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Messages - hippofant

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Dark Side of the Sword Coast / Re: DSotSCv101b
« on: September 15, 2017, 06:18:24 PM »
Item amulds04 has the wrong timing mode, so that it's trying to poison everybody in the party on pickup.
Item amulds12 has a saving throw attached to its portrait icon effect.
Item ringfsh is usable by monks and barbarians, and I think it's supposed to be druid-only? Also, its alignment restrictions don't interact well with mods that remove alignment restrictions from druids.

There's a conflict with the Dark Horizons mod over the use of the global variable DragonDead, which Dark Horizons uses in a short quest in Second Cloakwood (AR2100). This causes Jeremy to not spawn properly in Nashkel.

Lord Daerthmac (VAMPM2) and Clairis' death scripts aren't executing at all on death. Clairis also doesn't spawn with Daerthmatc in their ... third (?) appearance; she spawns in slightly later, I assume because of how the script is processed.

ARR010 has a half-ogre who spawns Roe's letter to Mirianne for some reason.

Dark Side of the Sword Coast / Re: Updating to BG:EE version 2.0
« on: January 12, 2017, 01:14:37 AM »
Hey, is your current, updated version available for download? I might start another game of BG soon, and I could play through the mod and report back any bugs I find.

(That being said, I think the new Torment is coming out soon too! :D)

Dark Horizons / [BGEE] Fire Biter damages holder (2.13)
« on: June 07, 2016, 10:25:00 PM »
For the Long Sword "Fire Biter" (cmswq10), the fire damage effect is on the weapon itself, rather than on its melee ability, and it's set to self rather than preset target. This causes the fire damage to be dealt to whoever's holding the weapon (just once)!

Edit: Also, why do so many Section operatives have Druid's Rings? (cmsec14.cre, cmsec19.cre)

Edit: Cmboot01.itm is setting AC to 1 rather than incrementing it.

Dark Side of the Sword Coast / Re: Bugs
« on: June 06, 2016, 02:10:01 AM »
Another bug: the Bandit Camp (AR1900) has several new creatures from the DSOTSC mod: Orc_El.cre, Brigand.cre, Bugbear_El.cre. Unfortunately, these creatures all default to hostile. This makes infiltrating the bandit camp impossible! As soon as Tazok leaves, you will stumble into a hostile Bugbear, and the entire camp goes hostile.

A quick fix I'm using is adding the following to bhostile.bcs:

   RESPONSE #100

But this is dependent on Taugos.dlg triggering properly to reset JoinedBandits back to 0 - I'm not sure how this works without SCS, which I have installed. Probably more elegant fixes available, such as creating separate bandits or just removing the DSotSC additions to AR1900 (since SCS already adds more bandits).

Edit: Another bug: The Dark One does not resurrect after the first time. This is because the script name for all the LichX.cre-s are LICH, so every time you kill The Dark One, SPRITE_IS_DEADLICH increments, but not SPRITE_IS_DEADLICH1 or SPRITE_IS_DEADLICH2 etc..

Also, all the phantoms just seem to chill after you "release" them. PHANTM.dlg tries to apply a null (0) spell on them.

Edit: Amulds04 is trying to apply poison to the entire party as soon as they pick up the item, because the effect is targeting "Preset Target" rather than "Self". It's also not equippable on some classes - I'm not sure if this is a bug, since it seems to be a trap item so why wouldn't Druids be able to equip it? Dunno. Same with Amulds01.

CúChoinneach is taking damage every time I load the game, because his weapon (Sw1hds02) is damaging him due to the 3 damage effects attached to the weapon with target "Self" rather than to the melee attack with "Preset Target".

Clairis does not seem to have a combat script after being turned hostile. (Might be an issue with other mods.) She just stands there and gets hit. But then you lose 1 reputation for doing so! Her cutscene (Claircut) also doesn't seem to do anything, other than just move the camera around a bit.

I also just murdered the shit out of Lord Daerthmac before he could run away the second time I saw him (in ARC009). I'm not sure how this encounter is supposed to go - is he supposed to summon some vampiric wolves, teleport, and then run away to a random (of 4) locations? Neither spell fired - NearInfinity can't find those spells in the game nor can Shadowkeeper - and he just stood there, trying to execute the rest of his combat script, getting down to Global("LordDaerthmac1","GLOBAL",4) before I cut him in half. I don't believe his death script executed either; no skeleton warrior was summoned, his corpse is still lying there, and no global variable VAMPIRDEAD was set.

Jet'laya's equipment should probably not be flagged unsellable; BGEE seems to treat such items as plot-critical, so the PC gets all her equipment when she leaves the party. Instead just set the sell cost to 0?

In ARR015, there is a MAGE05 item, which I believe is a broken, undroppable version of the Ring of Free Action. I think BDRING09 is the correct item to use instead.

Amulds08.itm is giving bonuses of 3 to THAC0 and DEX instead of 2 as per the description.

SCS-related bug: When put through SCS, some creatures end up invalid and I don't know why. Among them, the vampiresses, the skeleton knight, and the skeleton lord. They cause the game to crash when trying to load their zones, and NearInfinity won't open them at all. Had to manually copy the DSotSC CRE files into override and adjust their texts manually using NearInfinity.

Dark Side of the Sword Coast / Re: Bugs
« on: June 04, 2016, 11:44:54 PM »
Gobspawn.baf and bbspawn.baf have a major problem of spawning infinite goblins and bugbears. There's nothing that prevents the script from looping, so a single goblin/bugbear will end up spawning a massive army of goblins/bugbears.

Sppr245.spl doesn't bypass magic resistance when it should.

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