BGT now has an official GitHub repository.
Changes in v1.21
* Fixed line endings in compiled AI scripts (thanks to chuft):
Compiled scripts (BS, BCS) require LF line endings. The AI scripts Standard Attack (AGEN.bs) and Passive (APASS.bs) used CR LF, which the game engine failed to read. (more info)
* Restored a patrolling Watcher in Candlekeep:
A missing StartTimer (ID: 3) in Candlekeep area script (AR0015.bcs) prevented a patrolling Watcher (WATCH3.cre) from spawning.
* Fixed closing the barracks door by the patrolling Watcher in Candlekeep:
MoveToPoint coordinates in the patrolling Watcher's class script (WATCH3.bcs) had to be slightly adjusted to get CloseDoor to work properly.
* Restored the original BG1TotSC spawns:
BGT used a spawn group system which erroneously spawned all the creatures from the given spawn point slots together at the same time. That often resulted in strange combinations of a fixed number of monsters, rather than same-type creatures in scaling numbers. (more info)
* Corrected the "waylaid by enemies" random encounters (thanks to chuft):
The spawns in these encounters were based on the area actor schedule, i.e., different creatures spawned depending on the in-game time of the day. An engine bug caused two separate groups of creatures to be spawned in the waylaid encounters: first using the time of the day when the player exited the previous area and second accounting for the time it took to travel to the ambush area. (more info)
* Restored Beregost extended main day ambient (thanks to lynx):
Beregost main day ambient audio files had been misnamed in the original BG1TotSC release, which resulted in the shorter edit (AMB_M14N.wav) replacing the proper extended version (AMB_M14.wav). (more info)
* Restored Ragefast's colors and greeting line (thanks to Salk):
The existing BG2ToB creature file (RAGEFA.cre) had different palette colors and the original greeting line (INITIAL_MEETING) was missing.
* Restored NPCs' soundset lines:
- Restored morale lines: Aldeth (ALDETH.cre), Davaeorn (DAVAEO.cre), Greywolf (GREYWO.cre), Husam (HUSAM.cre, HUSAM2.cre), Krystin (KRYSTI.cre), Mulahey (MULAHE.cre), Nimbul (NIMBUL.cre), Slythe (SLYTHE.cre), Volo (VOLO.cre)
- Restored rare selection lines: Cadderly (CADDER.cre), Irlentree (IRLENT.cre), Silke (SILKE.cre), Watcher (WATCH.cre, WATCH2.cre)
- Restored damage and dying sounds: Gellana (GELLAN.cre), Hurgan (HURGAN.cre), Surgeon (SURGEO.cre)
- Cleaned up invalid string references: Gorion (GORION.cre, GORION3.cre), Nikolai (NIKOLA.cre)
* Fixed Cadderly's dying sound (thanks to Sam.):
Cadderly's dying audio file (CADER09.wav) was corrupted and would not play properly. (more info)
* Amplified Tranzig's voice:
Tranzig's voice (TRANZ01.wav, TRANZ02.wav, TRANZ03.wav, TRANZ04.wav) had been mastered much quieter than most other soundset audio files.
* Restored Sarevok's death dialogue box message:
Previous BGT versions arbitrarily changed the original final dialogue box message after Sarevok's death (SARDEAD.dlg), "Sarevok has fallen! The battle is won!", to a monologue, "What... is this!? No! How can this be? HOW CAN THIS BE?".
* Restored Semaj's final battle behavior (thanks to chuft):
The existing BG2ToB script (SEMAJ.bcs) allowed Semaj to cast Death Spell and Flesh to Stone during the final battle in the Temple of Bhaal. These spells had been disabled in the original BG1TotSC script, most likely out of difficulty concerns. Additionally, the initial Dimension Door block which made Semaj teleport to the middle of the temple was missing in the BG2ToB version. (more info)
* Added missing x86-64 binaries (thanks to Dunedan_):
The missing setup files (tis2bg2.exe, tisunpack.exe, mosunpack.exe) prevented installation using the 64-bit version of WeiDU. (more info)
Edited by skellytz, 01 April 2023 - 09:30 AM.