Vecna
#161
Posted 13 May 2011 - 01:01 PM
#162
Posted 13 May 2011 - 01:39 PM
#163
Posted 13 May 2011 - 10:10 PM
#164
Posted 15 May 2011 - 11:46 PM
I think! all the in game bugs are done.
V16 is uploaded.
V15 did not copy any 2da files over, so cant be that ( v16 has the lv 50 patch but as an optional component) can only be some of the resources i borrowed from BW and did not rename with the AA prefix, will rename them for v17 which is here soon.
Whatever it is will have it done for the weekend
Also i take everyones point about the lack of docs, doing that to.
I have kept the IA code which i dont see any problem with but will integrate the restores ( which actually threw me first time i set up IA )
#165
Posted 16 May 2011 - 02:05 AM
Thanks
#166 -ar0n-
Posted 18 May 2011 - 05:37 AM
#167 -ar0n-
Posted 18 May 2011 - 08:54 AM
#168
Posted 18 May 2011 - 11:12 AM
Yep use the map FROM THE ASTRAL PLANE otherwise it will be wasted.
Are you playing V16? if not download it and install, the saved games should be totally compatible, and i have sorted out a whole heap of bugs.
At the moment the whole Android1 story is not complete, and that room is still in development but it does not affect the story line at all.
Loloths complex in on the astral plane is a REAL challenge, please post how it goes.
To wet your appetite i have just finished clearing all the bugs on the hand and eye, and in all modesty i have to say they are the most powerful, scary, complex items ever seen in any BG2 mod ( and actually in many ways designed for a wizard mage, since like you i play fighter mage solo )
There are still bugs in the final fight ( and the encounter with android2 ) in V16 but am doing them now and will be sorted for V17 at the weekend
Over the next few months i intend to take the project further, adding the first part of the quest for the Rod Of Seven Parts, and clues as to what actually happened to the travelers.
#169 -ar0n-
Posted 18 May 2011 - 04:58 PM
still I found a bug here - 2 swords are crashing (is it grammaticly correct phrase? I am not a native speaker) the game when used (one from the twisted rune hq and one obtained from a chamber where demons and hags hold marilith demon lord) - I presume that it's because they use two-handed sword animation (but even when used without the off-hand weapon game crashes).
also I like the idea of mixing some hard melee fighters (like your improved cambions) with potent mages (the power of dispel!) and assasins. the icing on the cake could be some archers, maybe fallen solars shooting arrows of dispel. probably you can also add some more level draining (and spells drainig, like haekesher or nishru) abilities to some creatures.
I wonder (cause I forget to check) can hastur machine copy every item/spell or just one which is put in there? forgot to check. also, how can I obtain items from the stone altar (near vodka golem)? it says I need to kill all the guardians but I've already done that.
#170
Posted 18 May 2011 - 07:33 PM
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
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#171
Posted 18 May 2011 - 10:55 PM
As you noticed have yet to check all the treasure items took a lot of them from other mods, just assuming they worked. Bad assumption . Will check them all for V16.
The copy machine should work with most scrolls, but not working too well yet
Miloch...
yes now have some time am very keen to finish it of, and am in a hurry, if i get called of to contract again the whole thing might bog down again. There is actually very little left to do on the main adventure. ( although a little worried about early reports of issues in a BW install, hope it gets added back to the BW setup so bugs can get reported back here ) just tweaks here and there.
Still hoping other modders take up the challenge and start writing high level mods for the planes, i have 15 or so empty off world areas just ripe for mini quests etc..
#172 -ar0n-
Posted 25 May 2011 - 08:45 AM
as it comes to lolth laboratory fights - most of them are tough, especially one near the bones of dead dragon (or sth, location from P:T). But still, since I had time stop immunity (reign of virtue), killing fallen planetars in meantime was pure pleasure. Final fights - dissapointing, sorry. especially lolth (demogorgon and lolth's venegances tough, orcus not even making a move) was very weak.
questions - why can't I use robe of mmysteria when I'm a lawful-neutral kensai-mage? and what are requirements for usage of hand & eye? what is more - hand doesn't give innate abilities as it should. eye's ability to dispell all magic works on caster too and also makes all later spell animations weird (breach-like animation). and - why nothing happens after lolt's death? I mean she is dead and that's all. no signal from gods, no way to return and so on.
#173
Posted 25 May 2011 - 09:23 AM
ok guys, still more comments & questions
as it comes to lolth laboratory fights - most of them are tough, especially one near the bones of dead dragon (or sth, location from P:T). But still, since I had time stop immunity (reign of virtue), killing fallen planetars in meantime was pure pleasure. Final fights - dissapointing, sorry. especially lolth (demogorgon and lolth's venegances tough, orcus not even making a move) was very weak.
questions - why can't I use robe of mmysteria when I'm a lawful-neutral kensai-mage? and what are requirements for usage of hand & eye? what is more - hand doesn't give innate abilities as it should. eye's ability to dispell all magic works on caster too and also makes all later spell animations weird (breach-like animation). and - why nothing happens after lolt's death? I mean she is dead and that's all. no signal from gods, no way to return and so on.
Hi mate as mentioned final fight not finished yet am just testing v17 which has it finished and all the bugs you mentioned done aswell ( including fixing the items ) will be posting it tonight ( euro time )
quick list of changes for V17
Android0 encounter....done
Observatory room ( AAR050 )... Stat/resistance changing machines and secondary encounter...done
Hastur and Android1 plotline...done
Loloth final fight....done
Hand and eye... done
Treasure item updates... still in progress
AI updates.... still in progress
Thanks lots for the play testing mate
Edited by jube, 25 May 2011 - 10:41 AM.
#174
Posted 28 May 2011 - 02:10 PM
Thanks
Ps Hand and eye must be equiped/activated again to apply fixes
#175
Posted 15 June 2011 - 12:44 AM
An update on this, although ctb does write reams of code to BAULDER i dont think its the main culprit here, is there any other scripts scanned automatically apart from player script, BALDUR and BALDUR25?
Ok used Jarno's LStest code, no scripts are firing continuously so not a script thing, ok now puzzled!!!!!
Have no time to take this further must get back to vecna
Edited by jube, 15 June 2011 - 01:17 PM.
#176
Posted 16 June 2011 - 08:51 PM
Hey Jube, there seems to be some typos and improper English usage in the .tra files... would you be willing to accept revisions? I'm waiting for V19 to come out since I'm assuming you have fixed some stuff too.
I would like to see Vecna 'done' soon, and I can help with some of the proofreading. It is taking me forever to get to ToB content since I reinstall every time I find a bug @_@
I can upload a word .docx file with tracked revisions along with the edited .tra file when v19 comes out if you would like.
#177
Posted 17 June 2011 - 10:50 AM
You know you are a weirdo when you F5 every 5 hours waiting for an update so you can reinstall BWP...
Hey Jube, there seems to be some typos and improper English usage in the .tra files... would you be willing to accept revisions? I'm waiting for V19 to come out since I'm assuming you have fixed some stuff too.
I would like to see Vecna 'done' soon, and I can help with some of the proofreading. It is taking me forever to get to ToB content since I reinstall every time I find a bug @_@
I can upload a word .docx file with tracked revisions along with the edited .tra file when v19 comes out if you would like.
YES PLEASE anything you find just feel free to revise, then post the tra files and i will integrate to next update. V19 is very nearly there, it is taking a long time to play each room for checking and i really want the whole thing to work for V19. I think should be good to go late tonight or early tomorrow morning. Once your playing V19 please take mental notes as you go along, i will be taking all suggestions and integrating them to v20
#178 -new(mike)-
Posted 18 June 2011 - 07:10 AM
now i am in the BG1 part and not finished BG1.
if i installed vecna V18 with bwp,ican i used my saved file continue my game or i must begin a new game to play.
i like vecna and want to play it,but i am not sure if i can use my saved file,
plz help
thanks
#179
Posted 18 June 2011 - 07:18 AM
Unless you biffed... then that can create problems.
It really depends on what mods were installed after vecna.
#180
Posted 18 June 2011 - 09:48 PM
PSPOT05.itm is an item in the Planar Sphere mod...
Called the "Eye of Vecna."
What a qwinky dink.
Oh look! Vecna is a creature in planar sphere!
Oh wow! I can kill him!
Coooool I can have BOTH eyes of Vecna?
I've uploaded the .tra files and the item files if you wanted to take a look at them. You can call Planar Sphere conceptually incompatible and be done with it or do a dialogue edit and a creature swap
Attached Files
Edited by Cerest, 18 June 2011 - 11:18 PM.