Minor Bugs
#1
Posted 13 February 2007 - 10:07 PM
She, in Jahei12b, jahei14. cre file, has remove fear spell. She should not because it is a priest spell.
Jaheir4.cre has command spell. Also a priest spell. It should not be there.
The last one is rather minor, or compatibility issue. Jaheir6.cre has Zone of Sweet Air, and this spell is removed by BG2 Fixpack, which says Druid should not have that spell. I do not know why, but here is the thing.
If you install BGT after BG2 fixpack, then you will have this inconsistence. Only one (Jaheira6.cre) has this spell while others not. So I think it should be somehow handle either by BGT side or BG2 Fixpack. Since I feel more close to BGT, I decided to put it here If you think this issue has nothing to do with BGT, then it's fine too.
Great work! There will be the final version of BGT soon because it seems that no more additional bug is likely to be found.
#2
Posted 13 February 2007 - 10:15 PM
Edited by web2air, 13 February 2007 - 10:23 PM.
#3
Posted 13 February 2007 - 11:58 PM
Jahei14.cre is used by ToB, so I won't do anything about that. Jahei12b doesn't seem to be used at all. Also, it is a SoA file, so I wouldn't do anything to that either.She, in Jahei12b, jahei14. cre file, has remove fear spell. She should not because it is a priest spell.
I don't know who put that there, but she shouldn't have that at all (not even in BG1). I'll remove this, thanks.Jaheir4.cre has command spell. Also a priest spell. It should not be there.
Well, in BGT-WeiDU, only Jaheira at level 6 has access to level 3 druid spells, so if you use a lower level and she levels up, but the spell has been removed from the spell tables by BG2 Fixpack, then Jaheira won't get it. Thanks for reporting, I'll preserve compatibility with this one.The last one is rather minor, or compatibility issue. Jaheir6.cre has Zone of Sweet Air, and this spell is removed by BG2 Fixpack, which says Druid should not have that spell. I do not know why, but here is the thing.
If you install BGT after BG2 fixpack, then you will have this inconsistence. Only one (Jaheira6.cre) has this spell while others not. So I think it should be somehow handle either by BGT side or BG2 Fixpack. Since I feel more close to BGT, I decided to put it here If you think this issue has nothing to do with BGT, then it's fine too.
That's ideal, but I wouldn't believe, i.e. I will NEVER name a version FINAL.Great work! There will be the final version of BGT soon because it seems that no more additional bug is likely to be found.
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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#4
Posted 14 February 2007 - 02:07 PM
The problem is as follows:
Whenever my protagonist, wiedling the cursed berserker sword, entered the spider cave where chelak's corpse is, she would go into auto.berserk mode and after killing that obese woman in the center would be permanently stuck in berserk mode.
I tried this out in many variations, such as sending her in all alone (the web effect is really annoying btw), sending her in with the whole party and sending her in when everyone besides the woman was dead (and no web effect present)
After entering berserk mode, she would never come out of it again, basically breaking the game completely.
The only workaround I found for this was to send anyone but her inside, cleaning it out completely and moving on. Its sure annyoing though.
Figure its due to BGT?
#5
Posted 15 February 2007 - 11:56 PM
it uses incorrect BAM from bg2 version of SW2H07 (Harbringer +3):
BG1 and Tutu versions of this BAM (correct one):
#6
Posted 17 February 2007 - 10:37 PM
Viconia61.cre has Holy Smite and Summon insect in LV3 spell. These spells are removed by BG2 Fixpack, so I think they should also be removed by BGT because Viconia is transferable to BG2 from BG1 in BGT
#7
Posted 19 February 2007 - 12:15 AM
In the original BG1, Drizzt does not wear a helmet. But in ar3100 of BGT, he, Drizzt.cre, wears the weird-looking helmet, helmet15.itm. It should be instead a helmet that you cannot see and not removable such as helmoan.itm.
Also, in BG1, he was very fast. I believe his moving speed was at the same rate as one with the boot of speed. In BGT, he still has his own speed boot, but he does move at the same rate as the other NPC with no speed boot. So I think his speed boot is somehow not correctly converted.
I fixed this by giving him a invisible, non-removable helmet, and fixing the moving rate of his boot of speed with DLCT.
Keep up good work~
#8
Posted 21 February 2007 - 12:29 AM
The party of four women assassins tries to kill you in this area. I went to this area before I killed Mulahey so there was not the party as suppoed to be there. I checked the AR3900.BCS, and concluded that only if Mulahey is already dead they will show up.
Then after killing Mulehey, I went to there again, but the party did not show up. It has something to do with Global and AR3900.bcs, I guess. Here is following:
IF
Dead("Mulahey")
Global("LamalhaSpawn3","GLOBAL",0)
THEN
RESPONSE #100
Activate("LAMALHA")
Activate("MANEIRA")
Activate("TELKA")
Activate("ZEELA")
SetGlobal("LamalhaSpawn3","GLOBAL",1)
END
IF
!Dead("Mulahey")
Global("LamalhaSpawn4","GLOBAL",0)
THEN
RESPONSE #100
Deactivate("LAMALHA")
Deactivate("MANEIRA")
Deactivate("TELKA")
Deactivate("ZEELA")
SetGlobal("LamalhaSpawn4","GLOBAL",1)
END
The BCS file seems to be an original one from BG1, but I do not know In the original BG1 whether they will not show up if I have been in this area before killing Mulahey. But, I think it does not make sense if they dont just because I went to there before killing Mulahey. They should be showing up if I killed Mulahey whether I went to there before killing him or not. I simply fixed this deleting the following line, Global("LamalhaSpawn3","GLOBAL",0), then it goes,
IF
Dead("Mulahey")
THEN
RESPONSE #100
Activate("LAMALHA")
Activate("MANEIRA")
Activate("TELKA")
Activate("ZEELA")
SetGlobal("LamalhaSpawn3","GLOBAL",1)
END
IF
!Dead("Mulahey")
Global("LamalhaSpawn4","GLOBAL",0)
THEN
RESPONSE #100
Deactivate("LAMALHA")
Deactivate("MANEIRA")
Deactivate("TELKA")
Deactivate("ZEELA")
SetGlobal("LamalhaSpawn4","GLOBAL",1)
END
So, now I have in my save game both SetGlobal("LamalhaSpawn3","GLOBAL",1) and ("LamalhaSpawn4","GLOBAL",1), but I dont think it will be any problem.
Edited by web2air, 21 February 2007 - 12:47 AM.
#9
Posted 21 February 2007 - 10:20 AM
#10
Posted 24 February 2007 - 07:19 PM
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)