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Good mod so far - compliments and criticisms


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#1 earhug

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Posted 07 December 2005 - 09:36 AM

Just completed the first half of this mod so far and it's definently been enjoyable, dialogs it good, a few cool battles and I like the maps. I few gripes of mine are though:



:mellow: - I've seen a couple of people concerned about how much experience you get which could throw of the game. I don't really feel that myself but there is definently far too many magical items. Yes they are usually only +1 items but the 'feel' of BG1 for me was finding a +1 item was a BIG thing! If it had even more abilities it was orgasmic even. That feeling has dissapeared now.

:mellow: - Some enemies are deceivingly hard. Skeleton Archers are a good example at Bone Hill, ok it's no Wriath but it did happen a couple of times where I thought 'easy, send in Garrick' and then left with nothing but Garrack pie. It would be good if you had some sort of visual indicator they weren't your average enemies (fancy discription, colouring?)

:mellow: - If your roleplaying there's not much incentive to play through unless your good. I played through as a CN mercinary like fighter and I kept thinking 'why the hell would my character be doing these quests - he's getting no financial reward or anything'. Pelltar is to reffered to as 'hiring' you but you don't get anything. Plus there's not really many options to be evil.

:mellow: - The magic shop guy says he's has items from other worlds. It's a shame he doesn't have anything realy adnormal like in Planescape, same about Fabio whose been to Sigil apparentl



A couple of bugs (already been mentioned on the board but what they hey:

:o - If I open the lighthouse door it 'closes' and locks and is unable to be lock picked

:o - Welcar kicks my ass (or at least tries, hehe) if I got my familiar out

:o - first time I played I didn't have the right world map installed so I fobbed it off but when I went back to the temple on the main land I had that crazy cult after me even though I litterally never heard of the staff they were on about. It's only now after my playthrough with the world map installed I know what they are crying about

:o - Fabio's equipment is unusable even though has it on him. I figured what the hell and took him onboard but didn't take his equipment off him, when he levelled up though it all 'came off' him to put it. I've only noticed one other person point this out but no-ones mentioned a solution

:o - not a bug but more a query, did you get rid of Tomoko or whatever her name was? Saverok's lass that youencounter just before you enter the temple of Bhall. Where is she? I hate loose ends...


the BIGGEST bug which is stopping me from getting back to the sword coast and continuing is when I go to peltar having completed the first part. He begins to teleport me back and then I get a crash back to my desktop. Can anyone tell me how to fix this, or a work around? I don't really fancy using the console to teleport back as I'm afraid it may affect the secound part of the mod.

Anyhow, good work you guys. :woot: You working on anything else now or enjoying 'the world' for a bit?

Edited by earhug, 07 December 2005 - 11:00 AM.


#2 Creepin

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Posted 07 December 2005 - 11:04 AM

- first time I played I didn't have the right world map installed so I fobbed it off but when I went back to the temple on the main land I had that crazy cult after me even though I litterally never heard of the staff they were on about. It's only now after my playthrough with the world map installed I know what they are crying about

I was quite surprised as well with this staff-obsessed cultist since I wasn't remembering any temples desecrated nor any peculiar staffs stealed, although I was playing with right map from the beginning :wacko: I blamed it on my inattention so didn't post this as a bug, but since you mention it - I'm eager to know what was all this staff thing about? Could you, perhaps, elaborate? ;)

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#3 Sir BillyBob

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Posted 07 December 2005 - 11:08 AM

I've seen a couple of people concerned about how much experience you get which could throw of the game. I don't really feel that myself but there is definently far too many magical items. Yes they are usually only +1 items but the 'feel' of BG1 for me was finding a +1 item was a BIG thing! It it has even more abilities it was orgasmic even. That feeling has dissapeared now.

I have to assume that you are playing this in Tutu? The BGT players have DSotSC and NTotSC which both overload you on powerful treasures. BoneHill has actually been toned down several times. As for items on creatures, most of these are based on what the original paper mod said they had. In some cases, I had to modify because the item doesn't exist in BG but most are matches. Stores are a different matter.

Some enemies are deceivingly hard. Skeleton Archers are a good example, ok it's no wriath but it did happen a couple of times where I thought 'easy, send in Garrick' and then left with nothing but Garrack pie.

You sent in a bard? The skeletons come right from TotSC (Durlag's Dungeon). I haven't changed them but you are normally at a higher level when you fight them in that place.

If your roleplaying there's not much incentive to play through unless your good. I played through as a CN mercinary like fighter and I kept thinking 'why the hell would my character be doing these quests - he's getting no financial reward or anything'. Pelltar is to reffered to as 'hiring' you but you don't get anything. Plus there's not really many options to be evil.

Sorry but most mods and even the BG series just don't actually work well with evil characters. There are plenty of quests in BG1 that any "true" evil person wouldn't bother doing. If you ask the right people in Restenford, you will find that you were recommended for the task by Elminster. That doesn't explain why and the why is never discussed. Perhaps to see if you would change from being evil? Don't know, not really something I ever thought about adding to this mod.

As for bugs:

Most are fixed in the newer 2.01 version. I think the lighthouse door may still be an issue though last time I tested it, I got the message that I didn't have the right key (or whatever the standard message is when the lock requires a special key).

Fabio's equipment problem has been mentioned here. The problem was with the special bard kit I gave him but forgot to include into the mod. I have removed it and he is now a standard bard again. He is now able to wear his equipment.

Pelltar and the second part of the mod are definitely broken if you are playing Tutu. Again, I suspect this is what you have installed. Try the 2.01 version (full download, no patch - sorry). The issue was with the different area namings between Tutu and BGT-Weidu. Fabio also has a problem like Pelltar. Both are now fixed.

Welcar - the issue is with the familiar. For some reason, having a familiar triggers the lower reputation problem you may also see with the Flaming Fist and other soldiers. I have removed that code from Welcar so this shouldn't happen anymore.

Lastly, Lazarus originally had some of the IWD and PST items that you find in the Additional Merchants package with SoA (the two new stores). I removed this because of complaints about the overpowered items at this point in the game. I never changed Lazarus' dialog to reflect this. Since I am porting some items from PST to my new project, I may copy some of them to this mod as well. Fabio should at least have a magic earring or something else from Sigil.

I'm eager to know what was all this staff thing about? Could you, perhaps, elaborate?

Didn't either of you pick up the staff down in the caves below the keep on BoneHill?

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#4 ronin

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Posted 07 December 2005 - 11:29 AM

I'm eager to know what was all this staff thing about? Could you, perhaps, elaborate?

Didn't either of you pick up the staff down in the caves below the keep on BoneHill?



staff? what staff? :huh:

I was also wondering what the cult meant when they started attacking me. Maybe make it more obvious or something (perhaps a letter with the staff).

great mod tho. I also didnt know 201 was out and just redownloaded 200 a couple of days ago.

keep up the excellent work SBB

:cheers:


ronin

#5 kharan5876

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Posted 07 December 2005 - 12:19 PM

It's the dragon staff inside the caves no? Maybe they should be changed so that if you miss this item you do not get attacked.

#6 earhug

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Posted 07 December 2005 - 12:29 PM

I'm playing version 2 with just Tutu, I'm not doing the bigger picture thing. Even thinking about trying to get everything working together properly gives me headache!

The first time I played BH I installed a world map (can't remeber which) over so I couldn't go to the ajoining areas. I got a tad annoyed so I killed Peltar (easier than I expected to!) and went back to the Temple on the sword coast VIA the world map. The only areas I visited was the barons castle, the main village area and the rat cave house thing whatever-me-job. I was outside the temple as if I had just came from Beregost and when I walked up to the temple that bloody monk appeared going on about some staff. I had presumed he meant the +2 staff in the lighthouse but now realise he meant the staff in the catacombs under bonehill. I'm expecting them this time + since I've actually got the staff I deserve it. Hehe.

Come across two more bugs I think just now:

:ph34r: The viking beserker summoned with the horn goes hostile after a couples of secs

:ph34r: The genie bottle doesn't seem to work

So Garrack bit the dust with a Durlag's Dungeon skeleton? :lol: Hmmm, that explains something at least. I just thought it was going to be a skeleton similar to High Hedge quality. My fighter was busy with a golem, you live and learn!

Even in the context of the bigger picture and TOTSC (not played NTOSC so I can't comment on that) I still think items are crazily powerful, although I'm quite happy with that +2 flame tongue sword thing. Completments my sensai quite nicely.

You think about some the items they've got on them, and in the shops it's crazy. What a feltcher in a backwater town do with a quiver of plenty +1 priced at 96000 gp? If he sold one of those he probably retire! :huh:

When I got to this mod majority of peeps in my party were level 3 or 4 coming out now around 5 or 6, it just seems the type of people i'm coming across (two bit bandits, huckleberry fin shopkeeps, etc) would be able to offord this type of merchendise. The only groups you come across all kitted out with +1 gear are the armies of those Bhaal spawn in TOB which makes sense since they are prbably supposedly loaded since they've been ravaging the Sword Coast wiping out towns and cities.

I've no idea what the paper and pencil Bonehill involves equipment wise or whether Bonehill balances out in in context of the Bigger Picture / NTOTSC but to me to like I've said three times already it seems a bit out of context and power house crazy.

One more suggestion, why don't you give the magic shop guy some novelty items from the planes to sell rather than power items? The weird frog / fly thing you buy on the market in Planescape comes to mind (y'know the weird green thing you can pet or kick), or perhaps some mysterious items that backfire? I don't know. There's scope though.

But still - all that aside, pat on the back for the mod so far. You definently got more patience than me! I'll play through 2.1 next time I make a character. For now I guessmy CN mercinary can just tell Fabio to bugger off when he begs him to come back. Serves him right too.

Edited by earhug, 07 December 2005 - 12:54 PM.


#7 Sir BillyBob

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Posted 07 December 2005 - 05:12 PM

The viking beserker summoned with the horn goes hostile after a couples of secs.

The description does say the horn is dented. Hehe.

The genie bottle doesn't seem to work.

This comes straight from SoA, the one you get from the genie in Trademeet. I didn't change anything here. You did place it in a quick slot and wait a day to use it right? I have found that several items in both Tutu and BGT-Weidu seem to think the item is drained when you get it. They reset after you rest. I don't understand why, but the cursed horn does the same thing.

BTW, you can pick up the +2 sword from Greywolf (Prism quest) and a +2 war hammer from Bassilus (crazy cleric SW of Beregost). By the time I normally go into the Nashkel mines, I already have these 2 items. What I did remove was any item greater than +2. I think there may be a short sword or dagger somewhere that is +3 but otherwise, you are not going to pick up anything like that laying around.

Edited by Sir BillyBob, 07 December 2005 - 05:14 PM.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#8 earhug

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Posted 08 December 2005 - 09:33 AM

The description does say the horn is dented. Hehe.


Damn your trickery! Hmph!