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Hurricane

Member Since 17 Dec 2009
Offline Last Active Dec 21 2009 05:35 AM

Topics I've Started

Spell Bugs in BGT

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

Newbie, Magic Resistance of Sarevok

17 December 2009 - 07:21 AM

Hello all,

First introducing myself:
I've been playing Infinity Engine Games and all other (imo) good rpgs for a long time. After soloing BG2 with a sorcerer two years ago, I decided to play BG1 again but with my Win XP Professional I regular had freezes while loading a new area (though I used the latest patches). So a few months ago I decided to try BGT and was this way also enabled to solo with a sorcerer through the whole BG series. I'm really happy with BGT and must thank the whole community and the creators for developing and supporting this really good mod!

Now after I've finished BG1 in BGT with my sorcerer and had no bugs, especially compared to when I played it first in 1998 when it was published. (Skull Traps not exploding or exploding after going through ten times is not a bug for me anymore ;-) ) But one thing was unusual: The magic resistance of Sarevok didn't work as expected. My level 11 sorcerer could kill him using Magic Missiles and no lower resistance spell was needed. I even tried the highest difficulty again, which I had to set to medium prior to the end fight ;-) In my opinion there was a magic resistance in the original BG. Though Gorion could use Magic M. on him, the party wasn't able to kill him with magic in the end fight.

Is this intended or a problem with my installation of BGT?
I would check this in vanilla BG but it would crash and playing in a virtual machine with Win 98 isn't that much fun, only for checking magic resistance of good old sarevok.

Thanks for reading!

Hurricane

PS I've searched the forum prior to asking.

EDIT: Forget to say it's BGT 1.07.