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.
pareidolia
Member Since 03 Jan 2010Offline Last Active Jan 05 2010 08:50 AM