Edited by dmxdex, 09 August 2010 - 08:58 AM.

zhurlongs boots.
#1
Posted 08 August 2010 - 01:20 PM
#2
Posted 09 August 2010 - 08:59 AM
#3
Posted 09 August 2010 - 09:15 AM
It's a Hobgoblin... and he should be in the #4 in this map, just south of the Beregost( AR9700 ), in area sometimes called "South Beregost Road":Anyone? i want to get all quests done but the goblin is not in the region.

Unless you dropped the "Boots of Stealth" to somewhere.
Edited by Jarno Mikkola, 09 August 2010 - 09:18 AM.
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#4
Posted 09 August 2010 - 03:03 PM
#5
Posted 10 August 2010 - 08:34 AM
Edited by dmxdex, 10 August 2010 - 08:42 AM.
#6
Posted 10 August 2010 - 08:54 AM
A furry hat, elastic mask, a pair of shiny marble dice, some people call them snake-eyes, but to me they look like mice
-- "Nothing's gonna change my clothes", They Might Be Giants
#7
Posted 10 August 2010 - 09:09 AM
Ough right, and the thousands of hours of work the BWS guys have done has been total waste... as you can install the mods in whatever order you wish and still have totally stable game... NOT EXACTLY.You could always play it without the Big World Setup, you know. It tends to be rather more stable that way.
Yes, you can install one or 5 mods as a stable game, if their requirements are all fully matched, but after that it becomes somewhat harder...
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#8
Posted 10 August 2010 - 09:46 AM
I don't mean to dismiss the work that the BWS team has done - quite the opposite, in fact. I meant that installing fewer mods often works better, BWS or not.Ough right, and the thousands of hours of work the BWS guys have done has been total waste... as you can install the mods in whatever order you wish and still have totally stable game... NOT EXACTLY.
@ dmxdex: you could do a change log for boot02.itm to see what might have changed/moved them, at least.
A furry hat, elastic mask, a pair of shiny marble dice, some people call them snake-eyes, but to me they look like mice
-- "Nothing's gonna change my clothes", They Might Be Giants
#9
Posted 10 August 2010 - 11:01 AM
Ough right, and the thousands of hours of work the BWS guys have done has been total waste... as you can install the mods in whatever order you wish and still have totally stable game... NOT EXACTLY.You could always play it without the Big World Setup, you know. It tends to be rather more stable that way.
Yes, you can install one or 5 mods as a stable game, if their requirements are all fully matched, but after that it becomes somewhat harder...
Was harse. I was in a bad mood when i wrote that. Maybe it has been moved i will do a change log and see.
Edited by dmxdex, 10 August 2010 - 11:02 AM.
#10
Posted 10 August 2010 - 01:53 PM
Erhm, you might also wish to do the --change-log from the file called "HOBGZHUR.cre", as that's the creature that should have the item.Maybe it has been moved, i will do a change log and see.
Yeah, but the you should recommend the use of BWS with the "Further customization of your mod-settings" and then selecting only the mods one wishes to use...I don't mean to dismiss the work that the BWS team has done - quite the opposite, in fact. I meant that installing fewer mods often works better, BWS or not.

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#11
Posted 10 August 2010 - 05:34 PM
"Education without values, as useful as it is, seems rather to make man a more clever devil." - C.S. Lewis
#12
Posted 11 August 2010 - 09:56 AM
#13
Posted 11 August 2010 - 10:10 AM
[WeiDU.exe] Using scripting style "BG2"
override/HOBGZHUR.CRE
override/HOBGZHUR.cre BGTTweak/Backup/2400/HOBGZHUR.cre
override/HOBGZHUR.CRE scs/backup/5000/HOBGZHUR.CRE
override/HOBGZHUR.CRE scs/backup/5023/HOBGZHUR.CRE
override/HOBGZHUR.CRE RevisedBattles/backup/27/HOBGZHUR.CRE
override/HOBGZHUR.CRE xpmod/backup/1/HOBGZHUR.CRE
override/hobgzhur.cre aurora/backup/0/hobgzhur.cre
Mods affecting HOBGZHUR.CRE:
00000: /* from game biffs */ ~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core: 1.09 (8 May 10) BWP Trimpack
00001: ~SETUP-BGTTWEAK.TP2~ 0 2400 // Enemy items shatter: 9 (31 Dec 09)
00002: ~SETUP-SCS.TP2~ 0 5000 // Smarter general AI: v14 BWP Fix
00003: ~SETUP-SCS.TP2~ 0 5023 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v14 BWP Fix
00004: ~SETUP-REVISEDBATTLES.TP2~ 0 27 // Modify .CRE Proficiencies, Abilities & Effects. This component MUST be installed.: v6.3 BWP Trimpack
00005: ~SETUP-XPMOD.TP2~ 0 1 // Creature XP Reduction -> Reduce to 50%: v6 BWP Fix
00006: ~AURORA/SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Boots: v5
I am not sure which one of these mods would effect though.
Edited by dmxdex, 11 August 2010 - 10:11 AM.
#14
Posted 11 August 2010 - 01:22 PM
Well, after the --change-log'ging, you should have files something close alike "hobgzhur.0000***.cre" in your game directory, where the "*" are numbers, so you can open them with an editor, or pack them into an archive and upload the to this forum for us to take a look.I am not sure which one of these mods would effect though.
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#15
Posted 11 August 2010 - 01:57 PM
Edited by dmxdex, 11 August 2010 - 01:58 PM.
#16
Posted 11 August 2010 - 02:59 PM
Attached Files
#17
Posted 11 August 2010 - 03:52 PM
So I can have copy of the files without needing to recreate your game, for me to be able then to check them all...Why do i need to do that when i have just done you a change log?
Now, as the creature still has the boot02.itm in all the versions, you might want to Console the creature and kill it with:
CLUAConsole:CreateCreature("hobgzhur")Or just create the item and then try to remember if you have never had the boots...
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#18
Posted 11 August 2010 - 04:02 PM
Edited by dmxdex, 11 August 2010 - 04:10 PM.
#19
Posted 11 August 2010 - 04:10 PM
#20
Posted 11 August 2010 - 05:00 PM
It might be more helpful if you would provide a link to one of the answers. Instead of just telling what to do...Try googling it, "Baldur's Gate Cheats". You'll find multiple sources on the first page.
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