275 in this thread



#462899 Vault v7 Released

Posted by erebusant on 18 September 2009 - 12:36 PM in Mod Resurrections

Suggestion for the next version of this mod:

"Elven chainmail +2" (echan01.itm), sold by Talanthyr, should have the same class restrictions as original SoA and TOB Elven chainmail.

In other words. Unusable by Druid (any), Mages, Monks, Shapeshifter, Stalker, Beastmaster, Archer, Kensai, Dwarfs, Halflings, Gnomes and half-orcs.

I can fix that



#478277 Vault v7 Released

Posted by erebusant on 07 February 2010 - 12:55 PM in Mod Resurrections

Hey there Posted Image So, Vault\BAM contains some bams with a naming convention that causes them to not get biffed Posted Image (NO GUILSOP.BAM, NO IBOOTFOX.BAM, NO ICROWN.BAM, NO IHAT01.BAM) They get copied to the override nevertheless, I wonder if anything even uses them Posted Image


No. Removed.



#488676 Vault v7 Released

Posted by erebusant on 30 May 2010 - 07:43 AM in Mod Resurrections

Two things. First, is this mod still compatible with a vanilla BG1 game?

***Possible spoiler***







Secondly, I too always wind up not getting my book back. I get to the Nashkel Mines after Zernan and the Mysterious Man encounters and wipeout all of the enemies at the mines only to find the final level/Mulahay's room empty and no book to be found anywhere. Ive searched the forums for an answer to this problem but I cannot find a solution to the problem. (This includes a "walkthrough" linked in the forum but did not state how to fix this or what I may have done wrong).
Ive run this mod as the only add-on to my BG1 game and still run into the problem with no indication of a problem from WeiDu or error reports.

Thanks.

To answer question #1 - No. The BGT compatible version is compatible with BGT only.
To address question #2, I've completed a run-through for bug-fixing and will be releasing a updated version of the Vault for BGT once I get the other Major Mod updates released. Not sure of a timetable, but most likely sometime this summer.



#490880 Vault v7 Released

Posted by erebusant on 26 June 2010 - 05:38 AM in Mod Resurrections

Hello Erebusant,

I played to the Vault and finish 3 quests without a bug: the vault's quest, the vestibule's quest and the return to nashkel's quest.
In Gullykin's quest, I met Kharaz after visiting Gullykin's village. I've got the dialogue with Kharaz, but no dialogue with Gullykin's mayor; actually I didn't see him. I think I visited all the map, but he's nowhere.
But we know that there's some dialogues with him in the french translation:

@39 = ~<CHARNAME>! It is a terrible time for Gullykin! We are beset by a tribe of vicious ogres under the command of one ogre magi called Kharaz! They demand that the village be vacated as it will be the site of their new encampment! Already we have sent two couriers to seek help but they have been intercepted and murdered. Please, you must help us! They continue to pour in numbers, maiming the people and destroying our property...~

@41 = ~The village of Gullykin is under siege from a band of ogres led by a magi called Kharaz. The ogres seem to number in the hundreds, with waves and waves and waves of raiding parties laying waste to the village and its inhabitants, but I have told Gandolar that I will see what I can do to remedy the situation.~

@45 = ~This Kharaz you mentioned, Gandolar. Have you seen him?~

Even Kharaz has a special dialogue about this:

@0 = ~So, the halflings will not bow to my will and have decided to send you, have they? Haha! It matters little for I will crush you cattle and claim Gullykin as my own!~


Do you know how and when does this quest begin ?


There is an issue between BGT and Vault where after you have completed the Firewine ruins Gandolar Luckyfoot uses an EscapeAreaDestroy(90). I probably need to alter the dialog so Gandolar goes to "RandomWalk" instead of escaping. This is a known bug I am aware of.



#460424 Vault v7 Released

Posted by erebusant on 28 August 2009 - 02:53 PM in Mod Resurrections

Hi there,
I also got the bug with Zhurlong and I think it would be fixed if the following block (in vault.d) will be changed:

APPEND ~ZHURLO~

IF ~True() Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN BEGIN VLT69
SAY @167
IF ~~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70 END

IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END


into:

ADD_TRANS_TRIGGER ~ZHURLO~ 5 ~!Global("ReturnNashQuest","GLOBAL",6)~ DO 0

EXTEND_BOTTOM ~ZHURLO~ 5
IF ~Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70
END

APPEND ~ZHURLO~
IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END

I'll double-check the globals, but they are set up for intended behavior. There is probably some other part of the quest that needs clarification.


Hmm, there's only a True() Trigger in the 5th state of ZHURLO.dlg and when the first quest of Zhurlong isn't done before then the problem appears...
I've checked the problem and it worked perfectly how I've described it in my last post...

The problem isn't the Global("ReturnNashQuest","GLOBAL",6)... As I stated, when I get to that point and go over the issue in game, I will alter the dialogue as needed to make it fire properly. In the meantime, you don't want to break something else in the hope of fixing an isolated, localized problem...



#478278 Vault v7 Released

Posted by erebusant on 07 February 2010 - 12:56 PM in Mod Resurrections

Last thing on this quest I swear. xD
I finished it right now and I had to move to the top-left corner to talk with the Narrator. I've checked his initdlg.bcs script, and it has a See([PC]) trigger in the block conditions so he won't start the dialogue without seeing one of the characters. I've checked if some mods modify the script, but only Rogue Rebalancing adds two blocks on top to handle pick pockets attempts. I don't think RR changes the last block too.
I'd suggest either to spawn the narrator near the main character, or change the script and make the main character "speak" with himself, using a script defined dialogue, thus not needing the narrator anymore.


Fixed.



#478279 Vault v7 Released

Posted by erebusant on 07 February 2010 - 12:57 PM in Mod Resurrections

About the traps my thief isn't able to detect: I've encountered other traps which I can detect but can't disarm. I've checked with NI, and no trap should be undetectable and/or permanent. My thief is an illusionist 8/thief 8 with 80 skill points in disarm traps, plus some items that bring that value up to 135. Still, I get the "trap not disarmed" string and the trap fires. I've tried using Imoen's Artifact (from BG1NPC) to give her +1 dexterity, and using a potion of perception (for a grand total of another 25 points of disarm trap if I remember right the bonus from high dexterity), and again I get the "trap not disarmed" string. NearInfinity says that the trap in that area varies from 90 to be detected and 90 to be disarmed, to 100 to be detected and 100 to be disarmed so I can't explain that behavior.
Also, one of the traps I couldn't disarm started triggering every 30 seconds or so, firing a fireball on the trap, while there was no one on there.

Fixed.



#478287 Vault v7 Released

Posted by erebusant on 07 February 2010 - 01:24 PM in Mod Resurrections

Heya there Posted Image

The Vault seems to overwrite the Bandit Camp Hobgob Archer, Hakt's inventory and replace his LongBow of Marksmanship to a Bastard Sword +1. Not a problem by itself but within the BWP, it causes an incompatibility of sorts with the Thalantyr's item upgrade mod which needs the Bow for a recipe. I dunno if the Bow can be found somewhere else in BGI though Posted Image

But since Hakt's Weapon2 slot contains a Bastard Sword already, it seems a waste to give him another +1 sword in Weapon1, so I proposed a temporary change in the .tp2 here to preserve the bow AND give him something to become tougher Posted Image Hope this gets sorted out Posted Image

Thanks,
Lol

Commented out.



#460375 Vault v7 Released

Posted by erebusant on 28 August 2009 - 05:19 AM in Mod Resurrections

Hi there,
I also got the bug with Zhurlong and I think it would be fixed if the following block (in vault.d) will be changed:

APPEND ~ZHURLO~

IF ~True() Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN BEGIN VLT69
SAY @167
IF ~~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70 END

IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END


into:

ADD_TRANS_TRIGGER ~ZHURLO~ 5 ~!Global("ReturnNashQuest","GLOBAL",6)~ DO 0

EXTEND_BOTTOM ~ZHURLO~ 5
IF ~Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70
END

APPEND ~ZHURLO~
IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END

I'll double-check the globals, but they are set up for intended behavior. There is probably some other part of the quest that needs clarification.



#483643 Vault v7 Released

Posted by erebusant on 03 April 2010 - 09:08 AM in Mod Resurrections

are the items from this mod supposed to be using the old BG1 proficiencies?


The original mod was built for BG1 & Tutu. I only ported it over for use with BGT. I didn't do a lot of work on the items in the course of doing so.



#478286 Vault v7 Released

Posted by erebusant on 07 February 2010 - 01:20 PM in Mod Resurrections

Hi there,
I also got the bug with Zhurlong and I think it would be fixed if the following block (in vault.d) will be changed:

APPEND ~ZHURLO~

IF ~True() Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN BEGIN VLT69
SAY @167
IF ~~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70 END

IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END


into:

ADD_TRANS_TRIGGER ~ZHURLO~ 5 ~!Global("ReturnNashQuest","GLOBAL",6)~ DO 0

EXTEND_BOTTOM ~ZHURLO~ 5
IF ~Global("HelpZhurlong","GLOBAL",1) Global("ReturnNashQuest","GLOBAL",6) Global("ReturnNashQuestZhurlo","GLOBAL",0)~ THEN REPLY @168 DO ~TakePartyGold(10)~ GOTO VLT70
END

APPEND ~ZHURLO~
IF ~~ THEN BEGIN VLT70
SAY @169
IF ~~ THEN DO ~TakePartyGold(10) SetGlobal("ReturnNashQuestZhurlo","GLOBAL",1)~ JOURNAL @170 EXIT END
END

I'll double-check the globals, but they are set up for intended behavior. There is probably some other part of the quest that needs clarification.


Hmm, there's only a True() Trigger in the 5th state of ZHURLO.dlg and when the first quest of Zhurlong isn't done before then the problem appears...
I've checked the problem and it worked perfectly how I've described it in my last post...

The problem isn't the Global("ReturnNashQuest","GLOBAL",6)... As I stated, when I get to that point and go over the issue in game, I will alter the dialogue as needed to make it fire properly. In the meantime, you don't want to break something else in the hope of fixing an isolated, localized problem...


Oh, now I think I got it, you will add a new dialog, right?


ADD_STATE_TRIGGER ZHURLO 4 ~GlobalLT("HelpZhurlong","GLOBAL",1)~




#478281 Vault v7 Released

Posted by erebusant on 07 February 2010 - 01:01 PM in Mod Resurrections

Hi there! Posted Image
As of v7.1 for BGT, the Vault can cause CTDs in the Bandit Camp area since it adds stackable items (potions, darts, arrows, etc) with 0 charges to some enemies. When the enemies tries to use those items the game freezes.
I've written a quick fix for an on-going game, can be found (along with the discussion of the problem) here: http://www.shsforums...showtopic=42751
I think for safety reasons it would be best to change all ADD_CRE_ITEM and REPLACE_CRE_ITEM (or similar? don't remember the exact command!) so that the items, if stackable, have at least one charge.

Cheers. Posted Image

You're going to need to be more specific as to what items, and what CRE files.



#478283 Vault v7 Released

Posted by erebusant on 07 February 2010 - 01:06 PM in Mod Resurrections

Currently The Vault installs a Level 50 ruleset which causes issues for sorcerer (wrong thac0 and spell tables), i would comment out that component Posted Image

mm75


Fixed



#462896 NTotSCv170a & v171 Bug Thread

Posted by erebusant on 18 September 2009 - 12:32 PM in NTotSC

In that case I have run into some bugs.

It's probably old news that there is an incompatibility between ScS and Ntotsc when it comes to the amazon assassins Natalka and Elka.
With ScS installed these two are left stranded because of an error in the ar3900.bcs code:

[codebox]IF
Global("NTotSCSpawn","AR3900",0)
THEN
RESPONSE #100
CreateCreature("NATALK9",[2248.240],3) // Natalka
CreateCreature("ELKA9",[2145.205],4) // Elka
SetGlobal("NTotSCSpawn","AR3900",1)
END

IF
Global("NTotSCspawn","AR3900",1)
OR(2)
GlobalGT("DMWWC3Assassin","GLOBAL",0)
!Exists("LAMALHA")
THEN
RESPONSE #100
ActionOverride("NATALK9",DestroySelf())
ActionOverride("ELKA9",DestroySelf())
SetGlobal("NTotSCSpawn","AR3900",2)
END[/codebox]

There are several problems with the last part. First of all it has to be "!Exists("LAMALH")" not LAMALHA (because lamalh is the death variable).
This also applies to NATALK9 and ELKA9 which should be NATALKA and NTELKA respectively.

I have an alternate solution though. It would be more neat to change all of the above code to just the following:

[codebox]IF
Global("NTotSCSpawn","AR3900",0)
Dead("Mulahey")
Exists("LAMALH")
THEN
RESPONSE #100
CreateCreature("NATALK9",[2248.240],3) // Natalka
CreateCreature("ELKA9",[2145.205],4) // Elka
SetGlobal("NTotSCSpawn","AR3900",1)
END[/codebox]

This basically does the same as the buggy code above but with less lines. Also the new code makes sure that the Amazons doesn't spawn if the player enters the area before Mulahey is dead.

I have asked DavidW to include these two amazons in ScS, so that they will appear together with the rest of the band of assassins.
The above code should make sure they don't spawn twice, if ScS is installed, and the code I suggested to DavidW makes sure they won't appear with ScS if Ntotsc is not installed.

This isn't a DavidW problem, so he needn't be bothered with it. I've already fixed this item locally by having Lamalha spawn Elka and Natalka via dialog.