2 Bugs
#1
Posted 21 October 2004 - 11:14 PM
I Ride for the King!
a.k.a. Chev
#2
Posted 22 October 2004 - 03:27 AM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#3
Posted 22 October 2004 - 07:08 PM
I Ride for the King!
a.k.a. Chev
#4
Posted 22 October 2004 - 07:47 PM
#5
Posted 22 October 2004 - 08:40 PM
I Ride for the King!
a.k.a. Chev
#6
Posted 22 October 2004 - 10:21 PM
I Ride for the King!
a.k.a. Chev
#7
Posted 23 October 2004 - 12:22 AM
I Ride for the King!
a.k.a. Chev
#8
Posted 23 October 2004 - 03:49 AM
Yes, I played through the Dark One too (and yes, there was no cave near the banshee for me either).
I'm pretty sure I commented on my experiences in another thread, but the gist of it was that the lich died without respawning, and it took some playing with CLUA variables to get the ghost to talk with me, get into the house, etc.
#9
Posted 23 October 2004 - 01:19 PM
Also, for me there were no elves, in this area at all, let alone near the ogre.
Note--I'd never entered this area before, so it's not like the Otho & Jeremy issues, where the game had saved an version of the area prepatched.
#10
Posted 23 October 2004 - 02:13 PM
I Ride for the King!
a.k.a. Chev
#11
Posted 23 October 2004 - 02:26 PM
Area DSC002 had something wrong with a spawn point at the location you are talking about Chev. I don't know why though. All I did was copy over the area and change the creatures in the spawn (from gnolls to ghouls). However, I added 4 more possible spawns and that fixed it. So why doesn't the original area crash???
Area DSC004 does not have the extra cave. I thought that was a carry over from the original area so I removed it. I will look into the idea of adding it back it. During my DSotSC original game playing, I didn't even know the area existed. So it will have to be in the next patch also.
Other fixes:
Area DSC099 (two coffins) doesn't cause a crash when you move back to area DSC019 (caves) anymore.
Area DSC016 (meeting Lord Daerthmac) has a different cutscene and now it actually works! The weird part was that it wasn't working with Cuchy but it did work without him. I suspect the doggie (er, shadow wolf) script was conflicting with the cutscene. Now the wolf appears after you move to the final location.
Worldmap (causes problems) is fixed again. Right now, my solution is to use a Worldmap that doesn't have text assigned to the new areas. For some reason, the install wasn't editing the Name tag of the area even though I gave it the right hex address. Hlid, any suggestions? Is there an extra offset I don't see in NI?
Other fixes include some changes to the Exnem items that I am testing and a pile of fixes for BH. So both will need a new patch or full install when I complete the testing.
Keep going gang and thanks again.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#12
Posted 23 October 2004 - 03:32 PM
I Ride for the King!
a.k.a. Chev
#13
Posted 23 October 2004 - 04:10 PM
I Ride for the King!
a.k.a. Chev
#14
Posted 25 October 2004 - 11:27 AM
I thought DS added a cave to AR9100 the Eastern map with the spiders.
Nope. The ARE for the BG1 game only shows 3 triggers for web traps. No travel triggers nor are there any doors listed. Good spot for a new mod though!
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#15
Posted 26 October 2004 - 02:06 AM
I Ride for the King!
a.k.a. Chev