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Questions about travelling and items in BGT


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#1 pareidolia

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Posted 03 January 2010 - 06:16 AM

I am playing a BiG World install which includes BGT-WeiDU and the BP mod (and many others, mostly NPC packs), which seem to be working quite well.
I have never played the BG series using any of these mods before, and I would like to know a few things about how travel works in the BGII and ToB sections of the game.

1. After one has transitioned from BG1 to BGII, is it possible to return from Athkatla to Baldur's Gate? If so, how long is it until this becomes allowed?
(In my own installation, once in Athkatla the game marks all locations from BG1 as 'destination unreachable.' I am wondering if there is any way around this, which is built into the game mod.)
UPDATE: Since posting this, from reading about CLUAConsole I have noticed it is still possible to do CLUAConsole:MoveToArea("ARXXXX") with
XXXX = 7208 (center of Baldur's Gate) or 0020 (gates of Athkatla). If this is done it appears that the party will be able to access locations from the 'side' of the game that they are on, but will be isolated from the other half of the game world. (if you're in Athakatla you can only reach BGII areas by walking, but if you're in Baldur's Gate you can only reach BG1 areas by walking.)

2. Is it possible to return to any of the locations from BG1 or BGII during ToB? (If I am not mistaken, BGII should be completely accessible, but I am wondering mainly about BG1.)

2.5 If 2 is possible, then is there a chart of the travel times? I am curious to know if the game world travel times are documented somewhere besides in the mod-code.

3. Is it possible to use the location accessed by using the 'Stone of Recall' item to store equipment/NPCs through transitions between games?
(I have noticed it is quite possible to leave NPCs there before talking to Belt, and go find them again later immediately after the Irenicus dungeon, but the odd part is that they cannot be spoken with and it seems they will not interact. I even tried turning one to stone, talked to Belt, and turned the NPC back to flesh after the transition, but there was no effect. Can a similar thing be done with equipment?)

I have not used this forum before, and while I have attempted to categorize this request properly, I must apologize profusely if it is in an incorrect location. (perhaps it belongs in BG gameplay section, but the questions are fairly mod-specific.)

Thank you for any help you can provide.

Edited by pareidolia, 03 January 2010 - 08:15 AM.


#2 Lollorian

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Posted 03 January 2010 - 08:15 AM

1. After one has transitioned from BG1 to BGII, is it possible to return from Athkatla to Baldur's Gate? If so, how long is it until this becomes allowed?
(In my own installation, once in Athkatla the game marks all locations from BG1 as 'destination unreachable.' I am wondering if there is any way around this.)

Nope, the story doesn't allow returning to BGI :crying: (there were mumblings of creating a mod that does this, but it remained just that :P) The places still show up since it's built in the map :lol:

2. Is it possible to return to any of the locations from BG1 or BGII during ToB? (If I am not mistaken, BGII should be completely accessible, but I am wondering mainly about BG1.)

Still no unfortunately :P

2.5 If 2 is possible, then is there a chart of the travel times? I am curious to know if the game world travel times are documented somewhere besides in the mod-code.

Well, travel times are completely overhauled and much more realistic to say the least (which means we don't have a chart ... yet :lol:)

3. Is it possible to use the location accessed by using the 'Stone of Recall' item to store equipment/NPCs through transitions between games?

Yup, items can be stored in those bunker-areas :P I dunno whether Stone of Recall becomes lost in BGII (although there is another haven item, the Rod of Refuge from Konalan's Tweaks that can be found in both BGI and BGII) The rod's area even has containers that can let you organize your precious stuff :P

I have not used this forum before, and while I have attempted to categorize this request properly, I must apologize profusely if it is in an incorrect location. (perhaps it belongs in BG gameplay section, but the questions are fairly mod-specific.)

Well, this is the BGT forum (for stuff that belongs to the BGI experience in BGII) ... the (un)official english BWP forum is this one :P

Oh, and if you do encounter strange stuff, please attach your WeiDU.log when you report any bugs ;)

Cheers,
Lol

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#3 Kurokarasu

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Posted 03 January 2010 - 09:32 AM

2. Is it possible to return to any of the locations from BG1 or BGII during ToB? (If I am not mistaken, BGII should be completely accessible, but I am wondering mainly about BG1.)


Just something I wanted to add about this point. As Lollorian told you, you can't access SoA ou BG1 areas from ToB.

However, there's a mod which adds a 7th level wizard spell to the game; it will allow the entire party to teleport to the areas they've *already* visited. So, in ToB, you will be able to go back to the Copper Coronet (if you'd been there, of course ;) ) but, in order to go back, you have to use a second Teleport spell.

If you want to cheat, you may create the scroll in your BG1 game (using ShadowKeeper or the CLUAConsole), learn it and once in BG2, you could be able to teleport there... it's just like the MoveToArea("ARXXXX"), but I can't say for sure if it actually works since I never really tried it.

Edited by Kurokarasu, 03 January 2010 - 09:33 AM.


#4 Jarno Mikkola

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Posted 03 January 2010 - 10:23 AM

it's just like the CLUAConsole:MoveToArea("ARXXXX"), but I can't say for sure if it actually works since I never really tried it.

It does work, but the ar might be different thing too, you'll get the exact name of the area you are currently by pushing the X key from your keyboard. And to learn more how to activate the console and more, go here.

Edited by Jarno Mikkola, 03 January 2010 - 10:25 AM.

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#5 Kurokarasu

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Posted 03 January 2010 - 11:07 AM

Thanks Jarno, but I meant that I don't know for sure if the trick of learning the spell Teleport in BG1, and then trying to use it later in BG2 would work, and not if CLUAConsole:MoveToArea("ARXXXX") is working (I have used it a lot :P, so I know it works very well) ... My English still needs some improvement, I guess.

Edited by Kurokarasu, 03 January 2010 - 11:08 AM.


#6 pareidolia

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Posted 03 January 2010 - 04:12 PM

Thanks all for your quick responses!

I have heard of the teleport mod, but have not attempted its use, as I did not install it initially when I setup the BiG installer.
I am a bit unsure of how to add (and especially afraid of removing) mods from a finished BiG world install which includes generalized biffing,
as from my reading I believe that this requires uninstalling the biffing, then making the actual mod alterations, and then redoing the biffing... or something like that.

I am still a bit curious about NPC in 'bunker areas' - especially between the transition between BG1 and 2. For instance, I noticed that if you leave person A from your party in the bunker, then talk to Belt, and then return to the bunker area, that person A will 'have nothing to say to you.' However, if person A happens to be an optional conversation, (for instance Edwin in Nashkel) then if that person is left in the game world they disappear after the transition. (So if you never talk to Edwin in BG1, then after BG2 starts there is no Edwin standing on the bridge in Nashkel.) These 'disappearances' do not happen within the bunker area, however. I'm just curious if this was also left open in the mod. Also, I suppose I would like to know if there is a way to 'restart' the NPCs that are in the bunker area who do not respond.

I would like to add the general comment that these mods are absolutely incredible for a replay of this series - makes so many things more interesting or enjoyable.
Really good work by all involved.

Edited by pareidolia, 03 January 2010 - 04:24 PM.


#7 Lollorian

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Posted 03 January 2010 - 04:46 PM

I have heard of the teleport mod, but have not attempted its use, as I did not install it initially when I setup the BiG installer.
I am a bit unsure of how to add (and especially afraid of removing) mods from a finished BiG world install which includes generalized biffing,
as from my reading I believe that this requires uninstalling the biffing, then making the actual mod alterations, and then redoing the biffing... or something like that.

The only draw here is that it needs time to finish :( And depends on the placement of the mod that you wanna uninstall. If you tell us what mod you wanna let go, we can probably tell you whether it's safe enough :P (on a general basis, mods installed at the top of your WeiDU.log are better off not uninstalled ^_^)

I am still a bit curious about NPC in 'bunker areas' - especially between the transition between BG1 and 2. For instance, I noticed that if you leave person A from your party in the bunker, then talk to Belt, and then return to the bunker area, that person A will 'have nothing to say to you.' However, if person A happens to be an optional conversation, (for instance Edwin in Nashkel) then if that person is left in the game world they disappear after the transition. (So if you never talk to Edwin in BG1, then after BG2 starts there is no Edwin standing on the bridge in Nashkel.)

My guess is that they use different scripts for BGI and BGII (or something deleted all the BGI scripts when you transition to BGII ... to save space and lag :unsure:) Anyway, what NPC do you need in BGII anyway?? Apart from Dyna and Khalid, everyone should already be present in BGII in some form ... (other than people who've died or finished their quests :P)

But, this being the BGT forum, you'll probably get a much better answer from the author himself soon ;)

These 'disappearances' do not happen within the bunker area, however. I'm just curious if this was also left open in the mod.

For this, I'll just say that the area was never meant to be used to store NPCs :P The author probably didn't think of the possibility. You may wanna drop in a suggestion in his forum here

Also, I suppose I would like to know if there is a way to 'restart' the NPCs that are in the bunker area who do not respond.

Only way I can think of is CLUAConsole, but never tried it meself to make em join :P

Cheers,
Lol

Edited by Lollorian, 03 January 2010 - 04:47 PM.

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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