'Fennek', on 14 November 2010 - 07:40 AM, said:
@Turambar: I guess you don't want to hear any vague rumors about bugs. I have a list with problems, however, but almost all the mods are - iin theory - still supported (although not much seems to happen...).
(It's in German
I can handle some German, although I've never used it in this (RPGs) context
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http://kerzenburg.ba...2106#post952106 but I could post some stuff here, like:
Kiara/Zaiya mod
In the Small Teeth Pass Morticia (part of Amaralis' group) attacks even when she has a blue circle. Seems to be a problem in her script (?)
Hoppy said something regarding that:
http://www.shsforums...post__p__482450
I guess it's not yet fixed.
Do you know what morticia's resource name is? I've never played that mod, but I can download it (could you link it, please?) and just look at the involved files.
I'll ask you if I need more files
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Finch NPC:
Her glasses to identify things do not work properly. Her first dialog (there's something slimy in ma bedroll) stops without reason. She also starts to talk all the time when she was kicked out of the party and sent to a certain area if one enters the area.
hmmm, that seems quite messed up. I should know how the glasses should work, how they're called; I'll have to check the dialogs as well, and probably she has a looping script; perhaps, we could just remove it, or is it deliberate that she starts talking when she's there? BTW, the two things could be related, she could have an INITDLG script which is not removed by the first dialogue due to its abrupt end...
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Improved Asylum:
And Rastor is - since almost a year - trying to fix a problem in Improved Asylum mod. Maybe you could give him a hint what to do.
http://forums.rpgdun...pic,1728.0.html
First: does this mod have anything to do with 'Improved spellhold' from BP? Otherwise, are they compatible?
From what I've seen in that forum, he hasn't actually been working on that for a year. I think the best thing would be to give them all an override script which only (and always) triggers if the elf is alive; then, they could move to normal vanilla scripts (which could then be modified by BP or
SCS).
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Concerning the wolfm.itm from Emad:
My post over at G3 in the Emad thread:
clfwlf.cre (Emad) uses wolfm.itm, this weapon is only used by the shapeshifting spells in the original game. Could clfwlf.cre therefore be modified that it uses p1-8m1.itm and has its number of attacks set to two? This would avoid a freeze of BG2 if refinements is also installed.
If it's enough to change that item in one particular .cre, it should be quite easy...
edit: from what I see, the
BWP fixpack already fixes it; the thing is, a new version's never been uploaded. Anyway, I might create a big 'generic intermod fixes' component, wich will fix every not-yet-fixed creature
Edited by Turambar, 14 November 2010 - 12:57 AM.