V6 reports
#91
Posted 09 September 2011 - 08:27 PM
The dire bears and harpy battles seemed harder to me, the mintaur, spider and were-jackal battles about the same. The minotaurs on AR9801 dropped 2gp instead of their 2HAXE.ITM, just like the minotaurs on AR9717 and their AX2-12S.ITM. The first should have dropped instead of the gold, the second should have left nothing.
The Chest of Seasons worked fine, and the Stone Nuisances reappeared after being destroyed (at least after using the Chest of Seasons).
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#92
Posted 11 September 2011 - 06:43 PM
When I went to create my party, however, I noticed I couldn't create an illusionist. I left the spells the same in the tweak pack. As a result, there are no illusion spells from which to chose at 1st level, so I couldn't continue with character creation. I made a transmuter instead, but thought i'd let you know in case you weren't already aware.
So begins the party of Otto the ranger, Jean-Luc the paladin, Sauradi the druid, Fiscus the gnome, Aldiba the mage, and Galaedriel the elf.
#93
Posted 13 September 2011 - 06:12 PM
Finished Trials of the Luremaster. The Throne Room battle had no problems. The only items of note are cosmetic. When the Luremaster is defeated, the seat on the throne should open and the sealed door should remain closed until the ring inside is taken. It appears the seat stayed closed and the door opened
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#94
Posted 23 September 2011 - 08:16 PM
I've reinstalled and started a new game with Kulyok's IWD NPC's conversion and more. This one's for fun. Here's the log.
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #15 // BIFF everything ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #20 // convert animations ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #60 // Convert GUI ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #100 // copy over portraits ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #110 // convert soundsets ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #210 // convert music ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #430 // Thieves use light crossbows ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #560 // Resting in towns ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #570 // Collected string updates ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #600 // Decompress NARR files ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #730 // wipe death movie ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #760 // Clear out BG2 sample characters ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #840 // Misc string fixes ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #850 // EXE modifications ~IWD_IN_BG2/SETUP-IWD_IN_BG2.TP2~ #0 #5000 // BIFF misc files ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #10 // Fixpack (fixes residual errors in the converter - MUST BE INSTALLED) ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #2000 // Game ends when the main character dies ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #3000 // Spawns are always at maximum difficulty ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #3010 // Add map notes ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #3030 // Restore (most) BG2 spells and make scrolls available ~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #3040 // Never lose access to Orrick the Gray's trade goods ~IWDNPC/SETUP-IWDNPC.TP2~ #0 #0 // IWD NPC for IWD-in-BG2 conversion, v1 ~IWDNPC/SETUP-IWDNPC.TP2~ #0 #7 // Alternate class for Korin -> Korin, multiclass cleric/ranger ~IWDNPC/SETUP-IWDNPC.TP2~ #0 #12 // Alternate class for Nella -> Nella, multiclass fighter/druid ~IWDNPC/SETUP-IWDNPC.TP2~ #0 #26 // Alternate class for Teri -> Teri, multiclass thief/mage ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2295 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With Normal Cleric Spell Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat: v9
Just entered the Kuldahar Valley and I've noticed a couple of things. Graphically the fog of war is cleaner and the smoke from chimneys is properly transparent. I also didn't have a phantom Hrothgar following me around. Still don't have the random treasures appearing in containers, though. I also had to rerun the beetle battle below the Easthaven tavern - one of the critters managed to get all the way out of the tavern and apparently screwed up the global setting...
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
#95
Posted 29 December 2011 - 05:13 PM
FIXED (1 of 2)
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KT2TRES is AR3502 (756.858). KT3TRES is AR3503 (368.482).
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As for Seth's thieves, they're invisible until he commands the attack. Then they become visible (no hide in shadows effect), but cannot be attacked until they "break" the hide. It's also the same in Marketh's palace. Effect glitch? In vanilla they may appear momentarily then disappear until they attack. They also seem to have fanatical morale, since they don't flee even when most of them are dead at your feet. In vanilla when five or six are killed the rest near the palace entrance flee. At least the ones along the cavern's north wall aren't frozen there now.
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[Burial Isle:] when the Spirit Polar Bear attacked, it had no roar, it's most dangerous attack.
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The minotaurs on AR9801 dropped 2gp instead of their 2HAXE.ITM, just like the minotaurs on AR9717 and their AX2-12S.ITM. The first should have dropped instead of the gold, the second should have left nothing.
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Globals did not increment. Mother Egenia won't be free without them.
SPRITE_IS_DEADLizard_Man_Shaman_Kid, Kid_2 & Kid_3 cut to SPRITE_IS_DEADLizard_Man_Shaman_
SPRITE_IS_DEADWraith_Spider_Kid_1 & Kid_2 cut to SPRITE_IS_DEADWraith_Spider_Kid_
PATHDEAD does not exist so Sheemish can't be freed.
Just finished Dragon's Eye level 3. Returned to level 2 and found Mother Egenia returning to the foot of the ziggurat rather than remaining near the entrance to level 3.
I've finally finished Severed Hand. I cleared Sheverash Tower (AR5402/03/04, AR5502), but I couldn't tell Kaylessa. The GLOBAL "SoldiersDead" failed to set - at any number.
Finished the Artisan District/Malavon's Dome. Only one problem found: Malavon failed to appear after the four Umber Hulks, both Iron Golems and Malavon's Simulacrum died.
The GLOBALs all set, but one was truncated. SPRITE_IS_DEADMALAVON'S_SIMULACRUM became SPRITE_IS_DEADMALAVON'S_SIMULACR. Another may be incorrect. SPRITE_IS_DEADMUMBER_HULK or SPRITE_IS_DEADUMBER_HULK?
The bug of saving and loading the save brought Malavon out and I was able to complete the area. Not the best option...
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#96
Posted 29 December 2011 - 05:14 PM
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longer overlap, and the slimes in the room with the too-narrow door are now replaced with slime zombies.
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Also, rather then waiting for me in his house, Hrothgar follows me around the town which is rather annoying when doing quests. If i initiate dialog with him, it is like we are talking inside of his house.
I had two Hrothgar's - one at home (proper) and one roaming (even followed me into Hrothgar's house).
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Several weapons have names but no descriptions (composite long/long/short bows, quarterstaff, sling, long/short swords, scimitar, all non-magical).
Many mismatched item descriptions. (using BG2 Weapon proficiencies w/ weapon styles)
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Redid the main cavern (AR8001). The fire salamanders have a "death gaze" that creates a "Hold" if not saved against, and some of them don't. Since it happens off-screen I can't tell who or what is Held, though I suspect the salamanders themselves. Many attack with "barely injured" health.
#97
Posted 29 December 2011 - 05:14 PM
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~ICE_TUTU_TWEAKS/SETUP-ICE_TUTU_TWEAKS.TP2~ #0 #103 // Alter Weapon Proficiency System (the bigg) -> BG-Style Proficiencies with Weapon Styles (better, unsafe for old saves)I was unable to remove these points and they do show up in the character's description in-game.
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In AR2100 Mirek is mislabelled as 'Frightened Townsperson'
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#98
Posted 29 December 2011 - 05:15 PM
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- Orrick has an additional potion of absorption, wand of polymorphing and dagger +2 that should not be attainable.
- Oswald Fiddlebender has an additional oil of fiery burning, explosions and fire resistance.
- All the Purvis' have an additional potion of extra healing and short sword of backstabbing.
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VonWill, on Aug 28 2011, 07:59 AM, said:
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I had two CTD's, both when viewing the Area Map along the south hall. [of AR4002?]
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#99
Posted 30 December 2011 - 06:27 PM
Whenever I entered Lower Dorn's from an extended absence (trips to Severed Hand/Kuldahar) I would be attacked by respawned shadow thieves and fire salamanders.
Orrick, Oswold and Purvis had the stated items are additional items to their normal Pick Pocket items.
And all the time, such is the tragi-comedy of our situation, we continue to clamour for those very qualities we are rendering impossible. . . . In a sort of ghastly simplicity we remove the organ and demand the function. We make men without chests and expect of them virtue and enterprise. We laugh at honour and are shocked to find traitors in our midst. We castrate and bid the geldings be fruitful.
C.S. Lewis, The Abolition of Man
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