Modded v6 Walkthrough
#16
Posted 25 November 2011 - 08:22 PM
The Ice Golems in the Sahuagin Temple (AR9603) can be pushed by. They should be immovable until attacked.
When the dragon Icasaracht is slain I didn't get the animation of her fleeing to the Soul Gem. The Soul Gem failed to summon enemies while the party was out of sight.
Now for some TotLM (I've made it into the Watchknight Crypt).
The stairs in AR9704, 9706 and 9708 can be used even when the trap doors are closed.
The stairs in AR9701 need the transition point moved to the left. It's not on the steps.
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
#17
Posted 26 November 2011 - 03:33 AM
plainab, on 30 October 2011 - 07:33 PM, said:
Give me some credit for intelligence. It's not being changed for ease of understanding; it's being changed to allow for differences in the way IWD and BG2 handle DVs. And it's being changed by automatic code, as going manually through thousands of lines of quest code would be (a) unutterably tedious, (b) massively error-prone, and © hard to update in a systematic basis. Bug reports like this invariably show up a mistake or false assumption in that automatic code (in this case, clearly, I need to be allowing for a few overly-long variable lines that don't convert well.)
#18
Posted 26 November 2011 - 07:45 AM
DavidW, on 26 November 2011 - 03:33 AM, said:
plainab, on 30 October 2011 - 07:33 PM, said:
Give me some credit for intelligence. It's not being changed for ease of understanding; it's being changed to allow for differences in the way IWD and BG2 handle DVs. And it's being changed by automatic code, as going manually through thousands of lines of quest code would be (a) unutterably tedious, (b) massively error-prone, and © hard to update in a systematic basis. Bug reports like this invariably show up a mistake or false assumption in that automatic code (in this case, clearly, I need to be allowing for a few overly-long variable lines that don't convert well.)
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Rest For 8 Hours an IWD mod
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On Hold: Solestia an NPC for SOA
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#19
Posted 27 November 2011 - 07:46 PM
DavidW, on 26 November 2011 - 03:33 AM, said:
That said, I've finished the Watchknight Crypt with no bugs to report. Now on to the Keep.
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
#20
Posted 01 December 2011 - 07:52 PM
AR9717 - the game freezes in cutscene mode when I approach the talking door. I didn't matter whether I had no, one or both skulls. I saved in the area and restored to reveal the hidden CRE, talked to it and it let me pass, opening the door. The talking door animation also activated and remained active.
AR9718 - several olive slimes could not move. Seems they're stepping on each other (foot circle overlap)
Now on to the jackalwere colony.
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
#21
Posted 04 December 2011 - 06:52 PM
I'll finish the game from here and finish this thread with a compiled list of bugs/problems found.
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
#22
Posted 11 December 2011 - 07:41 PM
***** ***** *****
START-UP SCREENS:
Vanilla IWD has only one option - multiplayer. In the conversion you have a "Tutorial" option when you choose Single Player, and "Arena" if you choose Multi-Player. I'd suggest removing these two buttons/options since they don't work. "Tutorial" crashes the game, "Arena" won't let you start anything.
When I finished the game and returned to the start-up screens I had no cursor. I had to Alt+Tab out and close the game from Windows.
***** ***** *****
ITEM PROBLEMS:
Random treasures in containers don't appear (but do on creatures).
Owain's Lullaby failed to cast Cone of Cold.
Edion's Ring of Wizardry doubles 6th level spells instead of 5th level as it's description states.
***** ***** *****
ICEWIND DALE:
AR3301 - Therik and the two zombies at the entrance do not attack even when attacked. Their footprint is clearly red (enemy).
AR3501 and beyond - Skeleton archers (KTSKA1, 2, 3, SKELBOW) fire once and then close for melee (no ammo). RNDTRE01 (AROW_P1/P2) and RNDTRE28 (RNGP1/P2) randoms are present but with only one instead of eight and five respectively.
AR4002 - Dragon's Eye level two has three problems.
Freeing Mother Egenia:
GlobalGT("SPRITE_IS_DEADTalonite","GLOBAL",9) required.
The talonite priestess' are being truncated to SPRITE_IS_DEAD_TALONITE_PRIESTESS = 1, no _2 or _3.
Freeing Sheemish:
GlobalGT("Pathdead","GLOBAL",4) required.
The same as above, the key wraith spiders and lizardman shamans are being truncated to lizard_man_shaman_ and wraith_spider_kid_
Recommend name changes in the AR4002.ARE and .BCS files for actors 37 thru 40 and 60 thru 64 as follows:
Talonite_Priest_# to TalonitePriest# (2 actors, optional for consistency only)
Talonite_Priestess_# to TalonitePriestess# (2 actors)
Wraith_Spider_Kid_# to WraithSpiderKid# (2 actors)
Lizard_Man_Shaman_Kid_# to LizardShamanKid# (3 actors)
Mother Egenia doesn't remain near the entrance to AR4003, but returns to her ziggurat location the first time you return to this level.
AR5304 - Valestis' quest is finished with only three of the four items required. The DVALESTI.DLG file needs all Global("Arbor_Total","GLOBAL",3) corrected to 4.
AR5402/03 - Kaylessa's quest won't finish because some globals are too long. Recommend name changes in the AR5402/03.ARE and .BCS files from Shadowed_Elven_Sword and Shadowed_Elven_Arche to ShadowedElvenSword and ShadowedElvenArch.
AR6014 - Once I fulfill Bandoth's razor vine quest and leave his lab the game crashes if I try to reenter. I still suspect a script problem somewhere since it only happens after I give him the razor vine extract.
AR7002 - An ice troll at 164.529 has no General or Race script assigned, so it cannot attack or be killed.
AR8001/08/11 - Fire salamanders are initially not immune to their own heat aura, stunning and damaging each other.
AR8001/06/07 - Thieves hidden in shadows can be seen when they attack, though they cannot be attacked. The invisibility effect doesn't seem to be working.
AR8010 - Malavon failed to appear when his simulacrum was killed. Recommend name change in the AR8010.ARE and .BCS files of Malavon's_simulacr to just simulacrum.
AR1103 - Pomab unkillable except by CTRL+Y. Can be hit, but not reduced to anything below Barely Injured. False Pomabs don't disapper when the real Pomab is hit. The real Pomab can flee the room (may be part of the problem).
***** ***** *****
HEART OF WINTER:
AR9101 - Hobart not present in the Whistling Gallows.
AR9200 - Barbarians walk too fast to Great Mead Hall (may cause problems with Angaar later).
AR9201 - First talk with Wylfdene does not gain 84,000xp when he declares you are not the Ten Town delegates, nor when you tell him you know nothing of the assassin (another 84,000xp).
AR9300 - Ghost Shamans don't cast spells. Polar Bear Spirit roar has no effect on party.
AR9400 - Some Drowned Dead move too fast (may be hasted by Wailing Virgins, but in "fog of war"/unrevealed areas).
AR9200 - Angaar not present at gate, found standing at right entrance to Mead Hall ("fog of war" not cleared that far into the camp, may not move as a result).
AR9201 - Icasaract not seen fleeing Wylfdene's body, game continued properly. Far left exit to camp unreachable.
AR9603 - The Ice Golems in the Sahuagin Temple can be pushed by. They should be immovable until attacked. There is also a bad section of wall in the upper right chamber (1748.505 to 1736.515) you can walk through.
AR9604 - When the dragon Icasaracht is slain I didn't get the animation of her fleeing to the Soul Gem. The Soul Gem failed to summon enemies while the party was out of sight.
***** ***** *****
TRIALS OF THE LUREMASTER:
AR9704/06/08 - The stairs can be used even when the trap doors are closed.
AR9701 - The stairs need the transition point moved to the left. It's not on the steps.
AR9717 - The game freezes in cutscene mode when I approach the talking door. I didn't matter whether I had no, one or both skulls. I saved in the area and restored to reveal the hidden CRE, talked to it and it let me pass, opening the door. The talking door animation also activated and remained active.
AR9718 - Several olive slimes could not move. Seems they're stepping on each other (foot circle overlap)!
AR9801 - Two altars in AR9801 had Stone Nuisances missing when first visited (none in the Jackalwere area, only one at either the Harpy or Dire Bear area). They were all there on following visits.
***** ***** *****
THE USUAL
If I saved and restored in Kuldahar, Lonelywood or any other area where invisible creatures were, they appeared and often ran their scripts before they were supposed to.
There were also some animations that didn't fully convert, and as usual they're different with each installation I run...
***** ***** *****
I hope this will help with the next release.
Edited by grogerson, 11 December 2011 - 07:49 PM.
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
#23
Posted 27 December 2011 - 05:02 PM
Things ive found thus far:
Singleplayer is like BG2 single player, rather than the 'create 6 characters' IWD single player - Feature i guess of using the BG2 engine?
Also start gold is far lower - checking the STRTGOLD.2DA files, the IWD original file has an extra column that gives a bonus 250g for each level that each char has. Thus at the start of an unmodded IWD game a part of 6 characters has around 1500g.
#24
Posted 27 December 2011 - 06:23 PM
#25
Posted 27 December 2011 - 06:24 PM
masterpoobaa, on 27 December 2011 - 05:02 PM, said:
Things ive found thus far:
Singleplayer is like BG2 single player, rather than the 'create 6 characters' IWD single player - Feature i guess of using the BG2 engine?
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Actually, it's 250gp per level after the first. I think the basic table is the same in both games.
Edited by DavidW, 27 December 2011 - 06:26 PM.
#26
Posted 27 December 2011 - 07:58 PM
Most (but not all) of the basic weapons are missing descriptions.
Bastard Sword, Long sword, 2 Handed Sword (Short Sword is ok), Scimitar, Morning star, Flail (Mace ok), Dart, composite longbow, longbow, shortbow, sling (light and heavy Xbows ok).
Checkign the itm files: SW1H01.ITM to SW1H07.ITM are missing their 'General Description' and 'Identified Description'.
Same with SW2H01 to H03.ITM.
Edited by masterpoobaa, 27 December 2011 - 08:31 PM.
#27
Posted 28 December 2011 - 02:22 AM
#28
Posted 29 December 2011 - 05:16 PM
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Random treasures in containers don't appear (but do on creatures).
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AR3301 - Therik and the two zombies at the entrance do not attack even when attacked. Their footprint is clearly red (enemy).
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Freeing Mother Egenia:
GlobalGT("SPRITE_IS_DEADTalonite","GLOBAL",9) required.
The talonite priestess' are being truncated to SPRITE_IS_DEAD_TALONITE_PRIESTESS = 1, no _2 or _3.
Freeing Sheemish:
GlobalGT("Pathdead","GLOBAL",4) required.
The same as above, the key wraith spiders and lizardman shamans are being truncated to lizard_man_shaman_ and wraith_spider_kid_
Recommend name changes in the AR4002.ARE and .BCS files for actors 37 thru 40 and 60 thru 64 as follows:
Talonite_Priest_# to TalonitePriest# (2 actors, optional for consistency only)
Talonite_Priestess_# to TalonitePriestess# (2 actors)
Wraith_Spider_Kid_# to WraithSpiderKid# (2 actors)
Lizard_Man_Shaman_Kid_# to LizardShamanKid# (3 actors)
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#29
Posted 29 December 2011 - 05:16 PM
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***** ***** *****
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AR9704/06/08 - The stairs can be used even when the trap doors are closed.
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If I saved and restored in Kuldahar, Lonelywood or any other area where invisible creatures were, they appeared and often ran their scripts before they were supposed to.
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It's very odd that this keeps happening on your system in particular... but in any case, the animation converter now uses Erephine's Infinity Animation hackery to avoid extensive processing, so this should dissolve the problem.
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