Pocket Plane Group
BG2 Completed Mods => Back to Brynnlaw => Topic started by: Kulyok on January 10, 2016, 07:58:51 AM
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All bug and typo reports are welcome here!
Please, post everything in this topic - I do maintain my mods from time to time (honest!) but since I do not mod actively (read: make a few new mods every year), your reports might get lost and not fixed if you post them elsewhere.
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German version cannot be installed on BGII:EE. Error message:
FAILURE:
ERROR: charset could not be inferred for language Deutsch
I have no idea, what that means.
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Jastey, you need download and run https://github.com/BiGWorldProject/BiG-World-Fixpack/archive/master.zip in order to install this mod without bugs
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Missed your reply, ALIEN. Thank you!
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The Wind stone should use opcode 126 to provide the movement speed increase. The haste opcode behaves poorly (http://gibberlings3.net/forums/index.php?showtopic=7531&p=65112) and should be avoided if it's not needed, such as here.
In the finale with Berlin, one of the salamanders spawned in a tube at the top of the room. Because charname was adjacent to it when killing it (and it was the last enemy), Dora dimension-doored into the tube when she showed up post-battle.
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Oh, and the +HP items (Boots of Good Defense, Melf's Bracers) should use mode 3 (increase max, don't update current HP) for their bonuses. As they stand now, they can be exploited to fully heal characters by repeatedly equipping-unequipping them.
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It looks like the areas were copied from a pre-Fixpack game. Some fixes:
- The hallway and basement (o#1608, o#1610) at Galvena's should be flagged as dungeons.
- The static animation flag for SMOKE in Desharik's home (o#1601) should be removed.
- The two fpit1s animations in the smithy (o#1603) should have a z-value of 0. Container 3's highlight also sits off its weapon rack and needs its bounding box and vertices adjusted--bounding left should be 243, bounding top 414, bounding right 292, and the vertices should be 292.442, 286.414, 243.458, and 252.489.
Some orientation fixes for you as well:
- Exiting Spellhold from the main floor (Exit 1515 in o#1500) should face SE, not S.
- Entering the Spellhold main floor from the outside (Exit1500 in o#1515) should face NW, not S. Entering the same area from the basement (Exit1516) should face NE, not NW.
- Entering the Spellhold basement from the main floor (Exit1515 in o#1516) should face SE, not S.
- In the main Brynnlaw area (o#1600), exiting from Cayia's home (Exit1606), the old Pirate King's home (Exit1601), and Prebek's old place (Exit1605) should face SE, not S. Exiting from the Smithy (Exit1603), Vulgar Monkey (Exit1602), and the Umberlee temple (Exit1604) should face SW, not S.
- The entrance to Desharik's old home (Exit1600 in o#1601) should face NW, not S.
- The entrance to Cayia's old home (Exit1600 in o#1606) should face NW, not S.
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Oh, and the +HP items (Boots of Good Defense, Melf's Bracers) should use mode 3 (increase max, don't update current HP) for their bonuses. As they stand now, they can be exploited to fully heal characters by repeatedly equipping-unequipping them.
Will be fixed in the next version.
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The Wind stone should use opcode 126 to provide the movement speed increase. The haste opcode behaves poorly (http://gibberlings3.net/forums/index.php?showtopic=7531&p=65112) and should be avoided if it's not needed, such as here.
Will be fixed in the next version.
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In the finale with Berlin, one of the salamanders spawned in a tube at the top of the room. Because charname was adjacent to it when killing it (and it was the last enemy), Dora dimension-doored into the tube when she showed up post-battle.
I made a quick check in the area files and the cutscene but didn't notice any coordinates that are inside a tube. If you could point me to which script you are referring to then this would be very helpful.
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It looks like the areas were copied from a pre-Fixpack game. Some fixes:
- The hallway and basement (o#1608, o#1610) at Galvena's should be flagged as dungeons.
- The static animation flag for SMOKE in Desharik's home (o#1601) should be removed.
- The two fpit1s animations in the smithy (o#1603) should have a z-value of 0. Container 3's highlight also sits off its weapon rack and needs its bounding box and vertices adjusted--bounding left should be 243, bounding top 414, bounding right 292, and the vertices should be 292.442, 286.414, 243.458, and 252.489.
Some orientation fixes for you as well:
- Exiting Spellhold from the main floor (Exit 1515 in o#1500) should face SE, not S.
- Entering the Spellhold main floor from the outside (Exit1500 in o#1515) should face NW, not S. Entering the same area from the basement (Exit1516) should face NE, not NW.
- Entering the Spellhold basement from the main floor (Exit1515 in o#1516) should face SE, not S.
- In the main Brynnlaw area (o#1600), exiting from Cayia's home (Exit1606), the old Pirate King's home (Exit1601), and Prebek's old place (Exit1605) should face SE, not S. Exiting from the Smithy (Exit1603), Vulgar Monkey (Exit1602), and the Umberlee temple (Exit1604) should face SW, not S.
- The entrance to Desharik's old home (Exit1600 in o#1601) should face NW, not S.
- The entrance to Cayia's old home (Exit1600 in o#1606) should face NW, not S.
Will all be fixed in the next version.
All left is a better spawning point for the salamander mentioned above (or a better spawning point for Dora after the fight).
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In the finale with Berlin, one of the salamanders spawned in a tube at the top of the room. Because charname was adjacent to it when killing it (and it was the last enemy), Dora dimension-doored into the tube when she showed up post-battle.
I made a quick check in the area files and the cutscene but didn't notice any coordinates that are inside a tube. If you could point me to which script you are referring to then this would be very helpful.
Unfortunately, it's been a while so I'll have to go digging.
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If you would be willing to do that, I'd be grateful, but digging I could do myself, of course.
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Looking in o#bryn3.bcs, one of the salamander spawns with
CreateCreatureDoor("O#BrSal2",[1060.924],3)
These are close to impassable terrain, so I'm guessing if it gets bumped it can spawn instead in the tubes. Maybe adjusting these slightly to 1014.914 would help.
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Thank you very much for looking into it again! Changed locally.
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Looking in o#bryn3.bcs, one of the salamander spawns with
CreateCreatureDoor("O#BrSal2",[1060.924],3)
These are close to impassable terrain, so I'm guessing if it gets bumped it can spawn instead in the tubes. Maybe adjusting these slightly to 1014.914 would help.
Is fixed in v7.
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There might be an incompatibility with BtB and Tactics for EE: (https://forums.beamdog.com/discussion/41242/tactics-mod-bg2ee-compatibility-conversion-and-beta-test/p1)
One of the tactics component modifies the place in docks where the mage from Back to Brynnlaw is supppsed to appear that tells you what is going on there and sends you back to the island. The tactics encounter is with a lich and some minions, I tried mutiple variations of clearing it before going to rescue Imoen, after it but before talking to the mage outside of adventurer's mart etc...the mage inside that house in the docks never spawns.