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A couple of bugs


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#1 --Blackmamuth--

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Posted 23 August 2005 - 10:22 AM

1- When you met alora in the hall of wonders, if you say you will kill her, the flaming fist that spawn doesn't turn red, or initiate dialogue. They don't have anything to say either

2-I can't do durlags tower. Ike appears, but when I enter the main floor he is nowhere, and there is only a skeleton with a blue circle. (No Ike = no cutscene with the nasty) --> (Also I need a dwarven wardstone from Ike)

#2 --Blackmamuth--

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Posted 23 August 2005 - 01:26 PM

Update: Actually, I solved the problem in durlags tower using the cluaconsole CLUAConsole:CreateCreature("Ike2")

It worked. The tourists weren't there, but I got the wardstone, and the nasty appaered when it should.

It could be because I've done the werewolves island first?

Pd: Nice, you prevent the old trick "pulse spacebar before the starting cutscene in bg2, drop everything, and conserve all your hard earned treasure"

Pdd: What is the point going into durlag's? I gonna lose all the stuff i found there just leaving the tower...

#3 Ascension64

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Posted 24 August 2005 - 01:54 AM

Update: Actually, I solved the problem in durlags tower using the cluaconsole CLUAConsole:CreateCreature("Ike2")

It worked. The tourists weren't there, but I got the wardstone, and the nasty appaered when it should.

Did you meet and talk to Ike at the GATES of Durlag's Tower BEFORE you went in? If you don't, no one will appear.

Pdd: What is the point going into durlag's? I gonna lose all the stuff i found there just leaving the tower...

I am not quite sure what you mean by this? When do you lose items?

1- When you met alora in the hall of wonders, if you say you will kill her, the flaming fist that spawn doesn't turn red, or initiate dialogue. They don't have anything to say either

Noted. I'll have a look when I get some more free time.

Edited by Ascension64, 24 August 2005 - 01:55 AM.

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#4 --Blackmamuth--

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Posted 24 August 2005 - 04:38 AM

yes, i talked to Ike outside the keep twice, but when he escapes the area (enters the keep) he and the tourists are nowhere to be found.

what i meant is that inmmediately after durlags tower, we go to BG2 and there they stole our equipment.

guess I should have done durlag's before werewolves island.

#5 seanas

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Posted 24 August 2005 - 04:41 AM

what i meant is that inmmediately after durlags tower, we go to BG2 and there they stole our equipment.

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true, you lose all yr equipment, but you keep the XP - which is one of the major advantages of BGT, really.

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#6 Promilus

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Posted 25 August 2005 - 12:31 PM

Main character always keep the XP...just BGT allow to give additional XP for NPCs like Imoen, Jaheira and Minsc at Irenicus Dungeon soon after starting...It isn't something really big...but it is fun...BTW the most advantagement for me is: play with al the spells and abilities without need to export anything...u play BGT wit TDD...u learn TDD spells while doing BG1 quests...Now I have "almost" working BG mythology including TDD, DS/NTotSC, TGC, NeJ and UB, Ascension, Item Upgrade, Souvenir (LoLz-it makes possible to retrieve NTotSC items :P ), Tactics, Valen, Solaufein, Tashia...and so on (big mega mod...unable to minimize to tray and do some other job...maxed CPU consumption...and HDD also)
As for me all vital things are working...there may be some minor bugs (like Ike disappearing or Oopah xplode animations...or few more little bugs) but most of them depends on: which mods u install and with which sequention...different effects can be obtained when installing BGT->TDD->NeJ->DSotSC and different when installing TDD->NeJ-BGT->DSotSC...it is almost impossible to fix any bug u spot there...in fact I can't believe KD, Asc64, SBB are stil trying to fix BGT to work 100% with so many mods...better focus on the most playable and (if possible) implement it as Baldur's Gate Mythology Mod... <IMO BG1+NTotSC+TGC+BG2SoA+ToB+SoS+TS+TDD{optional}>...this would allow them to fix all bugs and make full working version including all the most playable mods in one (and few optional components)...it would weight much...but still less than non-weidu BGT...bah...they surelly know what to do...it was my lame opinion only.

#7 Ascension64

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Posted 31 August 2005 - 07:28 AM

1- When you met alora in the hall of wonders, if you say you will kill her, the flaming fist that spawn doesn't turn red, or initiate dialogue. They don't have anything to say either

Fixed.

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#8 Ascension64

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Posted 02 September 2005 - 05:55 AM

2-I can't do durlags tower. Ike appears, but when I enter the main floor he is nowhere, and there is only a skeleton with a blue circle. (No Ike = no cutscene with the nasty) --> (Also I need a dwarven wardstone from Ike)

There is nothing wrong with this one. You actually need to talk to Ike twice outside the keep before you enter the keep proper. A rare occurrence may be that the global "Ike" is not properly set to 3 when you enter the keep and so nothing appears.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)