Pocket Plane Group

BG2 Completed Mods => Unfinished Business => Topic started by: -Gandalf- on April 12, 2004, 12:26:05 PM

Title: Archived Posts - Suggested Components (Included)
Post by: -Gandalf- on April 12, 2004, 12:26:05 PM
Since your clearing up some quests and correcting name errors and such, could it be possible if you could check out this quest of Gorf and Mazzy, and see if there's any problems with its scripts.

Every time i play BG and i get this quest either i get some spawn errors when Gorf shows up outside the copper coronet, where 4 or more "Bystander" spawn, until finally he gets to kill one and says his line in which i have to go inside and challenge him to the duel. But then inside, the quest always seems to break up in between talking with Bunkin or Festule ...

I've done in all my games perhaps 1 time all the way this quest, the other times i always get the quest broken, where maybe i give the potion to Bunkin but Gorf doesn't show up, or i directly talk to her and Gorf doesn't still show up and she keeps on repeating her "Your so gonna get it" type answer ...

Perhaps there IS actually something wrong with the scripts for that quest, or not all situations are taken into consideration ... if you got the time could you check it out ...

Thanks,
-Gandalf-
Title: Re: Gorf the Squisher
Post by: Alarielle on April 12, 2004, 12:27:28 PM
I've got this problem too, and while it's not a major inconvenience, it is a little annoying :(
Title: Re: Gorf the Squisher
Post by: -Gandalf- on April 12, 2004, 12:30:03 PM
Yeah i ran into it yesterday again, and i got it messed up again, EVEN after reloading at least 5 times and trying different approaches already inside the copper with the quest accepted.

It is much of a deal, but it's one of those annoying things which doesn't leave your journal all nice and wraped up  ;D
Title: Re: Gorf the Squisher
Post by: discharger on April 12, 2004, 12:42:03 PM
A patch is out there somewhere, I just got to find it. I had it once...
Title: Re: Gorf the Squisher
Post by: -Gandalf- on April 12, 2004, 12:54:21 PM
"It isn't much of a deal"

sorry about that, no edit option for me  :-X

If you find it send it to my mail if you can please, or better yet, if you can attach it here and perhaps it can be merged onto UB
Title: Re: Gorf the Squisher
Post by: Barren on April 12, 2004, 01:32:06 PM
Isn't it fixed by Baldurdash? Or was it planned for the next version?
Title: Re: Gorf the Squisher
Post by: Kish on April 12, 2004, 02:06:18 PM
sorry about that, no edit option for me  :-X
If you want the edit option, register.
Title: Re: Gorf the Squisher
Post by: Caedwyr on April 12, 2004, 02:31:21 PM
Gorf the Squisher fix was planned for the next version of Baldurdash, along with the Glacius charm fix (guard captain in D'Arnise Keep)
Title: Re: Gorf the Squisher
Post by: Barren on April 12, 2004, 02:48:52 PM
Heh... Yes, I treid to fix that one, but no luck really!
Title: Re: Gorf the Squisher
Post by: -Gandalf- on April 12, 2004, 07:47:05 PM
Gorf the Squisher fix was planned for the next version of Baldurdash, along with the Glacius charm fix (guard captain in D'Arnise Keep)

Thanx  8)
Title: Re: Gorf the Squisher
Post by: discharger12 on April 12, 2004, 08:16:17 PM
I think I got it. Try http://www.fortunecity.com/boozers/winelodge/79/

I think this is the sight I went to find a gorf patch about a year ago  :o

The hostile.zip one might be useful for the Glaicus character...
Title: Bodhi & Squires. Possible UB component
Post by: -Caedwyr- on April 19, 2004, 10:15:31 PM
I wasn't sure where to post this, but UB seemed like the best place.

Issue:  Squire Cathras (the Prelate of the Order of the Radiant Heart's squire) has a line from before Bodhi has been killed, but after the PC has requested aid from the order.

"So we're going to help you destroy..."

The problem is, even after the PC has killed Bodhi, and the other members of the Radiant Heart have thanked you, Squire Cathras does not change his line. 


A minor inconsistency, but it might fit under the heading of small fixes.
Title: Re: Bodhi & Squires. Possible UB component
Post by: -Barren- on April 19, 2004, 10:16:13 PM
It checks for the wrong death variable. The final fight uses "c6bodhi".
Title: Re: Bodhi & Squires. Possible UB component
Post by: icelus on April 19, 2004, 10:17:51 PM
Here are the last four states of his dialog file (C6SQUIRE.dlg):

Quote
IF ~Global("OrderFightBodhi","GLOBAL",1)
!Dead("Bodhi")~ THEN BEGIN 15 // from:
  SAY #52997 /* ~So we're going to help you destroy a... a powerful vampire?  Merciful Tyr, what a battle that will be!  I will go and relay the message immediately to Sir Reirrac!~ */
  IF ~~ THEN DO ~MoveToPointNoInterrupt([612.589])
EscapeArea()~ EXIT
END

IF ~Global("OrderFightBodhi","GLOBAL",2)
!Dead("Bodhi")~ THEN BEGIN 16 // from:
  SAY #52998 /* ~I see that the Prelate refused you.  Perhaps... perhaps there is still some way to appease him.  The Order *does* exist to fight the greater evil... maybe if you could convince him of *that*...~ */
  IF ~~ THEN EXIT
END

IF ~Dead("Bodhi")
ReputationGT(LastTalkedToBy,14)~ THEN BEGIN 17 // from:
  SAY #53000 /* ~Greetings, <GABBER>.  The tales of your deeds precede you... we hear of your great feats even here in the Order.  The city was fortunate to have you arrive here, I think.~ */
  IF ~~ THEN DO ~EscapeArea()~ EXIT
END

IF ~Dead("Bodhi")
ReputationLT(LastTalkedToBy,15)~ THEN BEGIN 18 // from:
  SAY #53001 /* ~Greetings, <GABBER>.  Please excuse me... while I would love to ask you of your journeys, the Order does keep us Squires quite busy.~ */
  IF ~~ THEN EXIT
END

OK, I'll fix this for the next release.
Title: Re: Bodhi & Squires. Possible UB component
Post by: Caedwyr on April 20, 2004, 12:36:21 AM
Heh, I'm glad you didn't let this one die Icelus.  Guess you'll get it the next release.
Title: Re: Gorf the Squisher
Post by: Fedegar on May 01, 2004, 02:09:53 PM
A little Question. Can you guys fix the Bug wie Gorf?

The fact i that i had played Bg2 very often. So many times hat i don't now how many times I killed Irenicus and the wrong freid Amalisan.

But in this mny runds bg the Gorf Quest startet only one time and when nevermore. I dont now why, but is so. ???
Title: Re: Gorf the Squisher
Post by: discharger12 on May 01, 2004, 03:07:35 PM
A little Question. Can you guys fix the Bug wie Gorf?

The fact i that i had played Bg2 very often. So many times hat i don't now how many times I killed Irenicus and the wrong freid Amalisan.

But in this mny runds bg the Gorf Quest startet only one time and when nevermore. I dont now why, but is so. ???

Urk! Can you please change that to something I can understand? I don't quite get what you are asking.

Let me try and see if I'm right.

A little Question. Can you guys fix the Bug with Gorf?

The fact is that I have played BG2 for a very long time. So many times that I don't know how many times I've killed Irenicus and the wrong freid Amalisan.

But in my runs, the Gorf Quest started only one time and after that it stopped. I dont know why, but should that happen?

I still can't understand the 'freid Amalisan'

Edit: Forgot to mention that I wasn't making fun of you, I was just trying to make sense of what you had written. ;)
Title: Re: Gorf the Squisher
Post by: Fedegar on May 01, 2004, 03:17:41 PM
I mean that the Gorf Quest start never more. It starte only at my First play of Bg2. And after this no more. I mena hen I start an now game and thake Mazzy into my Group an want to make her fight with Gorf. Gorf came not on the Sulms map and talked to the group to fight aqganist Mazzy.
Title: Yoshimo's beta portrait
Post by: ironman on May 01, 2004, 03:50:48 PM
As Yoshimo looked in beta.

Located on http://www.sorcerers.net/Games/BG2/index_editors5.htm

Amusing, at least. Worth restoring, I would say.
Title: Re: Yoshimo's beta portrait
Post by: icelus on May 01, 2004, 03:54:43 PM
Well, I can add it as an optional component if there's enough demand.  Personally, I prefer his newer portrait, but I'm always open to new suggestions.
Title: Re: Gorf the Squisher
Post by: Caedwyr on May 01, 2004, 04:17:45 PM
Yes, this is a very common Gorf the Squisher quest bug.  It would be nice if it were fixed one day.  I know this was on the list of things to do at Baldurdash, but it'll probably be a long time before it is ever done there.

Since UB restores broken dialogues, I think it could be argued that a Gorf The Squisher quest fix belongs in the UB package.
Title: Re: Gorf the Squisher
Post by: icelus on May 01, 2004, 04:20:47 PM
I've just emailed Gebhard today about the possibility of adding his fix to the next UB release.  Who knows when the next Baldurdash will be released.  If Kevin Dorner truly is back, I'm betting he's swamped.
Title: Re: Gorf the Squisher
Post by: discharger12 on May 01, 2004, 05:01:36 PM
I've just emailed Gebhard today about the possibility of adding his fix to the next UB release. Who knows when the next Baldurdash will be released. If Kevin Dorner truly is back, I'm betting he's swamped.

Who is Kevin Dorner?
Title: Re: Yoshimo's beta portrait
Post by: mcruz on May 01, 2004, 05:44:59 PM
At first I didn't think much of this portrait but after seeing it a couple of times I now like it.
It kinda grows on you....
Title: Re: Gorf the Squisher
Post by: Barren on May 01, 2004, 05:59:10 PM
Author of Baldurdash.
Title: Re: Yoshimo's beta portrait
Post by: Barren on May 01, 2004, 06:00:07 PM
I actually like it better...
Title: Re: Yoshimo's beta portrait
Post by: Dark Raven on May 01, 2004, 06:02:55 PM
I'm not a Yoshimo fan but that does look better then the one in the game.
Title: Re: Yoshimo's beta portrait
Post by: Andyr on May 01, 2004, 07:01:03 PM
I've been using it a while - it does grow on you, yeah. :) His vanilla one's nice, but the new (old? :P) one's much cheerier.
Title: Re: Yoshimo's beta portrait
Post by: lsperzel on May 01, 2004, 11:11:43 PM
I like the beta one too!
Title: Re: Yoshimo's beta portrait
Post by: Lord Doomhammer on May 04, 2004, 12:45:16 AM
I want a beard like that
Title: Re: Yoshimo's beta portrait
Post by: jcompton on May 04, 2004, 01:21:02 AM
Now that I see it again, it makes me think of a younger version of the original Charlie Chan, Warner Oland.
Title: Re: Yoshimo's beta portrait
Post by: icelus on May 06, 2004, 11:55:09 AM
FYI, this component is coded and will be available in the forthcoming UB v8.
Title: Re: Gorf the Squisher
Post by: icelus on May 06, 2004, 11:55:59 AM
I've received permission from Blucher to include his fixed Gorf file, and it will be included in the forthcoming UB v8.
Title: Re: Bodhi & Squires. Possible UB component
Post by: icelus on May 07, 2004, 02:18:29 PM
FYI, this item is coded and will be included with the upcoming v8.  :)
Title: Original Anomen Pic?
Post by: icelus on May 08, 2004, 02:43:20 AM
As discussed by Mydian here, http://www.deathwyrminn.com/forum/index.php?showtopic=1784, this is possibly the original pic for Anomen, before he was scarred and aged.  Can anyone possibly confirm this?
Title: Re: Original Anomen Pic?
Post by: cliffette on May 08, 2004, 06:35:26 AM
Would that be the result of the Baldur's Gate beautification project?

Please don't include that with UB. It makes me want to smack him, and I actually like Anomen!   :-\
Title: Re: Original Anomen Pic?
Post by: Grim Squeaker on May 08, 2004, 09:06:12 AM
Oh that's scary...
Title: Edwin/Valygar Conflict
Post by: Cam_Dawg on May 08, 2004, 11:44:33 AM
Both Edwin and Valygar's script indicate a conflict where they would attack each other, triggered by the EdwinValygarFight=1 global. However, there is nothing in the BCS or DLG files that changes this variable from 0 to 1. There is a banter between Edwin and Valygar where they threaten to one another, but no fight. Starts in BVALYGA.dlg, state 41 unless my dlg files are screwed up.

Is this something that you would be interested in for UB, or is it be beyond the scope of the mod?
Title: Re: Yoshimo's beta portrait
Post by: Fedegar on May 08, 2004, 01:29:40 PM
Do you Really have it in V8 ?? Were was no part to install it??
Title: Re: Yoshimo's beta portrait
Post by: rreinier on May 08, 2004, 02:26:09 PM
It is in V8, and it's a seperate component.

BTW, would it be possible to give the player an in-game choice between the two portraits? It'd be less hassle than installing/uninstalling, if it were possible...
Title: Re: Original Anomen Pic?
Post by: rreinier on May 08, 2004, 02:27:49 PM
I say include it as an optional component, just like the Yoshimo beta one.
Title: Re: Original Anomen Pic?
Post by: Dark Raven on May 08, 2004, 09:15:04 PM
I don't use him so it doesn't matter. He still looks smug and arrogant.
Title: Re: Original Anomen Pic?
Post by: Barren on May 08, 2004, 11:17:34 PM
He looks better this way...
Title: Re: Original Anomen Pic?
Post by: Barren on May 08, 2004, 11:18:33 PM
Also, could you post Mydian's posts? You have to register to see them via your link...
Title: Re: Original Anomen Pic?
Post by: mcruz on May 09, 2004, 01:45:48 AM
It's not bad actually........but there is something odd or unwholesome about his facial expression....can't quite put my finger on it
Title: Re: Original Anomen Pic?
Post by: Grim Squeaker on May 09, 2004, 05:11:34 AM
It's not bad actually........but there is something odd or unwholesome about his facial expression....can't quite put my finger on it

It looks like he's had serious plastic surgery...
Title: Re: Original Anomen Pic?
Post by: rreinier on May 09, 2004, 08:55:00 AM
It's not bad actually........but there is something odd or unwholesome about his facial expression....can't quite put my finger on it

It looks like he's had serious plastic surgery...

Actually, it looks to me more like he's run headlong into a brick wall. His face looks kinda flat, especially the nose...
Title: Re: Original Anomen Pic?
Post by: JPS on May 09, 2004, 09:57:17 AM
I'm by no means an expert, but to me it looks like this is an edited verison of the in-game portrait, rather than the other way around. But you'd probably need more confirmation than that to decide either way.
Title: Re: Original Anomen Pic?
Post by: Andyr on May 09, 2004, 05:49:42 PM
If it turns out it is an original, I say put it in. :)
Title: temp
Post by: Caswallon on May 10, 2004, 12:39:19 PM
How is the armour of the two Anomens different?
It's exactly the same, except for the colouring of his collar...
Title: temp2
Post by: Alarielle on May 10, 2004, 12:42:03 PM
the armour on the right has more detail
Title: temp2
Post by: Userunfriendly on May 13, 2004, 07:32:26 AM
what about the brus bug???

less well known than the gorf bug, its rather simple...

if you accumulate over 15000 gold before leaving athkatla, to go to trademeet, or de'arnise hold, or umar hills, a bunch of brus'es spawn and tell you to go see gaelan bayle...

this would be entirely possible for someone who uses a pickpocketing gold pump... ;)
Title: temp2
Post by: icelus on May 13, 2004, 08:03:15 AM
FYI, the original Anomen portrait component has been incorporated into v9.
Title: temp2
Post by: icelus on May 13, 2004, 08:05:45 AM
what about the brus bug???

less well known than the gorf bug, its rather simple...

if you accumulate over 15000 gold before leaving athkatla, to go to trademeet, or de'arnise hold, or umar hills, a bunch of brus'es spawn and tell you to go see gaelan bayle...

this would be entirely possible for someone who uses a pickpocketing gold pump... ;)
To be honest, I'm not keen on the idea of UB becoming the next Baldurdash.  If it were, I'd be swamped with fixing minor bugs, instead of working on quests (which I've been avoiding... heh).  Now, if someone has a small fix whipped up, I'll be glad to include it, perhaps consolidating them into a Minor Bug Fixes component or something.
Title: Extended ToB item descriptions
Post by: NiGHTMARE on May 15, 2004, 04:58:04 AM
Here, as promised, are the item descriptions that would have been used had Bioware not been restricted by a word count limit.

Shakti Figurine

There is strong evidence this item was fashioned by a powerful Wu Jen in the mysterious lands to the East of Faerun, as the figurine is an intricately detailed replica of a fierce Kara Tur warrior in full battle dress.

When invoked this statuette causes an amazing metamorphosis in the user, temporarily transforming them into a savage blue armored gladiator wielding a shortsword in each hand.

Whether this wondrous figurine allows the user to channel the spirit of a legendary warrior, or whether it simply unleashes the instinctual primal fury found deep within the possessor's own psyche is unclear.

Statistics:

Usable once per day
Duration: 4 rounds
Set AC to -5
Hastes user
Attack twice per round with a +4 shortsword as if possessing 2 proficiency slots in shortsword
Not usable by:
 Fighters


Foebane +5

The Archmage Demron crafted this magical bastard sword for the Elven hero Fflar, Captain of Myth Drannor. The most powerful of six such enchanted blades Demron fashioned, Foebane can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder. There are those who believe soul stealing capability has cursed the blade, for though fashioned as a weapon of right and justice, Foebane's dark history is one of murder and death.

Demron's own blood christened the blade, as a would be thief used the newly fashioned sword to bring about the Archmage's untimely death ? though the thief did not survive the encounter, either. In the aftermath of Demron's murder, Foebane was recovered and presented to the hero Fflar to use in the defense of Myth Drannor, greatest of the Elven cities.

Yet even the power of Foebane was not enough to withstand the dark hordes which overran Myth Drannor. When the elven city fell, Captain Fflar met a grisly, gruesome end and the sword itself was lost beneath the rubble of the once great metropolis.

Legend holds that Foebane's considerable powers are further augmented when the sword is reunited with the enchanted Scabbard of Fflar, its original owner.

STATISTICS:

Special Abilities: +1 bonus to all saving throws when equipped
Combat Abilities: Each successful hit casts Larloch's Minor Drain on the target (no save)

THACO: +5 bonus
Damage: 2D4 + 5, +6 damage vs. undead, shapeshifters, and all extra-planar beings (demons, planetars, etc.)
Damage type: slashing
Weight: 5
Speed Factor: 3
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief


Ixil's Spike +6

Shortly after the Time of Troubles began the nomadic bandit tribes of the Calimshan desert were united under a single leader; a cruel and brutal giant of a man, the warlord Ixil Xaxsha. From their outposts in the forbidding desert waste, the nomads raided merchant caravans and terrorized travelers who dared journey over the road from Calimport to Myratma.

Rumors and legends quickly spread about the invincible Ixil, who rode at the head of every raiding party brandishing his infamous magical spear. Some believe he was not truly a man, but a demon in human form, drawn to Faerun by the chaos and confusion of the Time of Troubles.

Ixil's own sadism and savagery did little to quell these allegations. During battle the head of Ixil's Spike, his mighty spear, would detach to pin opponents to the ground even as a new head magically reformed on the end of the spear. Often in the thick of combat, Ixil would pause to savor the helpless struggles of an enemy impaled by the point of his spear... seeming to delight in the writhing agony of his enemy.

The warlord was finally defeated when he was lured into attacking a contingent of powerful priests and knights from the Order of the Radiant Heart, posing as simple pilgrims. Witnesses to the battle claim Ixil was not slain, but was in fact banished to some hellish outer plane by the holy magic of the Order.

Though Ixil's body was never found, Ixil's Spike ? his fearsome spear and the symbol of his power ? was recovered. In an effort to utterly destroy the artifact, it was shattered into several pieces, which were scattered about the Southlands.

STATISTICS:

Equipped Abilities: Permanent Free Action
Combat Abilities: With each successful hit opponent must save or be pinned for 3 rounds, taking an additional 1D6+5 damage each round.

THAC0: + 6 bonus
Damage: 1D6 + 6
Damage type: piercing
Weight: 5
Speed Factor: 2
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
 Cleric
 Mage
 Thief


Club of Detonation +5

Amnish fable tells the tale of Nysrogh, a powerful denizen of the lower planes unleashed upon Amn by a careless sorceress named Unileth.

Completely immune to any and all weapons used against him, Nysrogh rampaged throughout Amn, and Unileth took it upon herself to end the threat she had unleashed. Using her knowledge of the demon's weaknesses, she constructed a great club to defeat Nysrogh, and gave it to a brave but anonymous knight to be her champion.

Unileth's champion issued a challenge to Nysrogh, which the demon readily accepted, confident it could not be harmed by any weaponry known to the Realms. On the field of battle they met and beneath the fierce gaze of Nysrogh, Unileth's champion promptly dropped his weapon and fled in terror.

Nysrogh reached out to claim the champion's discarded club as a symbol of his victory. But as the demon's clawed hand touched the surface of the club he unleashed a spell of imprisonment, for which he was completely unprepared. Unileth's trap had worked, and the demon that could not be harmed by any weapon was forever trapped inside the magic club.

The crude wooden club still burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath manages to escape in a fiery blast.

STATISTICS:

Combat Abilities:
 30% chance target will take an additional 15 points of fire damage with each successful attack
 5% chance a fireball will automatically detonate with each successful attack save)

THAC0: +5 bonus
Damage: 1D6 + 5, +5 fire damage
Damage type: crushing
Weight: 1
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 strength
Not Usable By:
Mage


Quiver of Plenty

One often repeated, though never substantiated, legend holds that the quiver was once given as a gift to Duke Orin Gastlecate. Orin cared little for politics and the day to day duties of his fiefdom, and would often vanish for weeks at a time into the thick forests that covered much of his land where he would live the life of a solitary hunter.

But try as he might, Orin was never able to learn the fine art of fletching and eventually he would be forced to return to his castle when his arrows ran out. And each time he returned, he would be inundated with the various nobles and merchants and their petty problems which demanded his attention.

If the stories can be believed, Orin was eventually approached by an unscrupulous merchant who offered him a gift in exchange for the title to all the lands Orin ruled over ? a quiver that would produce an infinite amount of magical arrows. Orin quickly agreed to the deal, figuring his problems were forever solved.

Of course the merchant quickly established himself as a cruel and insufferable tyrant, and within a month Orin's subjects had deposed their new ruler, dragged Orin from his beloved forest and imprisoned him in his own castle ? forcing him to be their lord once more. To insure he never escaped to the woods again Orin's precious quiver was forever hidden away, and mere mention of it became an offense punishable by death.

STATISTICS:

Unlimited +1 Arrows


Storm Star +5

This magical weapon is of ancient design, which scholars have linked to Netheril itself. Though such electrum plated maces as Storm Star are usually found in the North, there are whispered rumors of this particularly powerful specimen being lost in the Southern reaches of the Realms.

Storm Star's already formidable abilities have been further enhanced by the addition of the otherworldly Starfall Ore. This strange material comes from the core of a meteorite, which fell from the heavens. The malleable ore is surprisingly strong, and radiates an inner heat. Any item forged from the alien matter would undoubtedly possess mysterious and unearthly properties.

Despite its massive size, Storm Star is surprisingly light, making it particularly easy to wield in combat. It crackles with spectacular, though harmless, arcs of lightning when wielded ? a visible manifestation of the powerful electrical enchantments infused within the weapon's head.


STATISTICS:

Equipped Abilities: +20% to electrical resistance
Combat Abilities: 5% chance of casting chain lightning on target with each successful attack

THACO: +5 bonus
Damage: 1D6 + 6, +1D6 electrical damage
Damage type: crushing
Weight: 4
Speed Factor: 2
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By:
 Druid
 Mage
 Thief


Darksteel Shield +4

The dwarven clan of Clangeddin were famous for their work in darksteel, a material not to be found anywhere but within the Clangeddin clan homes within the Marching Mountains. In their efforts to find more and more darksteel, the Clangeddin delved ever deeper into the bowels of the earth.

It was on one such expedition that the seven sons of Argeld Heavyhand, the Clangeddin leader, were lost. The only survivor from the ill-fated expedition was Glimred Heavyhand, youngest son of Argeld. The lad returned with tales of drow and illithid and other darker, nameless horrors the like of which had never before been seen.

Desperate as he was to avenge his sons, Argeld could not send more of his people down into the depths of the mountain to face such horrors. Glimred himself, however, could not be dissuaded. To aid Glimred in his quest for vengeance, the dwarven smiths set about constructing the Darksteel Shield, a heavily enchanted shield that provides more protection than most suits of armor.

But Glimred was impatient, his lust for vengeance could not be deferred, and he disappeared into the bowels of the Marching Mountains before the work was completed, never to be seen again. The disappearance and presumed death of his sole surviving son proved too much for Argeld, who died from the grief of a broken heart.

With their leader dead and their hero Glimred gone, the dwarves knew it was only a matter of time before their clan was overrun by their Underdark enemies. Before dispersing across the face of Faerun, the clan sold the shield to the highest bidder - though the dwarven smiths to this day have refused to divulge the mysterious buyer's identity.

STATISTICS:

Abilities: +10% resistance to fire, cold, acid and poison

Armor Class Bonus: 5
Weight: 8
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief
Title: Re: Extended ToB item descriptions
Post by: icelus on May 18, 2004, 08:00:34 PM
FYI, this component is now coded and will appear in UBv10.  Thanks, NiGHTMARE.  :)
Title: Re: Extended ToB item descriptions
Post by: Bibbi on May 18, 2004, 08:05:38 PM
wow, nice!  finally, ToB gets the same level of detail as SoA.  are these the only items found or is this a sampler?  I'd love it if all of the items got this treatment, not to sound ungrateful now  :P
where did you get these, btw?  are they hidden in the game somewhere?
Title: Re: Extended ToB item descriptions
Post by: icelus on May 18, 2004, 08:17:16 PM
BTW, should the description for Quiver of Plenty +2 be the same as +1, except for the difference in the Statistics?
Title: Edwin/Valygar Conflict
Post by: icelus on May 18, 2004, 09:23:32 PM
Both Edwin and Valygar's script indicate a conflict where they would attack each other, triggered by the EdwinValygarFight=1 global. However, there is nothing in the BCS or DLG files that changes this variable from 0 to 1. There is a banter between Edwin and Valygar where they threaten to one another, but no fight. Starts in BVALYGA.dlg, state 41 unless my dlg files are screwed up.

Is this something that you would be interested in for UB, or is it be beyond the scope of the mod?

FYI, this has been coded and will be included with UBv10.  Thanks, CamDawg!  :)
Title: Anomen's new (old) portrait?
Post by: redtempest on June 24, 2004, 11:35:54 AM
Ok, this is a really silly little matter...

...but I'm curious as how to it looks like? The link from the detailed Readme file doesn't seem to work. And I have to admit I've kind of grown attached to Ano's stupid little moustache-beard and hair curl - although of course, I wouldn't be averse to trading higher...  :)
Title: Re: Anomen's new (old) portrait?
Post by: icelus on June 24, 2004, 11:37:47 AM
Oops... sorry. I'd forgotten that I setup that redirect. I'll fix the links in the readme ASAP.

In the meantime, however, this is the correct link: http://ub.icelus.net/graphics/NANOMENL.png
Title: Re: Anomen's new (old) portrait?
Post by: redtempest on June 24, 2004, 11:43:48 AM
OHHH... this one.
Yup, prefer the other one I think... so that's a skipper in the installation...

Thank you, though. :) Wow, second time already today that I say that to you.
Title: Re: Anomen's new (old) portrait?
Post by: icelus on June 24, 2004, 11:46:26 AM
I aim to please.  :)
Title: TOB item description restoration suggestion
Post by: Daggerless on June 29, 2004, 05:53:15 AM
I was wondering if this component could also restore the descriptions from upgrated items from SOA like the Carsomyr.  Possibly adding the ToB lines after the orginal description.

For example:

The Holy Avenger: Carsomyr
Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerun, though its origin and history is thought purposefully forgotten, such that the sword itself never overshadow the importance of the struggles that must be fought today.  It is infused with the very essence of virtue, and requires as much from any paladin that would hope to wield it.  The evils of the Realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease.  Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle.

Even a Holy Relic as powerful as Carsomyr is made even greater when combined with the Eye of Tyr.

STATISTICS

Equipped Abilities:
    50% Magic Resistance
    Dispel magic 3 times per day
Combat Abilities:
    +6 damage to chaotic evil opponents in addition to other bonuses.
    Dispels magic whenever the sword strikes an opponent
THAC0: +6 bonus
Damage:  1D12 + 6
Damage type:  slashing
Weight:  6
Speed Factor: 4
Proficiency Type: Two-handed sword
Type:  2-handed
Requires: 14 Strength
Usable By:
 Paladins

Maybe that last line doesn't quite fit, but I hope you get the idea.  It is still better than the simple ToB description that overrides the original, IMO.
Title: Suna Seni and Imoen
Post by: Bibbi on July 04, 2004, 12:45:15 PM
ok, going through dlgs for my research, I ran into RESUNA.DLG which has some of her old files in it.  Why weren't these used in the restoration?  I would have thought it would be easier to use those than come up with completely new lines.  Plus, then we don't have to deal with what to do with Suna.  It looks like she hunts down the PC with eldarin and the other bandits from a random ambush encounter and fights the party regardless of whether Valygar is in the party or not.  she just has some dialogue with him but attacks, nonetheless.  if you wanted, you could have her escape and be at the aslyum later...also, this encounter could potentially only spawn when valygar's in the group, perhaps entering the city for the first time when coming back from his cabin in the hills.  just some ideas on how to tweak this component, as it seems a little rough around the edges right now.  as is in the UB version, valygar and suna sound like they're still lovers, which isn't really the case.


also, I found this NPC bio of Imoen, which I don't think is in the game...?

IMOEN is a shadow of her former self, but responds to your inquiries with as much of a smile as she can muster. Obviously shaken by the revelations about your shared origins, she seems determined to make the best of things, despite the uncharacteristic that has now made its presence known within her.  The taint of Bhaal was slow to manifest, kept at bay by her carefree outlook, but now the strength of it has shaken her.  She is scared of what she might become, and the insight she has gained has made her more concerned about your condition as well.
(StrRef:2838)

or does this happen when we find her in spellhold?  i generally don't look at her bio then, so it could be in the game...
Title: Re: Suna Seni and Imoen
Post by: Barren on July 04, 2004, 01:51:03 PM
About Suna Seni: that was the original plan about her (with the Minor Villains encounter and the Geas plot), before the Spellhold plot was even decided,  but the developpers later changed it to what we restored.
Title: Re: Suna Seni and Imoen
Post by: Cybersquirt on July 04, 2004, 05:13:00 PM
also, I found this NPC bio of Imoen, which I don't think is in the game...?

IMOEN is a shadow of her former self, but responds to your inquiries with as much of a smile as she can muster. Obviously shaken by the revelations about your shared origins, she seems determined to make the best of things, despite the uncharacteristic that has now made its presence known within her. The taint of Bhaal was slow to manifest, kept at bay by her carefree outlook, but now the strength of it has shaken her. She is scared of what she might become, and the insight she has gained has made her more concerned about your condition as well.
(StrRef:2838)

or does this happen when we find her in spellhold? i generally don't look at her bio then, so it could be in the game...
Never seen it, but I like it.  ...A lot.
Title: Re: Suna Seni and Imoen
Post by: BevH on July 04, 2004, 06:01:17 PM
Regarding the Imoen Bio thing, I was able to find 2 references to it. The first one refers to a RESAR.DLG. The second one referes to a VAELAS.DLG. There are a couple of other bios in these files. I'm very confused... :-\
Title: Re: Suna Seni and Imoen
Post by: icelus on July 04, 2004, 06:20:42 PM
Dollars to donuts that both of those files are BG1 files that, at one point in BG1, pointed to that same string reference in the BG1 dialog.tlk file.

This was one of the flaws I forgot to mention about using the NI method.  Sorry.  :(
Title: Re: Suna Seni and Imoen
Post by: Cybersquirt on July 05, 2004, 03:46:57 AM
but does Imoen ever find out she is also a child of Bhaal in bg1?  I didn't think she found out until Irenicus.
Title: Re: Suna Seni and Imoen
Post by: Barren on July 05, 2004, 07:33:44 PM
No, the strings are from BG2 and the files from BG1, which explains why the references seem so random. They are.
Title: Re: Suna Seni and Imoen
Post by: Cybersquirt on July 06, 2004, 06:41:17 PM
So.. you're saying that some of this stuff could actually be unimplemented from bg1?  ???
Title: Re: Suna Seni and Imoen
Post by: rreinier on July 07, 2004, 02:18:39 AM
No. The .dlg files are leftovers from BGI (where they were probably implemented). However, all the file does is point to dialog strings (stored in the dialog.tlk file). The dialog.tlk from BGI is gone and replaced by the one from BGII, so that strings with the same number now have a very different content. That's why the dialogues seem so random. These strings were never meant to form a dialogue.
Title: Re: Suna Seni and Imoen
Post by: Barren on July 07, 2004, 08:46:11 AM
About vaelas.dlg: Is this Vaelasa, the queen of dryads?
Title: Re: Suna Seni and Imoen
Post by: rreinier on July 07, 2004, 08:58:46 AM
It seems to be an old version of her dialogue. The actual dialogue for her is vaelasa.dlg. The first two dialogue chains in the files are the same, but the third in vaelas.dlg is full of random strings, whereas vaelasa has two more...
Title: Re: Suna Seni and Imoen
Post by: Cybersquirt on July 07, 2004, 06:46:52 PM
(thanks RR, I followed that  :))
Title: Re: TOB item description restoration suggestion
Post by: icelus on July 27, 2004, 02:12:11 PM
Sorry... this post got buried.  :(

This isn't a bad idea, really.  Does anyone have a list/link handy that details everything from SoA that is upgraded by Cespenar and what is required in doing so?
Title: Re: TOB item description restoration suggestion
Post by: eagleheart on July 27, 2004, 03:25:55 PM
Here's a link to a page with all of Cespanar's reciepies

http://baldursgate.info/BG2/Forge/Cespenar.htm
Title: Re: TOB item description restoration suggestion
Post by: seanas on July 27, 2004, 03:32:28 PM
from dan simpson's excellent walkthru at www.gamefaqs.net:

Note: Unless I say otherwise, assume the item costs 5,000 gold to make.

Most of these are found in the Watcher's Keep, unless otherwise
noted.

Case of Plenty +2     -- Case of Plenty
Heartwood Ring       -- Oaken Ring (Amkethran)
            Nymph's Tear (Forest of Mir)
Thieves Hood (better)- Thieves Hood
            Ring of Invisibility
            Antidote Potion
            10,000 gold
Helm of the Rock    -- Helm of the Rock
(better)         Horn (left)
            Horn (right)
Montolio's Cloak      -- Montolio's Clasp
            Montolio's Cloak (Amkethran)
Wondrous Gloves  -- Bard's Gloves
           Star Sapphire
           Diamond
            Emerald
            Rogue Stone
Blessed Bracers      -- Paladin's Bracers
          10,000 gold
Circlet of Netheril      -- Bronze Ioun Stone (Vampire Nest, Saradush)
           Circlet of Netheril
Golem Manual     -- Golem Manual
           Clay Golem Page
          & 5,000 gold
           Stone Golem Page (Marching Mountains)
          & 10,000 gold
          Juggernaut Golem Page (Abazigal's Lair)
          & 15,000 gold
Improved Cloak of  -- Cloak of Protection +2
Protection +2     Scroll: Invisibility
          Scroll: Improved Haste
          20,000 gold
White Dragon Scale -- White Dragon Scales
Blue Dragon Plate  --  Blue Dragon Scales (Abazigal)
Aslyerferund Elven   -- Bladesinger Chain +4 (Dragon in Suldanesselar)
Chain +5       Scroll: Protection from Normal Weapons
          40,000 gold
Bag of Plenty +2    -- Bag of Plenty (Marching Mountains)
          King's Tears
         10,000 gold
Erinne Sling +5    -- Erinne Sling +4
Fire Tooth +5     -- Fire Tooth +4
          Bowstring of Gond (Sendai's Lair)
Quiver of Plenty +2  -- Quiver of Plenty
          Rogue Stone
          10,000 gold
Darkfire Bow +5    -- Bowstring of Gond (Sendai's Lair)
          Darkfire Bow (Capt. Erelon, Amkethran)
Taralash +5      -- Bowstring of Gond (Sendai's Lair)
          Taralash +4
Runehammer +5 -- Runehammer +4 (Siege Camp)
          Rune of Clangeddin (Sendai's Forest)
Flail of Ages +4      -- Flail of Ages +3
          Flail Head (Poison)
Flail of Ages +5      -- Flail of Ages +4
          Flail Head (Electric) (Abazigal)
Storm Star +5   -- Storm Star +3
          Starfall Ore (found in Kiser's House, Saradush)
Club of Detonation +5 - Club of Detonation +3
           Ring of Fire Resistance
Hindo's Doom +4 -- Hindo's Doom +3
           Hindo's Hand (Abazigal's Lair)
Spectral Brand +5 -- Spectral Brand +4
         Skull of the Lich (Sendai's Lair)
Ravager +6    -- Ravager +4 (Yaga Shura's Lair)
        Serpent Shaft
Staff of the Ram +6 -- Staff of the Ram +4 (Watcher's, Dragon)
         Roranach's Horn
Axe of the   -- Baalor's Claw (Marching Mountain)
Unyielding +5 Axe of the Unyielding +3
Ixil's Spike +6   -- Ixil's Spike
      Ixil's Nail +4
Dagger of the -- Dagger of the Star +4 (Watcher's, Demi-Lich)
Star +5     Star Sapphire (5)
Carsomyr +6 -- Carsomyr +5 (Firkraag)
      Eye of Tyr (Sendai's Lair)
Gram (improved) -- Gram the Sword of Grief +5 (Abazigal's Lair)
      Heart of the Damned (Sendai's Lair)
Purifier +5 -- Purifier +4
     Eye of Tyr (Sendai's Lair)
Foebane +5 -- Foebane +3
     Fflar's Scabbard (Saradush Sewer)
Angurvadal +5 -- Angurvadal +4
     Liquid Mercury (Sendai's Lair)
     10,000 gold
Sword of Mask +5 -- Short Sword of Mask +4
       Heart of the Damned (Sendai's Lair)
Title: Re: TOB item description restoration suggestion
Post by: icelus on July 27, 2004, 03:44:54 PM
OK, it looks like the SOA items that are upgraded by Cespenar are as follows:

Forged ItemItem CodeSOA ItemRequired Components
Flail of Ages +4BLUN30CFlail of Ages +3Poison Flail Head
Flail of Ages +5BLUN30Flail of Ages +4Electric Flail Head
Improved Cloak of Protection +2CLCK31Cloak of Protection +2Scroll of Invisibility, Scroll of Improved Haste

I'll also go back and double-check *all* ToB items that are upgraded and see if they're missing their full descriptions.
Title: Re: TOB item description restoration suggestion
Post by: Daggerless on July 28, 2004, 06:53:18 PM
Quote
Sorry... this post got buried.

No prob. :)

IIRC, the added Foebane description in UB (v10) only adds a new description to the +5 variant and not the +3.
Title: Re: TOB item description restoration suggestion
Post by: SimDing0 on August 01, 2004, 04:31:49 AM
Can't the Poison and Electric flail heads be added to the Flail of Ages in either order?
Title: Re: TOB item description restoration suggestion
Post by: Mael on August 01, 2004, 05:53:10 AM
Quote
Can't the Poison and Electric flail heads be added to the Flail of Ages in either order?

According to SK, yep. There is both a +4 Poison and a +4 Electric FOA. Although it's like 3 or 4 words, so.
Title: Re: TOB item description restoration suggestion
Post by: icelus on October 01, 2004, 06:29:19 PM
*bump*

Gotta remember to do this...
Title: Re: Suna Seni and Imoen
Post by: icelus on October 01, 2004, 08:07:40 PM
I've not checked, but does anyone know what Imoen's bio *does* say after you rescue her in Spellhold?
Title: Re: Suna Seni and Imoen
Post by: Kish on October 01, 2004, 08:08:45 PM
It's unchanged from the Irenicus dungeon.
Title: Re: Suna Seni and Imoen
Post by: icelus on October 01, 2004, 08:09:39 PM
Looks like something I can tackle, then.  Thanks, Kish.  :)
Title: Re: Suna Seni and Imoen
Post by: icelus on October 02, 2004, 04:13:18 PM
OK, this is coded and will appear in v13.  Thanks, CamDawg, for the help with the WHILE loop.  :)
Title: Re: Suna Seni and Imoen
Post by: Andyr on October 02, 2004, 08:20:53 PM
Thanks, CamDawg, for the help with the WHILE loop. :)

heheh
Title: Re: Suna Seni and Imoen
Post by: icelus on October 02, 2004, 08:25:44 PM
Yes, Cam sucked me into his sadistic web of WHILE loops and GLOBS.
Title: Re: TOB item description restoration suggestion
Post by: icelus on October 03, 2004, 04:45:02 PM
OK, new TOB descriptions have been added for Carsomyr +6 and all variants of the Flail of Ages. 
Title: Unassigned Script
Post by: Rastor on October 07, 2004, 03:27:09 PM
In the BG2 game files, there's a script called AMALAS.BCS but the .cre file for Amalas (RUFFIAN.CRE) does not have this script assigned even though it would make sense.

The script would basically increase the chance that the player gets Amalas's "Quest".

Any plans to give the creature his script back?
Title: Re: Unassigned Script
Post by: jester on October 07, 2004, 05:39:26 PM
What was his quest other than to find an untimely end on the tip of my dagger?
Title: Re: Unassigned Script
Post by: Barren on October 07, 2004, 06:18:09 PM
This script would make Amalas force-talk the PC on sight. Maybe it was removed because the Amalas battle can be hard if you're still injured from Chateau Irenicus?
Title: docsol03 - missing guard captain
Post by: cliffette on October 07, 2004, 06:51:35 PM
There's a fellow with creature file docsol03 (or possibly docsol3) - the captain of the guard in the Docks. He's supposed to chat with the docsol02 soldiers in the Docks barracks (if I CLUA him in, he begins the conversation), but I don't think he's actually in the game.

Correct me if I'm wrong or if he's already been installed via UB - I've been playing with vanilla BG2. :)
Title: Re: docsol03 - missing guard captain
Post by: icelus on October 07, 2004, 06:57:54 PM
Nope, that's a new one.  I'll try to get it in along with what Rastor just reported for v13.
Title: Re: Unassigned Script
Post by: icelus on October 07, 2004, 06:59:07 PM
Thanks, I'll look into it before the next release.
Title: Re: Unassigned Script
Post by: jester on October 08, 2004, 03:07:20 AM
Gsus, that is a talkative bunch in the CC. Suna is a girl of my taste, because she does not bug you right away. :D
Title: Re: Unassigned Script
Post by: icelus on October 09, 2004, 09:16:52 PM
Coded.
Title: Re: docsol03 - missing guard captain
Post by: icelus on October 09, 2004, 09:27:59 PM
Coded.  Thanks, Cliffette.
Title: Shazzellim
Post by: Arkenor on December 03, 2004, 08:20:57 PM
*spoilers* and all that.









In Xzar's house is Shazzellim, added by UB. A rather nice scimitar it be. the description states:

This scimitar is of rather poor quality but beneath its surface lies great power and evil.  Created for the sole purpose of slaying Harpers, Shazzellim is more than capable of that task.  With one strike of the blade a bard must make a saving throw vs. spells or die.  Crafted by a Red Wizard of Thay, the sword also has the ability to vocalize, which is why it was often given to fighter-mages in the service of the Wizards.  Needless to say, possession of this sword would not be looked upon very highly by Harpers.

Anyway, I promptly gave it to my local non-good scimitar wielder, Jaheira. I was thinking, if this sword is so hated by the Harpers, it could be a springboard for all sorts of evil fun. At the least Jaheira could comment and refuse to use it. Edwin might want it's return to the Red Wizards. The Harpers could kick up a fuss and send folks after it, if its considered to be in bad hands. Or if they trust you, you could be asked to destroy it somehow.

Anyhows, I appreciate most of those suggestions are far more appropriate for the Questpack, but given that the scimitar is in UB, just wanted to mention it.
Title: Re: Shazzellim
Post by: Barren on December 03, 2004, 10:15:17 PM
In fact, in the original game, this is Elhan's sword...  ;)
Title: Re: Shazzellim
Post by: Arkenor on December 03, 2004, 10:34:34 PM
Hmm, looks like it still is too. Oh well, can never have too many harper slaying swords!
Title: Re: Shazzellim
Post by: M on December 04, 2004, 01:33:11 AM
Hmm, looks like it still is too. Oh well, can never have too many harper slaying swords!

That's the spirit!  :D
Title: Re: Shazzellim
Post by: Barren on December 04, 2004, 07:09:31 PM
Hm, so Elhan still has Shaz even with UB?
Title: Re: Shazzellim
Post by: Arkenor on December 04, 2004, 07:14:07 PM
Certainly in my current install c6elhan.cre still has Shazzellim. I can't swear that thats not because some other mod gave it back to him though, if you chaps had it removed.
Title: Re: Shazzellim
Post by: Andyr on December 04, 2004, 07:47:21 PM
Weird... I'll look into it, and would be inclined to replace Elhan's with a Scimitar +2 or something.
Title: Re: Shazzellim
Post by: Barren on December 05, 2004, 10:13:28 AM
But I thought Icelus already did that?
Title: Re: Shazzellim
Post by: Andyr on December 06, 2004, 01:04:58 PM
Well, if it's not been changed, it will be.
Title: Re: Shazzellim
Post by: jester on December 07, 2004, 02:42:56 AM
I wonder, if that would actually change anything for the player? I mean : does it matter at all? I never fight him anyway.
Title: Re: Shazzellim
Post by: MERLANCE on December 07, 2004, 05:21:29 AM
I wonder, if that would actually change anything for the player? I mean : does it matter at all? I never fight him anyway.

Indeed. You try, you die. Darn pansy elves attacking you... It should be completely possible for a child o Bhaal to slaughter an elf army. OF course, that breaks the plot.

What happens if you attack him in the elven city? Do elves still pop in and insta-death you?
Title: Re: Shazzellim
Post by: Barren on December 07, 2004, 05:24:18 PM
No, he Dimension Doors away.

Don't forget that Elhan's a child of Bhaal as well, by the way...  ;)
Title: Re: Shazzellim
Post by: jester on December 07, 2004, 05:26:24 PM
Ah, then he should show up in ToB. Saradush perhaps or anything of that kind. Does he mention his heritage? I cannot remember.
Title: Re: Shazzellim
Post by: Murdane on December 07, 2004, 05:31:20 PM

Don't forget that Elhan's a child of Bhaal as well, by the way... ;)

I don't recall such a thing ever being mentioned in the game, by Elhan or anyone else.

I can't stand Elhan, myself, but I won't rant about him right now.
Title: Re: Shazzellim
Post by: Barren on December 07, 2004, 05:34:16 PM
Someone reported that Dave Gaider said that Elhan was originally supposed to be a Bhaalspawn, betray the PC and come back in TOB.
Title: Re: Shazzellim
Post by: Murdane on December 07, 2004, 05:58:25 PM
Someone reported that Dave Gaider said that Elhan was originally supposed to be a Bhaalspawn, betray the PC and come back in TOB.

...but it's still not in the game.  Even if Dave Gaider *did* say that, if it didn't show up in the game, then there is no need to consider Elhan a child of Bhaal by default.

Title: Re: Shazzellim
Post by: jester on December 07, 2004, 06:21:59 PM
Well, as long as it is not in the game, he is 'officially' not. The musings of a developer are irrelevant. If there is something implemented in the files, then go for it. Otherwise it would be a mod like any other that adds new content.

If somebody takes this up, please let me kill him. :D
Title: Re: Shazzellim
Post by: O on December 07, 2004, 06:23:54 PM
I concur wholeheartedly with jester. I'd absolutely love a way to kill the sanctimonius prick without breaking the plot. With a fork! :D
Title: Re: Shazzellim
Post by: Mongoose87 on December 07, 2004, 09:47:08 PM
IIRC someoen back whe nthis was part of Forogttenwars suggested the idea.
Title: Imoen minor dialog bugfix
Post by: MoonElf on January 10, 2005, 04:40:21 PM
Perhaps you could include a fix for the fact that Imoen2.bcs is not assigned to Imoen213.cre meaning that when rescued at high levels Imoen doesn't initiate conversation with you in the maze under asylum nor when she gets her soul back. Seems like a good fit under minor dialog restorations, its easy enough to do(everythings there it just needs to be assigned) and I don't know of anywhere else this is fixed.
Title: Re: Imoen minor dialog bugfix
Post by: seanas on January 10, 2005, 05:16:06 PM
both the Imoen Romance and Chloe fix this already - admittedly, maybe not as widespread as UB, but still...
Title: Re: Imoen minor dialog bugfix
Post by: Andyr on January 10, 2005, 07:10:12 PM
No harm in doing it here too, I guess.
Title: Re: Imoen minor dialog bugfix
Post by: Andyr on January 11, 2005, 04:24:46 PM
Added.
Title: Re: Anomen's new (old) portrait?
Post by: mukut on February 04, 2009, 01:43:43 PM
OHHH... this one.
Yup, prefer the other one I think... so that's a skipper in the installation...

Thank you, though. :) Wow, second time already today that I say that to you.