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BG2 Completed Mods => Quest Pack => Topic started by: SimDing0™ on August 08, 2005, 03:20:25 PM

Title: I am interested in any and all criticism!
Post by: SimDing0™ on August 08, 2005, 03:20:25 PM
Players' thoughts are welcome! Given the growing tension around criticism of mods in some communities (although I haven't noticed any such problems here at PPG), I feel it's worth clarifying that:

- You do not need permission to comment on my mods, although I'd be appreciative if you could inform me if you've posted any off-forum criticism that I haven't seen. That's not to say I need to hear every time somebody says "don't bother playing any of Ding0's mods", but multi-page criticisms of Improved Goodberries, I'd like to read.

- Criticism does not have to be nice. If you really, seriously, hated something I've done, then I'd like to know why. Speak your mind, however negative it may be-- so long as there's some reasoning behind your opinion, that's fine.

- Disagreeing with me is welcome. No decision I make is final, so if you feel you have something to add to an argument, go ahead and post it. I don't guarantee that I'll agree with your proposal, but I'm always ready for a good fresh discussion.

- Argument does not have to take place in private. The forum's here for a reason. Sure, if you're shy or whatever, I'll be just as glad to speak in PM or e-mail, but a public discussion gives more people the opportunity to voice their views, so I encourage this where possible.

I hope that's cleared up any doubts about etiquette here. Thanks to Domi for suggesting this post, and thanks to anybody providing feedback.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 14, 2005, 03:29:07 PM
What goes wrong? I tried to download version 2 from the first link and it opened up and were extracted just fine in the right folder, but when I tried to run the setup.exe, it was only the normal components that was there: the thieves guild, the harper guild and the moneylender.

Have I missed something important again? I knew I should learn to take more notice. ???
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on August 14, 2005, 04:01:24 PM
I'd hazard a guess that you're still trying to run setup-d0quest.exe. The new version uses setup-questpack.exe for the installer.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 14, 2005, 08:17:36 PM
I was recently hit by a Feeblemind Spell.

So what to do? Must I change something?
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on August 15, 2005, 09:09:24 AM
The installer should automatically be running setup-d0questpack.exe when it terminates. If it doesn't, run it manually. This should be mentioned in the readme.
Title: Re: I am interested in any and all criticism!
Post by: g8estposter on August 15, 2005, 10:35:54 AM
questpack crashed mye HDD omg :=((
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 15, 2005, 04:39:07 PM
I don't know if this counts as criticism, but my lawful good Monk was changed to a Chaotic Neutral after the installing.
Why is that?
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on August 15, 2005, 06:04:15 PM
There's no conceivable way that Quest Pack could cause this. I was inclined to say it could be Virtue until I noted that the change was from Lawful Good to Chaotic Neutral, which once again isn't possible. As I recall, the Imoen Romance included a feature that would turn characters CN for no apparent reason. That's the only explanation I can suggest. If you're positive QP is causing it, e-mail me the savegame prior to installation in which the effect occurs.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 15, 2005, 06:16:40 PM
I am not utterly sure the Quest Pack is behind it, but it happend after that I had installed V2. I don't have the Imoen romance installed, I sacrificed it gladly in favor for the flirtpacks.

I shall play a new game, and see what happends.
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on August 19, 2005, 06:25:12 AM
Out of interest, were you in the ToB part of the game when it occured?
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 19, 2005, 06:35:17 AM
Nope, didn't get that far. I was in the Planar Sphere (after Underdark) when I discovered it.
No matter, I uninstalled the romance, (didn't like it interfering with flirt packs) and I continue as usual.
Title: Re: I am interested in any and all criticism!
Post by: Borsook on August 19, 2005, 07:15:51 AM
I have a bone to pick with you Sim. You see due to your new quest pack I'm playing BG2 again, leaving other games unfinished. How could you do such a great work? I hope it won't happen again, will it?
Title: Re: I am interested in any and all criticism!
Post by: Antignition on August 21, 2005, 12:50:13 PM
I'm upset that i can't tell what's been added and whats been originally there or added by UB without checking the readme's.  It assimilates too well into the damn game in my opinion.
Title: Re: I am interested in any and all criticism!
Post by: Silk on August 22, 2005, 07:29:05 AM
and that's a problem?
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 22, 2005, 10:03:43 AM
I have just played through BG: Soa with the Quest Pack, and only three things bugged me.

1) Firkraags Tooth - What's to do with it?
2) Trouble with the Shadow Thieves - "Edwin has nothing to say to you" *SOLVED*
3) Character voices getting "thicker" after meeting Reynald in the Graveyard at Chapter 6. *NOT A PROBLEM*

Other than that, no problems so far. No crashes, no errors in the game. Everything works perfect.
Although, the game still slows down when a Dragon comes into view, but can't expect everything to work, can I?
Good mod. I hope the Oasis 2 will be more a challenge than before.
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on August 22, 2005, 11:07:12 AM
I have a bone to pick with you Sim. You see due to your new quest pack I'm playing BG2 again, leaving other games unfinished. How could you do such a great work? I hope it won't happen again, will it?
Sorry.

I'm upset that i can't tell what's been added and whats been originally there or added by UB without checking the readme's. It assimilates too well into the damn game in my opinion.
Are you thinking of UB or Quest Pack? (I'd hope both!) Either way, thanks.

1) Firkraags Tooth - What's to do with it?
No idea. It's not from Quest Pack.

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2) Trouble with the Shadow Thieves - "Edwin has nothing to say to you" *SOLVED*
At what point does he have nothing to say?

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3) Character voices getting "thicker" after meeting Reynald in the Graveyard at Chapter 6. *NOT A PROBLEM*
You mean Reynald's voice changes, or the game's sound goes wrong somehow?

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Although, the game still slows down when a Dragon comes into view, but can't expect everything to work, can I?
I haven't touched dragon behaviour (yet), so this probably isn't anything from QP either.

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Good mod. I hope the Oasis 2 will be more a challenge than before.
It's distinctly more challenging than the Tactics version, yes.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 22, 2005, 11:24:32 AM
At what point does he have nothing to say?
When you meet him, he doesn't give his common "Greetings, I'm Edwin Odesseirion" greeting, instead he jumps directly to the part where he offers his assistance to bring down Mae'Var. If you accept, he joins up, and I guess you would have to go and get the evidence, but then Renal is gone, and another guy stands there. If you don't accept him, then he has nothing to say to you. There was a way CLUAConsonole should have solved it, but it didn't work for me. Anyway, I go to Aran instead, so I can at least finish the quest. I don't know if this problem is related to the new quest pack or the old one.

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You mean Reynald's voice changes, or the game's sound goes wrong somehow?
The soundsets of the characters (Imoen sounds really odd, and Minsc is not to be forgotten) slows down. Anyway, I restart the game again, and then it works like normally. The trouble seems to be connected to Reynalds dialogues, but it is not a biggie.

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I haven't touched dragon behaviour (yet), so this probably isn't anything from QP either.

Sorry, this was not intended to be connected to the Quest Pack in any way. The fault here is mine, and mine only.
My computer is old.  :-\
Title: Re: I am interested in any and all criticism!
Post by: Antignition on August 22, 2005, 02:31:53 PM
and that's a problem?


That was meant as a joke.
Title: Re: I am interested in any and all criticism!
Post by: NiGHTMARE on August 22, 2005, 06:32:04 PM
I don't know if this problem is related to the new quest pack or the old one.
Hmm, does that mean you have both installed at the same time? Don't Do That! (TM) :)
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on August 22, 2005, 07:07:15 PM
When you meet him, he doesn't give his common "Greetings, I'm Edwin Odesseirion" greeting, instead he jumps directly to the part where he offers his assistance to bring down Mae'Var. If you accept, he joins up, and I guess you would have to go and get the evidence, but then Renal is gone, and another guy stands there. If you don't accept him, then he has nothing to say to you. There was a way CLUAConsonole should have solved it, but it didn't work for me. Anyway, I go to Aran instead, so I can at least finish the quest. I don't know if this problem is related to the new quest pack or the old one.
I'm having a little trouble following, sorry. Can you provide the exact procedure you went through to get him to this stage? Alternatively, e-mail a savegame in which it occurs to SimDing0@pocketplane.net.
If you're using QP v1, update.

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The soundsets of the characters (Imoen sounds really odd, and Minsc is not to be forgotten) slows down. Anyway, I restart the game again, and then it works like normally. The trouble seems to be connected to Reynalds dialogues, but it is not a biggie.
I'm not aware of anything that would cause this. Unless it can be reproduced or somebody else reports the same problem, I'll attribute it to engine fluke.

I don't know if this problem is related to the new quest pack or the old one.
Hmm, does that mean you have both installed at the same time? Don't Do That! (TM) :)
QP2 should uninstall the original version, so I'm hoping this isn't possible.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 23, 2005, 03:04:19 PM
I don't understand how, but now suddenly things work out again.
*I'm just gonna be quiet from now on*

Although, the voiceproblem appeared again, this time after that I have talked with a Nymph outside De'Arnise Keep who wanted my Acorn Seeds and was willing to pay for them. But perhaps it is just my engine that is faulty.
Title: Re: I am interested in any and all criticism!
Post by: underdog on August 23, 2005, 03:31:37 PM
I have just played through BG: Soa with the Quest Pack, and only three things bugged me.

1) Firkraags Tooth - What's to do with it?

You apparantly have/had Fade installed thats the only time I've aquired firkraags tooth, required part of the romance track.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 23, 2005, 05:17:28 PM
I have just played through BG: Soa with the Quest Pack, and only three things bugged me.

1) Firkraags Tooth - What's to do with it?

You apparantly have/had Fade installed thats the only time I've aquired firkraags tooth, required part of the romance track.

Ah, thank you. I have wondered about that thing. Time to find Fade.
Title: Re: I am interested in any and all criticism!
Post by: flem on August 26, 2005, 02:46:33 AM
I'm only in Chapter 2.  But aren't the rewards for the loan shark quests a bit... high?  12K/char for the first bit (just chatting the guy up), and about twice that for the child recovery?  I'm not big on xp nerfing, but 5 and 12k/char feel more right (i.e., in line with current quests) to me.

Also, it's a bit curious that my shadow thief connections (got the thief stronghold) don't get me anything on a guy who seems to be encroaching on guild turf.  But maybe this is explained later.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 28, 2005, 01:23:51 PM
Two Questions About Quest Pack.

1) What kind of spell do you have to use to dispel the illusions on the Knights? I have tried True Seeing from a cleric, and True Sight from a Inquisitor. I don't remember if I have tried it from a mage.

2) I installed the Revised Hell Trials, tool all the good - aligned paths when I went through the test. My reward was getting a changed alignment to Lawful Evil? Anyone else who have experienced this bug?
Title: Re: I am interested in any and all criticism!
Post by: flem on August 28, 2005, 04:13:33 PM
Hm, some of the Bio quest rewards are pretty odd too.  The first Harper quest, for example - yikes!  So who knows.

Anyway, typo in the Galoomp quest -- when you offer the ring, one of your options is
"Whatever you could give in reutnr without be most welcome."
Title: Re: I am interested in any and all criticism!
Post by: flem on August 28, 2005, 04:18:28 PM
Also, Kram doesn't actually take the ring!
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on August 29, 2005, 07:47:40 AM
I'm only in Chapter 2. But aren't the rewards for the loan shark quests a bit... high? 12K/char for the first bit (just chatting the guy up), and about twice that for the child recovery? I'm not big on xp nerfing, but 5 and 12k/char feel more right (i.e., in line with current quests) to me.
Huh. Yeh, some of the rewards are pretty wacky. I was probably basing them on some of the more ridiculous Bioware XP rewards. I'll take another look for the next release, thanks.

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Also, it's a bit curious that my shadow thief connections (got the thief stronghold) don't get me anything on a guy who seems to be encroaching on guild turf. But maybe this is explained later.
Well, Celile's pretty elusive, and the Shadow Thieves do have Bodhi to contend with. However, he should probably suffer more in C6, and I don't see why the player can't report him to them. Will add.

I'll fix the other minor stuff you found.

1) What kind of spell do you have to use to dispel the illusions on the Knights? I have tried True Seeing from a cleric, and True Sight from a Inquisitor. I don't remember if I have tried it from a mage.
Both of those should work. I'm sure I tried Inquisitor's True Sight, at least. Will check again. Mage really really definitely should work, unless I broke it somehow.

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2) I installed the Revised Hell Trials, tool all the good - aligned paths when I went through the test. My reward was getting a changed alignment to Lawful Evil? Anyone else who have experienced this bug?
Are you sure you did all the good paths? Killing the dragon is a common mistake here. I'll double check this anyway.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 29, 2005, 12:30:32 PM
Are you sure you did all the good paths? Killing the dragon is a common mistake here. I'll double check this anyway.
Let see, I pitied Sarevok, I "stole" the Tear from the Genie instead of giving him the Blackrazor or kill him, I did not sacrifice Minsc in the southern cave, and I refused the Nymph Cloak, and did not kill the Dragon.

Maybe my mods screw it up somehow. Anyway, it works fine enough without the revised trials.
I like the new quest packs, although I wonder if you gotta have Valygar in your party to find the evil Gnome in the docks?
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on August 31, 2005, 05:43:14 AM
Wait, you pickpocketted the tear from the genie? It's a BG2 bug that it's possible, and I wouldn't be surprised if it caused problems with the alignment change at the end.

Evil gnome in the docks? Perhaps you're thinking of Tactics?
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on August 31, 2005, 12:46:23 PM
Wait, you pickpocketted the tear from the genie? It's a BG2 bug that it's possible, and I wouldn't be surprised if it caused problems with the alignment change at the end.

Evil gnome in the docks? Perhaps you're thinking of Tactics?
Damn. I mixed up the mods again.
Title: Re: I am interested in any and all criticism!
Post by: TH Elliot on September 12, 2005, 11:20:57 PM
Moiya's gone into panic mode and won't come out.  She went into panic mode during the kidnapping.  I spoke to the thug, but didn't pay.  Saved the little girl in the crypt and sent her home, but no change.  Any suggestions?
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on September 13, 2005, 12:10:42 PM
Hmm. I thought I fixed that problem. I'm afraid the only immediate solution I can propose is creating a new Moiya and CTRL+Ying the old one or something. You can use CLUAConsole:CreateCreature("d0poor") in the console to spawn her in again, and hopefully she should say the correct dialogue. I'll take another look at this and try to get a proper fix done as soon as possible.

[EDIT] Oh, wait. Assuming the normal channels like Remove Fear don't work.
Title: Re: I am interested in any and all criticism!
Post by: TH Elliot on September 14, 2005, 09:13:24 PM
Sadly, the normal stuff didn't work to de-panic her.  The respawn however set everything right again.  Thanks.

Title: Re: I am interested in any and all criticism!
Post by: flem on September 15, 2005, 06:43:42 AM
I've greatly enjoyed all parts of this mod (Phluafae is hi-larious!), but the one jarring bit was Nazarial...  This encounter is a bit 'mod'dy, no?  A sort of 'improved lich encounter'?  Though I suppose it's easy if you think to cast Minor Globe.

Mind you, the usual lich encounters are pretty old hat at this point, but Naz didn't feel of a piece with them.

Are liches supposed to see through Sanctuary?
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on September 15, 2005, 06:48:03 AM
You mean the Nazarial battle is too tough to be part of the original game, or just that it's a unique style of fight? I don't really think it's any more unique than, say, Kangaxx. I'd say the most jarring part of the component is the descriptive text you get when you enter the new area, since BG2 doesn't really do that anywhere else, but I'm willing to overlook that.

If he sees through sanctuary, then I can only assume that every other lich in the game does, because I don't think I've changed anything that would affect that. Perhaps someone else knows whether they *should* be able to, but I don't really want to make him ignore sanctuary if no other liches do.
Title: Re: I am interested in any and all criticism!
Post by: Kulyok on September 15, 2005, 06:55:59 AM
Yes, all liches see through sanctuary.
http://members.chello.nl/~j.vanthull/BG2SR/DivineSpells.htm
Title: Re: I am interested in any and all criticism!
Post by: Grand_Dracolich on October 12, 2005, 03:08:50 PM
Hey, for your next intalment, can you put in a way to get Moiya's husband out of Spellhold, somehow? Like hit him with a heal spell to cure his slight insanity, then he runs out and dimention doors over to the slums or something.
Title: Re: I am interested in any and all criticism!
Post by: manuel on October 25, 2005, 02:03:41 PM
Maybe you've heard about it but there are no translations.  ??? ??? ???
Title: Re: I am interested in any and all criticism!
Post by: Just a Guest on November 10, 2005, 12:22:29 PM
Nice work all around on quest pack so far (I've only played a few things here and there). One thing I did notice is that if you save Sanik only he and the girl acknowledge the fact. The courtesan outside that can aid you in this encounter (gives you the sleeping potion and lets you into their room) still talks about the attack as though it were successful as does the guild mistress IIRC. Their manner of speaking makes it seem as if it were a fact...it would be nice to either 1.) have them acknowledge that he is still alive but will soon be dead 2.) Believe he is dead but allow the PC to correct this perception (I rather relish wiping the smirk off the Guild Mistress's face!).

-JaG
Title: Re: I am interested in any and all criticism!
Post by: Borsook on November 10, 2005, 01:20:14 PM
Wouldn't it be more logical for the two first components to go into Ding0tweak?
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on November 16, 2005, 07:40:14 AM
Hey, for your next intalment, can you put in a way to get Moiya's husband out of Spellhold, somehow? Like hit him with a heal spell to cure his slight insanity, then he runs out and dimention doors over to the slums or something.
I'm tempted to allow for the possiblity of curing his insanity, but I don't neccessarily want to produce a happy family re-union scene, so if anything I'll probably allow the player to infer his fate from then on. (Alternatively, perhaps he fights against Irenicus with you if you cure him.)

One thing I did notice is that if you save Sanik only he and the girl acknowledge the fact. The courtesan outside that can aid you in this encounter (gives you the sleeping potion and lets you into their room) still talks about the attack as though it were successful as does the guild mistress IIRC. Their manner of speaking makes it seem as if it were a fact...it would be nice to either 1.) have them acknowledge that he is still alive but will soon be dead 2.) Believe he is dead but allow the PC to correct this perception (I rather relish wiping the smirk off the Guild Mistress's face!).
Oops, this is an error. Will be fixed, thanks.

Wouldn't it be more logical for the two first components to go into Ding0tweak?
Maybe. But they're not really "tweaks", and since Quest Pack is vastly more popular than most other things I've produced, I'll happily put as much content as possible into it.
Title: Re: I am interested in any and all criticism!
Post by: Acheron on December 06, 2005, 11:25:24 AM
Tiny typo in Brega's dialogue about going to cleanse the city of shadow thieves: "Yet the council continue to turn..." should be "...continues..."

There is alos a typo in the potions quest...but I don't seem to have it written down right now. I'll look it up tonight and figure out what it was (I think it is an "and" that should be an "any", but I'll look tonight).

Great work,
Acheron
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on December 07, 2005, 05:52:11 AM
Both fixed, thanks.
Title: Re: I am interested in any and all criticism!
Post by: Borsook on December 07, 2005, 06:08:01 AM
Both fixed, thanks.
Will you be releasing an update shortly or wait for some bigger occasion for a release?
Title: Re: I am interested in any and all criticism!
Post by: Muerte on December 08, 2005, 09:44:49 AM
Not criticism but a compliment. Good mod so far from what I have seen of it.
Title: Re: I am interested in any and all criticism!
Post by: Bex on December 08, 2005, 07:52:11 PM
When you meet him, he doesn't give his common "Greetings, I'm Edwin Odesseirion" greeting, instead he jumps directly to the part where he offers his assistance to bring down Mae'Var. If you accept, he joins up, and I guess you would have to go and get the evidence, but then Renal is gone, and another guy stands there. If you don't accept him, then he has nothing to say to you. There was a way CLUAConsonole should have solved it, but it didn't work for me. Anyway, I go to Aran instead, so I can at least finish the quest. I don't know if this problem is related to the new quest pack or the old one.

Apparently, this can happen if you leave his quests until Ch. 6. I have no idea what mods might cause it though, or if it's even mod-related at all. In the one game where it happened to me, Renal was still there to finish the major quest though.

--------

Potion quest typos that I noticed: "attone" in one of the options after confronting Sidhe, and "it won't come and closer" if you ask Jadarath about the troll.

Also, you can still try to convince Jadarath to go see his family after they've run off, if you tell him to leave them alone and go back to the sewers. And he's not recognizing that I gave him a potion of insight already, though I haven't seen if giving him a second one changes that.

All in all, I'm really enjoying the additions. I haven't figured out what to do about Booter yet, which is bugging me. I feel not smart.
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on December 09, 2005, 07:55:24 PM
Potion quest typos that I noticed: "attone" in one of the options after confronting Sidhe, and "it won't come and closer" if you ask Jadarath about the troll.
Fixed, thanks.

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Also, you can still try to convince Jadarath to go see his family after they've run off, if you tell him to leave them alone and go back to the sewers.
Also fixed.

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And he's not recognizing that I gave him a potion of insight already, though I haven't seen if giving him a second one changes that.
I don't see what could cause this, however. It's possibly the same issue Turnabout suffers from, whereby clicking through a dialogue too quickly doesn't allow time for variables to be set. Let me know if you can reproduce it consistently.
Title: Re: I am interested in any and all criticism!
Post by: Bex on December 09, 2005, 09:30:02 PM
And he's not recognizing that I gave him a potion of insight already, though I haven't seen if giving him a second one changes that.
I don't see what could cause this, however. It's possibly the same issue Turnabout suffers from, whereby clicking through a dialogue too quickly doesn't allow time for variables to be set. Let me know if you can reproduce it consistently.

Will do. I'm pretty sure that's the one I gave him right before suggesting he go speak to Sidhe, so it might not have registered properly.
Title: Re: I am interested in any and all criticism!
Post by: Bex on December 11, 2005, 02:07:28 AM
I'd like to see something else involving Moiya's husband. I don't necessarily need a happy ending, but being able to release him (say, after the Irenicus battle, while exploring the remainder of the Asylum) would be nice. Journal entry could simply say "I hope he makes it home, but it's now out of my hands." As it is, his appearance and subsequent disappearance feels incomplete. Also, I don't know if this concerns you or not, but wouldn't the maze spell he casts when he sees you mean an automatic game over for solo characters?

I enjoyed the Nazarial fight. Different, but not too difficult. I'm curious to see what will happen when I exit the Underdark.

The Vithal negotiation is excellent. I find it especially gratifying that he notices if you pickpocketed him before dividing the spoils. I also appreciate the rod of absorption coming with more than a single charge now.

One thing I'm scratching my head over is Simyaz's group of Githyanki. I'm assuming it's QP's AI improvements that has smartened them up (nothing else is installed that claims to do so), but am puzzled as to why they are able to power word: sleep my entire party into submission. As far as I know, that spell shouldn't affect any of them at all, as none of my party members have less than 20 hitpoints. (Hell, only Kelsey has less than 60.) And I'm still ticked that I can't just give them their damned sword and leave in peace. (At least that idiot Saemon will finally stay dead, thanks to Oversight and a critical hit by Minsc.)
Title: Re: I am interested in any and all criticism!
Post by: Michael on December 11, 2005, 07:23:27 AM
Nazarial:

I completely missed his "release" dialogue before I went back to hunt for it, because of all the confusion with Ehlan and the elves...

If I might offer a suggestion, and "uncork bottle" option could be used to let him out of his phalactery...  This could summon an "apparition" of the lich, which would get pissed if he's still underground, and be happy if he's aboveground.

Just a thought.
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on December 11, 2005, 11:47:38 AM
I'd like to see something else involving Moiya's husband. I don't necessarily need a happy ending, but being able to release him (say, after the Irenicus battle, while exploring the remainder of the Asylum) would be nice. Journal entry could simply say "I hope he makes it home, but it's now out of my hands." As it is, his appearance and subsequent disappearance feels incomplete.
Yes, I'll do something along these lines.

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Also, I don't know if this concerns you or not, but wouldn't the maze spell he casts when he sees you mean an automatic game over for solo characters?
Yes, and the casting of maze itself is actually just an embarassing bug. I'll keep some sort of randomness to his behaviour, but he won't be casting level 8 spells for no reason next time.

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I'm curious to see what will happen when I exit the Underdark.
I, uh, wouldn't get too excited.

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One thing I'm scratching my head over is Simyaz's group of Githyanki. I'm assuming it's QP's AI improvements that has smartened them up (nothing else is installed that claims to do so), but am puzzled as to why they are able to power word: sleep my entire party into submission. As far as I know, that spell shouldn't affect any of them at all, as none of my party members have less than 20 hitpoints. (Hell, only Kelsey has less than 60.) And I'm still ticked that I can't just give them their damned sword and leave in peace. (At least that idiot Saemon will finally stay dead, thanks to Oversight and a critical hit by Minsc.)
Actually, I don't think the AI component touches their spellcasting at all, and it certainly doesn't make spurious changes to the functioning of Power Word Sleep. Perhaps you have Smarter Mages from Tactics or something?

Quote
If I might offer a suggestion, and "uncork bottle" option could be used to let him out of his phalactery...  This could summon an "apparition" of the lich, which would get pissed if he's still underground, and be happy if he's aboveground.
Yeah, that's actually a pretty good idea-- it also opens up the possibility to release him in battles as a hostile-to-all summon in a similar way to Pit Fiends.
Title: Re: I am interested in any and all criticism!
Post by: Bex on December 11, 2005, 11:56:04 AM
Nope, no smarter mages, tougher Githyanki or anything. Oh well.

Also, your Nazarial area is flirt-enabled. I got an Anomen flirt as soon as I walked in the door. It was rather appropriate to the situation ("I will protect you from any dweller in the dark who may mean you harm."), so I kinda liked it. Didn't think to try PC-initiated flirts as I was busy exploring.
Title: Re: I am interested in any and all criticism!
Post by: jester on December 11, 2005, 11:59:16 AM
Quote
Quote
I'm curious to see what will happen when I exit the Underdark.
I, uh, wouldn't get too excited.
Please let Elthan have been sqashed by a piano. Please!
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on December 11, 2005, 04:28:42 PM
Nazariel being flirt-enabled should be fixed.
Title: Re: I am interested in any and all criticism!
Post by: Bex on December 11, 2005, 08:56:37 PM
The Githyanki thing seems to have been a temporary glitch. I went back to that fight today and they still cast the spell, but it behaved as it should (no effect, as party members have too many HPs). Was very strange the first time to see them all get laid out one by one and then cut to pieces.

Yeah, Nazariel's finale was maybe a touch anticlimactic, though having anything more complicated happen right on exit would have probably been impossible. I really like the "uncork" idea.
Title: Re: I am interested in any and all criticism!
Post by: Western Paladin on December 12, 2005, 10:53:22 PM
By the bye, I've noticed that Gauths are somewhat more deadly than I remember them being. They used to attack quite slowly and I could usually run up to them before getting shot more than once. Now I tend to get a shower of Cause Serious Wounds, Paralyze, etc. EDIT: I'm assuming that's a General AI Improvement but I could be wrong.

I was doing the Potion Quest, and it occurred to me it might be nice to have some way to keep track of which potions you've already given the guy. If it's not too difficult to program, it might be nice to have a new journal entry whenever you give him a potion that says something like "I have found and delivered a Potion of Insight".
Title: Re: I am interested in any and all criticism!
Post by: Bex on December 12, 2005, 11:25:09 PM
The original had something like that, and I found it cumbersome. Twenty piddly journal entries, one for each potion. Or maybe I was only annoyed because they didn't auto-delete and I had to erase them all by hand. I don't remember now.

Anyway, I keep a notebook by my PC for gaming lists and stuff. Geek++
Title: Re: I am interested in any and all criticism!
Post by: Bex on December 14, 2005, 08:12:25 PM
And he's not recognizing that I gave him a potion of insight already, though I haven't seen if giving him a second one changes that.
I don't see what could cause this, however. It's possibly the same issue Turnabout suffers from, whereby clicking through a dialogue too quickly doesn't allow time for variables to be set. Let me know if you can reproduce it consistently.

Will do. I'm pretty sure that's the one I gave him right before suggesting he go speak to Sidhe, so it might not have registered properly.

And I may have spoken too soon pooh-poohing the journal entries, as such a thing would now possibly help me in narrowing down exactly what Mr. Jadarath still wants from me. Unfortunately, he seems to have forgotten several of the potions I did give him and refuses to let me complete the quest. I'll probably try CLUAing one of everything that I don't already have, but according to my records, he's collected 'em all.

He did accept a second potion of insight and doesn't want another, but he'll also take another potion of explosions, which was one of the first ones I gave him. Maybe splitting the quest up between chapters 2, 3, and 6 doesn't work so well.
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on December 23, 2005, 11:00:48 AM
Okay, I now see what causes Jadarath to accept potions multiple times: if he visits his family, his CRE gets destroyed and recreated, losing track of what he's accepted. I'm dumb for not noticing this earlier, but it's fixed now.

I removed the journal entries for each potion because it was enormously irritating having them fill the whole thing, and there was no satisfactory way to "cross potions off" the original list. I believe it's possible to edit journal entries yourself by double-clicking though.
Title: Re: I am interested in any and all criticism!
Post by: Bex on January 18, 2006, 05:44:04 PM
The readme indicates that there should be some further involvement with Quallo, but I haven't noticed any difference. Should I try charming and dispelling him next time, or am I really missing something obvious?

Baisera used to not spawn until you talk to Mira (v.1?), but now she is always in the CC back rooms. This isn't a problem in itself, but if you skip talking to Mira, you can still tell Baisera later on that Mira has offered her old job back. I think you even have to tell her this if you're trying to resolve the quest in a non-cruel fashion (could be wrong about that part). I would also like to see Mira mention Baisera again when you talk to her next. Just a simple thank you for helping her out, similar to Bylanna re: Reynald.

You can refer to Booter as a gnome when you meet Carrack. Isn't he a dwarf? Also, the new torturer should have a second text after her initial introduction, instead of repeating her intro all the time. The "new" version of Booter will repeat his sad stories from before, and then revert to his new text again.

Carrack's quest needs interjections. Korgan should say it serves Booter right for being so loose-lipped. Yoshimo might mention really not wanting to get on thier bad side at some point. I think Nalia should comment on how terrible it is to lose your family... but that only makes sense if you've done the Keep. Jaheira or Mazzy instead, on the loss of a loved one and desire for revenge? Maybe Keldorn should say something there as well, though it could be tricky to get it right depending on the status of his family quest. Booter's stories call for some commentary as well, ranging from "That's awful! I can't listen to any more!" (Aerie) to "I would have done the same" (Viconia?).

Various party members could mention how this is further evidence of the brutality/ruthlessness of the Shadow Thieves. Interjections like this are appropriate at various points throughout the quest, and would provide further justification for returning in Chapter 6. Come to think of it, does Carrack resurface in Brega's quest? It would be a nice touch if he did.
Title: Re: I am interested in any and all criticism!
Post by: Shaitan on April 24, 2006, 07:11:05 AM
First of all, I enjoy this mod very much! But I don't understand when I install, it takes more than one and a half hour! I just don't get since other mods are way quicker to install. Why?
Title: Re: I am interested in any and all criticism!
Post by: Diana on April 30, 2006, 11:43:30 AM
I guess bug reports should go in this thread rather than the announcement one for the latest release.

Found another one.  Sent an e-mail with a screenshot since I don't know how to do it here.  So here goes:  Party is under the patronage of the Order of the Most Radient Heart.  We're supposed to be going to the Umar Hills to save the Knights.  As soon as we step outside the OTMRH door, I see messages flashing in the text box about the Knights being attacked by the ogres, ettin, etc.

Party goes immediately to the Sir Alymar speech which is supposed to take place in the Umar Hills after normal travelling - but I think I'm stil lin the Temple District.  (Had to do an errand and stop play at that time) but they don't have buildings like that in the Umar Hills.

I'm beta testing a few mods - the ones I'm actively involved with do not do anything to that quest.  I've also loaded CoM's Fade but I don't think her coding does anything to that  particular quest either.
Title: Re: I am interested in any and all criticism!
Post by: Drew on May 13, 2006, 06:38:44 AM
First of all, I enjoy this mod very much! But I don't understand when I install, it takes more than one and a half hour! I just don't get since other mods are way quicker to install. Why?
New areas, script assignments, and voice files tend to take up quite a bit of time.  The rule of thumb, here, is that the more shit you patch, the longer it's going to take. 
Title: Re: I am interested in any and all criticism!
Post by: Bex on May 14, 2006, 09:20:43 PM
An hour and a half installing does seem excessive though. Of course, that may depend on the specs of the PC in question too.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on May 15, 2006, 01:04:42 PM
For me, it only takes a few minutes.  ???

As for bugs, I was to write one, but it was already explained that Vithal was immortal. Too bad, I always kill him.

Another oddity, I never succeds to reunite the lost girl in the docks with her mother (she just gets the coin, and runs away).
Title: Re: I am interested in any and all criticism!
Post by: Bex on May 15, 2006, 02:19:18 PM
If you're offering money to the little girl, then she should still leave. You have to ask questions about her mother to reunite them, but not offer money.

When was Vithal made immortal? Not that I've ever actually fought him, but it doesn't really make sense that a right evil bastard of a PC shouldn't be able to kill him at a high enough level.
Title: Re: I am interested in any and all criticism!
Post by: SixOfSpades on May 15, 2006, 07:56:53 PM
Not that I've actually played it, but my suggestion to SimDingo was to remove the exploit of playing nice with Vithal, getting your choice of items and the quest EXP, and then killing him just as he's Dimension Dooring away, for the additional EXP and the rest of the items. I figure if the player is going to be an evil bastard, they should be forced to do it only when Vithal has a chance to fight back.

So if Vithal is "immortal," it's only while he's Dimension Dooring away. I'm pretty sure.
Title: Re: I am interested in any and all criticism!
Post by: Bex on May 15, 2006, 11:42:22 PM
Oh, ok. THAT makes sense.

I was reading it as though you could opt to fight him, and then discover that he's unkillable. Which would suck, but I think it's the kind of suck that Sim would agree with me about.
Title: Re: I am interested in any and all criticism!
Post by: Hide and Seek on May 16, 2006, 06:06:03 AM
I haven't played with an evil party yet, but my good party doesn't get the option to kill him, the dialogue goes as far to the "third share" and from there, you must accept an item, cause demanding it all only reverts back to the share options. I sacrificed the Time Stop in favor for all the other spells. But I would really like to have it all.
Title: Re: I am interested in any and all criticism!
Post by: Shaitan on May 16, 2006, 03:51:45 PM
Quote
New areas, script assignments, and voice files tend to take up quite a bit of time.  The rule of thumb, here, is that the more shit you patch, the longer it's going to take.
Thanks Drew, that helps me next time :) anyway it's easier to cope with.
Title: Re: I am interested in any and all criticism!
Post by: SixOfSpades on June 14, 2006, 04:24:37 PM
... my good party doesn't get the option to kill him, the dialogue goes as far to the "third share" and from there, you must accept an item, cause demanding it all only reverts back to the share options.
Yep, I would call that a bug.


My criticisms (so far) for v2.3:

Miscellaneous Enhancements: Ribald isn't wearing an Archmagi Robe, I was able to pickpocket it from him.

Booter: I have some suggestions:
Carrack has only been imprisoned for a very short time, so there's no reason for him to suddenly become a withered old man with a long beard. I'd keep his avatar as that of a Male Human Fighter (I think that's what he is), and make him a Ranger, giving him the ability to Stealth out of the prison, making his exit from the Guildhall a little bit more believable.
I would alter Carrack's "I had a small cache of potions and equipment" line slightly, to mention that he was keeping them at a friend's house; not only is this a plausible corroborative detail, it gives Carrack a place to hide out while plotting his revenge.
The Trap blocking the stairs in Carrack's house should be auto-disarmed upon entering the building.
It would be nice if at least some of the thugs sent to Carrack's house were legal Thieves, not guys decked out in stuff that Thieves can't use.
I would double-check the placement of Booter-on-the-rack: In my game, he appeared not on a table, but on the ground next to a table. Also, when speaking to him, his first line is the groaning in pain that you'd expect; but talking to him again starts him off again about all the prisoners he's tortured.
Title: Re: I am interested in any and all criticism!
Post by: Grand_dracolich on June 20, 2006, 05:07:21 PM
The cloak of reflection (the one you get from the sahuagin priestess) is supposed to reflect spells like spell turning, but it just absorbs them. I got it to reflect once, but it won't. Does this mod do something to it, or can you do something to fix that? 'cause that's my best shot against beholders.
Title: Re: I am interested in any and all criticism!
Post by: Balathustrius on June 20, 2006, 06:02:07 PM
Quote
Miscellaneous Enhancements: Ribald isn't wearing an Archmagi Robe, I was able to pickpocket it from him.

Aha, I wondered about his apparent nakedness (in that he's not wearing a hooded cloak)  You can pickpocket it, huh?

Woot.   :D
Title: Re: I am interested in any and all criticism!
Post by: SixOfSpades on June 21, 2006, 03:47:08 AM
The cloak of reflection is supposed to reflect spells like spell turning, but it just absorbs them. I got it to reflect once, but it won't. Does this mod do something to it, or can you do something to fix that?
The Cloak of Mirroring is changed by installing ToB. You can turn it back into its older, more powerful version by deleting the item file (though I don't know precisely what the name is) from your Override folder, though this will only affect games in which you have not already found the Cloak.


Quote
'cause that's my best shot against beholders.
Aw, man! You mean, in your game, you actually have to hit Beholders in order to kill them? Jeez, that bites! They're supposed to just fall over dead as soon as you enter the room.

Slight sarcasm there.  ::)
Title: Re: I am interested in any and all criticism!
Post by: Bex on June 21, 2006, 10:11:19 AM
Mage robes won't show up on Ribald because he doesn't use a mage avatar.

The Cloak of Mirroring is clck26, and it will change even in games where you have found it already. As far as I know, there's no way for item effects like that to be stored in the save.

With normal Beholders, just being protected from their rays and whacking them is generally sufficient to lay waste to them all. And with Weimer-style Tactics Beholders, even reflecting their rays isn't gonna save your ass.
Title: Re: I am interested in any and all criticism!
Post by: Grand_dracolich on June 23, 2006, 06:56:44 AM
Aw, man! You mean, in your game, you actually have to hit Beholders in order to kill them? Jeez, that bites! They're supposed to just fall over dead as soon as you enter the room.

Slight sarcasm there.  ::)

Well, I find Beholders to be one of the most fun enemies in the game. I have Freedom's Call and Dragonslayer dual wielded (protected against paralysis and fear), the Cloak of mirroring (protected against their rays), and the Citadel Helm from Items Upgrade Mod (protection against charm and stuff). I'm immune to anything they can do at that point. I killed every beholder in both the underdark cave (though the mind flayers took a chaotic commands spell), and in the unseeing eye quest with one character alone.

The hardest part was the underdark cave at the beginning where you have to fight two with all of your characters :).
Title: Re: I am interested in any and all criticism!
Post by: jester on June 23, 2006, 07:47:40 AM
To accomplish something that is absolutely no challenge. ::) How great is that? Kudos!
Title: Re: I am interested in any and all criticism!
Post by: Elfen Lied on August 03, 2006, 06:42:43 AM
not sure where to ask this but i seem to be having a porblem with the quest pack.

i know that is my friend and i want to play together we need the same parts of the same mods in the same order so we are trying to do this the problem is when he installed the quest pack it didnt come out the same as me

mine
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only

His
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements

he can only install one of those three options, while i on the other hand am somehow able to install two, when he presses 1, 2, or 3 he moves on to the next question. with me, if i recall i was asked the question twice, so i answered it, i believe i answered the question with the second option the first time it asks then and this is what i can understand i then press 3,

is this normal or should it only ask once

oh and my game works fine too, no screw ups, i really cant understand it. why when i install the quest mod can i install more than one of these options while my friend can only install one. is there some kind of corruptiong going on,  on my part, i just dont get it.

install order

both of us have SOA , TOB , latest patch installed

my weidu file text

~SETUP-ASHESOFEMBERS.TP2~ #0 #2 // Unique weapons (bolas and katars)
~SETUP-ASHESOFEMBERS.TP2~ #0 #3 // Throwing Spears
~SETUP-ASHESOFEMBERS.TP2~ #0 #4 // Wizard Slayer kit MR bonus (8% + 4%/level)
~SETUP-ASHESOFEMBERS.TP2~ #0 #5 // Priest of Oron Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #6 // Priest of Lahan-Riyashal Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #7 // Priest of Thieron Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #8 // Priest of Cathoun Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #9 // Priest of Yathar Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #10 // Priest of Uulix Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #12 // New Armour (Scale, Banded, and Field Plate)
~SETUP-EASE.TP2~ #0 #0 // Infinite Weapon, Potion and Ring/Amulet Stacking
~SETUP-EASE.TP2~ #0 #2 // Multi-Class Grand Mastery
~SETUP-EASE.TP2~ #0 #3 // True Grand Mastery (extra half-attack, etc.) (Baldurdash)
~SETUP-EASE.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth"
~SETUP-EASE.TP2~ #0 #6 // Wear Magical Armor AND Magic Rings (etc.)
~SETUP-EASE.TP2~ #0 #9 // Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher)
~SETUP-EASE.TP2~ #0 #10 // XP Cap Remover
~SETUP-EASE.TP2~ #0 #11 // Allow Multi-Player Created NPCs to "Wait Here" When Kicked Out
~SETUP-EASE.TP2~ #0 #12 // Turn Off The Hideous Cloak-of-Mirroring and Spell-Trap Animation
~SETUP-EASE.TP2~ #0 #13 // Unlimited Bag of Holding (Blucher)
~SETUP-EASE.TP2~ #0 #14 // Multiple Strongholds (Baldurdash)
~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash)
~SETUP-EASE.TP2~ #0 #16 // Keep Drizzt's Loot, Disable Malchor Harpell
~SETUP-EASE.TP2~ #0 #17 // No Drow Avatars On Party In Underdark
~SETUP-EASE.TP2~ #0 #18 // Imoen ToB Dialogue Fix
~SETUP-EASE.TP2~ #0 #19 // Shapeshifter Rebalancing
~SETUP-EASE.TP2~ #0 #20 // Female Edwina
~SETUP-EASE.TP2~ #0 #21 // Romance: Bug Fixes (required for later components).
~SETUP-EASE.TP2~ #0 #22 // Romance: PC can romance one NPC (regardless of race/gender).
~SETUP-EASE.TP2~ #0 #23 // Romance: PC can romance multiple NPCs concurrently, but must say the right things.
~SETUP-EASE.TP2~ #0 #24 // Romance: PC can romance multiple NPCs concurrently and can say anything without ending a romance.
~SETUP-EASE.TP2~ #0 #26 // Low Reputation Store Discount (Sabre)
~SETUP-EASE.TP2~ #0 #28 // Rest Anywhere (Japheth)
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn
~SETUP-UB.TP2~ #0 #7 // Restored Encounters
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations"
~SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher
~SETUP-UB.TP2~ #0 #12 // Item Restorations
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations
~SETUP-UB.TP2~ #0 #22 // Justifier Kit
~SETUP-UB.TP2~ #0 #23 // Feralan Kit
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper
~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns
~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen
~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement
~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery
~SETUP-DSOA.TP2~ #0 #0 // Kensai Ryu's Deeper Shadows of Amn v2.2
~SETUP-DSOA.TP2~ #0 #1 // Difficult Brown Dragon
~SETUP-DSOA.TP2~ #0 #2 // Improved Copper Coronet
~SETUP-DSOA.TP2~ #0 #3 // Improved Crypt King
~SETUP-DSOA.TP2~ #0 #5 // Gnome Fighter/Illusionist Encounter
~SETUP-DSOA.TP2~ #0 #8 // Curse of the Underground Shade Lord
~SETUP-TACTICS.TP2~ #0 #1 // The Ritual (requires ToB)
~SETUP-TACTICS.TP2~ #0 #3 // Improved Sahuagin City
~SETUP-TACTICS.TP2~ #0 #4 // Improved Bodhi
~SETUP-TACTICS.TP2~ #0 #6 // Improved Guarded Compound in the Temple District
~SETUP-TACTICS.TP2~ #0 #7 // Improved Twisted Rune
~SETUP-TACTICS.TP2~ #0 #8 // "Kuroisan", the Acid Kensai
~SETUP-TACTICS.TP2~ #0 #10 // Gebhard Blucher's Improved Mae'Var
~SETUP-TACTICS.TP2~ #0 #11 // Gebhard Blucher's Lich in the Docks
~SETUP-TACTICS.TP2~ #0 #12 // Gebhard Blucher's Improved Demon Knights
~SETUP-TACTICS.TP2~ #0 #14 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks
~SETUP-TACTICS.TP2~ #0 #15 // Kensai Ryu's Improved Crypt King
~SETUP-TACTICS.TP2~ #0 #17 // Gebhard Blucher's Random City Encounters
~SETUP-TACTICS.TP2~ #0 #18 // Kensai Ryu's Random Wilderness Encounters
~SETUP-TACTICS.TP2~ #0 #19 // Improved Undead
~SETUP-TACTICS.TP2~ #0 #20 // Improved Golems
~SETUP-TACTICS.TP2~ #0 #24 // Kensai Ryu's Smarter Vampires
~SETUP-TACTICS.TP2~ #0 #26 // Fighter-Class Archer Kit
~SETUP-TACTICS.TP2~ #0 #27 // Anti-Paladin Kit
~SETUP-TACTICS.TP2~ #0 #28 // Gφran Rimιn's Improved Nymphs
~SETUP-TACTICS.TP2~ #0 #29 // Kensai Ryu's Improved Copper Coronet
~SETUP-TACTICS.TP2~ #0 #30 // SimDing0's Improved Oasis
~SETUP-TACTICS.TP2~ #0 #31 // Mike Barnes' Improved Small Teeth Pass
~SETUP-TACTICS.TP2~ #0 #32 // Mike Barnes' Improved North Forest
~SETUP-TACTICS.TP2~ #0 #33 // Mike Barnes' Marching Mountains
~SETUP-TACTICS.TP2~ #0 #36 // Tougher Fire Giants
~GBTHFKP.TP2~ #0 #0 // Expanded Thief Stronghold
~GBTHFKP.TP2~ #0 #1 // Enhanced Random Encounters (w/Kensai Ryu, ToB req.)
~SETUP-SPELL50.TP2~ #0 #0 // Extend Many Spells to 50th Level
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades
~SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2
~SETUP-EDWINTOB.TP2~ #0 #1 // New ending for Viconia Romance by Laufey
~CHLOE.TP2~ #0 #0 // Chloe NPC mod v1.2
~SETUP-SOLAUFEIN.TP2~ #0 #0 // Solaufein Romance for Baldur's Gate II (SoA & ToB)
~SETUP-VALEN.TP2~ #0 #0 // Valen
~SETUP-KIVAN.TP2~ #0 #0 // Kivan of Shilmista
~SETUP-KIVAN.TP2~ #0 #1 // Select Deheriana's Class -> Deheriana's class is the Mage/Fighter/Cleric
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II, v1
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn
~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter)
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter)
~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA
~SETUP-NPCFLIRT.TP2~ #0 #1 // Aerie/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended)
~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB
~SETUP-NPCFLIRT.TP2~ #0 #3 // Aerie/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended)
~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #5 // Jaheira/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended)
~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB
~SETUP-NPCFLIRT.TP2~ #0 #7 // Jaheira/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended)
~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #9 // Viconia/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended)
~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB
~SETUP-NPCFLIRT.TP2~ #0 #11 // Viconia/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended)
~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #13 // Anomen/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended)
~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB
~SETUP-NPCFLIRT.TP2~ #0 #15 // Anomen/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended)


his

~SETUP-ASHESOFEMBERS.TP2~ #0 #2 // Unique weapons (bolas and katars)
~SETUP-ASHESOFEMBERS.TP2~ #0 #3 // Throwing Spears
~SETUP-ASHESOFEMBERS.TP2~ #0 #4 // Wizard Slayer kit MR bonus (8% + 4%/level)
~SETUP-ASHESOFEMBERS.TP2~ #0 #5 // Priest of Oron Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #6 // Priest of Lahan-Riyashal Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #7 // Priest of Thieron Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #8 // Priest of Cathoun Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #9 // Priest of Yathar Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #10 // Priest of Uulix Kit (WARNING: Only 9 priests kits are possible at any one time, including BioWare defaults.)
~SETUP-ASHESOFEMBERS.TP2~ #0 #12 // New Armour (Scale, Banded, and Field Plate)
~SETUP-EASE.TP2~ #0 #0 // Infinite Weapon, Potion and Ring/Amulet Stacking
~SETUP-EASE.TP2~ #0 #2 // Multi-Class Grand Mastery
~SETUP-EASE.TP2~ #0 #3 // True Grand Mastery (extra half-attack, etc.) (Baldurdash)
~SETUP-EASE.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth"
~SETUP-EASE.TP2~ #0 #6 // Wear Magical Armor AND Magic Rings (etc.)
~SETUP-EASE.TP2~ #0 #9 // Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher)
~SETUP-EASE.TP2~ #0 #10 // XP Cap Remover
~SETUP-EASE.TP2~ #0 #11 // Allow Multi-Player Created NPCs to "Wait Here" When Kicked Out
~SETUP-EASE.TP2~ #0 #12 // Turn Off The Hideous Cloak-of-Mirroring and Spell-Trap Animation
~SETUP-EASE.TP2~ #0 #13 // Unlimited Bag of Holding (Blucher)
~SETUP-EASE.TP2~ #0 #14 // Multiple Strongholds (Baldurdash)
~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash)
~SETUP-EASE.TP2~ #0 #16 // Keep Drizzt's Loot, Disable Malchor Harpell
~SETUP-EASE.TP2~ #0 #17 // No Drow Avatars On Party In Underdark
~SETUP-EASE.TP2~ #0 #18 // Imoen ToB Dialogue Fix
~SETUP-EASE.TP2~ #0 #19 // Shapeshifter Rebalancing
~SETUP-EASE.TP2~ #0 #20 // Female Edwina
~SETUP-EASE.TP2~ #0 #21 // Romance: Bug Fixes (required for later components).
~SETUP-EASE.TP2~ #0 #22 // Romance: PC can romance one NPC (regardless of race/gender).
~SETUP-EASE.TP2~ #0 #23 // Romance: PC can romance multiple NPCs concurrently, but must say the right things.
~SETUP-EASE.TP2~ #0 #24 // Romance: PC can romance multiple NPCs concurrently and can say anything without ending a romance.
~SETUP-EASE.TP2~ #0 #26 // Low Reputation Store Discount (Sabre)
~SETUP-EASE.TP2~ #0 #28 // Rest Anywhere (Japheth)
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn
~SETUP-UB.TP2~ #0 #7 // Restored Encounters
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations"
~SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher
~SETUP-UB.TP2~ #0 #12 // Item Restorations
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations
~SETUP-UB.TP2~ #0 #22 // Justifier Kit
~SETUP-UB.TP2~ #0 #23 // Feralan Kit
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements
// Recently Uninstalled: ~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper
~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns
~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen
~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement
~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement

can anyone help us out.

also i think if i unistall all my mods up to questpack it may still ask me that question twice when i reinstall
Title: Re: I am interested in any and all criticism!
Post by: Bane on October 29, 2006, 02:43:17 AM
Hi all, just a few minor probs I wanted to report. Firstly this mod was absolutely brilliant, especially since it helped evil parties to do more things.

I just finished the dryad's quest and I decided to help the evil dryad and give the corrupted acorns to the good aligned one. When I did she dropped a tear but I can't seem to equip it to anything. Also when I met up with the evil dryad again I didn't get the gold she promised...also as a possible extension would it be possible to betray her at this point? Developing the plot further would be magnificent, but still very good nonetheless.

Other than that I am still looking for the Carrack quest, the Harper/Xzar quest went fine, the betrayal of Renal is all good too. Then the minor things such as helping the little girl find her mother went okay too but I agree with one of the other posters that maybe good aligned should be able to help and give some money, maybe the evil can give the girl to the slavers?
 Copper coronet was fine, and the Moira quest went off without problems too although the amount was a bit too high (the amount she borrowed).

I'll report anymore problems and whatnot when I come to them. Keep up the good work!
Title: Re: I am interested in any and all criticism!
Post by: Ardek on November 14, 2006, 07:40:55 PM
I've only just redownloaded this quest pack (got it once ages ago... Must have been close to its release... maybe) and something which bugged me was the way that when I slaughtered the mummies in the... whatsumacallsit... Temple Ruins! Yer, anyway, when I killed them they automatically became human again; which to me seemed a little odd considering that I just filled them full of holes... Was a pretty minor gripe though (I mean, hell, I just installed it for another go) and for all I know it might well be gone... Either way: Nice Mod, thank you.
Title: Re: I am interested in any and all criticism!
Post by: komarr on November 16, 2006, 10:33:49 PM
Is the Quest pack compatable with Mirrabo's Imoen Romance mod??
Title: Re: I am interested in any and all criticism!
Post by: Drew on December 17, 2006, 07:43:28 AM
Is the Quest pack compatable with Mirrabo's Imoen Romance mod??
Yes, unfortunately.
Title: Dryad's acorn
Post by: frabjous on July 10, 2007, 04:46:03 PM
I just finished the dryad's quest and I decided to help the evil dryad and give the corrupted acorns to the good aligned one. When I did she dropped a tear but I can't seem to equip it to anything. Also when I met up with the evil dryad again I didn't get the gold she promised...also as a possible extension would it be possible to betray her at this point? Developing the plot further would be magnificent, but still very good nonetheless.

I'm having the same problem as Bane. I can't equip the Dryad Tear, and I did not get my gold. I don't care much about the gold, but the tear is bothersome. Any thoughts?
Title: Re: I am interested in any and all criticism!
Post by: Bex on August 08, 2007, 01:59:17 AM
Minor thing with the AI for more intelligent use of potions. I had a skeleton warrior spawn with a healing potion as its random treasure, or at least I assume it had one because it drank some kind of potion when beaten down to badly wounded status. The potion didn't seem to do anything, but I'm not sure that undead should be using potions at all. And healing potions for undead are right out. Dunno how much of a pain it would be to fix this though.
Title: Re: I am interested in any and all criticism!
Post by: jester on August 08, 2007, 04:33:03 AM
Perhaps it was one of those silly adventurer types who held on to this odd looking healing potion he bought back then at the carnival in Nashkel. In the heat of the battle he totally forgot about his current state and emptied his little treasure. Who knows why undead keep all that junk anyway.
Title: Re: I am interested in any and all criticism!
Post by: Lantier on March 17, 2008, 11:38:32 AM
SimDingo,

This is an awesome mod, man!!  My only suggestion is to make it a bit easier to find Nazarial's lair.  Maybe leave a note on a drow's body of something.  I had to wander a bit to find it.  (Was there supposed to be a message when you got close?  If so, I never saw it--maybe it got mixed in during a KuoToan attack or something...).

I really like what you did with Nazarial.  From what I can tell, he didn't use any strategy that wasn't also available to the PC.  The triple image thing was classic.  The use of mm was also a surprise (I never could understand why a lich would fire a symbol of death at a 12 lvl fighter when he'd be better off just whacking you for 25 pts dmg...).

I didn't install the AI component yet.  If I did, will the other liches smarten up too?  Am I asking for trouble?   ;D
Title: Re: I am interested in any and all criticism!
Post by: SimDing0™ on March 21, 2008, 08:50:52 PM
This is an awesome mod, man!!  My only suggestion is to make it a bit easier to find Nazarial's lair.  Maybe leave a note on a drow's body of something.  I had to wander a bit to find it.  (Was there supposed to be a message when you got close?  If so, I never saw it--maybe it got mixed in during a KuoToan attack or something...).
There should be some floating text when you near the place, but a note is actually a very good idea and I'll add it in the next version.

Quote
I really like what you did with Nazarial.  From what I can tell, he didn't use any strategy that wasn't also available to the PC.  The triple image thing was classic.  The use of mm was also a surprise (I never could understand why a lich would fire a symbol of death at a 12 lvl fighter when he'd be better off just whacking you for 25 pts dmg...).
Thanks. A lot of people seem to like this battle. I wasn't quite sure how it'd go down when I scripted it since it actually isn't completely legal (Nazariel is invulnerable until you kill his images). I figured it was fun though, and yeh, your party will certainly take some damage.

Quote
I didn't install the AI component yet.  If I did, will the other liches smarten up too?  Am I asking for trouble?   ;D
Not at the moment. I will overhaul lich AI at some stage, but for now I heartily recommend Sword Coast Strategems II (http://www.gibberlings3.net/scsii/) for AI enhancement. It should work fine alongside Quest Pack.
Title: Re: I am interested in any and all criticism!
Post by: Jarin on March 24, 2008, 02:46:48 PM
Ehrm... Yes.

One problem. Could you please release the qeust pack in a .Zip or a .Rar next time? It is rather convenient for the lonely Linux users (Wine has problems with your type of installation program. The backdrop shows up on the foreground and I can't see a thing).
Title: Re: I am interested in any and all criticism!
Post by: densorteengel on July 16, 2008, 03:37:22 PM
1. Nazariel needs some kind of closure. Either it's just me, or there's something missing here, I mean you fight him and then take the phylactery outside, it vanishes without a clue and that's it? But great fight and all though :)

2. Maybe I was doing this the wrong way, but I never got anything out of the new Dryad-Acorns story? Well, other than just handing them over for nothing?
2,1. Could be great if you actually got to tell the dryad queen about her evil "sister",- IF Phluafea didn't encounter you the second time trying to kill you :)

3. I'm not really sure as to wether or not this applies to QP or not, but the glacias-charm-thing is STILL not working for me.

GREAT GREAT MOD BTW :):)
Title: Re: I am interested in any and all criticism!
Post by: Lemernis on April 02, 2009, 07:30:52 AM
I would recommend that the Miscellaneous Enhancements feature "New random encounters are introduced, both in the city and in the wilderness. (This will work alongside the similar component in the Tactics mod.) " be made into a separate component. 

The reason is that when combined with SCSII's core AI features (Smarter General AI, Smarter Mages, and Smarter Clerics) just traveling around in Athkatla can become a tedious chore.  And even without SCSII, for chapter 2 this feature randomly generates virtually unbeatable rakshasas (immune to spells evel 1-7, I am told).  When the ambushing rakshasas appear I see little choice but to gulp down invisibility potions and scurry down the alley before they fully teleport in. 

I realize the computer game takes many liberties with the Forgotten Realms setting to begin with.  But according to FR canon (Lands of Intrigue) the city of Athkatla appears to be a relatively safe place to walk around in.  It is true that it is rife with seedy activity, and that the law is for sale in Athkatla.  But between the powerful merchant families and the Shadow Thieves, this sort of constant mugging on the streets wouldn't be tolerated because it would drive merchants away and harm trade--and Athkatla is first and foremost all about keeping its business enterprises thriving. 

These ambushes would make more sense as part of a pay-off system to a sub-guild of the Shadow Thieves.  The PC might buy 'protection' to avoid this sort of mugging. Or if the PC becomes 'connected' to a local merchant family house, i.e., either earns their favor or is in their hire, then he or she would not be subject to being constantly accosted like that.

Anyway, the feature is bundled into a nice assortment of other ones (lots of good stuff in Miscellaneous Enhancements)--and unfortunately I had to uninstall all of that other content in order to stop the random attacks on the streets of Athkatla.  To sum, I would like to see 'new random encounters' either made into a separate component that players can choose not to install in order to be able to get around easily in the city, and/or introduce a bribery system that allows the party to avoid those fights. 

Thanks for listening.

Title: Re: I am interested in any and all criticism!
Post by: Dirty Uncle Bertie on April 02, 2009, 08:04:32 AM
Lemernis, I assume you're mentioning this in response to my post - http://forums.gibberlings3.net/index.php?showtopic=17032&st=0&p=146229&#entry146229

Might there be a way to alter the .tp2 so that "Miscellaneous Enhancements" is installed without the "New random encounters..."?  Since there's been no movement from Sim on his Dec 07 update, any changes will likely have to be made by a third party.
Title: Re: I am interested in any and all criticism!
Post by: Lemernis on April 02, 2009, 08:22:46 AM
Lemernis, I assume you're mentioning this in response to my post - http://forums.gibberlings3.net/index.php?showtopic=17032&st=0&p=146229&#entry146229

Might there be a way to alter the .tp2 so that "Miscellaneous Enhancements" is installed without the "New random encounters..."?  Since there's been no movement from Sim on his Dec 07 update, any changes will likely have to be made by a third party.

I hadn't seen that post, but I will respond that, for me at least, even without SCSII in the mix, the Quest Pack's 'new random encounters' is unbalanced, yes--definitely where its rakshasas are concerned.  The more common ambush mobs of humans that include mages and clerics are manageble, on the other hand.  The SCSII AI improvements from Smarter Mages and Smarter Clerics make them a little more formidable but you they are certainly beatable (once the party has purchased a magic license). 

Anyway, I think the Quest Pack and SCSII work fine together.  Quest Pack is unbalanced all by itself in generating its rakshasas. 

The problem that I have with the human spawns is that they become tedious.  There's plenty of tough fights to be had thoughtout the game. My guess is that many players, if not most, would prefer to enjoy all the goodies included in Miscellaneous Enhancement without constantly being accosted when traveling between city maps.

Yeah, given that we may not see any futher upgrades of Quest Pack, perhaps the answer is to for someone still active with PPG or G3 to advise players how to edit to .tp2 in order to remove the 'new random encounter' feature from Miscellaneous Enhancements. 
Title: Re: I am interested in any and all criticism!
Post by: DavidW on April 02, 2009, 05:18:12 PM
I imagine commenting out everything in d0questpack.tp2 between line 1551 and 1580 would do it.
Title: Re: I am interested in any and all criticism!
Post by: Xulinaa on May 02, 2009, 03:54:19 AM
I loved Quest Pack, few bugs if any, and i partially can't believe you are still in it. I would just like to make a comment, although i don't think it would count as criticism at any rate.

Your quest pack includes closure to many mysteries in a few quests, and i think that is just wonderful and truly interesting. I am not saying that you missed this, but perhaps you could include a closure to something that has been bothering me for some time now (and others i have seen over the internet) The D'arnise keep was invaded by trolls and those snake thingies, and after you clear it, or perhaps when you get to roof (don't really remember when she says it) Nalia mentions that someone else was behind the attack, but she wasn't sure of who or why. I have not seen any type of closure from this quest in any mod or anything, and perhaps you thought about adding something about it, but i would be extatic if you include closure to this mystery, like you have with so many others. That is, of course, if you are still tweaking the mod, if you aren't then it's fine anyways, this mod is one of the best i have played.
Title: Re: I am interested in any and all criticism!
Post by: Kulyok on May 02, 2009, 05:04:22 AM
This mystery is perhaps solved in Nalia de'Arnise romance(available here at PPG) - a quest is included into her romance. It's quite well-written, too.

Perhaps... perhaps it's possible to make this quest available to all players, now that you say it. Me, I think it's not a bad idea at all. But it's for jcompton to decide: he is the author, so he is the boss. :)
Title: Re: I am interested in any and all criticism!
Post by: jastey on May 02, 2009, 02:17:37 PM
That would be cool.
Title: Re: I am interested in any and all criticism!
Post by: Xulinaa on May 02, 2009, 03:29:18 PM
Well, thanks for telling me, I have never played D'arnise romance mod for a few reasons. One of which is because i always play a female character, secondly because I don't find Nalia all that useful in many cases anyways, and just drop her once i get her back from the roenalls. Another problem is that personnally i think the closure to that problem should be available to you even if you don't have Nalia with you, since it was you who thwarted that attack, not her (not really, if you happened to bring her with you).

I know that i didn't make the mod and im just making a suggestion if the modder is still modding this mod  :)
Title: Re: I am interested in any and all criticism!
Post by: GarinaRayne on May 16, 2009, 02:53:42 AM
Thoroughly enjoyed this mod, especially the potions quest and the booksellers quest.

One thing I noticed was this: when I first went in the Copper Coronet, Amalas does his usual challenge. My character was a paladin, so she ignored him, but Minsc eventually got fed up with the insults and attacked. The fight caused Celile to run outside. This meant that although I could proceed with Moiya's quest normally, he didn't disappear once her daughter's been kidnapped. It was possible to talk and borrow money for the rest of the game. Not a huge problem, but interesting.
Title: Re: I am interested in any and all criticism!
Post by: sotona on May 22, 2009, 01:47:16 PM
I have accidentally noticed that some content has been mercilessly commented out, 'Lehtinan's new task' dialogue in the 'Further Slaver Involvement' component for example, and I'm wondering why :)
Title: Re: I am interested in any and all criticism!
Post by: temujin on February 06, 2010, 11:28:44 PM
This mod contains more deadly bugs than the Amazon rainforest. 

The last version, it seems, came out sometime in 2006. 

Four years.

It takes no more than four DAYS to address ALL the current bugs, incompatibilities (which have been laid out in great detail by the BWP), and even redesign the entire structure of the TP2 to more advanced, robust patching method.


Pathetic.
Title: Re: I am interested in any and all criticism!
Post by: Azazello on February 07, 2010, 02:23:55 AM
This mod contains more deadly bugs than the Amazon rainforest. 

The last version, it seems, came out sometime in 2006. 

Four years.

It takes no more than four DAYS to address ALL the current bugs, incompatibilities (which have been laid out in great detail by the BWP), and even redesign the entire structure of the TP2 to more advanced, robust patching method.


Pathetic.

Ok...Now tell us how you really feel.  :P
Title: Re: I am interested in any and all criticism!
Post by: temujin on February 07, 2010, 03:00:36 AM
Do you really want me to tell you how I really feel, Aza?  I don't think it's a good idea to encourage me like that... ;)

Fact is, almost all of the issues are easy to resolve.  This ain't rocket science.  Not to mention the BWP guys have not only found several bugs and incompatibilities, they also provided fixes for them.

There is no excuse after all these years.  No excuse.  And the worst part is, this kid occasionally drops in and plays 'The Boy Who Cried Wolf!' by making false promises and saying he'll release a fixed version soon.  Weak!

Time is short.  Life is short.  No one is asking Slim to unite the clans or bring world peace or feed the hungry or whatever... just clean up the mess he's made and fix his mod. 

Simple as that.


And remember, he was bold enough to make this topic, so he should expect this type of response every once in a while.  And nothing I said was invalid, so he'd better not be offended by it... if he knows what's good for him.   >:(
Title: Re: I am interested in any and all criticism!
Post by: Azazello on February 07, 2010, 05:48:21 AM
They are all valid criticisms.

But remember, we don't have to wait for Sim to show, he does have his life to attend to. If we got the fixes, let's package 'em up, and get the site admin(s) to push out a new version.
Title: Re: I am interested in any and all criticism!
Post by: Salk on February 13, 2010, 02:36:35 PM
temujin,

you know well that I think you are really very good at spotting bugs and fixing other people's mess  ;) ...

I know you helped me many times and for this I thank you wholeheartedly. I believe that you understimate a little how useful your work is for the entire community and I am sure you'd make lots of people happy with your unofficial fixes.

The fact is, there is no reason for keeping them unofficial... They are too good to be just enjoyed by few lucky ones, wouldn't you think?  8)
Title: Re: I am interested in any and all criticism!
Post by: ScuD on February 13, 2010, 02:44:59 PM
I agree with Salk. If possible, could you put the list of errors and fixes at least here, like you do for G3 mods? ::)
Title: Re: I am interested in any and all criticism!
Post by: temujin on February 16, 2010, 09:55:21 PM
???

I must've missed the part where I claimed that I had all the fixes?  Most of the severe bugs already have fixes from BWP, so things should be fairly stable.  Still it's dumb to let things go unfixed for this long and have others keep track of all the fixes. 

In addition, the current state of the tp2 makes some blind assumptions about offset positions while patching.  And it's even more silly that you have to install various components in-between different mods in order to maintain some semblance of compatibility.  A good mod should try to be as much install order independent as possible.  And the fact that it's using an old Detectable Spells.  Things like this need a thorough overhaul.


Code: [Select]
But remember, we don't have to wait for Sim to show, he does have his life to attend to.

Really?  He does?  :D

From what I've seen from the past, he's spent days arguing with clowns like Baronius and Sikret.  He spent time making these "allegedly" funny Woman-At-Work/Man-At-Work/Some-clown-at-work websites.

If he has time for all those, then surely he has time to fix his mod, no?  ???


It is apparent he feels remorse about keeping a buggy mod, so he occasionally musters up courage to come up here and say something to the effect of 'I'll have things fixed soon.'  Then he looks at the growing, insurmountable mountain of bugs, and then takes off like Speedy Gonzales and disappears for another six months.  A quasi-Moongaze.   ::)

Instead of hearing people say, "I'm going to do this," for once, I'd like to hear people say, "I have done this."






































*joking* *joking*



Alright, since people have already assumed I have all the fixes, I took a closer look at the mod couple days back and corrected some bugs and typos.

Title: Re: I am interested in any and all criticism!
Post by: temujin on February 16, 2010, 10:01:27 PM
Download (http://www.speedyshare.com/files/20979788/qp-fixes.rar) (and extract and overwrite on top of your questpack folder)



Current fixes:
========

1. included all fixes from the Big World Project (documentation for those, you need to ask the BWP crew).  The only thing I didn't include is the compatibility patch in the _depends subdirectory (it's just for correcting the REPLACE_BCS_BLOCK warnings with the old & even more buggy Arlen's Nalia mod).


2. included Gen1e's Hell Trials component fix (http://forums.pocketplane.net/index.php/topic,24721.msg321414.html#msg321414):  alignment change does not happen when you take all the evil paths.


3. added VERSION flag --> v2.3 (Feb 14, 2010)


4. added DESIGNATED flags to each component (component numbers remain the same as in previous versions).  It makes no sense to have DESIGNATED used in only one component, which is assigned the wrong number anyway.


5. Tanova's override script misspelled in tp2 {line 792} (changed D0PQTAN1 --> D0QPTAN1)


6. Tanova's race script misspelled in tp2 {line 793} (changed D0PQTAN2 --> D0QPTAN2)


7. Umber Hulk Elder is assigned a nonexistent script - D0UMBHUL {line 1007}.  I think it's supposed to be d0umber since the only other umber hulk related script in questpack/creatures/compile/umber is umbhul01.baf and that's meant for umbhul01.cre 
(changed 'WRITE_ASCII 0x260 "D0UMBHUL"' --> 'WRITE_ASCII 0x260 "D0UMBER" #8')


8. Shadows and Shadow Fiends' class scripts are not being evaluated {line 1027}
(changed 'WRITE_ASCII 0x250 "%SOURCE_RES%"' --> 'WRITE_EVALUATED_ASCII 0x250 "%SOURCE_RES%" #8'


9. Either hlrevan.cre or uhogre05.cre was not getting its previous Default script field properly cleared
(changed 'WRITE_ASCII 0x268 "WTARSGT"' --> 'WRITE_ASCII 0x268 "WTARSGT" #8' to ensure a terminating NUL is written and any previous script is properly erased)


10. In fact, several WRITE_ASCIIs have the above problem. No terminating NULs are written.  Lines like 'WRITE_ASCII 0x250 ""' will make no difference in clearing out any previous entries.
(changed all WRITE_ASCII and WRITE_EVALUATED_ASCII so that they'd use a proper #requiredSize depending on the context)


11. Changed {lines 3122-3125} from

Code: [Select]
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196) ~D0WayIn~
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 8) ~~
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 16) ~~
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196 + 24) ~~

to

Code: [Select]
WRITE_ASCII (~%triggOff%~ + ~%#ofTrigg%~ * 196) ~D0WayIn~ #32

- that entire area trigger patching code needs to be redone because it makes some blind assumptions, but I'm only interested in making low-key changes here.


12. Changed {lines 3198-3199} from

Code: [Select]
WRITE_ASCII (~%entraOff%~ + ~%#ofEntra%~ * 104 + 0) ~D0AR01En~
WRITE_ASCII (~%entraOff%~ + ~%#ofEntra%~ * 104 + 8) ~try~

to

Code: [Select]
WRITE_ASCII (~%entraOff%~ + ~%#ofEntra%~ * 104 + 0) ~D0AR01Entry~ #32


13. Assigned a proper script name to one of the mod-added Amnish soldiers (d0guard3.cre) since his DV being referenced in some scripts (et_0300.baf).
(added 'WRITE_ASCII 0x280 "d0guard3" #32' {below line 2162})


14. Assigned a proper script name to the mod-added vampire Sime (d0vamsim.cre) since the DV (D0VAMSIM) referenced in some dialogs is different from the DV currently assigned (vampsime).
(added 'WRITE_ASCII 0x280 ~D0VAMSIM~ #32' {below line 1861})


15. et_spawnsime.baf has a different, but misspelled script name that's supposed to refer to Sime, and it looks like it's the unmodded Sime {line 3}  Someone should doublecheck this.
(changed !Dead("Sime") --> !Dead("ppsime"))


16. questpack/coronet/ketodialog.d and questpack/encounters/blue/keto.d

- Keto's script name misspelled.  (changed all occurences of 'IsValidForPartyDialog("FWKeto")' to 'IsValidForPartyDialog("Keto")')


17. questpack/helltest/selfish.d {lines 13-14}

- mistyped syntax.  (changed 'Gender("Player2",FEMALE)' to 'Gender(Player2,FEMALE)')


18. questpack/AI/compile/d0pimag.baf {lines 15 and 1491}
    questpack/AI/compile/d0simul.baf {lines 15 and 1616}

- same script errors in both files.  Changed

Code: [Select]
OR(3)
AttackedBy([ANYONE],DEFAULT)
HitBy([ANYONE],CRUSHING)

to

Code: [Select]
OR(2)
AttackedBy([ANYONE],DEFAULT)
HitBy([ANYONE],CRUSHING)


19. questpack/thieves/scripts/d0guard4.baf {lines 155 and 170}

- script errors on said lines.  (changed 'OR(4)' --> 'OR(3)')


20. questpack/creatures/D0QPFLAY.SPL

- misspelled sound resref at offset 0xDE.  Contains an extra space. (changed "EFF_M09 " --> "EFF_M09")


21. Typo in questpack/thieves/dialog3.d {line 335}

- changed 'Is there nothing that be done about this?' to 'Is there nothing that can be done about this?'


22. Typo in questpack/coronet/dialog.d {line 1525}

- changed 'you mean that is where they were keeping here' to 'you mean that is where they were keeping her'


23. d0fundog.cre's current script name is 'cat' but the actual DV used in his script is 'd0fundog'.

- added 'WRITE_ASCII 0x280 ~d0fundog~ #32' {below line 1630}


24. There's another severe, game-breaking bug when you do the Selfish trial.  If you take the selfish path (i.e. the doors on the right), the person being held gets killed, but the Selfish demon never initiates dialogue and you're stuck there forever.

- changed {line 8} in d6a_2.baf from 'Global("C7SelfishFight","GLOBAL",1)' to 'Global("C7SelfishFight","GLOBAL",0)'
- changed {line 5} in d6b_2.baf from 'Global("C7SelfishFight","GLOBAL",1)' to 'Global("C7SelfishFight","GLOBAL",0)'


25. misspelled name used for summoning Battle Horrors in questpack/areas/kettaatk.baf {lines 6-7}
(changed "d0battho" --> "d0batho")


26. Vithal's dialogue results in a loop if you threaten and demand all the loot.  He doesn't turn hostile like he's meant to.
(changed {line 164} 'GOTO V_12' --> 'GOTO V_13b' in questpack/negotiate/dialog2.d)


27. Fixed the behavior of Potion of Mirrored Eyes (http://forums.pocketplane.net/index.php/topic,24586.msg305613.html#msg305613) so that it protects the user from basilisk-based gaze attacks, but it still wouldn't protect from normal petrification spells (like Flesh to Stone)
- added an effect that gives immunity to gaze projectile
- this is a questionable fix; someone should doublecheck and see if this is how it was intended.




Things not fixed yet:
=============

(some of them are missing resources or may not be considered as actual bugs.  Better left for Sim 'I-like-to-keep-things-unfixed-for-years-and-years' Ding0 to decide what he wants to do with it)


1. questpack/encounters/DING0/et_spawnsime.baf {line 7}

- line contains an 'ActionOverride("vam1514b",DestroySelf())'  No creature has that name or death variable.  The closest vampire is 'vammat01' since the nonexistent 'vam1514b' is replaced with vampire Sime in almost the very same spot.


2. questpack/reynald/dialog.d {line 887} refers to a nonexistent item "d0qppois"


3. sarvam01.baf, vamemi01.baf and vampat01.baf

- all three files (in questpack/creatures/compile/vampires) contain many 'HasItemEquiped("NOA3", ...)' references.  Don't know if this item is from some other mod, or someone forgot to include it in the questpack.


4. d0qppot1.spl and d0qppot2.spl should be given a proper NAME1 and NAME2 (or set to -1), otherwise their strrefs point to some random garbage depending on what mods you've previously installed.


5. same goes for the items JY_01DB, JY_02DB, JY_03DB in Displacer Beasts' inventories.


6. two creatures - d0guard4.cre and d0night2.cre - contain items that don't have a proper item slot assigned (and therefore probably should be removed since they're unused), and also assigned multiple times to more than one slot.


7. questpack/encounters/DING0/dialog.d {lines 192, 202, 276}

- contains references to "d0ftown".  No creature having that script name.  The only thing close is d0ftown2 but that is already used in the same dialog.


8. questpack/phluafae/sufakeb.baf {line 46} has a 'CreateVisualEffectObject("CHUNKS","vaelasa")'

- no such VVC or BAM.  Maybe it's SPCHUNKS...


9. The displacer beasts (JY_00DB & JY_00DB1) are supposed to have their own small and large portraits, but they don't exist.


10. Phluafae is supposed to have her own small portrait, but as usual, the portrait does not exist.


11. The patching code for spwi705.spl is not properly updating the number of effects after inserting new ones, this causes a number of unused bytes to accumulate at the end.  In fact, this entire Detectable Spells component needs to be updated.
Title: Re: I am interested in any and all criticism!
Post by: Salk on February 17, 2010, 09:31:17 AM
temujin...  :-* :-* :-* :-* :-* :-* :-* :-*
Title: Re: I am interested in any and all criticism!
Post by: Azazello on February 20, 2010, 03:03:56 AM
But remember, we don't have to wait for Sim to show, he does have his life to attend to. If we got the fixes, let's package 'em up, and get the site admin(s) to push out a new version.
Really?  He does?  :D

From what I've seen from the past, he's spent days arguing with clowns like Baronius and Sikret.  He spent time making these "allegedly" funny Woman-At-Work/Man-At-Work/Some-clown-at-work websites.

If he has time for all those, then surely he has time to fix his mod, no?  ???


It is apparent he feels remorse about keeping a buggy mod, so he occasionally musters up courage to come up here and say something to the effect of 'I'll have things fixed soon.'  Then he looks at the growing, insurmountable mountain of bugs, and then takes off like Speedy Gonzales and disappears for another six months.  A quasi-Moongaze.   ::)

*joking* *joking*
Although you mark it as a joke, I think these comments are unfair.

Valid, but unfair.  ;D

Especially link him Moongaze.   :o
Title: Re: I am interested in any and all criticism!
Post by: Leomar on February 20, 2010, 12:41:50 PM
Thanks for all your done fixes, temujin.  :) We'll include them in the BW Fixpack.  ;)

1. included all fixes from the Big World Project (documentation for those, you need to ask the BWP crew).

At first, the BW Fixpack contains Steve's fixes:
Reply #45 (http://forums.pocketplane.net/index.php/topic,24721.msg320073.html#msg320073)

Then we have listed the other included fixes here:
Reply #47 (http://forums.pocketplane.net/index.php/topic,24721.msg320097.html#msg320097)

At last we used a hotfix, which was mentioned here:
http://www.shsforums.net/index.php?showtopic=39104 (http://www.shsforums.net/index.php?showtopic=39104)
But this issue is fixed by you, so we will remove our hotfix.

Greetings Leomar
Title: Re: I am interested in any and all criticism!
Post by: Fennek on February 21, 2010, 06:48:04 AM
Hello,

I am sorry if you already know this (or this is already fixed).

Questpack - Rahul Kanakia's potion quest
Potn38.itm - Trank der Spiegelaugen/Potion of Mirrored Eyes is overwritten.
The list of effects seems to be nice, but sadly basilisks do not use spells to turn one to stone. Thus, if the component is installed, the potions do not provide protection against Basilisks anymore.

Hence, there are two possibilities:

- potn38 of questpack should be patched.
(- potn38 of questpack gets two additional effects:
Immunity to effect (petrification) und immunity to projectile (gaze).)
Title: Re: I am interested in any and all criticism!
Post by: Fennek on February 21, 2010, 06:55:25 AM
And here is a problem with the minor encounters component:
Some people have problems with the cutscene when two cowled wizards abduct another wizard in the bridge district. Might be a problem in the original script (?)
http://www.shsforums.net/topic/43499-bridge-disrict-errors/page__view__findpost__p__476479
Title: Re: I am interested in any and all criticism!
Post by: 10thLich on February 21, 2010, 07:05:25 AM
Quote
(- potn38 of questpack gets two additional effects:
Immunity to effect (petrification) und immunity to projectile (gaze).)

Those two effects are from the original potion of mirrored eyes.

10thLich
Title: Re: I am interested in any and all criticism!
Post by: temujin. on February 22, 2010, 07:12:11 PM
The list of effects seems to be nice, but sadly basilisks do not use spells to turn one to stone. Thus, if the component is installed, the potions do not provide protection against Basilisks anymore.

yes, I've "fixed" this, it should now protect the user from a basilisk's gaze, but, as I mentioned, this is still a questionable fix. (I'm not fully satisfied with the way I fixed it myself tbh)

Here's how I understood the potion's new description:

Quote from: d0quest.tra
@180 = ~This potion will protect the drinker from all gaze attacks, including those of Basilisks, Umber Hulks, Vampires, and other creatures.  The effect will last for 10 rounds or until dispelled.~

since it clearly says "all gaze attacks," I've reapplied the Immunity to Projectile (gaze) effect.  However, I did not add 'Immunity to Effect (petrification)' because it doesn't say anything about it. (I think it was deliberately removed)

There are other ways to fix this issue, but it involves making too many intrusive changes (as well as keeping track of other mods that add new gaze spells to protect from), and I wasn't too comfortable making such changes in someone else's work.


And here is a problem with the minor encounters component:
Some people have problems with the cutscene when two cowled wizards abduct another wizard in the bridge district. Might be a problem in the original script (?)
http://www.shsforums.net/topic/43499-bridge-disrict-errors/page__view__findpost__p__476479

I couldn't reproduce this.  The encounter appears to be working fine here.


You still had both of these issues even after applying the fixes?
Title: Re: I am interested in any and all criticism!
Post by: Fennek on February 23, 2010, 03:06:07 PM
Quote
I couldn't reproduce this.  The encounter appears to be working fine here.

Very good. (Then it's another mod that causes the problem, SCSII buffing or something like that).

Quote
You still had both of these issues even after applying the fixes?

I have not tested the fixes yet, I just summed up old problems noticed by BWP players in the last months. I guess everything is fine now. Thanks a lot!
Title: Re: I am interested in any and all criticism!
Post by: Lollorian on February 25, 2010, 07:46:27 AM
Please have a look at this problem (http://www.shsforums.net/topic/43499-bridge-disrict-errors/) :) Thanks!
Title: Re: I am interested in any and all criticism!
Post by: temujin on February 26, 2010, 02:29:05 AM
 ???

I'm supposed to be angry at the Questpack and its author for making a buggy mod and keeping it buggy all these years.  I'm not sure how I suddenly became the "bugfixer" now?   :D :D :D





Sigh.

It's a bug caused by... Aurora. 

As I said, the encounter works just fine on a minimal install.



But Aurora's randomising routine (t-random.tpa) changes some parts of d0qpcow1.cre, d0qpcow2.cre, and d0qpcow3.cre and assigns them an additional script that is supposed to give them an item.

Since these three creatures share the same existing override script (d0cowsht.bcs), there is a Wait() in the second block that seems to be creating some sort of race condition deadlock, i.e. all three creatures are waiting for one another to finish.  I don't know enough about the engine to pinpoint further than this (and I'm not gonna do any research to find out more; not my problem)


Anyway, changing the second block in questpack/encounters/DING0/d0cowsht.baf from

Code: [Select]
IF
Name("d0qpcow1",Myself)
Global("D0QSpawnCowled","AR0500",3)
THEN
RESPONSE #100
SetGlobal("D0QSpawnCowled","AR0500",4)
Wait(1)
FaceObject("d0qpcow3")
ActionOverride("d0qpcow3",FaceObject("d0qpcow1"))
ActionOverride("d0qpcow2",FaceObject("d0qpcow3"))
Wait(1)
StartDialogNoSet("d0qpcow3")
END

to

Code: [Select]
IF
Name("d0qpcow1",Myself)
Global("D0QSpawnCowled","AR0500",3)
THEN
RESPONSE #100
SetGlobal("D0QSpawnCowled","AR0500",4)
Wait(1)
ActionOverride("d0qpcow1",FaceObject("d0qpcow3"))
ActionOverride("d0qpcow3",FaceObject("d0qpcow1"))
ActionOverride("d0qpcow2",FaceObject("d0qpcow3"))
ActionOverride("d0qpcow1",Wait(1))
ActionOverride("d0qpcow3",Wait(1))
ActionOverride("d0qpcow2",Wait(1))
ActionOverride("d0qpcow1",StartDialogueNoSet("d0qpcow3"))
END

appears to fix the issue.  But maybe Miloch could address this in Aurora itself since the encounter works as expected without Aurora.


Title: Re: I am interested in any and all criticism!
Post by: Azazello on February 26, 2010, 07:01:32 AM
I'm supposed to be angry at the Questpack and its author for making a buggy mod and keeping it buggy all these years.  I'm not sure how I suddenly became the "bugfixer" now?   :D :D :D

Welcome to the wonderful, wacky world of (semi-)modding !  ;D
Title: Re: I am interested in any and all criticism!
Post by: Lollorian on February 26, 2010, 07:56:15 AM
I'm supposed to be angry at the Questpack and its author for making a buggy mod and keeping it buggy all these years.  I'm not sure how I suddenly became the "bugfixer" now?   :D :D :D
Cause you're not all talk and no muffins! :D Thanks a lot for the fix ;D
Title: Re: I am interested in any and all criticism!
Post by: aVENGER on February 27, 2010, 12:38:08 PM
Go easy on Sim guys, he's cool. The man who single-handedly documented nearly half of the IESDP and made one of the most comprehensive scripting guides to date deserves a break. Besides, real life tends to get in the way of hobbies more often than not, and I should know, having disappeared from the IE modding scene for nearly four years before coming back. ;)

Anyway, nice work on the fixes temujin. Very thorough, very systematic. You might want to make some diffs between this and v2.3 so that Sim can pick things up more easily when/if he comes back.
Title: Re: I am interested in any and all criticism!
Post by: Miloch on February 27, 2010, 05:08:31 PM
But Aurora's randomising routine (t-random.tpa) changes some parts of d0qpcow1.cre, d0qpcow2.cre, and d0qpcow3.cre and assigns them an additional script that is supposed to give them an item.
Well, it's a single script block that *might* give them an item (a very slim chance). I have to wonder about what stuff like BP, SCS, etc. do, since they potentially add 100s or 1000s of script blocks.

Maybe this (http://www.shsforums.net/topic/44329-some-things-i-noticed/page__view__findpost__p__479223) would help. It does for OnCreation() blocks but I don't know if it does for wacky stuff like this.
Quote
Since these three creatures share the same existing override script (d0cowsht.bcs), there is a Wait() in the second block that seems to be creating some sort of race condition deadlock, i.e. all three creatures are waiting for one another to finish.
Sounds like it's asking for bugs to me (which is what I suggested in the other thread). Personally, I'd put all that in a single cutscene script rather than trying to handle it on the CRE scripts themselves. But if you handled it somehow that way, whatever works.
Title: Re: I am interested in any and all criticism!
Post by: temujin. on February 27, 2010, 06:37:43 PM
Sounds like it's asking for bugs to me (which is what I suggested in the other thread). Personally, I'd put all that in a single cutscene script rather than trying to handle it on the CRE scripts themselves.

I'm not interested in rewriting sub-optimal scripts in someone's else work and decide what creature is supposed to do what or make overly intrusive changes on what I think would be the best way to handle things (I came into this thread to start a riot, not provide bugfixes!  >:().  If you want to make a separate cutscene script and redo this encounter differently, then go right ahead.  No one's stopping you.  ;)

Besides, the encounter works just fine on its own.  So it's not really a bug in this mod.  Personally, I'd fix this kind of thing in Aurora itself, because there may be other mods out there whose scripts are similarly structured (not 'optimally' designed, but still working as intended) and Aurora might end up breaking their content.
Title: Re: I am interested in any and all criticism!
Post by: Salk on February 28, 2010, 09:14:26 AM
temujin,

you are a very good rioter and we all know it.  :P

But you're an even better bugfixer!

Thanks for your work!
Title: Re: I am interested in any and all criticism!
Post by: Leomar on March 01, 2010, 10:24:24 AM
Additional to temujin's fixes here are the revised German and Spanish translations.

http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_id=19406 (http://www.shsforums.net/index.php?app=core&module=attach&section=attach&attach_id=19406)

Greetings Leomar
Title: Re: I am interested in any and all criticism!
Post by: Drelnza on March 31, 2010, 03:51:16 AM
Download (http://www.speedyshare.com/files/20979788/qp-fixes.rar) (and extract and overwrite on top of your questpack folder)

Temujin thank you very much for putting this together. You are a star :-)
Title: Re: I am interested in any and all criticism!
Post by: Fennekl on April 11, 2010, 06:16:26 AM
I encountered this problem when installing. Is this linked with the fixes? Or is it something that is not linked with them at all? Then something got wrong because of what do I know... ???

### 0010: Revised Hell Trials ###
Setup-d0questpack.exe --noautoupdate --language 0 --skip-at-view --force-install-list 10 --logapp
[Setup-d0questpack.exe] WeiDU version 21500
[Setup-d0questpack.exe] Using scripting style "BG2"
Using Language [English]

Installing [Revised Hell Trials]
Checking for forbidden files ...
Copying and patching 21 files ...
Copying and patching 5 files ...
Copying and patching 5 files ...
Copying and patching 1 file ...
Appending to files ...
Appending to files ...
Appending to files ...
Copying and patching 1 file ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Copying 1 file ...
Compiling 2 scripts ...
Extending game scripts ...
Extending game scripts ...
Copying and patching 1 file ...
Compiling 1 script ...
Extending game scripts ...
Copying and patching 1 file ...
WARNING: cannot find block matching [questpack/helltest/data/d6a_1.baf]
Compiling 4 dialogue files ...


[dialog.tlk] created, 302891 string entries
[dialogf.tlk] created, 302891 string entries

INSTALLED WITH WARNINGS Revised Hell Trials

C:\BGT\BGII - SoA>WARNING: cannot find block matching [questpack/helltest/data/d6a_1.baf]
WARNING: REPLACE specifies no WEIGHT for state 19 and DLG uses non-trivial weights. Using weight from DLG (1). [4]
INSTALLED WITH WARNINGS Revised Hell Trials
Revised Hell Trials (Ding0's Quest Pack v2.3) was installed with warnings.
Title: Re: I am interested in any and all criticism!
Post by: Drelnza on April 11, 2010, 07:19:11 AM
Does your d6a_1.baf look like this?

IF
    OpenState("DOOR06",TRUE)
    Global("OpenedDoor4","AR2904",1)  //this is the line you need to add
    Global("OpenedDoor5","AR2904",0)
    Global("OpenedDoor6","AR2904",0)

If not you may need to edit some .baf files, see here:  http://forums.gibberlings3.net/index.php?showtopic=8676
Title: Re: I am interested in any and all criticism!
Post by: Drelnza on April 11, 2010, 09:34:39 AM
I have just installed the quest pack, extracted Temujin's awesome fixes....checked all 4 .baf files mentioned here http://forums.gibberlings3.net/index.php?showtopic=8676
 and all is well :-)

Thanks again Temujin!!!
Title: Re: I am interested in any and all criticism!
Post by: Fennek on April 12, 2010, 02:21:47 PM
Hm, I tried a new install and everything went fine, the fixes worked.  ;D
I have no idea what went wrong the first time. Maybe it was due to another mod compilation. No idea if a change in the mod compilation can make a difference for the fixes or the BWP-fixpack.
Title: Re: I am interested in any and all criticism!
Post by: temujin. on April 12, 2010, 04:15:13 PM
I have no idea what went wrong the first time. Maybe it was due to another mod compilation.
I was about to ask if you can do a --change-log on ar2904.bcs, but I guess it's too late now...
It might be that other Nalia mod.  As I mentioned before, I didn't include that fix (which is in the _depends subdirectory in the BWP fixpack) at that time because the patch (made by BWP) back then was conflicting with the alternate patch (also made by BWP), so I wasn't too keen on troubleshooting one buggy mod with another, apparently even more buggy (according to BWP's own words) mod.


If not you may need to edit some .baf files, see here:  http://forums.gibberlings3.net/index.php?showtopic=8676

I think there's a tiny mistake in ronin's fix.  He added the missing trigger to the search blocks, but forgot to also include them in the replacement blocks.

What does that mean?

It means his fix will suppress the REPLACE_BCS_BLOCK warnings, but it doesn't actually retain the fixes applied earlier by the BG2 fixpack.  In other words, the whatever bug/exploit the Fixpack claims to have fixed to ar2904.bcs will be erased by this patch.  I'm a little sleepy at the moment, so maybe I'm missing something...
Title: Re: I am interested in any and all criticism!
Post by: Fennek on April 13, 2010, 03:27:07 PM
Quote
I was about to ask if you can do a --change-log on ar2904.bcs, but I guess it's too late now...

I'm testing the new BWS beta so I still have the installation for bug-tracking.

Installation with problem:
[WeiDU.exe] WeiDU version 21500
[WeiDU.exe] Using scripting style "BG2"
override/ar2904.bcs
override/AR2904.BCS
override/ar2904.bcs scs/backup/3090/ar2904.bcs
override/ar2904.bcs questpack/backup/10/ar2904.bcs



Mods affecting AR2904.BCS:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01
00001: /* from game biffs */ ~WORGAS/WORGAS.TP2~ 0 0 // Worgas: Beta v1.1
00002: ~SETUP-SCS.TP2~ 0 3090 // Prevent party members from dying irreversibly: v14
00003: ~SETUP-D0QUESTPACK.TP2~ 0 10 // Revised Hell Trials: v2.3 (Feb 14, 2010)


Installation without the problem:

[WeiDU.exe] WeiDU version 21500
[WeiDU.exe] Using scripting style "BG2"
override/ar2904.bcs
override/AR2904.BCS worgas\backup/0/AR2904.BCS
override/ar2904.bcs questpack/backup/10/ar2904.bcs
override/ar2904.bcs scsII/backup/4050/ar2904.bcs



Mods affecting AR2904.BCS:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 BW Fixpack
00001: ~WORGAS/WORGAS.TP2~ 0 0 // Worgas: Beta v1.1
00002: ~SETUP-D0QUESTPACK.TP2~ 0 10 // Revised Hell Trials: v2.3 (Feb 14, 2010)
00003: ~SCSII/SETUP-SCSII.TP2~ 0 4050 // Make party members less likely to die irreversibly: v13 BW Fixpack


Is this of help? I'm not sure if SCSI did anything... I can also provide a weidu.log.
Title: Re: I am interested in any and all criticism!
Post by: temujin. on April 13, 2010, 05:01:21 PM
Looks like this is caused by SCS I.


here's your problem -->  00002: ~SETUP-SCS.TP2~ 0 3090 // Prevent party members from dying irreversibly: v14


scs/misc/nochunk.tph

Code: [Select]
  COPY_EXISTING ~ar2904.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY CASE_INSENSITIVE ~ReallyForceSpell(Player2,HELL_EXPLODE)~ ~ReallyForceSpell(Player2,HELL_EXPLODE) ActionOverride(Player2,LeaveParty()) Wait(1)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES

what happens is that SCS I modifies this BG2 area script (it shouldn't be doing this IMO) which happens to be in the search block that questpack also looks for.  The same code also exists in SCS II (scsii/misc/nochunk.tph), so it's likely DavidW simply copy-pasted his own code from one mod to another.

The reason you didn't get this bug on your second attempt is that you installed the SCS II version of that component, and also that you installed it after the questpack (which is the correct way of doing this).
Title: Re: I am interested in any and all criticism!
Post by: Fennek on April 13, 2010, 05:28:12 PM
Great, Problem solved! ;D

In a test install (this time normal BWP) I encountered this:

Installing [Nazariel The Lich]
Checking for forbidden files ...
Copying and patching 21 files ...
Copying and patching 5 files ...
Copying and patching 5 files ...
Copying and patching 1 file ...
Appending to files ...
Appending to files ...
Appending to files ...
Copying and patching 1 file ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Copying and patching 5 files ...
Copying and patching 5 files ...

[action list near line 10515, column 2 of jaheiraj.dlg] PARSE WARNING at line 10516 column 1-20
Near Text: )
[Shout] argument [ESCAPE_AREA_2] not found in [SHOUTIDS.IDS]

[action list near line 10527, column 2 of jaheiraj.dlg] PARSE WARNING at line 10528 column 1-20
Near Text: )
[Shout] argument [ESCAPE_AREA_2] not found in [SHOUTIDS.IDS]

[action list near line 10539, column 2 of jaheiraj.dlg] PARSE WARNING at line 10540 column 1-20
Near Text: )
[Shout] argument [ESCAPE_AREA_2] not found in [SHOUTIDS.IDS]

[action list near line 2116, column 2 of viconij.dlg] PARSE WARNING at line 2122 column 1-19
Near Text: )
[Shout] argument [INCOMING_111] not found in [SHOUTIDS.IDS]
Compiling 1 dialogue file ...
Copying 1 file ...
Extending game scripts ...
Copying and patching 1 file ...
Copying and patching 2 files ...
Compiling 4 scripts ...
Copying and patching 1 file ...
Appending to files ...
Copying and patching 1 file ...
Copying 1 file ...

(Did not get this problem on the weekend...)


I am just guessing: Is the Super Happy Modder component from the Bg2Fixpack necessary or at least a part of the code for the BWP fixpack (?) ???
Title: Re: I am interested in any and all criticism!
Post by: temujin. on April 13, 2010, 06:31:22 PM

Ich habe immer, immer die Modder Pack installieren (egal, was jemand sagt!  >:( >:(), aber natόrlich sollten Sie nicht meinem Beispiel folgen.



what i mean to say is,

both ESCAPE_AREA_2 and INCOMING_111 don't exist in any dialog or script in this mod.  so they must be coming from somewhere else.

can you do a --change-log on shoutids.ids, jaheiraj.dlg and viconij.dlg?
Title: Re: I am interested in any and all criticism!
Post by: Fennek on April 14, 2010, 02:39:05 PM
O.K., here we go:

[WeiDU.exe] WeiDU version 21500
[WeiDU.exe] Using scripting style "BG2"
override/SHOUTIDS.IDS TDD/backup/0/SHOUTIDS.IDS
override/shoutids.ids gminion\build1.8\backup/0/shoutids.ids


Mods affecting SHOUTIDS.IDS:
00000: ~SETUP-TDD.TP2~ 0 0 // The Darkest Day,  v1.13: v1.13 BW Fixpack
00001: ~SETUP-GMINION.TP2~ 0 0 // gMinion v1.8: v1.8 BGT-expansion_v2




[WeiDU.exe] WeiDU version 21500
[WeiDU.exe] Using scripting style "BG2"
override/JAHEIRAJ.dlg
override/JAHEIRAJ.DLG BGT/Backup/0/JAHEIRAJ.DLG
override/JAHEIRAJ.dlg bg1npc/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg bg1npc/backup/1/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg bg1npc/backup/9/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg bg1npc/backup/12/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg bg1npc/backup/14/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg bg1npc/backup/200/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Mur'Neth/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg gavin/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg gavin/backup/1/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg bg1ub/backup/19/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg emad\Backup/3/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg DC\Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Assassinations/Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg TotDG\backup/1/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg amber/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Tsujatha\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg aD&L\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg C#Ajantis_SvA\Install\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg tashia/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Kivan/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Fade\Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Kido\Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Ariena\Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Kindrek\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Star\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Yasraena\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg alora\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg AurenAseph/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg TheUndying/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Angelo/Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg vampiretales/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Nikita/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg touched\Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg ninde/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg xulaye/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg haldamir/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Saerileth\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg worgas\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg TyrisFlare/Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg allison/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg deArnise/Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Chloe/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg iepbanters/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg ImoenRom/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Alcool\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg BranwenNPC/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg ub/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg ub/backup/18/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg homewardbound/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg solarom/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg kelsey\Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg keto\Backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg Kiara-Zaiya\backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg npcflirt\Backup/4/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg npcflirt\Backup/5/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg RevisedBattles/backup/9/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg questpack/backup/6/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg questpack/backup/8/JAHEIRAJ.dlg
override/jaheiraj.dlg questpack/backup/19/jaheiraj.dlg
override/JAHEIRAJ.dlg alternatives/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg G3Anniversary/backup/0/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg RR/BACKUP/7/JAHEIRAJ.dlg
override/JAHEIRAJ.dlg RR/BACKUP/11/JAHEIRAJ.dlg
override/JAHEIRAJ.DLG xpmod/backup/11/JAHEIRAJ.DLG
override/JAHEIRAJ.dlg aurora/backup/0/JAHEIRAJ.dlg
override/jaheiraj.dlg aurora/backup/247/jaheiraj.dlg


Mods affecting JAHEIRAJ.DLG:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 BW Fixpack
00001: ~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core: 1.08 (16 Mar 10)
00002: ~BG1NPC.TP2~ 0 0 // The BG1 NPC Project: Required Modifications: v18
00003: ~BG1NPC.TP2~ 0 1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
00004: ~BG1NPC.TP2~ 0 9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
00005: ~BG1NPC.TP2~ 0 12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
00006: ~BG1NPC.TP2~ 0 14 // The BG1 NPC Project: Xan's Romance Core (teen content): v18
00007: ~BG1NPC.TP2~ 0 200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
00008: ~MUR'NETH.TP2~ 0 0 // The Mur'Neth NPC mod for Baldur's Gate Tutu or Baldur's Gate Trilogy-WeiDU
00009: ~GAVIN/GAVIN.TP2~ 0 0 // Gavin NPC for Tutu and BGT, 14April2008: v3.1 BW Fixpack
00010: ~GAVIN/GAVIN.TP2~ 0 1 // Gavin: Romance (mature content): v3.1 BW Fixpack
00011: ~BG1UB/SETUP-BG1UB.TP2~ 0 19 // Minor Dialogue Restorations: 11
00012: ~EMAD/SETUP-EMAD.TP2~ 0 3 // Under Her Spell: v4
00013: ~DC/SETUP-DC.TP2~ 0 0 // Dungeon Crawl, v5
00014: ~ASSASSINATIONS/SETUP-ASSASSINATIONS.TP2~ 0 0 // Assassinations mod for Baldur's Gate II, v7
00015: ~TOTDG/SETUP-TOTDG.TP2~ 0 1 // NPC Reactions (Aerie, Viconia, Jaheira, Anomen, Haer'Dalis, Keldorn)
00016: ~SETUP-AMBER.TP2~ 0 0 // Amber the NPC MOD for BGII:SoA: v2.5
00017: ~TSUJATHA/SETUP-TSUJATHA.TP2~ 0 0 // Tsujatha (BG2:SoA NPC) created by Sillara of the Tamari: v13
00018: ~SETUP-BTL.TP2~ 0 0 // Beyond the Law - Kova & Kiyone
00019: ~C#AJANTIS_SVA/SETUP-C#AJANTIS_SVA.TP2~ 1 0 // Sir Ajantis NPC for BGII-SoA: open Beta 0.2.20 BW Fixpack
00020: ~SETUP-TASHIA.TP2~ 0 0 // Tashia NPC Mod -> Full version (ToB required): v1.1
00021: ~SETUP-KIVAN.TP2~ 0 0 // Kivan of Shilmista: v9
00022: ~SETUP-FADE.TP2~ 0 0 // Fade: An NPC for Baldur's Gate II
00023: ~SETUP-KIDO.TP2~ 0 0 // Kido the Jester (Requires Throne of Bhaal)
00024: ~SETUP-ARIENA.TP2~ 0 0 // Ariena the Half-orc (Requires Throne of Bhaal)
00025: ~SETUP-KINDREK.TP2~ 0 0 // Kindrek v2.4 (BG2:SoA & TOB NPC) created by nethrin
00026: ~STAR.TP2~ 0 0 // SilverStar Mod
00027: ~YASRAENA/SETUP-YASRAENA.TP2~ 0 0 // Yasraena (BG2:SoA & TOB NPC) created by nethrin & Sillara of the Tamari: v11
00028: ~SETUP-ALORA.TP2~ 0 0 // Chosen of Mystra's Alora NPC Mod (Requires Throne of Bhaal): 1.1
00029: ~AURENASEPH/SETUP-AURENASEPH.TP2~ 0 0 // Auren Aseph V6.2 for BG2:ToB
00030: ~SETUP-THEUNDYING.TP2~ 0 0 //  "The Undying" Mod (Requires Throne of Bhaal)
00031: ~ANGELO/SETUP-ANGELO.TP2~ 0 0 // Angelo NPC MOD for Baldur's Gate II, v3
00032: ~SETUP-VAMPIRETALES.TP2~ 0 0 // Vampire Tales (Requires Throne of Bhaal)
00033: ~SETUP-NIKITA.TP2~ 0 0 // Nikitalleria NPC Mod (Requires Throne of Bhaal)
00034: ~TOUCHED/SETUP-TOUCHED.TP2~ 0 0 // Touch the Moon NPC (Requires Throne of Bhaal)
00035: ~NINDE/NINDE.TP2~ 0 0 // Ninde NPC Mod for BGII: SoA: v1.1
00036: ~XULAYE/XULAYE.TP2~ 0 0 // Xulaye NPC Mod for BG2:SoA
00037: ~HALDAMIR/SETUP-HALDAMIR.TP2~ 0 0 // Haldamir: 0.5 ALPHA
00038: ~SAERILETH/SETUP-SAERILETH.TP2~ 0 0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v15
00039: ~WORGAS/WORGAS.TP2~ 0 0 // Worgas: Beta v1.1
00040: ~TYRISFLARE/SETUP-TYRISFLARE.TP2~ 0 0 // Tyris Flare NPC: v2
00041: ~ALLISON/SETUP-ALLISON.TP2~ 0 0 // Allison (One-Day NPC) v1.6
00042: ~DEARNISE/SETUP-DEARNISE.TP2~ 0 0 // de'Arnise Romance for Baldur's Gate II, v2
00043: ~CHLOE/CHLOE.TP2~ 0 0 // Chloe NPC mod: v1.5
00044: ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ 0 0 // Extended NPC-NPC Interaction SoA: 3.2
00045: ~IMOEN.TP2~ 0 0 // 'Imoen Romance Add-on Mod BG2:SoA(ToB required!)v1.201'
00046: ~ALCOOL/ALCOOL.TP2~ 1 0 // A Night out in the Taverns: V0.9
00047: ~SETUP-BRANWENNPC.TP2~ 0 0 // Branwen NPC
00048: ~SETUP-UB.TP2~ 0 0 // The Kidnapping of Boo by Cliffette: v18 BWP Fix
00049: ~SETUP-UB.TP2~ 0 18 // Restored Minor Dialogs: v18 BWP Fix
00050: ~HOMEWARDBOUND/SETUP-HOMEWARDBOUND.TP2~ 0 0 // Homeward Bound: v6 - 01 April, 2010
00051: ~SETUP-SOLAUFEIN.TP2~ 0 0 // Solaufein Romance for Baldur's Gate II (SoA & ToB)
00052: ~KELSEY.TP2~ 0 0 // Kelsey v2.1: for BG2 - SoA
00053: ~SETUP-KETO.TP2~ 0 0 // Keto-SOA NPC V2
00054: ~SETUP-KIARA-ZAIYA.TP2~ 0 0 // Kiara-Zaiya for BG2 SOA: v1.6 Fr-Es-Ge-Ru
00055: ~SETUP-NPCFLIRT.TP2~ 0 4 // Jaheira Flirt Pack for SOA
00056: ~SETUP-NPCFLIRT.TP2~ 0 5 // Jaheira/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended)
00057: ~SETUP-REVISEDBATTLES.TP2~ 0 9 // Improved Firkraag
00058: ~SETUP-D0QUESTPACK.TP2~ 0 6 // Alternative Harper/Xzar Plot: v2.3 (Feb 14, 2010)
00059: ~SETUP-D0QUESTPACK.TP2~ 0 8 // Intrigue In The Copper Coronet: v2.3 (Feb 14, 2010)
00060: ~SETUP-D0QUESTPACK.TP2~ 0 19 // Nazariel The Lich: v2.3 (Feb 14, 2010)
00061: ~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ 0 0 // Alternatives: v5
00062: ~G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2~ 0 0 // The Gibberlings Three Anniversary Mod
00063: ~RR/SETUP-RR.TP2~ 0 7 // Additional equipment for Thieves and Bards: v4.34
00064: ~RR/SETUP-RR.TP2~ 0 11 // Chosen of Cyric encounter: v4.34
00065: ~SETUP-XPMOD.TP2~ 0 11 // Quest XP Reduction -> Reduce to 75%
00066: ~AURORA/SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Boots: v5
00067: ~AURORA/SETUP-AURORA.TP2~ 0 247 // Change quest gold rewards -> Reduce to 50%: v5



[WeiDU.exe] WeiDU version 21500
[WeiDU.exe] Using scripting style "BG2"
override/VICONIJ.dlg
override/VICONIJ.dlg BGT/Backup/0/VICONIJ.dlg
override/VICONIJ.dlg bg1npc/backup/0/VICONIJ.dlg
override/VICONIJ.dlg bg1npc/backup/1/VICONIJ.dlg
override/VICONIJ.dlg bg1npc/backup/200/VICONIJ.dlg
override/VICONIJ.dlg Mur'Neth/backup/0/VICONIJ.dlg
override/VICONIJ.dlg gavin/backup/0/VICONIJ.dlg
override/VICONIJ.dlg gavin/backup/1/VICONIJ.dlg
override/VICONIJ.dlg emad\Backup/3/VICONIJ.dlg
override/VICONIJ.dlg DC\Backup/0/VICONIJ.dlg
override/VICONIJ.dlg Assassinations/Backup/0/VICONIJ.dlg
override/VICONIJ.dlg TotDG\backup/1/VICONIJ.dlg
override/VICONIJ.dlg amber/backup/0/VICONIJ.dlg
override/VICONIJ.dlg aD&L\backup/0/VICONIJ.dlg
override/VICONIJ.dlg Kido\Backup/0/VICONIJ.dlg
override/VICONIJ.dlg Star\backup/0/VICONIJ.dlg
override/VICONIJ.dlg Yasraena\backup/0/VICONIJ.dlg
override/VICONIJ.dlg Neh'taniel/backup/0/VICONIJ.dlg
override/VICONIJ.dlg Angelo/Backup/0/VICONIJ.dlg
override/VICONIJ.dlg Saerileth\backup/0/VICONIJ.dlg
override/VICONIJ.dlg worgas\backup/0/VICONIJ.dlg
override/VICONIJ.dlg TyrisFlare/Backup/0/VICONIJ.dlg
override/VICONIJ.dlg deArnise/Backup/0/VICONIJ.dlg
override/VICONIJ.dlg Chloe/backup/0/VICONIJ.dlg
override/VICONIJ.dlg iepbanters/backup/0/VICONIJ.dlg
override/VICONIJ.dlg iepbanters/backup/4/VICONIJ.dlg
override/VICONIJ.dlg viconia/backup/0/VICONIJ.dlg
override/VICONIJ.dlg mazzy/backup/0/VICONIJ.dlg
override/VICONIJ.dlg ImoenRom/backup/0/VICONIJ.dlg
override/VICONIJ.dlg vanim/vanim-backup/0/VICONIJ.dlg
override/VICONIJ.dlg ub/backup/4/VICONIJ.dlg
override/VICONIJ.dlg homewardbound/backup/0/VICONIJ.dlg
override/VICONIJ.dlg Sheena\backup/0/VICONIJ.dlg
override/VICONIJ.dlg kelsey\Backup/0/VICONIJ.dlg
override/VICONIJ.dlg keto\Backup/0/VICONIJ.dlg
override/VICONIJ.dlg Kiara-Zaiya\backup/0/VICONIJ.dlg
override/VICONIJ.dlg npcflirt\Backup/8/VICONIJ.dlg
override/VICONIJ.dlg npcflirt\Backup/9/VICONIJ.dlg
override/VICONIJ.dlg questpack/backup/8/VICONIJ.dlg
override/viconij.dlg questpack/backup/19/viconij.dlg
override/VICONIJ.dlg G3Anniversary/backup/0/VICONIJ.dlg
override/VICONIJ.dlg RR/BACKUP/7/VICONIJ.dlg
override/VICONIJ.dlg RR/BACKUP/11/VICONIJ.dlg
override/VICONIJ.DLG xpmod/backup/11/VICONIJ.DLG
override/VICONIJ.dlg aurora/backup/0/VICONIJ.dlg


Mods affecting VICONIJ.DLG:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 BW Fixpack
00001: ~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core: 1.08 (16 Mar 10)
00002: ~BG1NPC.TP2~ 0 0 // The BG1 NPC Project: Required Modifications: v18
00003: ~BG1NPC.TP2~ 0 1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
00004: ~BG1NPC.TP2~ 0 200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
00005: ~MUR'NETH.TP2~ 0 0 // The Mur'Neth NPC mod for Baldur's Gate Tutu or Baldur's Gate Trilogy-WeiDU
00006: ~GAVIN/GAVIN.TP2~ 0 0 // Gavin NPC for Tutu and BGT, 14April2008: v3.1 BW Fixpack
00007: ~GAVIN/GAVIN.TP2~ 0 1 // Gavin: Romance (mature content): v3.1 BW Fixpack
00008: ~EMAD/SETUP-EMAD.TP2~ 0 3 // Under Her Spell: v4
00009: ~DC/SETUP-DC.TP2~ 0 0 // Dungeon Crawl, v5
00010: ~ASSASSINATIONS/SETUP-ASSASSINATIONS.TP2~ 0 0 // Assassinations mod for Baldur's Gate II, v7
00011: ~TOTDG/SETUP-TOTDG.TP2~ 0 1 // NPC Reactions (Aerie, Viconia, Jaheira, Anomen, Haer'Dalis, Keldorn)
00012: ~SETUP-AMBER.TP2~ 0 0 // Amber the NPC MOD for BGII:SoA: v2.5
00013: ~SETUP-BTL.TP2~ 0 0 // Beyond the Law - Kova & Kiyone
00014: ~SETUP-KIDO.TP2~ 0 0 // Kido the Jester (Requires Throne of Bhaal)
00015: ~STAR.TP2~ 0 0 // SilverStar Mod
00016: ~YASRAENA/SETUP-YASRAENA.TP2~ 0 0 // Yasraena (BG2:SoA & TOB NPC) created by nethrin & Sillara of the Tamari: v11
00017: ~SETUP-NEH'TANIEL.TP2~ 0 0 // Neh'taniel NPC Mod: v4.8
00018: ~ANGELO/SETUP-ANGELO.TP2~ 0 0 // Angelo NPC MOD for Baldur's Gate II, v3
00019: ~SAERILETH/SETUP-SAERILETH.TP2~ 0 0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v15
00020: ~WORGAS/WORGAS.TP2~ 0 0 // Worgas: Beta v1.1
00021: ~TYRISFLARE/SETUP-TYRISFLARE.TP2~ 0 0 // Tyris Flare NPC: v2
00022: ~DEARNISE/SETUP-DEARNISE.TP2~ 0 0 // de'Arnise Romance for Baldur's Gate II, v2
00023: ~CHLOE/CHLOE.TP2~ 0 0 // Chloe NPC mod: v1.5
00024: ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ 0 0 // Extended NPC-NPC Interaction SoA: 3.2
00025: ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ 0 4 // NPC Conflict Revisions: 3.2
00026: ~VICONIA/SETUP-VICONIA.TP2~ 0 0 // Viconia Friendship: 3
00027: ~MAZZY/SETUP-MAZZY.TP2~ 0 0 // Mazzy Friendship: 2
00028: ~IMOEN.TP2~ 0 0 // 'Imoen Romance Add-on Mod BG2:SoA(ToB required!)v1.201'
00029: ~SETUP-VANIM.TP2~ 1 0 // A new NPC: Vanim, a notorious assassin
00030: ~SETUP-UB.TP2~ 0 4 // Gorje Hilldark and the Extended Illithium Quest: v18 BWP Fix
00031: ~HOMEWARDBOUND/SETUP-HOMEWARDBOUND.TP2~ 0 0 // Homeward Bound: v6 - 01 April, 2010
00032: ~SETUP-SHEENA.TP2~ 0 0 // Install A Half Dragon Tale: v1.7
00033: ~KELSEY.TP2~ 0 0 // Kelsey v2.1: for BG2 - SoA
00034: ~SETUP-KETO.TP2~ 0 0 // Keto-SOA NPC V2
00035: ~SETUP-KIARA-ZAIYA.TP2~ 0 0 // Kiara-Zaiya for BG2 SOA: v1.6 Fr-Es-Ge-Ru
00036: ~SETUP-NPCFLIRT.TP2~ 0 8 // Viconia Flirt Pack for SOA
00037: ~SETUP-NPCFLIRT.TP2~ 0 9 // Viconia/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended)
00038: ~SETUP-D0QUESTPACK.TP2~ 0 8 // Intrigue In The Copper Coronet: v2.3 (Feb 14, 2010)
00039: ~SETUP-D0QUESTPACK.TP2~ 0 19 // Nazariel The Lich: v2.3 (Feb 14, 2010)
00040: ~G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2~ 0 0 // The Gibberlings Three Anniversary Mod
00041: ~RR/SETUP-RR.TP2~ 0 7 // Additional equipment for Thieves and Bards: v4.34
00042: ~RR/SETUP-RR.TP2~ 0 11 // Chosen of Cyric encounter: v4.34
00043: ~SETUP-XPMOD.TP2~ 0 11 // Quest XP Reduction -> Reduce to 75%
00044: ~AURORA/SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Boots: v5
Title: Re: I am interested in any and all criticism!
Post by: temujin. on April 15, 2010, 09:55:27 AM
Quote
[WeiDU.exe] WeiDU version 21500
[WeiDU.exe] Using scripting style "BG2"
override/SHOUTIDS.IDS TDD/backup/0/SHOUTIDS.IDS
override/shoutids.ids gminion\build1.8\backup/0/shoutids.ids


Mods affecting SHOUTIDS.IDS:
00000: ~SETUP-TDD.TP2~ 0 0 // The Darkest Day,  v1.13: v1.13 BW Fixpack
00001: ~SETUP-GMINION.TP2~ 0 0 // gMinion v1.8: v1.8 BGT-expansion_v2

I was expecting to see more entries that would affect shoutids.ids...  it's possible there is another mod that overwrote this IDS, but change-log may not have recorded it... (change-log has a rare case of not properly recording files added/modified by mods)

if possible, can you upload the following files somewhere (all these from your broken install where you got those error messages)?

1. SHOUTIDS.00000.IDS
2. SHOUTIDS.00001.IDS (you should've gotten these two when you change-logged shoutids.ids)
3. your current SHOUTIDS.IDS (this should be in your override/biffs, you get this using NI)
4. gminion/build1.8/backup/0/shoutids.ids (the file backed up by gminion)
5. your Setup-Valen.tp2
6. your Setup-gMinion.tp2


btw, this problem has nothing to do with the questpack or the fixes in this thread or the super happy modder pack, but I'm wondering if it has something to do with some mod that stealthily overwrote shoutids.ids and manages to hide from change-log.
Title: Re: I am interested in any and all criticism!
Post by: Fennek on April 15, 2010, 01:59:58 PM
Good to hear that we might find the source (and that it is not the lack of a fixpack component). Well, I uploaded the date here:

http://www.shsforums.net/topic/44771-problems-with-the-tactics-installation-this-time-normal-bwsbwp/page__view__findpost__p__484713

(I included the shout.ids frm the override; I did not biff for testing reasons.)
Title: Re: I am interested in any and all criticism!
Post by: temujin. on April 15, 2010, 06:50:03 PM
Looks like this 'invisible' mod that's silently overwriting shoutids.ids might very well be BWP itself.

The Big World Fixpack package contains a bunch of IDS files in its Big World Fixpack/_ids folder.  These files are copied from this location to the game's override directly in-between different mod installs through BiG World Install.bat.

For example, look at this portion of code in BiG World Install.bat:

Quote
%IFNLS%touched%S%touched%L%0%SK% 0 1 | %M%

%IF% "BiG World Fixpack" copy /Y ".\BiG World Fixpack\_ids\shoutids.ids" ".\override" | %M%

%IFNLS%ninde%S%ninde%L%0%SK% 0 | %M%

%IFNLS%xulaye%S%xulaye%L%0%SK% 0 1 2 | %M%

%IFNLS%haldamir%S%haldamir%L%0%SK% 0 | %M%

This is why change-log is not able to record these changes.  There are a few more examples like it in that batch file...

This is not good.  BWP shouldn't be handling this problem this way.  It's better if you insert the IDS-patching code into the particular mod that needs those missing entries (like "APPEND ~SHOUTIDS.IDS~ ~2 ESCAPE_AREA_2~ UNLESS ~ESCAPE_AREA_2~", etc...)


More importantly, the shoutids.ids that comes with is very minimal (i.e. it has only 37 entries).  There are many, many more...  Some of those entries are mapped to different shouts...  For example, the number 2 is mapped to 'LEAVE2' whereas other mods have it mapped to 'ESCAPE_AREA_2.'  I don't know what happens if a single number is mapped to multiple shouts...
Title: Re: I am interested in any and all criticism!
Post by: Miloch on April 16, 2010, 11:40:55 PM
%IF% "BiG World Fixpack" copy /Y ".\BiG World Fixpack\_ids\shoutids.ids" ".\override" | %M%
Yeah, that's pretty bad. It'd be one thing if they were copying a generic .ids if it didn't exist, but all of that sort of thing is better handled by tp2 than batch files (for one thing, WeiDU can detect whether the file exists in the override *or* the game biffs).
Title: Re: I am interested in any and all criticism!
Post by: Jarno Mikkola on April 18, 2010, 05:50:10 AM
More importantly, the shoutids.ids that comes with is very minimal (i.e. it has only 37 entries).  There are many, many more...  Some of those entries are mapped to different shouts...  For example, the number 2 is mapped to 'LEAVE2' whereas other mods have it mapped to 'ESCAPE_AREA_2.'  I don't know what happens if a single number is mapped to multiple shouts...
The explanation should be about like this; As the scripting code that is made when the mod is installed from a .baf to a .bcs, the IDS entries in the code are all replaced with single numbers, then the creature will act according to what inputs it's been given and according to the scripting priorities etc... so it doesn't actually matter if there are 50 same entries as long as the same creature doesn't intemperate the same ids number as different inputs.
The replacement with a number is a primary reason why one cannot safely upload the .bcs files, but one needs to use the .baf files with the WeiDU.exe and other files to re-script a creature to do the actions. Learned this (http://forums.pocketplane.net/index.php/topic,26891.0.html) the hard way...

The reason why the .IDS'es are appended is that some coders wish to use the LEAVE2 and some ESCAPE_AREA_2 to get the same effect, when they copy-paste the code to make a new .baf. Now, it's all fine and dandy as long as the 'command' in the shout is understood by all creatures the same way. Which almost certainly is in the LEAVE2 and ESCAPE_AREA_2...

But would someone append the same number with ATTACK_2, then the creatures might behave very strangely... like when a creature sees the player, all the other creatures in the immediate surroundings would try to leave the area when they should attack the player.
Title: Re: I am interested in any and all criticism!
Post by: Fennk on April 18, 2010, 12:43:16 PM
O.K., I'll tell this Leomar etc. Any suggestions how one can get rid of these problems? Another / better .ids? Not putting an ids in at all (what would cause another problem, I guess, since Xulaye and Ninda also produced ids-problems some time ago)? Different ids at different points of time? Suggesting it to the modders to update their mods (what would be at SHS and here...).
Title: Re: I am interested in any and all criticism!
Post by: Jarno Mikkola on April 18, 2010, 01:40:55 PM
O.K., I'll tell this Leomar etc. Any suggestions how one can get rid of these problems? Another / better .ids? Not putting an ids in at all (what would cause another problem, I guess, since Xulaye and Ninda also produced ids-problems some time ago)? Different ids at different points of time? Suggesting it to the modders to update their mods (what would be at SHS and here...).
Well, make a test install that doesn't have any '.IDS corrections that the current BWP makes', then --change-log all the .IDS files and build a stable .IDS files from them, as the change-logging will give you all the backups of the files, so you can then combine them as a .IDS patcher to a single mod or put it to the BWP fixpack, the patching code should be something alike this code:
Code: [Select]
// Adds CD_STATE_NOTVALID state
APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~
UNLESS ~CD_STATE_NOTVALID~
For one state, and as there are several that the original game doesn't have, there is likely to be very many different IDS'es.
You have to do this to all the states in all the .IDS files, and then remove all the .IDS overwriting .tp2 entries from all the mods that do that(the mods that do this are likely to be very old mods, like TDD, SoS or the kind AND THE (http://forums.gibberlings3.net/index.php?showtopic=19510) BG2Tweakpack, yes, that's sad), the appending ones can stay as they just append if the file doesn't have the entry, which with this solution wouldn't happen anymore, so you could actually shorten the install time(minimally, but never the less).
Title: Re: I am interested in any and all criticism!
Post by: Fennek on April 19, 2010, 01:57:14 PM
Thank you. I hope this can be realized in the near future.
Title: Re: I am interested in any and all criticism!
Post by: Miloch on April 24, 2010, 12:02:53 AM
remove all the .IDS overwriting .tp2 entries from all the mods that do that(the mods that do this are likely to be very old mods, like TDD, SoS or the kind AND THE (http://forums.gibberlings3.net/index.php?showtopic=19510) BG2Tweakpack, yes, that's sad)
BG2 Tweaks overwrites .ids files?
Quote
the appending ones can stay as they just append if the file doesn't have the entry, which with this solution wouldn't happen anymore, so you could actually shorten the install time(minimally, but never the less).
By like a few milliseconds maybe, lol.
Title: Re: I am interested in any and all criticism!
Post by: Lollorian on April 24, 2010, 02:21:24 AM
Not many mods actually overwrite ids files, but some mods do create a copy of the ids in the override if it isn't present at the time of install (BG2Tweaks does this) ... if there's a copy of the ids already present in the override, they don't overwrite it :)
Title: Re: I am interested in any and all criticism!
Post by: temujin. on April 24, 2010, 06:51:59 PM
if there's a copy of the ids already present in the override, they don't overwrite it :)

even this has the potential to cause problems...

1. checking whether the IDS is present in the override/biffs wouldn't automatically guarantee the entry they want to append already exists.

2. more importantly, some mods (like Valen) have this type of seemingly innocent code:

Code: [Select]
  ACTION_IF NOT FILE_EXISTS ~override/shoutids.ids~ THEN BEGIN
    COPY ~valen/ids/shoutids.ids~ ~override/shoutids.ids~
  END

meanwhile, a mod that's installed earlier (ex: DSotSC) may have biffed the IDS (thereby removing it from the override), causing Valen to copy its extremely outdated shoutids.ids...



sigh

where is the shoot-yourself-in-the-foot smiley when you need one.
Title: Re: I am interested in any and all criticism!
Post by: cmorgan on April 24, 2010, 07:02:32 PM
This is why I hate .bifs.

hat sort of check is standard practice for a number of mods, from way back in the day to present time.

I think it should be

  ACTION_IF NOT FILE_EXISTS_IN_GAME ~shoutids.ids~ THEN BEGIN
    COPY ~valen/ids/shoutids.ids~ ~override/shoutids.ids~
  END


right? Is that the variant of A_I F_E that checks the .bifs?

Most importantly, where is the shoot random grenades in all directios smiley when you want one? :)
Title: Re: I am interested in any and all criticism!
Post by: temujin. on April 24, 2010, 07:39:23 PM
F_E_I_G is safer, of course, but my point is,

suppose you want to ensure that

Code: [Select]
1000 CMORGAN_SOLAR_STANCE

gets added to shoutids.ids.


now, if shoutids.ids doesn't exist in game, then the shoutids.ids supplied from your mod (containing the above entry) gets copied to override. all is well.

but if shoutids.ids already exists in game, then your code would simply assume "1000 CMORGAN_SOLAR_STANCE" also exists and move on without actually bothering to check.

my point is, how can you make that assumption?  wouldn't it also help to use "APPEND ... UNLESS ..." or some form of FILE_CONTAINS regexp or something like that?
Title: Re: I am interested in any and all criticism!
Post by: Fennek on April 25, 2010, 05:05:39 AM
I think / hope we found a solution for the problem (well, at least to avoid errors during BWP installations). If this way works in some (more) test installations, the problem might be solved. Please have a look here (several posts):

http://www.shsforums.net/topic/42220-fixes-for-the-big-fixpack/page__view__findpost__p__485790

Title: Re: I am interested in any and all criticism!
Post by: Miloch on April 29, 2010, 01:04:25 AM
my point is, how can you make that assumption?  wouldn't it also help to use "APPEND ... UNLESS ..." or some form of FILE_CONTAINS regexp or something like that?
Yeah, I think most recent/reasonable mods use both ACTION_IF F_E_I_G/COPY and APPEND ... UNLESS, typically for SoA compatibility (which doesn't have all the .ids files ToB does). FILE_EXISTS without the _IN_GAME has rather limited usage in my opinion.
Title: Re: I am interested in any and all criticism!
Post by: Creepin on May 15, 2010, 03:13:06 AM
I tried to grab temujin's fixes link to which he provided at this post (http://forums.pocketplane.net/index.php/topic,20010.msg323551.html#msg323551) and found out that the link is dead. I send him a private message asking for this files but seeing that he last logged more than 3 months ago I figured I will have more chances asking community as a whole: could someone that managed to get mentioned fixes while they were still available re-upload them somewhere please? :)
Title: Re: I am interested in any and all criticism!
Post by: temujin on May 15, 2010, 04:12:35 PM
sorry, I wasn't aware people were actually using these, or that Speedyshare deletes uploads after a few weeks.  I've reuploaded here (http://www.mediafire.com/?yjhwzquzyzx).



before I forget, I still have a few more of the things I wrote down that need fixing (in case someone wants to do something about them;  I don't have the desire to look after anyone's work):


Some more things not fixed yet:
------------------------------------


12.  characters with less than 12 charisma would still be unable to get Vithal to attack if you threaten him due to a dialog loop.  the line "IF ~~ THEN REPLY ~I deserve it all! Hand it over!~ GOTO V_13b" clearly doesn't belong in V_12, maybe it could be moved to V_6...  (wasn't comfortable in fixing this before, since it requires slightly altering the dialogue structure)

13.  as i mentioned before, ronin's fix, which was used to ensure compatibility with the Fixpack, adds the missing trigger to the search blocks, but ignores to add them to the replacement blocks.  this would prevent R_B_B warnings, but it doesn't retain the changes made by the Fixpack.  (need to edit d4a_2.baf, d4b_2.baf, d6a_2.baf, d6b_2.baf to include the missing trigger)

14.  add compatiblity for Arnel's Nalia (prevent R_B_B warnings if that mod is installed before)
-  one way to fix this is to change:

Code: [Select]
COPY_EXISTING ~ar2904.bcs~ ~override/ar2904.bcs~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d2a_1.baf~ ~questpack/helltest/data/d2a_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d2b_1.baf~ ~questpack/helltest/data/d2b_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d4a_1.baf~ ~questpack/helltest/data/d4a_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d4b_1.baf~ ~questpack/helltest/data/d4b_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d6a_1.baf~ ~questpack/helltest/data/d6a_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d6b_1.baf~ ~questpack/helltest/data/d6b_2.baf~

to

Code: [Select]
COPY_EXISTING ~ar2904.bcs~ ~override/ar2904.bcs~
  PATCH_IF (MOD_IS_INSTALLED ~Setup-LuvNalia.tp2~ 0) BEGIN  // compatibility with Arnel's Nalia
    SPRINT search_string ~Global("OpenedDoor6","AR2904",0)~
    INNER_PATCH_SAVE replace_string "%search_string%" BEGIN
      INSERT_BYTES 0x20 0x22
      WRITE_BYTE   0x20 0x0A
      WRITE_BYTE   0x21 0x09
      WRITE_ASCII  0x22 ~!Global("NaliaTaken","AR2904",1)~
    END
    INNER_ACTION BEGIN
      COPY ~questpack/helltest/data/d2a_1.baf~ ~questpack/helltest/data~
           ~questpack/helltest/data/d2a_2.baf~ ~questpack/helltest/data~
           ~questpack/helltest/data/d4a_1.baf~ ~questpack/helltest/data~
           ~questpack/helltest/data/d4a_2.baf~ ~questpack/helltest/data~
           ~questpack/helltest/data/d6a_1.baf~ ~questpack/helltest/data~
           ~questpack/helltest/data/d6a_2.baf~ ~questpack/helltest/data~
        REPLACE_TEXTUALLY "%search_string%" "%replace_string%"
    END
  END
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d2a_1.baf~ ~questpack/helltest/data/d2a_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d2b_1.baf~ ~questpack/helltest/data/d2b_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d4a_1.baf~ ~questpack/helltest/data/d4a_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d4b_1.baf~ ~questpack/helltest/data/d4b_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d6a_1.baf~ ~questpack/helltest/data/d6a_2.baf~
  REPLACE_BCS_BLOCK ~questpack/helltest/data/d6b_1.baf~ ~questpack/helltest/data/d6b_2.baf~

15.  couple of scripts (d0sumefr.bcs and d0sumdji.bcs) are not being created properly since the source scripts from which they are created from do not have the expected syntax.  (i.e. REPLACE_TEXTUALLY fails to find the search string, and therefore doesn't create the destination BCS files)  Should comment out BUT_ONLY_IF_IT_CHANGES so DEST_FILEs get created regardless.

16.  uninstalling Nazariel the Lich results in removal of some nonexistent TIS/WAV files.  should probably comment out the first two lines in d0lichaudiouninstall.bat, maybe have a "del override\d0ar01.tis" instead.

17.  fix improper use of FILE_EXISTS (i.e replace "FILE_EXISTS ~override/" with "FILE_EXISTS_IN_GAME ~")

18.  fix improper use of COPY_EXISTING (i.e. replace "COPY_EXISTING ~questpack" with "COPY ~questpack")

19.  a nitpick - "fix" the warnings shown in the debug due to misnumbered state weights for some dialogs (this is just another cosmetic change so you get a cleaner debug; doesn't make any difference otherwise).  this is done by computing by the weights for said dialogs during install time as opposed to the numbers they were statically assigned earlier)
Title: Re: I am interested in any and all criticism!
Post by: Shaitan on May 17, 2010, 02:27:13 AM
Anyone still got temujins fixes for D0QP? The link is dead...

Cherios
Title: Re: I am interested in any and all criticism!
Post by: Lollorian on May 17, 2010, 03:03:15 AM
The link (http://www.mediafire.com/?yjhwzquzyzx) temujin reposted in his last reply worked for me :o
Title: Re: I am interested in any and all criticism!
Post by: Graoumf on June 26, 2010, 12:50:52 PM
It would be great if Temujin's fixes were included in a new package of this mod.
Do you think it's possible?
Title: Re: I am interested in any and all criticism!
Post by: the bigg on October 09, 2010, 04:32:28 PM
questpack\encounters\DING0\randenc\city_new.baf contains this:

Code: [Select]
IF
OnCreation()
<snip>
THEN
RESPONSE #100
CreateCreature("VAMPIR01",[488.558],10)
CreateCreature("VAMPIR01",[500.454],10)
CreateCreature("VAMFLM01",[552.476],10)
</snip>

and my game doesn't contain VAMIR01.CRE. Is my game buggy, or is this a problem in the questpack? The BWP Fixpack doesn't appear to address the problem (either by adding vampir01.cre or changing the script file).
Title: Re: I am interested in any and all criticism!
Post by: Daulmakan on October 09, 2010, 06:44:08 PM
and my game doesn't contain VAMPIR01.CRE.
Neither does mine.
Title: Re: I am interested in any and all criticism!
Post by: Lollorian on October 09, 2010, 08:22:55 PM
Almost 75% of the mods in the BWP contain references to non-existent items/spells and creatures :D (this is where I absolutely LOVE DLTCEP ;D) The problem is:
- No/vague knowledge of what the object was actually supposed to be (eg: d0QP contains a non-existent "NOA3" item - and no clue on what it is or supposed to do)
- Might just be purposefully left incomplete by the author to avoid conflicts (seems rampant in the megamods)
- Just plain typos :P

I guess this one falls in the last category cause although a VAMPIR01 doesn't exist, we still have the male VAMPIM01 and female VAMPIF01 ;) So my vote goes to changing the first 2 CreateCreature()'s to:
Code: [Select]
<snip>
CreateCreature("VAMPIF01",[488.558],10)
CreateCreature("VAMPIM01",[500.454],10)
</snip>

(it hurts to not be able to attach :'()

EDIT: Replaced all references to either the male/female variant keeping balanced numbers (except in the last block where there are now 2 males and 1 female ... yay threesomes! :D) ... "fixed" file attached here (http://www.shsforums.net/topic/42220-fixes-for-the-big-fixpack/page__view__findpost__p__498750)
Title: Re: I am interested in any and all criticism!
Post by: the bigg on October 09, 2010, 08:45:03 PM
(this is where I absolutely LOVE DLTCEP ;D)
Bleh, DLTCEP. I found this one because my mod was claiming INSTALLED WITH WARNINGS when EXTENDing ar0041.bcs in MODDER mode.

Quote
So my vote goes to changing the first 2 CreateCreature()'s to:
That's what I thought too, I just posted this in case somebody recalls a similarly named file from a mod that Sim might've had installed. Remember to check the rest of the script - there's like 30 instances of VAMPIR01 in there.
Title: Re: I am interested in any and all criticism!
Post by: Lollorian on October 09, 2010, 09:25:46 PM
Bleh, DLTCEP.
But it's shiny :'(

And yup, replaced all VAMPIR01's ;D

Now ... here's something I noticed, apparently this mysterious "NOA3" item is supposed to grant Immunity to Fear (cause those are the kinds of items being checked)

Anyone know any fear immunizing items other than:
-  CHWRAITH
- CLCK30
- HELM14
- IPSION
- MISCBC
- SW1H32
?? Winner will probably solve this thing :P
Title: Re: I am interested in any and all criticism!
Post by: Miloch on October 10, 2010, 05:36:51 AM
Anyone know any fear immunizing items other than:
-  CHWRAITH
- CLCK30
- HELM14
- IPSION
- MISCBC
- SW1H32
This is where DLTCEP also comes in handy, because you can use it to search all items for an opcode.
Title: Re: I am interested in any and all criticism!
Post by: the bigg on October 10, 2010, 06:37:19 AM
As does NI.
Title: Re: I am interested in any and all criticism!
Post by: Lollorian on October 10, 2010, 08:41:52 AM
Using DLTCEP Pro v7.2 and NI v1.33b20 ... nada :(

Well, atleast DLTCEP gave me some results ... (searching for opcode 101 for [24] Horror)
Quote
Checking items...
NPPLAT
Found opcode Protection: from Opcode [101] (0 157) in feature block #17 of equipping effects
IPSION
Found opcode Protection: from Opcode [101] (0 45) in feature block #1 of equipping effects
MORSWORD
Found opcode Protection: from Opcode [101] (0 25) in feature block #7 of equipping effects
IMMCLOUD
Found opcode Protection: from Opcode [101] (0 39) in feature block #2 of equipping effects
DEMILICH
Found opcode Protection: from Opcode [101] (0 39) in feature block #1 of equipping effects
TROLLIMM
Found opcode Protection: from Opcode [101] (0 39) in feature block #1 of equipping effects
HAMM11
Found opcode Protection: from Opcode [101] (0 216) in feature block #8 of equipping effects
MISCBC
Found opcode Protection: from Opcode [101] (0 24) in feature block #5 of equipping effects
Done.
... items like CLCK30 and HELM14 don't even show up even though it has the opcode 101 on 24 ???

No clue how to go about filtering ITMs in NI though :P
Title: Re: I am interested in any and all criticism!
Post by: 10th on October 10, 2010, 09:00:47 AM
NI search for Immunity to Effect (101) Panic (24):
- Open your item of choice which provides it
- Select Panic (24) in Immunity to Effect (101)
- Find selected attribute

10th
Title: Re: I am interested in any and all criticism!
Post by: Lollorian on October 10, 2010, 09:17:17 AM
Oh my ...! I am forever indebted to you mate! ;D

But the search results (in alphabetic order of itemcode) show CLCK30 righ below CHWRAITH ... and seeing that the items are in A-Z order in the scripts, this prolly confirms that this "NOA3" is just ... fluff?? :P Well, atleast I din't have to scan through 100s of items for the opcode :D
Title: Re: I am interested in any and all criticism!
Post by: Guest on October 12, 2010, 03:10:20 AM
Download (http://www.speedyshare.com/files/20979788/qp-fixes.rar) (and extract and overwrite on top of your questpack folder)

Download link says "File not found. It has been either deleted, or it never existed at all."  :'(
Title: Re: I am interested in any and all criticism!
Post by: DifferentGuest on October 12, 2010, 04:20:09 AM
That's an old link, there's a newer one further up.

But... the newer one doesn't work for me, either? It says 'No servers are available with that data' or something like that.

Is that one down too? If so, any chance of a third upload? I'd really love to finally get qp working fairly normally.
Title: Re: I am interested in any and all criticism!
Post by: YetAnotherGuest on October 12, 2010, 05:59:15 AM
Is that one down too? If so, any chance of a third upload? I'd really love to finally get qp working fairly normally.

Temujin's fixes are included as part of the BiG World Fixpack. You can download it here (http://www.shsforums.net/index.php?app=downloads&showfile=521).
Title: Re: I am interested in any and all criticism!
Post by: DifferentGuest on October 12, 2010, 09:14:46 AM
Thank you!
Title: Re: I am interested in any and all criticism!
Post by: Graoumf on February 05, 2011, 06:54:52 AM
It would be great if Temujin's fixes were included in a new package of this mod.
Do you think it's possible?
Even if Temujin's fixes are in BWF, do you think a Quest Pack's update could be possible?
We also have the update of the french translation for Revised Hell Trials' part. It was an old translation, made by Sacha, and it would be great to see it in the Quest Pack.  :-\
Title: Re: I am interested in any and all criticism!
Post by: Kulyok on September 20, 2011, 01:39:49 AM
If someone can do the update of the Quest Pack version available at our questpack page, I guess we could go and put this update as a new Questpack beta on-site.
Title: Re: I am interested in any and all criticism!
Post by: Visperas on December 11, 2012, 05:01:05 AM
Hi!

I'm playing Baldurs Gate 2 for the first time and reading about the game I've found this Quest Pack. One of the things I'm more interested in is multiple solutions to quests and I've found that vanilla BG2 has not so many of them. I'm in the second chapter and I've only done two or three quests from that chapter so I could be worng but that's the feeling I'm getting. That's the reason I'm so interested in this Pack but I'm afraid that it'll break my game or something like that. So, would you recommend me installing this Quest Pack?
Also, the Temujin fixes links for this pack (both) are down now and I've read that this other fixpack (BiG World Fixpack v11http://www.shsforums.net/files/file/521-big-world-fixpack-v11/ (http://www.shsforums.net/files/file/521-big-world-fixpack-v11/)) can fix some of the QP bugs. How should I install it? I'm a noob with BG2 mods so, any instructions would be nice. Thank you!
Title: Re: I am interested in any and all criticism!
Post by: Kulyok on December 11, 2012, 05:14:58 AM
If you're playing for the very first time, I would not advise you to install anything, really. It's your first playthrough, and to get the feel of the vanilla game is very much worth it.

Also, when people install mods, they usually have already played the game and know what they want(example: someone wants Grand Mastery to work like it did in BG1 game, wants to auto-pause the game during interjections and to make Nalia an Assassin, but you don't even know who Nalia is, yet. Or they want more interparty banter, but maybe you'll find the number of banters in the game sufficient already. Or find mod dialogue of insufficient quality. That said, many mods are great - but for BG2, I'd say they are worth it, but on your second playthrough).

Anyway, just in case: you first install Quest Pack(read the readme, then run the .exe file), then install the fixes(same thing). If you want, there are other quest mods with multiple solutions - scroll Pocket Plane, Gibberlings 3 and Spellhold Studios for more quest mods(but again, I wouldn't do it on your first s).

I'd caution you against expecting a long string of quests or huge new areas in Quest Pack, however - Quest Pack is a pack of mini-encounters. Tower of Deception is bigger, Assassinations is longer, and Lava's quest mods are generally deeper. But you'll have time to discover them on your own.

And, no, mods are usually created as not to break your game(although you may expect trouble if you're installing fifty at once without as much as reading their readmes, first).

Good luck!
Title: Re: I am interested in any and all criticism!
Post by: Visperas on December 11, 2012, 05:27:42 AM
Thanks for the quick reply Kulyok!!!

It's my first playthrough but knowing me it'll likely be the last, I'm not a replayer, so I'd like to experience a good version of the game. I've installed mostly fixes because I don't want to add a lot of new quest, maps or general content, just to enhance what's already there, and QP seems to do just that.

Also, I've checked the readme and I have a doubt: it says is strongly recommended to start a new game after installing the pack but I don't really want to do that. I'm pretty early in the game and I think I've only started the Xzar quest, he asked me to investigate a imprisoned friend of his, I answered him that I would but I've done nothing about it yet. Will that create a problem? I think I haven't started any other QP related quest in the game so, I don't need to start a new game, right?

Thanx again!
Title: Re: I am interested in any and all criticism!
Post by: Kulyok on December 11, 2012, 05:34:00 AM
On practice, unless you've installed Gibberlings3's BG2 Fixpack in the middle of the game, you'll probably be okay. Have a good playthrough. :)
Title: Re: I am interested in any and all criticism!
Post by: Visperas on December 11, 2012, 05:41:34 AM
I installed all of the fix packs before starting the game. The QP mod will be the only mod I install mid-game. I've just noticed in the Dingo Catches Up thread, a list of fixpack for QP. Is the BiG World Fixpack v11 enough to get the QP working?
Title: Re: I am interested in any and all criticism!
Post by: Kulyok on December 11, 2012, 05:46:56 AM
I can't advise it to you in good faith, since I am not sure how it works. You'd better off reading the documentation or asking the creators. If it says it only installs fixes for QP and not 100500 files for other(non-installed) mods, you may go ahead.
Title: Re: I am interested in any and all criticism!
Post by: Visperas on December 11, 2012, 06:18:00 AM
Thanx for your patience Kulyok...

I have no idea if the fixpack modifies any 100500 files and I couldn't find any clue in the readme. What I did get is more doubts about installing. I got the "D0QuestPack_v23.exe" file and the "Big World Fixpack v11" rar. In the fixpack webpage (http://www.shsforums.net/files/file/521-big-world-fixpack-v11/) it says this:

"Although it is made for the BiG World Project, it can be used with any other installation. Unpack the BiG World Fixpack.7z file in your BGII - SoA directory and start the batch file BEFORE installing the mods. The batch file checks for mods that are already in the main folder and copies the needed files into the predetermined folders.
The patch files contain only the changes, not the entire contents of the file itself. Therefore may in no case existing files be replaced with files from the patch!"

According to this, shoudl I move the QP file in the BG2 folder but run the fixpack batch file before running the QP exe? Damn... this is complicated... or I'm not too bright. :-P

Title: Re: I am interested in any and all criticism!
Post by: hook71 on December 11, 2012, 02:54:45 PM
According to this, shoudl I move the QP file in the BG2 folder but run the fixpack batch file before running the QP exe?

Correct!

The BiG World Fixpack is as you surmised designed to update the installers before you use them. The latest version can be found here: http://kerzenburg.baldurs-gate.eu/downloads.php?id=49

If you are going to install the Quest Pack I would highly recommend running the Fixpack before starting the installation of that mod.
Title: Re: I am interested in any and all criticism!
Post by: Kulyok on September 09, 2013, 04:53:54 AM
Seems like temujin's fixes are gone again: Mediafire link is dead. Anyone has a copy?

(SimDing0 said he had lots of issues fixed locally, too, but that ship had probably sailed a long time ago... edit: ah, wait, no, qpbeta.rar is still around).
Title: Re: I am interested in any and all criticism!
Post by: Bladeless on October 01, 2013, 11:46:29 AM
The guy that tries to sell you the Red Scimitar +3 is buggin' out. You can't select the weapon to buy it when he opens the shop up, and after about 2 seconds it closes and he says he's sorry I decided against helping him. I tried killing him, but he doesn't have anything good... I want that scimitar!
This is from QP, right?