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BGT-WeiDU Zeta Bug-Thread


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#101 Ascension64

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Posted 15 January 2006 - 01:27 AM

1) It's enought to check if you have Skie in the party to receive the ransom because she can't be in the party without Eldoth. If she is that means that Eldoth is dead. But why should that prevent you from following so nicely developed plan to gather some money if Skie is still with you?

I think this is BioWare's decision, and they decided to go both, so both it shall stay IMO.

Ordulinian - Arkion - Nemphre quests.

It looks poor 'coz ANY bloodstone amulet and ANY onix ring will suit to complete parts of the quests. I would make a specific copy of those items to make it more reasonable.

This is the same for Coran's wyvern head, for example. Am I going to change that as well?

SCAR.D
I propose to make the following modifications:

Thanks for the effort. I actually think that simply EXTEND_BOTTOM on State 31 with text like "I haven't found anything yet." would solve all the problems that you mention without any more hassle than that. The timer is actually redundant in the original form, so changed need to occur for that if I just EXTEND_BOTTOM.

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#102 King Diamond

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Posted 16 January 2006 - 01:45 AM

Ordulinian - Arkion - Nemphre quests.

It looks poor 'coz ANY bloodstone amulet and ANY onix ring will suit to complete parts of the quests. I would make a specific copy of those items to make it more reasonable.

This is the same for Coran's wyvern head, for example. Am I going to change that as well?

As for Coran, you just can't get any wyvern's head before you reach Cloakwood + Coran doesn't tell you that you should kill an exact wyvern beast.
But the quest with necromancers is absolutely different. First, there're a lot of bloodstone amulets and onyx rings all over the game, even in random treasure. 2nd, in my current game run I just had those items without even speaking to both mages. And talking to Ordulinian two times in a row I was awarded and the quest has been completed. That's absolutely senseless.

SCAR.D
I propose to make the following modifications:

Thanks for the effort. I actually think that simply EXTEND_BOTTOM on State 31 with text like "I haven't found anything yet." would solve all the problems that you mention without any more hassle than that. The timer is actually redundant in the original form, so changed need to occur for that if I just EXTEND_BOTTOM.

Can you try such simple solution in game? I don't see a way how it could help....Give me your version of modification plz and I'll tell you...

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#103 King Diamond

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Posted 16 January 2006 - 10:48 AM

"Manage ankheg population" quest.

Even if you already done that quest (following Gerde's instructions) dwarf Fenten in BG still gives it to you suggesting to find Gerde (again?).
FENTEN.DLG should be sorted out (with some extra states perhaps).

+ you could sell ankheg plates to him again and again one by one for 250GP each. Shouldn't it be a one-timer?

Edited by King Diamond, 16 January 2006 - 10:50 AM.

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#104 King Diamond

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Posted 16 January 2006 - 11:05 AM

"Tremain's son" quest.

Even if you haven't accepted the quest, and Tremain said ~I'll not compound my worries by taking out of the temple coffers! It is an affront to even suggest such a thing! Had we required mercenary thinking, we'd have hired mercenaries! Varci, escort these misers out!~ he still waits that you will bring him son's body (and there's no any journal entry added and the necessary variable "HelpTremain" not set properly).

Should we left it as it is or make him walking away? Or may be add some "2nd chance" options to his dialogue if the party will reconsider to help him lately??

Edited by King Diamond, 16 January 2006 - 11:54 AM.

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#105 King Diamond

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Posted 16 January 2006 - 11:19 AM

Ramazith/Ragefast/Abela.

I haven't met Ramazith but I've just visited Ragefast and freed Abela.
Received journal entry is: ~For the beauty.

Both Ragefast and I have released the nymph Abela to her home. I am convinced the Ramazith can only do worse than what Ragefast has done. I probably should not visit Ramazith again unless I want to taste his wrath.~
So, who is Ramazith? Do my party know him at that point? No.

It seems that that quest resources should be reworked (at least journal entries) to reflect such way of events.

And of course Ramazith shouldn't be spawned if we've done with Abela without knowing of him....

---------------------------------------------
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Has Garrick's portraits.

Edited by King Diamond, 16 January 2006 - 11:20 AM.

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#106 King Diamond

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Posted 16 January 2006 - 11:44 AM

JALANT.DLG

After she gave SCRLJALA it's necessary to add SetGlobal("HelpJalantha","GLOBAL",2) to all corresponding states.
Otherwise it would be impossible to retrieve Tremain son's body (without Tenya nearby).

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#107 seanas

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Posted 16 January 2006 - 12:48 PM

"Manage ankheg population" quest.
+ you could sell ankheg plates to him again and again one by one for 250GP each. Shouldn't it be a one-timer?


this is an old BG1 bug - no reason not to fix it, tho.

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#108 King Diamond

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Posted 17 January 2006 - 09:50 AM

"Evil deeds go punished" quest(?).

If you meet the paladin before Bellamy, Bellamy still "gives" you an unsolved journal entry.
I'd make both journal entries as a plain JOURNAL - it doesn't seem as a quest at all.

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#109 King Diamond

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Posted 17 January 2006 - 10:20 AM

Petrine's quest (Angel cat).

Once again - ANY angel skin ring will suit for this quest. It's not even necessary to enter the building and search for the cat. Very very poor....

+ You can report to PETRIN again and again having RING16.
+ Having a ring you can, first, talk to Petrin and receive an award; 2nd, talk to her uncle and receive the quest once again; kill the cat, report to uncle, again report to Petrine, get another ring, report to her again....
A total mess.

----------------------------------------
2nd thieving quest.

ANY rogue stone will suit - not necessary to bother yourself with stealing it. So, much fun with those "meaw"s could be missed. I could agree that here we can left it as it is - the guild could be cheated as well ;) - but having the unique item would add some quality too.

Edited by King Diamond, 17 January 2006 - 10:27 AM.

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#110 King Diamond

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Posted 17 January 2006 - 11:23 AM

The MOS without a nasty bottom white line.

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#111 King Diamond

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Posted 17 January 2006 - 11:42 AM

I've spotted very interesting thing...once again ;)

AR7262.ARE
There're 3 containers. One is a barrel. All of them are protected by trap ACT02.BCS.
There're 2 girls as well. They're in their room initially and just can't see you for sure.

So, if your thief would open trapped chest and then talk to girls nothing happens. But if you'd take alook inside the barrel and then speak to them - behold! You are caught with a thievery no matter how carefull you were with that damn protected barrel!

I think that there's a problem with a "barrel" container type. And I think there's no open/close state for it. Once you looked into it it always in the "opening" state and always triggers Opened() check. Not only in 1 following script pass, but always. Or something like that....
So it's not very clever (is it necessary at all?) to protect "barrels" from thieves - it works too well.... :D

And IMO a script for that barrel should be removed.

Edited by King Diamond, 17 January 2006 - 11:43 AM.

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#112 Hety

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Posted 17 January 2006 - 03:24 PM

I've spotted very interesting thing...once again ;)

AR7262.ARE
There're 3 containers. One is a barrel. All of them are protected by trap ACT02.BCS.
There're 2 girls as well. They're in their room initially and just can't see you for sure.

So, if your thief would open trapped chest and then talk to girls nothing happens. But if you'd take alook inside the barrel and then speak to them - behold! You are caught with a thievery no matter how carefull you were with that damn protected barrel!

I think that there's a problem with a "barrel" container type. And I think there's no open/close state for it. Once you looked into it it always in the "opening" state and always triggers Opened() check. Not only in 1 following script pass, but always. Or something like that....
So it's not very clever (is it necessary at all?) to protect "barrels" from thieves - it works too well.... :D

And IMO a script for that barrel should be removed.


Doubt its barrel problem. Same with crate in the 1st "room" of Red Cheaf tavern in Beregost(r it should be called "hall"?). You unlock crate - all is OK. You check it - GG... Generally picking locks does not trigger guards. Only opening does.

Edit:
Hospital in Candlekeep. Table with healing bottle. Same problem. No1 can see ya - but it triggers guards. It actually stealable in original BG1.(Havent checked this lately tho).

Edited by Hety, 17 January 2006 - 03:26 PM.

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I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.

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#113 King Diamond

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Posted 18 January 2006 - 01:31 AM

Doubt its barrel problem. Same with crate in the 1st "room" of Red Cheaf tavern in Beregost(r it should be called "hall"?). You unlock crate - all is OK. You check it - GG... Generally picking locks does not trigger guards. Only opening does.

Edit:
Hospital in Candlekeep. Table with healing bottle. Same problem. No1 can see ya - but it triggers guards. It actually stealable in original BG1.(Havent checked this lately tho).

This is not what I'm talking about. All those containers that you mentioned trigger guards spawning immediately after you opened them. That's ok.
I'm talking about that that barrel spawns guards loooooong after you looked inside, after talking to the girls.

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#114 King Diamond

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Posted 18 January 2006 - 03:48 AM

"Investigate the Iron Throne" quest.

A very important variable "SearchIronThrone" that makes available one of Duke Eltan's response that transfers the party to Candlekeep is getting set to 1 in each of the scripts AR7612-16 that is wrong IMO.
It should be set only in AR7615 (IT top level with a massive encounter).

Otherwise it's possible just to enter IT building and leave it immediately not even collecting a piece of necessary information. And that will still trigger your transition to Candlekeep.

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#115 Hety

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Posted 18 January 2006 - 04:07 AM

Top level? You mean the one where you have to fight with bunch of guys? I believe you can get all info from guy on floor3(iirc) if you'll tell him you are emissary Tar(iirc). Not sure if this option is available for parties w/o female chars.
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I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.

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#116 King Diamond

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Posted 18 January 2006 - 04:21 AM

Duke Eltan / Scar

Whenever you speak to Eltan there's a variable "SHITNUTS" is being set to 1 that force Scar to destroy himself (SCAR.BCS). So it's possible to miss EVERY quest Scar could give you if you ignore him at the very beginning and go to speak Eltan directly.

To fix that I propose to activate Eltan (AR7608) only from SCARCUT/SCARCUT2 that clearly indicate 2 first Scar's missions completion (7 suns and sewers).

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#117 King Diamond

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Posted 18 January 2006 - 08:42 AM

AR7613

IRON14.CRE
That guy shouldn't use SHOUT.BCS 'coz that turns Emissar Tar and a merchant nearby hostile if you'd fight him.

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#118 King Diamond

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Posted 18 January 2006 - 09:56 AM

I've spotted very interesting thing...once again ;)

AR7262.ARE
There're 3 containers. One is a barrel. All of them are protected by trap ACT02.BCS.
There're 2 girls as well. They're in their room initially and just can't see you for sure.

So, if your thief would open trapped chest and then talk to girls nothing happens. But if you'd take alook inside the barrel and then speak to them - behold! You are caught with a thievery no matter how carefull you were with that damn protected barrel!

I think that there's a problem with a "barrel" container type. And I think there's no open/close state for it. Once you looked into it it always in the "opening" state and always triggers Opened() check. Not only in 1 following script pass, but always. Or something like that....
So it's not very clever (is it necessary at all?) to protect "barrels" from thieves - it works too well.... :D

And IMO a script for that barrel should be removed.


Absolutely the same in AR7261. Chests have a lock at least to pick, but the trapped empty(!) barrel is too much for me.... :wacko: :D

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#119 Hety

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Posted 18 January 2006 - 10:39 AM

AR9700
Ogrillons on road south of Beregst play they shout sound in rapid sucession. I believe they should do it only when they do "attack" action on one of party members.

AR3901
Zombie in one of toms in that areahave dialog where he asks if you got dagger etc etc. You dong give him dagger - he tarts fight. And cntinues to initite dialog every round.....
GIEF EPEX! © Believe @ Lightning' Blade(WoW)

I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.

kkthxbye...

#120 King Diamond

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Posted 18 January 2006 - 10:42 AM

AR6527
Back to Candlekeep.
The only chest is protected with a trap. Even though there're only cats you're getting caught and guards are being summoned. Trap script should be removed.

AR3901
Zombie in one of toms in that areahave dialog where he asks if you got dagger etc etc. You dong give him dagger - he tarts fight. And cntinues to initite dialog every round.....

So, GIVE HIM THE DAGGER! He just wants it too much! :D

(That's Ok, not a bug).

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