Pocket Plane Group

BG1 Completed Mods => BG1 Unfinished Business => Topic started by: Sam. on January 20, 2015, 09:37:25 AM

Title: Suggestions for new features?
Post by: Sam. on January 20, 2015, 09:37:25 AM
Do you guys consider suggestions for new components/features?  If you do, you are welcome to include this small restoration of THUNDER3.WAV (http://www.shsforums.net/topic/57775-any-mods-which-restore-corrupted-thunder3wav-in-bg1tosc/).  I'm not positive it is used by the game as-is, but it wouldn't hurt to fix it any way.

Secondly, has anyone ever considered restoring TAVERN.MVE?  As far as I can tell, it seems to be unused in the vanilla ToSC game.  Personally, I think it's kinda cool, though.  I can provide WBM versions of the movie for the BGEE game if interested.  Edit:  I can also add audio to both the MVE and WBM versions from one of the "tavern" soundtracks from the game (if desired).

Sincerely,
Sam.
Title: Re: Suggestions for new features?
Post by: Echon on January 20, 2015, 04:51:10 PM
Suggestions are always welcome. :)

Where would THUNDER3.WAV be used? As was mentioned on SHS, these files are not used where it is raining. Of course, one could overwrite the current ones with THUNDER2-4.

I am guessing TAVERN.MVE was meant for the Elfsong Tavern. It would be easy to re-introduce to the game.
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on January 20, 2015, 07:31:40 PM
Restoring TAVERN.MVE for BG1/Tutu/BGT would be great, but I wouldn't add it to BGEE.  For BGEE, I think it would be best to leave it for a mod that restored all the original movies.  It would look out of place to add just TAVERN.MVE to BGEE since it doesn't fit BGEE's new movie style.
Title: Re: Suggestions for new features?
Post by: Sam. on January 21, 2015, 08:56:11 AM
I am guessing TAVERN.MVE was meant for the Elfsong Tavern. It would be easy to re-introduce to the game.
That was my thought as well.

Restoring TAVERN.MVE for BG1/Tutu/BGT would be great, but I wouldn't add it to BGEE.  [...]  It would look out of place to add just TAVERN.MVE to BGEE since it doesn't fit BGEE's new movie style.
Agreed about BGEE.

For BGEE, I think it would be best to leave it for a mod that restored all the original movies.
I'll plan on adding it to BG: EE Classic Movies (http://www.shsforums.net/topic/55573-mod-bg-ee-classic-movies/) then :) .

Where would THUNDER3.WAV be used? As was mentioned on SHS, these files are not used where it is raining. Of course, one could overwrite the current ones with THUNDER2-4.
I guess the other option would be to add it on a delay to something like the Call Lightning spells.
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on January 21, 2015, 09:36:28 PM
Do you guys consider suggestions for new components/features?  If you do, you are welcome to include this small restoration of THUNDER3.WAV (http://www.shsforums.net/topic/57775-any-mods-which-restore-corrupted-thunder3wav-in-bg1tosc/).  I'm not positive it is used by the game as-is, but it wouldn't hurt to fix it any way.

Secondly, has anyone ever considered restoring TAVERN.MVE?  As far as I can tell, it seems to be unused in the vanilla ToSC game.  Personally, I think it's kinda cool, though.  I can provide WBM versions of the movie for the BGEE game if interested.  Edit:  I can also add audio to both the MVE and WBM versions from one of the "tavern" soundtracks from the game (if desired).

Sincerely,
Sam.

Since the other movies have sound, I think that would be good for a "Restored TAVERN.MVE".  It's actually kinda eerie silent... :wink:
Title: Re: Suggestions for new features?
Post by: Sam. on January 22, 2015, 09:41:11 AM
First render  (https://dl.dropboxusercontent.com/u/5156883/Tavern01.webm)of TAVERN with audio.  Suggestions welcome  :) .
Title: Re: Suggestions for new features?
Post by: Echon on January 22, 2015, 10:20:43 AM
I think the theme fits, but could you make one with TDAY1.MUS instead? It is the same song, but played with strings instead of a guitar.
Title: Re: Suggestions for new features?
Post by: Sam. on January 22, 2015, 10:37:36 AM
I think the theme fits, but could you make one with TDAY1.MUS instead? It is the same song, but played with strings instead of a guitar.
No problem, try this one (https://dl.dropboxusercontent.com/u/5156883/Tavern02.webm).
Title: Re: Suggestions for new features?
Post by: Echon on January 22, 2015, 12:49:34 PM
Cool. I think this song fits the movie better. :)
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on January 22, 2015, 04:44:28 PM
It's rather amazing how well it fits, even the sound of a fire right as the camera "walks" past the fireplace.  Was this audio track actually made for this video, but then never finished?
Title: Re: Suggestions for new features?
Post by: Echon on January 22, 2015, 04:47:26 PM
The fire sound effect was added by Sam. The song is used in a number of areas, including BG I believe.
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on January 22, 2015, 08:59:07 PM
Well, that explains it. :)
Title: Re: Suggestions for new features?
Post by: Salk on January 22, 2015, 11:56:22 PM
I think it'd be a very nice restoration!

It'd be great if there might be custom music in the style of the original game's soundtrack but even like this Scratch that  - the second version is already good enough! I'd love to see this brought back by BG1 UB!

Good suggestion, Sam.!
Title: Re: Suggestions for new features?
Post by: Sam. on January 23, 2015, 09:27:58 AM
I'm definitely mixing in the sound myself :) .  The video comes from TAVERN.MVE (obviously), then I added TDAY1A.WAV as the major theme.  If you listen closely, you'll also hear AMB_M09B.WAV (tavern patron sounds) in the background that gets louder as you approach and go through the doorway from the kitchen into the tavern proper.  On top of that is AMB_E14A.WAV which is the sound of the fireplace/stove that you pass by.  I intentionally didn't make the patron sounds very loud since the tavern is deserted in the video and it didn't feel right to make it sound packed with people, but after adding the fireplace ambient you almost can't hear it at all.  Should I turn it up a little?
Title: Re: Suggestions for new features?
Post by: jastey on January 23, 2015, 09:46:30 AM
First render  (https://dl.dropboxusercontent.com/u/5156883/Tavern01.webm)of TAVERN with audio.  Suggestions welcome  :) .
_Very_ nice. And you chose my favorite area music, too! I am impressed.
I think the background tavern chatter is loud enough. I wouldn't make it any louder. EDIT: I prefer the first version.
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on January 23, 2015, 10:19:40 AM
I actually prefer the music on the first render, but it's not a strong preference.  The second version is great too.  For the first, I can imagine Volo in the corner playing the tune on his lute with a tankard of ale by his side.  :)

I'd be happy to add it to the v14 beta.  The coding would be simple, just add to the ElfSong's BCS file:

Code: [Select]
IF
Global("UBEnteredElfSong","GLOBAL",0)
THEN
RESPONSE #100
StartMovie("UBTAVERN")
SetGlobal("UBEnteredElfSong","GLOBAL",1)
END
Title: Re: Suggestions for new features?
Post by: Salk on January 27, 2015, 01:54:16 AM
Now that you make me notice it... It's actually a little weird to hear any ambient effect (including the fireplace, since there is no fire) in a completely deserted tavern.

Perhaps the best solution is also the easiest one: only music or keep the ambient sound extremely low just for suggestion.

And in that case, I am with those who prefer the first version...
Title: Re: Suggestions for new features?
Post by: White Agnus on January 27, 2015, 04:03:18 PM
Hmm, Jarls BGT Adventure Pack (https://kerzenburg.baldurs-gate.eu/downloads.php?id=35) already restores the Elfsong Tavern Movie for BGT.

I've also done a recode some times ago for BG:EE :D

http://www.whiteagnus.de/downloads/tavern_render.webm
Title: Re: Suggestions for new features?
Post by: Salk on January 29, 2015, 02:01:09 AM
Interesting.

The modification is a bit obscure though and I doubt it's very popular outside the German borders. The mod has never been traified to English since lastest version was out 2 and half years ago now. There is not even an English ReadMe available.

It's sad, since a quick look at the .tp2 makes me think there is lots of stuff that might be BG1 UB material, just like the movie restoration.
Title: Re: Suggestions for new features?
Post by: jastey on January 29, 2015, 12:34:13 PM
It is, and Jarl put great effort into restoring things (but also expanding others). There is an English version if you install the BWP English textpack, I think, but I have no idea about the quality of the translation.
Title: Re: Suggestions for new features?
Post by: Salk on January 30, 2015, 01:54:02 AM
Well jastey... you're german, right? :) Anything Jarl might kindly see fit to "donate" to BG1 UB?
Title: Re: Suggestions for new features?
Post by: jastey on January 30, 2015, 09:07:36 AM
Oh, he made his mod compatible with bg1ub. It's more a question of putting effort into it to give it a proper English version. I am currently too occupied to add this to my list, but if you remind me in a week, I'll send him a PM.
Title: Re: Suggestions for new features?
Post by: Salk on January 30, 2015, 10:03:23 AM
Oh I am sorry if I sounded like I wanted *you* to do the job, jastey. It was not at all what  meant... I meant... Since you are german you can understand easily if the text additions/changes might reasonably be significant for BG1 UB too... :)
Title: Re: Suggestions for new features?
Post by: Sam. on May 09, 2015, 03:19:42 AM
Has anyone ever looked into restoring the "Wall of Fire" spell (SPWI409 and SPPR506) as noted in (http://gibberlings3.net/iesdp/files/ids/bg1/spell.htm) the IESDP and seen in the game resources as SPWI409.SPL - Wall of Fire?

Note:  Likely only feasible to restore in the EE and modeled after IWD:EE's Wall of Moonlight.
Title: Re: Suggestions for new features?
Post by: Echon on May 10, 2015, 10:27:20 AM
Has anyone ever looked into restoring the "Wall of Fire" spell (SPWI409 and SPPR506) as noted in (http://gibberlings3.net/iesdp/files/ids/bg1/spell.htm) the IESDP and seen in the game resources as SPWI409.SPL - Wall of Fire?

Note:  Likely only feasible to restore in the EE and modeled after IWD:EE's Wall of Moonlight.

I had a look at it when I began working of FotD, but there were no firewall BAMs to be found, and without those there is really nothing to restore. Someone would need to make these.
Title: Re: Suggestions for new features?
Post by: Sam. on May 10, 2015, 09:53:02 PM
I had a look at it when I began working of FotD, but there were no firewall BAMs to be found, and without those there is really nothing to restore. Someone would need to make these.
I guess that depends on how aggressive of a wall of fire you're looking for.  Here is my submission (http://classicadventuresmod.com/temp/wofirex.png).  It is a recolored Wall of Moonlight.
Title: Re: Suggestions for new features?
Post by: Echon on May 11, 2015, 12:38:14 PM
I guess that depends on how aggressive of a wall of fire you're looking for.  Here is my submission (http://classicadventuresmod.com/temp/wofirex.png).  It is a recolored Wall of Moonlight.

If I were to do it for FotD, I would prefer to up the aggro a bit, with flames and such. Unfortunately, I have no skills in animation.

But I seem to recall other mods having restored/recreated the spell. Is that just wishful thinking?
Title: Re: Suggestions for new features?
Post by: Galactygon on May 17, 2015, 07:08:17 AM
Yes, SpellPack B6 introduces Wall of Fire as a 5th level priest spell, and uses IWD2's Wall of Fire animation. Future versions will have it as a 4th level wizard spell as well.
Title: Re: Suggestions for new features?
Post by: Sam. on May 19, 2015, 09:56:50 AM
Yes, SpellPack B6 introduces Wall of Fire as a 5th level priest spell, and uses IWD2's Wall of Fire animation. Future versions will have it as a 4th level wizard spell as well.
Where can I find this mod?  Would you mind posting a link?
Title: Re: Suggestions for new features?
Post by: The Imp on May 19, 2015, 11:17:13 AM
Would you mind posting a link?
A direct download link (http://galactygon.blackwyrmlair.net/SpellPack/SpellPackB6.exe).
Title: Re: Suggestions for new features?
Post by: Sam. on May 22, 2015, 11:42:04 AM
I guess that depends on how aggressive of a wall of fire you're looking for.  Here is my submission (http://classicadventuresmod.com/temp/wofirex.png).  It is a recolored Wall of Moonlight.

If I were to do it for FotD, I would prefer to up the aggro a bit, with flames and such. Unfortunately, I have no skills in animation.

But I seem to recall other mods having restored/recreated the spell. Is that just wishful thinking?

Yes, SpellPack B6 introduces Wall of Fire as a 5th level priest spell, and uses IWD2's Wall of Fire animation. Future versions will have it as a 4th level wizard spell as well.

For reference, here (http://bit.ly/1EnQ6Zu) is what "IWD2's Wall of Fire animation" from SpellPack B6 (http://forums.blackwyrmlair.net/index.php?showtopic=5027&st=0&p=51007&#entry51007) looks like, compared to my version (http://bit.ly/1LtpX1g).  Assuming Galactygon et al. don't mind UB borrowing their Wall of Fire animation, would this version be aggro enough for you, Echon?
Title: Re: Suggestions for new features?
Post by: Echon on May 24, 2015, 12:20:25 PM
For reference, here (http://bit.ly/1EnQ6Zu) is what "IWD2's Wall of Fire animation" from SpellPack B6 (http://forums.blackwyrmlair.net/index.php?showtopic=5027&st=0&p=51007&#entry51007) looks like, compared to my version (http://bit.ly/1LtpX1g).  Assuming Galactygon et al. don't mind UB borrowing their Wall of Fire animation, would this version be aggro enough for you, Echon?

I cannot say right now, since I getting a 403 on the DB link. Have you got somewhere else to but it?
Title: Re: Suggestions for new features?
Post by: Sam. on May 24, 2015, 05:31:00 PM
For reference, here (http://bit.ly/1EnQ6Zu) is what "IWD2's Wall of Fire animation" from SpellPack B6 (http://forums.blackwyrmlair.net/index.php?showtopic=5027&st=0&p=51007&#entry51007) looks like, compared to my version (http://bit.ly/1LtpX1g).  Assuming Galactygon et al. don't mind UB borrowing their Wall of Fire animation, would this version be aggro enough for you, Echon?

I cannot say right now, since I getting a 403 on the DB link. Have you got somewhere else to but it?
Damn.  Okay, here (http://classicadventuresmod.com/temp/wofirex.png) and here (http://classicadventuresmod.com/temp/wofirex2.png).
Title: Re: Suggestions for new features?
Post by: Echon on May 25, 2015, 12:31:28 AM
Damn.  Okay, here (http://classicadventuresmod.com/temp/wofirex.png) and here (http://classicadventuresmod.com/temp/wofirex2.png).[/quote]

Sure. #2 looks great, and would be worthy of the Wall of Fire spell.
Title: Re: Suggestions for new features?
Post by: Tash on August 22, 2015, 02:49:23 PM
Husam's dlg and the area files of the Central Sewers and the Ducal Palace basement may indicate that originally there was supposed to be an alternate way to get into the palace. Husam points the way and warns you against powerful wards, while the area files have the respective entrances already placed, but without regions assigned to them.

Playing through that part of the game again, I'm almost convinced that a custom passageway-area between the sewers and the basement, filled with crafty traps or a possible assassin encounter, would spice things up. This would also give a chance for the Shadow Thieves to play a part in the whole cabal. Most of them could potentially die to traps (insert an awesome cutscene), the rest aid you in the ensuing fight with Sarevok's assassins guarding the secret entry (a designer's trick to prevent AoE spamming :P).
Title: Re: Suggestions for new features?
Post by: Sam. on August 22, 2015, 09:23:37 PM
Husam's dlg and the area files of the Central Sewers and the Ducal Palace basement may indicate that originally there was supposed to be an alternate way to get into the palace. Husam points the way and warns you against powerful wards, while the area files have the respective entrances already placed, but without regions assigned to them.

Playing through that part of the game again, I'm almost convinced that a custom passageway-area between the sewers and the basement, filled with crafty traps or a possible assassin encounter, would spice things up. This would also give a chance for the Shadow Thieves to play a part in the whole cabal. Most of them could potentially die to traps (insert an awesome cutscene), the rest aid you in the ensuing fight with Sarevok's assassins guarding the secret entry (a designer's trick to prevent AoE spamming :P).
I really like the idea  :)
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on August 22, 2015, 10:06:25 PM
Husam's dlg and the area files of the Central Sewers and the Ducal Palace basement may indicate that originally there was supposed to be an alternate way to get into the palace. Husam points the way and warns you against powerful wards, while the area files have the respective entrances already placed, but without regions assigned to them.

Playing through that part of the game again, I'm almost convinced that a custom passageway-area between the sewers and the basement, filled with crafty traps or a possible assassin encounter, would spice things up. This would also give a chance for the Shadow Thieves to play a part in the whole cabal. Most of them could potentially die to traps (insert an awesome cutscene), the rest aid you in the ensuing fight with Sarevok's assassins guarding the secret entry (a designer's trick to prevent AoE spamming :P).

Considering the names of the unused entrances are EXIT0111 and EXIT0225, I don't think there was ever another area planned. Entrance names usually reference the area file the entrance comes from/leads to, so if they both led to a passage, say AR0227 they would both be called EXIT0227. My guess is that there would have been a series of traps before the exit from the sewers, perhaps a magically locked portal, then a confrontation with the guards in the basement of the palace.

It would be interesting to provide an alternative path if you fail to get the invitation from Slythe & Kristin. Cool idea!  ;D
Title: Re: Suggestions for new features?
Post by: Tash on August 23, 2015, 07:56:15 AM
Considering the names of the unused entrances are EXIT0111 and EXIT0225, I don't think there was ever another area planned. (...)

I agree, but I'd given it some thought before and I still don't think simply connecting the two areas would be the best idea. This has a potential to do something more interesting, provide a challenge and a creative alternative.

If one drops some traps on the sewer entrance, that would be no different from what the player's been doing, ie a nuisance rather than anything else. There would be hardly any place for any encounter; placing the fight in the basement area would be one solution, but unlikely for a trained group of assassins (too much ruckus just below the lounge).

A simple passageway, even using sewer tiles, would offer a chance to introduce, for example, riddle tile-traps (the player can't detect/disable them; a series of riddles on the wall related to some long-gone Dukes hints which tiles the player should step on, etc). This is just an extreme example to show you what I have in mind -- I'm not a designer and I know this is too much for a faithful restoration, but I believe the project has long abandoned that kind of an approach, isn't that right?
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on August 23, 2015, 11:08:24 AM
Well, creating new areas is not a simple undertaking. The one example of BG1UB restoring a missing area to the game, Ice Island Level 2, simply re-used existing resources. It did not create new areas.

I like the idea, but I'll admit, making new areas is not in my modder skill set. Someone else would need to pick up the gauntlet on that ;) . You can see what goes into making a new area here: http://www.simpilot.net/~sc/dltcep/index.htm

The other part is how to modify the narrative to make this path preferable to walking in the front door with the invitation you get from Slythe & Kristin. Why run a gauntlet of death when you can bluff your way in? Would you just remove the invitation and force the player through the secret entrance?

Once you're in, how would a general alarm not be raised so that the guards don't attack you when you emerge from the stairs to the basement? Even if an alarm isn't raised, why wouldn't the guards on the main floor be suspicious of you when you emerge from the basement (presumably smelling like the sewers) instead of coming in the front door like the other guests?

Don't mistake my intentions; I'm not trying to shut the idea down :). It would be a cool addition. I'm just thinking about the narrative issues in addition to the technical ones.
Title: Re: Suggestions for new features?
Post by: Tash on August 23, 2015, 01:20:47 PM
Good points!

A simple sewer corridor should be easy enough to do. For me, object shadows often proved to be the most time consuming; dimly lit sewers are easy. Maybe even I'll do it.

The traps should be deadly enough if Husam himself is afraid to go in there. I know riddles are over-the-top... it was just an example of taking it one notch up too many. I'm doing Durlag's Tower right now, so maybe I'll get inspired.

The whole idea behind it is that a lot of players never even meet Husam, and some don't even realize there's a palace basement with its own movie. So, the rationale, here, is that you will want to choose the sewers to get the Thieves to help you out in the fight. Otherwise, they won't ever make it on their own. And they don't have invitations...

Once you emerge from the basement, the ceremony actually begins and everybody is focused on the speech. Then Sarevok (appropriately surprised by your showing up) reveals his plans and there isn't really that much time for guards to react to your presence.

For convenience, the guards in the basement could end up silently-assassinated, should you choose that path. After all, Sarevok mentions a group of gangers going through the sewers in one of his letters. If you use the invitation, nothing changes in the basement, and you can't enter the secret passage from there to bypass the traps and grab exp from the assassins.

Edit: I'm making the area. I also have a cool idea for an interactive dialogue-based ward/trap. Of course, it's going to have something to do with sounds.  ;)

I don't want to introduce something that obviously can't be considered a restoration, so as a compromise I've decided to drop the ambush idea. After all, I want an alternative to the fight with the assassin duo. A new area is still too much to be part of the Unfinished Business, but I still want to try something like that in modding.
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on August 30, 2015, 10:04:09 PM
Cool! I look forward to seeing the finished mod (and dying in its traps many times ;) )
Title: Re: Suggestions for new features?
Post by: Salk on September 01, 2015, 05:50:39 AM
Sounds good, Tash! Good luck with it!
Title: Re: Suggestions for new features?
Post by: Tash on September 01, 2015, 08:07:18 PM
I'm playing the original BG1+TotSC.

Going through Kaishas Gan's dlg (KAISH.dlg), I noticed an extra reply tree, "I met a strange mage out there. He was mad from isolation, but he had much to say," to Kaishas' question, "Were you successful? Did the beasts fall before you?." The reply requires a global from Dradeel's dlg that is probably never set, as I didn't get this line despite talking to him and learning about Balduran's journey.

This may have already been done in the Fixpack(s), as I vaguely remember it from a BGT playthrough years ago, but the original game is still missing that line.
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on September 02, 2015, 10:58:27 PM
The global "DraTalk" is set, depending on how you navigate the dialog with Dradeel. If you tell Dradeel you can't help him, the variable is set. If you accept Dradeel's quest, then the variable is not set (nor if he attacks you).
Title: Re: Suggestions for new features?
Post by: Tash on September 09, 2015, 04:26:51 PM
Here's one more from the Werewolf Island: Daese appears to be Karoug's mate, but she shapeshifts into a werewolf instead of a wolfwere. So: a) this is a Romeo-and-Juliet kind of a lycanthropic love story, or b) an oversight. I'd like it to be the former, but her stats tell otherwise (a pumped-up wolfwere).

A simple name string change in DAESEWLF.cre should do.
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on September 12, 2015, 04:32:46 PM
Here's one more from the Werewolf Island: Daese appears to be Karoug's mate, but she shapeshifts into a werewolf instead of a wolfwere. So: a) this is a Romeo-and-Juliet kind of a lycanthropic love story, or b) an oversight. I'd like it to be the former, but her stats tell otherwise (a pumped-up wolfwere).

A simple name string change in DAESEWLF.cre should do.

That's already in BG1UB. Did you install the Creature Name Restorations component?

Code: [Select]
COPY_EXISTING ~%tutu_scriptd%AESEWLF.CRE~ ~override~ // Daese as werewolf
  PATCH_IF (SOURCE_SIZE > 0x2d4) BEGIN
    SAY NAME1 @56
    SAY NAME2 @56
  END
BUT_ONLY
Title: Re: Suggestions for new features?
Post by: Tash on September 13, 2015, 04:36:39 AM
Sorry, my bad. I was messing with CREs, so this was to be expected.  I'll be quiet with my paltry "suggestions" now. :P
Title: Re: Suggestions for new features?
Post by: AstroBryGuy on September 13, 2015, 04:08:59 PM
Sorry, my bad. I was messing with CREs, so this was to be expected.  I'll be quiet with my paltry "suggestions" now. :P

No problem. I was concerned the Creature Names component wasn't working correctly.
Title: Re: Suggestions for new features?
Post by: skellytz on July 20, 2017, 11:04:31 AM
Hi!

Here's a couple of things I noticed that you might consider restoring:

1. In the original BG1, there's a Watcher (WATCH3.cre) in Candlekeep that's missing in BGT. He spawns, "opens" and "closes" the door to the barracks and then has an equal chance to do either of the following:
- stand guard next to the door for 30 seconds then open-close the door and "destroy" himself
- walk around the keep counter-clockwise then open-close the door and "destroy" himself

The script for that (WATCH3.bcs) is properly copied and referenced in the CRE file, but BGT Candlekeep area script (AR0015.bcs) doesn't spawn him at all.

2. This goes way back to the original BG1. All Green Slimes use Olive Slime animation. The palettes are different; I think they decided to swap them because the green variant could've been a little bit too washed-out and hard to see for some testers. Personally, I don't think that's the case and the original Green Slime animation looks all right.

There aren't any proper Olive Slimes in BG1, so their audio resources are wasted. I think it would be cool to restore the original Green Slime animation and add a new Olive Slime creature type. Some Olive Slimes could then be placed in appropriate areas to spice things up.

That's it! Thanks :)