Jump to content


Balrog99

Member Since 28 Nov 2007
Offline Last Active Sep 14 2009 05:06 PM

Posts I've Made

In Topic: Chaos in the Copper Coronet

13 June 2008 - 04:36 AM

Oh the thing with the SHOUTS?  I have had that happen sometimes when I retreat back in battle where commoners are (none of the mods in question specifically) could be vanilla too.  Especially in this scenario, players may be tempted to retreat to prep or something and the guards follow them out.  I need more specifics of how and where exactly in the CC it is happening.  If Hendak is going hostile, then spells are hitting him.

This happened before I freed Hendak so Lehtinan was still the owner at the time.  He did not go hostile.  The timing was right after I got Lehtinan's permission to 'look around'.  I think the bouncers are door-keepers and they must have a script for preventing the the guards going hostile when you talk to them after Lehtinan's blessing.  Of course, the bouncers were both dead when I first entered the CC so they couldn't perforn their duties.  As for the where, Madame Nin, Rumar, his girlfriend and some commoners went hostile in the upstairs room.  Later on when I was trying to free Hendak, some guards attacked me in the arena and the barker in that location went hostile on me too.

Incidentally, after Hendak took over the CC everything was fine...

In Topic: Chaos in the Copper Coronet

12 June 2008 - 04:32 AM

I have some similar problems, in my every game when i enter the cc for the first time bouncer dyes and there are some hostile guards in back rooms but thats it, no one else goes hostile. Neither RR(why do you suspect this?) nor SCS cause that. I think it's imp. cc from DSoA, maybe alone maybe in combination with another mode.

I thoought RR may have added content to the CC but according to aVENGER that's not the case.  I believe the non-combatants became hostile when I attacked the guards in their line of sight.  When I ctrl-y'd the guards it didn't happen.  

It appears that another mod is affecting the Improved Copper Coronet from DSoA.  I too have played that component before w/o problems so I don't think it's DSoA causing this.  The added guards are hostile from the start w/o any provocation.  I thought maybe SCS II because it tweaks the AI.

In Topic: A Series of Queries

11 June 2008 - 06:58 AM

Here's one that amazed me my last play through BGT.  I was just tying up some loose ends in Beregost after KIA'ing Sarevok.  On my travel back to BG to talk to Belt, I was ambushed by six bandits.

Here I am dual wielding longswords, one of them lit up with flame, and carrying a mini-arsenal of weapons on my back.  I must have looked like a porcupine in full plate!  Not to mention I have five other companions all armed to the teeth...

All this and I'm ambushed by six wimps armed with shortswords and shortbows!  These must be the stupidest bandits in the Realms!!!

The mystery here is where do they find these idiots?  Does Tazok have some kind of selective breeding program going on for morons?  Good thing I was Lawful Evil or I might have felt sorry about 'scalping' them!

In Topic: Beregost CTD

10 June 2008 - 06:07 AM

Uhm, sorry, no idea.
Your savegame works fine on my install, by the way.

That means it's not a corrupted saved game. I guess it's not the error that the Beregost Crash Fixer deals with then. That explains why it didn't work for me.

Anybody have any ideas from my WeiDu log what might have happened? If not I guess I'll just have to reinstall yet again. Since this doesn't appear to be a BGT problem should this topic be moved to the Mega Mod forum? I'm not sure how to do it (or even if I'm able to).


Well I found a work-around. I started a single player game then went to Beregost w/o a CTD and saved the game. I then moved the saved game folder to the MPSave directory, rolled up five new characters and proceded from there w/o issue. The only strange thing was the five characters I rolled up had extra hit points (about 10-12 extra HP's). Weird but tolerable. I guess they just won't die as quickly! Since my PC is a cleric/mage, I'll use find familiar to boost his HP's up with the others...

Anyways, problem solved so thanks for the help all!

Just a minor update in case anybody else encounters this problem. I figured out how to get rid of the extra HP's my characters were getting. It seems if you roll up a new 1st level character during the Multi-Player load saved game screen, that character will get the extra HP's. However, if you roll up the characters in a separate game, save that game and then use the import function, they will have their normal amount of HP's. Kind of strange...

Well, I managed to take my party through the BGI portion with only minor troubles. I had the Sarevok end-game problem but didn't suffer the transition bug. The only other BGT bug was that I couldn't talk to the proprietor of the Helm & Cloak w/o a CTD. Very odd but not a game-breaker (I'm not sure if there was supposed to be a quest involving him or not). Kudos to all involved in the making of BGT for a very enjoyable mod! :cheers:

In Topic: Beregost CTD

23 May 2008 - 05:27 AM

Uhm, sorry, no idea.
Your savegame works fine on my install, by the way.

That means it's not a corrupted saved game. I guess it's not the error that the Beregost Crash Fixer deals with then. That explains why it didn't work for me.

Anybody have any ideas from my WeiDu log what might have happened? If not I guess I'll just have to reinstall yet again. Since this doesn't appear to be a BGT problem should this topic be moved to the Mega Mod forum? I'm not sure how to do it (or even if I'm able to).


Well I found a work-around. I started a single player game then went to Beregost w/o a CTD and saved the game. I then moved the saved game folder to the MPSave directory, rolled up five new characters and proceded from there w/o issue. The only strange thing was the five characters I rolled up had extra hit points (about 10-12 extra HP's). Weird but tolerable. I guess they just won't die as quickly! Since my PC is a cleric/mage, I'll use find familiar to boost his HP's up with the others...

Anyways, problem solved so thanks for the help all!

Just a minor update in case anybody else encounters this problem. I figured out how to get rid of the extra HP's my characters were getting. It seems if you roll up a new 1st level character during the Multi-Player load saved game screen, that character will get the extra HP's. However, if you roll up the characters in a separate game, save that game and then use the import function, they will have their normal amount of HP's. Kind of strange...