Spawn points not working correctly
BGT-WeiDU Version: 0.94b
Other Mods Installed: Ease of Use
Area (number or screen) where bug occurred: Highhedge (AR7100)(All areas)
Description of Bug: Just got done with highhedge and noticed that all of the spawns are broken. Each spawn point only generates one creature. Instead of getting attacked by packs of skeletons it is always just one. Horred made this fix once for BP-BGT maybe he would be willing to donate the fix, IIRC there were quite a few affected files.
Possible source: Spawn points need to be edited
The spawns are EXACTLY the same as in
BG1 original.
BP-
BGT didn't FIX that, it just added more BP-specific creatures to the spawns - nothing else.
So I don't think personally that there isn't anything to fix there 'coz I have an impression that
BGT-
WeiDU should be more
BG1 that BP-
BGT..... What will say Asc64?
Bad reference in Spawngrp.2da
BGT-WeiDU Version: 0.94b
Other Mods Installed: Ease of Use
Area (number or screen) where bug occurred: (AR9700)
Description of Bug: I got a CTD here that was caused by a bad spawn point. It was triggered at spawn point 2. I looked up the spawn point and one of the options is RDGIBB. Pulled up spawngrp.2da and RDGIBB has gibbmout listed. Couldn't find this one so I think that it is the culprit.
Ascension64 took that file from BP-
BGT that is not the best option....
The right one for
BGT is in attachment. To be more specific - this one is just located in
ToB\override\ and it's not necessary to touch it at all with
BGT.
As far as there're too many THIN compatibility moments and as far as BP has/will have a totally rebuilt CRE system (for example) I think there's only one option for us to make everything compatible:
to demand BP 1.7 installation after BGT. I don't see any other alternative.
Edited by King Diamond, 31 March 2005 - 05:48 AM.