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#221 Chevalier

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Posted 24 February 2011 - 06:46 PM

With my install the orc archers did attack.
Attached File  Weidu.log   64.51K   267 downloads

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#222 melkor_morgoth75

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Posted 25 February 2011 - 12:31 AM

I've just completed Ulcaster Ruins in BGT, and have noticed a couple of things:
Orc archers don't attack: they'll happily stand around getting sliced to bits. They have SCS2 scripts installed, but DavidW says he's not to blame.
Also,the Ulcaster Wolf lord encounter was great, but he is still able to call his minions even when silenced.

Cheers!


I can't reproduce the error, the Orcs should attack normally. Please may you attach your weidu log?

Ulcaster Wolf Lord is managed by SCS, i don't touch it in my mod (but i used his script to create a new Wolf :P),

tx,
mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#223 pacek

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Posted 25 February 2011 - 01:28 AM


I've just completed Ulcaster Ruins in BGT, and have noticed a couple of things:
Orc archers don't attack: they'll happily stand around getting sliced to bits. They have SCS2 scripts installed, but DavidW says he's not to blame.
Also,the Ulcaster Wolf lord encounter was great, but he is still able to call his minions even when silenced.

Cheers!


I can't reproduce the error, the Orcs should attack normally. Please may you attach your weidu log?

Ulcaster Wolf Lord is managed by SCS, i don't touch it in my mod (but i used his script to create a new Wolf :P),

tx,
mm75


Sure. I have just realised it is ALL creatures with one of the SCS scripts. I have a thread going over there too.
Attached File  Weidu.log   32.51K   232 downloads
I've attached the orc archer CRE file too
Attached File  ORC02.CRE   1.17K   254 downloads
thanks for your help

Edited by pacek, 25 February 2011 - 01:35 AM.


#224 melkor_morgoth75

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Posted 25 February 2011 - 01:47 AM

Please anyone knows what

~SETUP-BP-BALANCER.TP2~ #0 #17 // Restore original BG1 creatures' XP and items -> Keep custom items from other Mods

does?

I believe anyway that one of the mods (the one above it's just a guess of mine, i can't check your cre file now) you've installed causes you that trouble. Weird indeed anyway as you also have Thurambar Fixes too ... (but it has been installed before the component above).

mm75

Edited by melkor_morgoth75, 25 February 2011 - 01:49 AM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#225 Miloch

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Posted 25 February 2011 - 01:41 PM

I doubt BP Balancer does anything with scripting. I think it just removes some of the überloot from megamods or replaces +10 hackmasters with normal +1 items or the like.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#226 prowler

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Posted 03 March 2011 - 08:54 AM

There are some untranslated strings in Russian translation.
Here is the corrected TRA-file.
Please, update it. Thanks!

Attached Files


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#227 melkor_morgoth75

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Posted 07 March 2011 - 06:56 AM

Thanks Prowler,

i'll update the release with the russian translation as soon as i can,

cheers!
mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#228 JustMe

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Posted 09 March 2011 - 03:04 AM

I have recently reinstalled baldur's gate and was trying to install mods that remedied some of my annoyances with the game. My biggest annoyance was the way enemies spawned. Consider the example: I am traveling through an area slowly, scouting out with my thieves the enemies in my way. I end up fighting a group of monsters and moving along until I hit another group of monsters, I end up having to retreat a bit, to put some space between us, and find the original group of monsters have respawned.

So with my current installation, I installed your mod hoping that your component 'Choose the time between re-spawns' '1. Re-spawn time = 8 hours (standard ad&d rules)' would solve this problem. Unfortunately it didn't, I still retreat a little and find respawns a few minutes after I had just killed the original monsters.

So my question is this: Is this likely to because of a mod conflict? Or is it because I didn't install your main component? I installed it with Big World Project so it would have been installed in that mod order. If it is because I didn't install your main component, does anyone know of any mods that just lets you choose the respawn time?

Thanks for your time.

#229 melkor_morgoth75

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Posted 09 March 2011 - 03:38 AM

So with my current installation, I installed your mod hoping that your component 'Choose the time between re-spawns' '1. Re-spawn time = 8 hours (standard ad&d rules)' would solve this problem. Unfortunately it didn't, I still retreat a little and find respawns a few minutes after I had just killed the original monsters.

So my question is this: Is this likely to because of a mod conflict? Or is it because I didn't install your main component? I installed it with Big World Project so it would have been installed in that mod order. If it is because I didn't install your main component, does anyone know of any mods that just lets you choose the respawn time?

Thanks for your time.


You HAVE to install the main component to have it working. In that way you won't face new creatures until (8, or whatever u choose, hours) the time of "respawn" passes,

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#230 JustMe

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Posted 09 March 2011 - 03:48 AM

Ouch ok thats what I did wrong. Thanks for letting me know, not sure if I am going to reinstall, or live with it. Thanks again!

edit: Ok I reinstalled, restarted my game, and traveling through the first area with my main char (fighter) and imoen i come across 2 gibberlings. Main char defeats them easily. Move out and come back and what do you know two more gibberlings in the exact same place. If I understand what the mod is supposed to do, it is supposed to keep this from happening right?

Edited by JustMe, 09 March 2011 - 07:59 AM.


#231 10th

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Posted 09 March 2011 - 12:29 PM

Exactly. But you did not install the main component, therefore it keeps happening.

10th
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#232 JustMe

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Posted 09 March 2011 - 03:56 PM

Exactly. But you did not install the main component, therefore it keeps happening.

10th


No I reinstalled, sorry if I didn't make that clear I am now using both the first and second component just now the wolf component. Still at 8 hours also.

edit: I think I have it working. Reinstalled entire game instead of just the mod and it seems to be working now. I had a battle with 2 wild dogs in the first area and they didn't respawn!!!!

Edited by JustMe, 10 March 2011 - 12:28 AM.


#233 melkor_morgoth75

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Posted 10 March 2011 - 01:49 AM

Great, i hope u enjoy the mod ;)

Have fun!

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#234 melkor_morgoth75

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Posted 22 March 2011 - 01:28 AM

New Release: 1.10 Version is up now.

Please, have a look at the first post to see changes.

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#235 10th

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Posted 17 April 2011 - 11:24 AM

@1.10
Very nice repopulation of all those formely near empty areas.

@Sea Troll references
Unfortunately Roger the fence still thinks that you already slew the Sea Troll.

To make a final fix for this issue you'd have to do the following:
- change the DV of rogtro.cre to rogtro
- make a custom copy of rogtro01.bcs and change its ChangeAnimationNoEffect("ROGTRO02") to another creature e.g. MM75Rogt (That's the "Kill me with acid or fire Sea Troll corpse").
- make a copy of rogtro02.cre named MM75Rogt and change its DV to rogtro ("Kill me with acid or fire Sea Troll corpse" with same DV as rogtro)
- make a custom copy of rogtro02.bcs and change ReallyForceSpell(Myself,SEA_TROLL_CHANGE) to ReallyForceSpellRES("MM75STC",Myself) (Those are the script and the spell responsible for the "I'll be back up in second" feature of this Sea Troll).
- make a copy of SPIN670.spl named MM75STC and change its ReplaceSelf to rogtro.cre (Spell for the regenerated Sea Troll).

10th
Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#236 melkor_morgoth75

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Posted 17 April 2011 - 11:26 PM

Thanks 10th for reporting that. I'll look into it as soon as i can.

By the way....DV ... states for?

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#237 Anomaly

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Posted 18 April 2011 - 12:15 AM

DV = Death Variable (old-fashionned term for Script Name)
French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#238 melkor_morgoth75

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Posted 18 April 2011 - 06:01 AM

DV = Death Variable (old-fashionned term for Script Name)


Too much acronyms I believe :P Thanks mate!

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#239 -Roboghost-

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Posted 30 July 2011 - 10:29 PM

Hi {and thanks for mod},

I've doing a BGT install by hand (yea, yea) and found a funny with BGSpawn (I think.) I do a NI check here and there as I go along and found these two creatures missing [the script checker for NI takes forever because of it]:

BTELITE.CRE? --> IRONELIT.CRE //Black Talon Elite
JELH0C01.CRE? --> JELOCH01.CRE //Ochre Jelly

What is the scoop on these two files? Is this an error that needs fixed in BGSpawn or is it coming from somewhere else? I put the files that I assume they should be next to them (maybe a mod renamed them?

Here is my log so far:
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #108 // Allow Equipping Armor in Combat: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0020
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU Classic (from Baldurdash, by Kevin Dorner): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 BWP Fix
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01 BWP Fix
~SETUP-BDTOBV168.TP2~ #0 #0 // Baldurdash Fix Pack for ToB, v1.68 WeiDU: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #2 // RESTORED TWISTED RUNE QUEST: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #3 // RESTORED HINDO'S DOOM: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #5 // IMPROVED COPPER CORONET: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #6 // RESTORED DAK'KON'S BLADE: BG2Fixpack adaption
~SETUP-BDTOBV168.TP2~ #0 #7 // Improved Nymph (Woodland Being) Script by Goeran Rimen: BG2Fixpack adaption
~1PP.TP2~ #0 #0 // One Pixel Productions: v2 Everything but Potions (1): v2.7 BWP Fix
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2 (Hotfix 20100919)
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2 (Hotfix 20100919)
~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (ToB Required): 13
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.12 (12 Jun 2011)
~JONDALARFIX/SETUP-JONDALARFIX.TP2~ #0 #0 // Jondalar Fix for BGT
~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // Restored Textscreen Music for BG1TuTu, EasyTutu, and BGT-WeiDU
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 7
~SETUP-THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: 3.7
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18 BWP Fix
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18 BWP Fix
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18 BWP Fix
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18 BWP Fix
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18 BWP Fix
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18 BWP Fix
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18 BWP Fix
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v18 BWP Fix
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18 BWP Fix
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18 BWP Fix
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v18 BWP Fix
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18 BWP Fix
~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v18 BWP Fix
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18 BWP Fix
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v18 BWP Fix
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18 BWP Fix
~PLASMOBG1BG2/PLASMOBG1BG2.TP2~ #0 #0 // Plasmocat's BG1 NPC Portraits in BG2 Style: v2
~PLASMOBG1BG2/PLASMOBG1BG2.TP2~ #0 #2 // Plasmocat's BG1 Imoen Portraits -> Plasmocat's BG1 NPC Choices: Imoen #2, BG1 (pink with necklace): v2
~PLASMOBG1BG2/PLASMOBG1BG2.TP2~ #0 #4 // Plasmocat's BG1 Xzar Portraits -> Plasmocat's BG1 NPC Choices: Xzar #2, BG1 (green): v2
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1, v6
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks, v1, October 20, 2007: v2
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_110614 BWP
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_110614 BWP
~SETUP-BGSPAWN.TP2~ #0 #0 // BGSpawn system based on levels & party members (NOTE: Baldur's Gate Trilogy - BGT required): 1.10
~SETUP-BGSPAWN.TP2~ #0 #1 // Choose the time between re-spawns: 1.10
~SETUP-BGSPAWN.TP2~ #0 #2 // Vampiric Wolf Lord (inspired to DavidW Wolf of Ulcaster) NOTE: this changes some Vampiric Wolf in the game. It's used by BGSpawn-system: 1.10
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #1 // Add BG1 missing normal & magical weapons: v1.06
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #2 // Add BG1 missing unique weapons: v1.06
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #3 // Randomized assignment of BG1 missing unique weapons: v1.06
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #301 // RP fixes: v1.06

Thanks {yes, i slightly customized the BG1UP install to prevent the BW Fixpack error when it looks for v13 instead of v13_110614.}

#240 melkor_morgoth75

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Posted 01 August 2011 - 02:02 AM

Hi {and thanks for mod},

I've doing a BGT install by hand (yea, yea) and found a funny with BGSpawn (I think.) I do a NI check here and there as I go along and found these two creatures missing [the script checker for NI takes forever because of it]:

BTELITE.CRE? --> IRONELIT.CRE //Black Talon Elite
JELH0C01.CRE? --> JELOCH01.CRE //Ochre Jelly


Those 2 cre files are not ADDED by the mod (but they are used). As far as i know they should be standard bg2 (Bgt) cre files.

Something should gone wrong in your install i fear :(

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn