You can fix the world map with dltcep, its not too hard if you are at least a little familiar with dltcep. Ive done this a couple times when new versions of the worldmap mod came out.
1-Open your save game folder and make a backup copy of worldmap.wmp somewhere in case you mess up.
2-Copy the worldmap.wmp from your BG2 directory and paste it to a temporary directory, like your desktop.
3-Open Dltcep, goto Edit->Worldmap (WMP)
4-choose load external map and pick the worldmap.wmp in your save game directory
5-Open another instance of Dltcep and load the worldmap.wmp that you copied in step 2. (Make sure you can keep track of which is which)
6-See the drop down box under the word area?
7-Select the first area on the the map from your saved game.
8-Select that same area on the new map.
9-On the new map, check the boxes (Visible, Visible from adjacent, Reachable, Already visited) so that they look exactly like the ones in the old map.
10-Repeat this for every area.
11-You might want to make some of the dsotsc/ntotsc areas visible and reachable since you already triggered the events that open them up.
12-Once your done, copy the new worldmap file and overwrite the one in your saved game directory.
Its either this or start a new game.
kharan5876
Member Since 02 Oct 2005Offline Last Active Jul 18 2006 07:37 AM
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In Topic: BGT/dsotsc/ntotsc is broken
26 April 2006 - 12:07 PM
In Topic: Gah! Bugs! (Some Annoying!)
18 February 2006 - 10:18 AM
I had a little trouble with the planar sphere with the BGT beta4. Try having Valygar walk around the steps that lead up to it. He is supposed to fire off a dialogue around there and then it will unlock itself. He didnt fire it when I first ran up there. Walking around it made him do it finally then I could go in.
I had some trouble clearing up quest journal entries from the planar sphere also but just decided to ignore it since zeta was out by then and I was playing an outdated bgt.
As far as dearnise keep I don't know. What do you mean in inaccessable? Is it on your map but you just can't goto it(the Revised worldmapv5 has several bugs)? Have you spoken to Nalia at the copper coronet yet?
All else fails, try cluaconsole.
I agree with you there.
I had some trouble clearing up quest journal entries from the planar sphere also but just decided to ignore it since zeta was out by then and I was playing an outdated bgt.
As far as dearnise keep I don't know. What do you mean in inaccessable? Is it on your map but you just can't goto it(the Revised worldmapv5 has several bugs)? Have you spoken to Nalia at the copper coronet yet?
All else fails, try cluaconsole.
If the game Allows me do something that I shouldn't do, then that is a problem with the game as it will happen to others.
I agree with you there.
In Topic: my run through
17 February 2006 - 05:48 PM
one way to circumvent the commoners going hostile is run into the sewers. The mercenaries should follow you there. As long as none of your people attack them in the city the commoners will not go hostile.
In Topic: so now I've done it, too many mods --> performance probs?
14 February 2006 - 11:15 AM
I've only noticed slowdowns in modded areas. Some of the areas in dsotsc, ntotsc, and bonehill would do this.
Can the lag at all be related to the way an area is coded? It never happened in the original bg content.
Can the lag at all be related to the way an area is coded? It never happened in the original bg content.
In Topic: BGT/TuTu merger discussion
26 January 2006 - 12:54 PM
I know that it takes an extreme ammount of effort. I'm not expecting it to be done in a few weeks. This project might take a year or more to do but I still think it would produce better results once the whole is done.
What I meant about the mods like TDD and Sos etc.. is that since they are installed first they might barely have to be touched because the compatability can be worked into the merger project itself. They already have code for it from BGT that could probably be copied and modified.
Still I don't know exactly how it all works. I am not a BG modder and am willing to accept being wrong if that is the case. But generally in programming this is how it comes to be.
What I meant about the mods like TDD and Sos etc.. is that since they are installed first they might barely have to be touched because the compatability can be worked into the merger project itself. They already have code for it from BGT that could probably be copied and modified.
Still I don't know exactly how it all works. I am not a BG modder and am willing to accept being wrong if that is the case. But generally in programming this is how it comes to be.
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