Ah, it's good news all in all
Too bad I didn't managed to finish second part of your mod in time to provide you with more bugs for fixing for this new version though

Actually, I've encountered some, but it was just the moment when I decided to temporarily put aside
BG1 (dammit, I have to finish Morrowind at least once before Oblivion will be released

), so I didn't have time to track this bugs to their source nor even fully formulate their nature yet

Well, there's always place for one more version, no?

As for changes being made...
I think I have everything now except for the issue with BG townies going red when you fight with the Cult. I am sure it is a shout() command. I don't understand why innocent folk would have an assigned script that processes a shout. Normally, they just run away from any battles.
It's shout() for sure. I removed it from your mercs scripts and everything henceforth becomes fine. I tend to agree with you that it's rather wrong for citizens, not for mercs, but surely it will be much easier way if you fix it locally than if someone goes to pester TuTu squad to fix it on all peasants in game. Just discard shout routine for your mercs, they don't need it much actually, being spawned in a tight group, or give them any custom shout, that wouldn't interfere with default one.
I don't personally follow the logic that a town can't have a wizard selling high level spells but whatever.
It sounds almost as if I've forced you to do something you don't like.

It's your mod after all, and you're the one to decide

May be, should you ever make a new version, you could allow your magic merchant to sell some lvl8 spells, but for triple (in regard for current) price and only one copy of each?

BTW, if you could add +3 items (but not anything higher!) to local merchants for the second part of the SoBH, resembling Adventurer's Mart being restocked in chapter 6 in
BG2, it would be an ideal setup IMO B)
Edited by Creepin, 06 December 2005 - 09:57 AM.