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Spell Bugs in BGT


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#1 Hurricane

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Posted 20 December 2009 - 01:09 PM

Hello,

I'm playing through BGT (1.07) and am facing a few spell bugs annoying me - which are certainly independent from BGT Weidu - and wanted to ask if there is a solution or anybody knows about these bugs. I haven't found that much after googling and searching through this forum, glibberlings and a German forum.

The bugs occur in BG2 part, besides Skulltrap, which occurs in BG1 part, too.

1. Spell Skulltrap: This really good spell works fine if used as an attack spell, but if used as trap there are times, when it needs really long till it explodes. It's not that fun to lead the enemy three and more time through the skull trap until it is triggered. Your PC can even stand directly "under" it and nothing happens.

2. Spell Shapechange: The forms troll and wolfwere (maybe the others, too) have stuttering animations. Additionally the moving looks like the figure is "surfing" after having done a few steps, it stands while moving meaning no animation can be seen. The attack animation, too, seems broken. And it surely has nothing to do with regeneration rate (no items equiped) and nothing with the underdark.
Similar behaviour is described here (German): http://kerzenburg.ba...ead.php?t=32312

3. Spell Simulacrum and Project Image: The clones are not able to cast triggers and contingencies, because one comes to an "empty" window (the same as usual but no spells available etc.) and has to kill the bg2 process. Even banning the spell is not possible any more.
In this thread one posts a fix but only that the spells are not available any more for your images: http://forums.gibber...?t12731-50.html
This is not really the best solution and even trigger and contingency are used for "cheesy" actions, item cloning is even more :-)

I've looked at the BG2 Fixpack and Spell Revision Project but neither described fixes for these problems. Maybe undocumented?

If anybody had an idea, I would be very glad!

Hurricane

#2 Sammi Somara

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Posted 20 December 2009 - 01:14 PM

Hm. Sorry, can't help with that, I use Tutu and not BGT.
But generally when stuff I used to improve my BG games act buggy, if nothing else works I'll backup my save files, uninstall everything and start again with a clean install. Sometimes that actually does make things run smoother if you just try setting it up again. Especially with total engine converstions like Tutu and BGT, where there's like a gajillion places the setup can randomly go wrong.
Sorry I can't be of more help.
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#3 Hurricane

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Posted 20 December 2009 - 01:22 PM

Hello,

thanks for the quick reply! The problem is, I'm sure the bugs are totally uncorrelated to BGT and would happen even in vanilla BG2. You didn't face these problems? Or didn't you use the spells or combinations at all?

I will look in the TUTU fixes, maybe there is something about these problems.

Hurricane

#4 Ascension64

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Posted 20 December 2009 - 03:06 PM

Changes are you won't see these bugs in Tutu because Skull Trap is the only spell you would normally find during a BG1 run.
You are correct that these are issues with the BG2 engine in general, which falls outside my domain. BGT doesn't touch the behaviour of the standard usable spells. These may be worth mentioning in the BG2 Fixpack forums at G3.

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#5 Demivrgvs

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Posted 20 December 2009 - 03:27 PM

I've looked at the BG2 Fixpack and Spell Revision Project but neither described fixes for these problems. Maybe undocumented?

When you want to ask something about Spell Revisions it would be much better to post at G3 within Spell Revisions forum. ;)

Despite my efforts documenting every single small thing done by huge mods such as IR and SR is almost impossible. :(

Anyway, let's get to the point...

1. Spell Skulltrap: This really good spell works fine if used as an attack spell, but if used as trap there are times, when it needs really long till it explodes. It's not that fun to lead the enemy three and more time through the skull trap until it is triggered. Your PC can even stand directly "under" it and nothing happens.

SR fixes this issue (thanks to Ardanis), and does the same for Fire Trap, Glyph of Warding, and Delayed Blast Fireball.

2. Spell Shapechange: The forms troll and wolfwere (maybe the others, too) have stuttering animations. Additionally the moving looks like the figure is "surfing" after having done a few steps, it stands while moving meaning no animation can be seen. The attack animation, too, seems broken. And it surely has nothing to do with regeneration rate (no items equiped) and nothing with the underdark.
Similar behaviour is described here (German): http://kerzenburg.ba...ead.php?t=32312

SR "fixes" these issues because it handles the whole "shapechanging" thing in a much better way (at least imo), and also make such forms not affected by Dispel Magic (thanks to Taimon).

3. Spell Simulacrum and Project Image: The clones are not able to cast triggers and contingencies, because one comes to an "empty" window (the same as usual but no spells available etc.) and has to kill the bg2 process. Even banning the spell is not possible any more.
In this thread one posts a fix but only that the spells are not available any more for your images: http://forums.gibber...?t12731-50.html
This is not really the best solution and even trigger and contingency are used for "cheesy" actions, item cloning is even more :-)

I'm not sure about this, if I haven't handled such issue I'll do it for the next hotfix. Anyway I do think illusionary clones shouldn't be able to use contingencies and spell triggers, thus if that is the only doable solution fine with me.

Edited by Demivrgvs, 20 December 2009 - 03:28 PM.


#6 Hurricane

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Posted 21 December 2009 - 12:35 AM

Hello,

I wasn't sure where to post. I had really looked through the Spell Revisions page and used a search, but did not find what I was looking for. Thanks you answered, though!

You say clones shouldn't be able to use contingencies and triggers. Do you mean those the initial character had cast? There I would agree. But cast themselves new seems fair for me. But that's only my opinion. I have seen long threads at glibberlings discussing similar problems ;-).

Two last questions: Do Spell Revisions and BG2 Fixpack interfere in some ways with BGT? Can I use my current BGT save after installing both?
I had installed more mods, but thought initially BGT would have most fixes already included and wanted not to have the problems with interfering mods...

Thanks for your effort!

Hurricane

Edited by Hurricane, 21 December 2009 - 12:48 AM.


#7 Jarno Mikkola

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Posted 21 December 2009 - 02:54 AM

Two last questions: Do Spell Revisions and BG2 Fixpack interfere in some ways with BGT? Can I use my current BGT save after installing both?
I had installed more mods, but thought initially BGT would have most fixes already included and wanted not to have the problems with interfering mods...

Depending on your install order, yes... so it's always best to post your WeiDU.log's content(open it with Notepad) in the first post when you post a new thread, which you haven't done by the way... it can be catastrophic or less so, and you'll need the Worldmap mod.

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#8 Hurricane

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Posted 21 December 2009 - 03:25 AM

I've only installed BGT Weidu after a full installation of BG1 and BG2 with their expansions TOSC and TOB with latest patches. So my Weidu log is more or less "empty". If it is needed I can post it. (Would need to start another computer, which I use exclusively for old games with an old OS and no internet connection)

To the install order:

1. BG2 Fixpack
2. BGT
3. Spell Revision and Worldmap mod

Is this right?

Neither Spell Revision nor Worldmap mod are listed here: http://www.shsforums...showtopic=19539
For what is this Worldmap mod needed?

Hurricane

#9 Lollorian

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Posted 21 December 2009 - 03:36 AM

From the Compatibility section, point 4 ;)

-all modifications that add areas to the worldmap will NOT be compatible with BGT-WeiDU UNLESS Revised BP-BGT Worldmap is used

So, for your minimal install, it's not needed :D But if you ever chance upon the big mods in here, you'll probably need the map ;)

Cheers,
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#10 Jarno Mikkola

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Posted 21 December 2009 - 04:07 AM

-all modifications that add areas to the worldmap will NOT be compatible with BGT-WeiDU UNLESS Revised BP-BGT Worldmap is used

So, for your minimal install, it's not needed

Ah, but it is, read why it's: Cause the BG2Fixpack does include an area change, the 'Underdark exit' maps exits are rearranged by the (G3)BG2Fixpacks component #x #0.

Edited by Jarno Mikkola, 21 December 2009 - 04:11 AM.

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#11 Lollorian

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Posted 21 December 2009 - 04:29 AM

Ah cool :P Didn't know that

EDIT: Damn, I read that topic and edited this, while Jarno quoted :doh:

Cheers,
Lol

Edited by Lollorian, 21 December 2009 - 04:41 AM.

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#12 Jarno Mikkola

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Posted 21 December 2009 - 04:35 AM

Ah vool :P Didn't know that ... but shouldn't BGT itself take that into account?? (since BG2Fixpack is installed before it and all)

Perhaps, but it doesn't. Why, cause the BGT-non-WeiDU was before the BG2Fixpack was even in the works. And I suspect that it's kinda hard to remake the Worldmap the unphtenth time to count all the other variations of it... just like the NTotSC would need... etc. That's 5x4x3x2=120 variations for all the 6 possible BG2 mods, and then all the BG1 mods too.

Edited by Jarno Mikkola, 21 December 2009 - 05:36 AM.

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#13 Hurricane

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Posted 21 December 2009 - 05:04 AM

Thanks for pointing that problem out. If you could verify my installation order, I will stop asking questions ;-), at least for now...

Hurricane

#14 Jarno Mikkola

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Posted 21 December 2009 - 05:22 AM

If you could verify my installation order...
0. BGII - SoA&ToB + patch v(2.5.)26498 and BG&BGTotSC patched to v(1.3.)5512 to two separate directories...
1. BG2 Fixpack
2. BGT
3. Spell Revision
4. Worldmap mod
Is this right?

Yes, that's the right order.

I will stop asking questions, at least for now...

Ouh no, don't stop... well if you still have questions that is. :)

Edited by Jarno Mikkola, 21 December 2009 - 05:24 AM.

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#15 Ascension64

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Posted 22 December 2009 - 01:06 AM

Ah vool :P Didn't know that ... but shouldn't BGT itself take that into account?? (since BG2Fixpack is installed before it and all)

Perhaps, but it doesn't. Why, cause the BGT-non-WeiDU was before the BG2Fixpack was even in the works. And I suspect that it's kinda hard to remake the Worldmap the unphtenth time to count all the other variations of it... just like the NTotSC would need... etc. That's 5x4x3x2=120 variations for all the 6 possible BG2 mods, and then all the BG1 mods too.

In a previous discussion on the BGT forums, I did mention that if someone were to write out the changes to the worldmap in a patch form, I would be happy to include it into BGT.

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