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Fake Import Mod


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#21 Almateria

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Posted 26 April 2013 - 12:29 AM

Everything 19 INT can do 18 INT can do as well emot-colbert.gif

 

And the same goes for 18 an 17 except there's an even smaller difference.


Edited by Almateria, 26 April 2013 - 12:30 AM.


#22 The Imp

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Posted 26 April 2013 - 12:38 AM

Well, the 10% more failure chance at scribing a spells leads to supricing amount of savegame loading. :(


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#23 Kulyok

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Posted 26 April 2013 - 12:42 AM

I've never noticed: spells always scribe at 100% at normal. But 19 INT and 21 WIS are incredibly useful for identifying most items momentarily without much bother.



#24 -iavasechui-

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Posted 26 April 2013 - 02:50 PM

Well see the plan was give her 19 int with the book then up it to 20 with the machine in the tower. Of course I'm having an interesting problem now, the charisma book and the strength book won't let me put them in the quick slot. I used shadow keeper to stick one there and it was only visible in the inventory, it could be removed from the slot, but not put back in and not usable. T_T I don't want to reinstall the whole game again -__-;



#25 Almateria

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Posted 27 April 2013 - 07:58 AM

welp

uh

let me check something real quick

 

e: Works for me 8)


Edited by Almateria, 27 April 2013 - 08:02 AM.


#26 smeagolheart

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Posted 29 April 2013 - 06:50 AM

This just became BG1BGone lol after all these years.   I've always played BG1 for the tomes and continuation.   With this mod, it sounds like BG1 will become a lot more "optionaler".



#27 Almateria

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Posted 29 April 2013 - 10:29 AM

I've never played BG1 vemot-shobon.gifv



#28 ancalimohtar

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Posted 10 August 2013 - 11:48 AM

When should I install this mod in a large BWP-BGT installation? Or does it matter?


WeiDU.log:

Spoiler

#29 Almateria

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Posted 19 August 2013 - 07:18 AM

I don't know??? Probably after all the larger mods that mess around with Irenicus Dungeon.



#30 Iavasechui

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Posted 08 September 2013 - 05:38 PM

Does not seem to play nice with Trilogy, I had a bug where it made the intro movie play every time I loaded a save game making the game unplayable. After uninstalling this mod it stopped doing that.



#31 kreso

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Posted 08 September 2013 - 09:09 PM

Umm.....it really is't supposed to. If you finish BG1 part you'll find some items and have stats from tomes + extra EXP.

You might wanna try commenting out this part of .tp2 file:

>>>>>>>>
EXTEND_TOP ~ar0602.bcs~ ~.../fakeimport-inlined/ar0602.baf~
<<<<<<<< .../fakeimport-inlined/imoen10.d
ADD_TRANS_ACTION imoen10 BEGIN 13 END BEGIN END ~AddexperienceParty(65455)~
>>>>>>>>
COMPILE ~.../fakeimport-inlined/imoen10.d~
It might work.
 


#32 Iavasechui

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Posted 08 September 2013 - 10:11 PM

Well I don't always want to start a new BG1 game when I want to play BG2 but I prefer using Trilogy over tutu for when I do. Not really in the mood to do another install so I'll just stick to using shadowkeeper to 'transfer' the stat tomes and golden pantaloons.



#33 Ineth

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Posted 18 April 2020 - 03:33 AM

This mod breaks the game for me, too - by making savegames stuck in cutscene mode.

 

I use:

BG2:EE v2.5 (on Linux)

WeiDU v246

 

The symptoms of the bug are, in detail:

 

1) During the initial cutscene ("Ah, the child of Bhaal has awoken..." etc.), I have control of the mouse cursor instead of being in proper cutscene mode.

2) The cutscene doesn't play quite right (Irenicus interrupts the golem mid-sentence; there's a several-seconds-long pause between the thief screaming and getting disintegrated.)

3) After the cutscene is done and Imoen has joined my party, it seems at first as if I can play the game normally.

4) HOWEVER, any savegame I make, is borked.

5) Attempting to load such a savegame first shows a black screen for a few seconds, and then drops me in cutscene mode (no mouse cursor, no viewport scrolling) with no way to escape.

 

I can reproduce the bug on a clean install with no other mods: Before installing the Fake Import Mod, all is fine - after installing the mod, it's as described above.

 

In case it helps, here is the AR0602.BCS file (decompiled with NearInfinity): before installing the mod / after installing the mod.

 

 

UPDATE:

 

Appending the line

    Continue()

to the script block added by the mod, fixes it.
 


Edited by Ineth, 18 April 2020 - 09:49 AM.


#34 Almateria

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Posted 01 May 2020 - 01:00 PM

Whoops. That's a pretty big one and I have no idea why it never happened to me. I'm glad you found the solution though....

 

I feel like the whole mod could use a little overhaul considering that you can only do stuff like deciding whether you killed Drizzt during installation. It could use being a bit more... diegetic, for when you wanna RP an evil guy or whatnot.