Author Topic: Playthrough log  (Read 18765 times)

Offline the bigg

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Playthrough log
« on: October 30, 2008, 05:52:10 AM »
Given that the current run will be FotD-centric, I'll host my playthrough log here, breaking the tradition of hosting it at SHS.

WeiDU.log is as follows:
Code: [Select]
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-FOTD.TP2~ #0 #0 // The Fields of the Dead
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 4.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses
~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1, v5
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 2.1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #20 // Weapon Animation Tweaks: Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #30 // Icewind Dale Casting Graphics (Andyr): Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #50 // Icon Improvements: Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #60 // Force All Dialogue to Pause Game: Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #1030 // Multi-Player Kick-out Dialogues: Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg): Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3040 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3101 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3110 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3140 // Sellable Staffs, Clubs, and Slings (Icelus): Beta1
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: Widescreen Mod v2

I'm planning on using the following party:
CHARNAME - Dwalin, male Dwarven Fighter (Axes and Hammers, shooting for ***** in Axes).
Imoen - Thief(2) -> Invoker(x).
Ajantis - as it is.
Xan - as it is.
Custom - Ennelia, female Half-Elven Cleric/Thief (using Staves for backstabbing purposes, of course).
Custom - Loreina, female Human Druid.

If there isn't any glaring incompatibility and/or similar problem, I'll roll the characters and start playing in a few hours.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Echon

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Re: Playthrough log
« Reply #1 on: October 30, 2008, 07:46:24 AM »
Both BGUB and BGTweaks cover a lot of the things that are changed by FotD. The second level of the Island in the Trackless Sea will not be the FotD version, for instance. If something turns out to crash to game, however, it is likely caused by FotD alone.

Offline the bigg

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Re: Playthrough log
« Reply #2 on: October 30, 2008, 08:14:30 AM »
Sure. Can you list which component(s) overlap with FotD?
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Echon

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Re: Playthrough log
« Reply #3 on: October 30, 2008, 02:02:37 PM »
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration

(these are likely the same as the FotD changes)
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home
~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3040 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta1
~BG1TWEAKS/SETUP-BG1TWEAKS.TP2~ #0 #3140 // Sellable Staffs, Clubs, and Slings (Icelus): Beta1

(these probably only contain partial overrides, hard to tell without looking at every single file)
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations

Offline the bigg

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Re: Playthrough log
« Reply #4 on: October 30, 2008, 04:14:10 PM »
Cheers, uninstalling all of those.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Jarin

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Re: Playthrough log
« Reply #5 on: December 21, 2008, 11:31:20 AM »
Wouldn't it be a better idea to install FoTD as the last mod in the order instead of the first one (except for Widescreen)?

Offline Echon

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Re: Playthrough log
« Reply #6 on: December 21, 2008, 11:54:17 AM »
Under normal circumstances, it would be, but the current version of FotD would override the other mods. When I am done with the current WeiDU conversion, FotD should be installed last.

Offline the bigg

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Re: Playthrough log
« Reply #7 on: January 08, 2009, 04:22:04 AM »
I've actually started playing now.
- I'm sure you're aware that Temple spell descriptions need to be patched (apparently --automate doesn't automate that yet).
- Since non-mage stores can't Identify items now; Beregost has Thalantyr (even if he's a bit remote), FAI has Bentley, and BG has Halbazzer Drin, but Nashkel lacks somebody offering identifying services - would it be possible to add a mage-for-hire near there? For example, Bentha, the mage you save in the Carnival, might choose to stay and Identify items for you.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Echon

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Re: Playthrough log
« Reply #8 on: January 08, 2009, 04:49:22 AM »
I am not sure if I had thought of those spell descriptions but they have been added to the bug list now. Thanks.

Bentha might do that after being rescued. By the way, have you noticed that Identify is available to all wizards now?

Offline the bigg

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Re: Playthrough log
« Reply #9 on: January 08, 2009, 06:50:24 AM »
I am not sure if I had thought of those spell descriptions but they have been added to the bug list now. Thanks.

Bentha might do that after being rescued. By the way, have you noticed that Identify is available to all wizards now?
I know, and I'm having two wixzards who can cast Divination anyway (Xan and Invoker Imoen). I just find it easier to pay the gold than it is to change memorization, rest etc.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline the bigg

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Re: Playthrough log
« Reply #10 on: January 10, 2009, 03:28:58 PM »
Are Hobgoblins the D&D equivalent of a suicide bomber? If their survival instinct is greater than a lemming's, they should divert their attention from attacking Xan with the bow, and instead get the sword out and direct their attention to the four fighters pounding on him. They'll still die, but...
- they'll get a 4 points bonus to AC for not having a bow in hand while attacked in melee (lasting 1.5 seconds each rather than 1 second)
- you don't force people to reload 30 times until they get lucky and Xan doesn't die to a lucky critical arrow every time you're fighting more than 3 Hobgoblins at a time.

On a less polemic note, many mind affecting statuses (feeblemind, confusion, sleep etc.) don't show the status icon on the portrait, or show it delayed. Also, a Sirine feebleminded me, no icon was showing, and I had to whip up NI and remove the effect because I didn't have access to Dispel Magic yet.

Also, I love how I always manage to cast 'Cure Light Wounds' and heal 1 HP, 'Cure Medium Wounds' and heal 2 HP, etc. Coupled with the lack of a 'rest until healed' option, healing is quite the fun minigame.
« Last Edit: January 10, 2009, 03:52:46 PM by the bigg »
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline the bigg

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Re: Playthrough log
« Reply #11 on: January 10, 2009, 07:47:46 PM »
I'll try to keep this civil.

Not dispellable feeblemindness must get the fuck out. If it can't be made dispellable, then fucking change spell. Same thing goes for that weird 'dying' thing.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline devSin

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Re: Playthrough log
« Reply #12 on: January 10, 2009, 08:29:42 PM »
Both BGUB and BGTweaks cover a lot of the things that are changed by FotD. The second level of the Island in the Trackless Sea will not be the FotD version, for instance. If something turns out to crash to game, however, it is likely caused by FotD alone.
The patches should be pretty friendly? I remember looking at it when coding up that restoration, and we should mostly sit on top of your changes (you'll get our extra BMPs and the entrance to the island exterior, but actor and item changes should be preserved and the WED should be the same).

At least, that's the way it was supposed to work... ;-)

Offline Echon

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Re: Playthrough log
« Reply #13 on: January 11, 2009, 05:25:00 AM »
Hobgoblins *really* dislike elves. Perhaps too much with their current priorities. I will make them switch to melee when engaged in such, at least.

The Sleep and Confusions spells do show portrait icons but there may have been other versions that I have forgotten. Feeblemind not showing one is wrong, though. Feeblemind cannot be dispelled because the engine works that way. It simply ignores the Dispel opcode regardless of its settings. However, it just occured to me that I can easily solve this by adding the Cure Feeblemindesness effect to all Dispel Magic spells and items. I am not sure why I had not thought of that before but at least Feeblemind will be dispellable.

As for the dying effect, I am not sure exactly what is going on. It is set to be dispellable and I have tested this several times but it seems that under some odd circumstances that I have yet to identify, it becomes un-dispellable.

Offline the bigg

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Re: Playthrough log
« Reply #14 on: January 11, 2009, 07:05:31 AM »
Hobgoblins *really* dislike elves. Perhaps too much with their current priorities. I will make them switch to melee when engaged in such, at least.
In which case, they still happily ignore Jaheira and Khalid waving their weapons at them.

Quote
The Sleep and Confusions spells do show portrait icons but there may have been other versions that I have forgotten.
Command, Prismatic Spray (or however that W1 spell is called), etc.

Quote
at least Feeblemind will be dispellable.
Cool.

Quote
As for the dying effect, I am not sure exactly what is going on. It is set to be dispellable and I have tested this several times but it seems that under some odd circumstances that I have yet to identify, it becomes un-dispellable.
Perhaps the 'dispellable' bit is sometimes cleared when saving and reloading?
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Echon

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Re: Playthrough log
« Reply #15 on: January 11, 2009, 07:27:20 AM »
In which case, they still happily ignore Jaheira and Khalid waving their weapons at them.

I meant having them switch to sword and attacking however is close.

Quote
Command, Prismatic Spray (or however that W1 spell is called), etc.

Only Color Spray.

Quote
Perhaps the 'dispellable' bit is sometimes cleared when saving and reloading?

Good guess. That is exactly what happens. Dispel/resistance is set to 0 and Timing Mode to 6. Do you have any idea why?

Offline the bigg

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Re: Playthrough log
« Reply #16 on: January 11, 2009, 07:36:43 AM »
Only Color Spray.
Yeah, meant that one (prismatic spray is the W7 one, right?)

Quote
Good guess. That is exactly what happens. Dispel/resistance is set to 0 and Timing Mode to 6. Do you have any idea why?
No idea, it must be the engine selectively turning that effect not-dispellable. Just add a 'remove opcode: Death' and 'remove portrait icon: dying' to Dispel Magic, I guess  ;)
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Echon

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Re: Playthrough log
« Reply #17 on: January 11, 2009, 10:35:25 AM »
I would if I could. Remove Opcode is the effect that BG:TotSC needs the most. There is only Prevent Opcode.

Offline the bigg

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Re: Playthrough log
« Reply #18 on: January 11, 2009, 11:53:49 AM »
I would if I could. Remove Opcode is the effect that BG:TotSC needs the most. There is only Prevent Opcode.
Heh. Move your @$$ with the Tutu/BGT port already!  :P
(I thought there was a generic 'remove opcode' effect, rather than a specific 'cure feeblemindness').
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

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Offline the bigg

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Re: Playthrough log
« Reply #19 on: January 14, 2009, 11:00:35 AM »
There are a number of (red circled) creatures not attacking on sight, but rather only when approached and/or attacked (E.G. wolves). Is it intentional?

Also, Hamadryad (the dryad in Cloackwood 4) stays there (blue circled) without any dialogue; isn't she supposed to say some threats and attack the party?

Finally, perhaps it's just my idea of balance, but there's something wrong if it's easier to out-luck 2 Basilisks than 2 Giant Spiders.
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Offline Echon

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Re: Playthrough log
« Reply #20 on: January 14, 2009, 12:05:03 PM »
There are a number of (red circled) creatures not attacking on sight, but rather only when approached and/or attacked (E.G. wolves). Is it intentional?

No. I believe it is a problem related to their randomwalking. Investigation to follow.

Quote
Also, Hamadryad (the dryad in Cloackwood 4) stays there (blue circled) without any dialogue; isn't she supposed to say some threats and attack the party?

Hamadryads are good creatures and do not attack on sight, so I made her non-hostile. At some point I am probably also going to make her provide clues or assistance.

Quote
Finally, perhaps it's just my idea of balance, but there's something wrong if it's easier to out-luck 2 Basilisks than 2 Giant Spiders.

Poison is the biggest current issue. It sucks. It will be made less sucky or perhaps even balanced.

Offline the bigg

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Re: Playthrough log
« Reply #21 on: January 14, 2009, 03:06:06 PM »
Contagion sucks in the same way as Dying and Feeblemind (I.E. isn't dispellable if you save and reload)  :(

Can you turn Contagion and Feeblemind to last 8 hours to make sure that there's a workaround for dispelling them? Not sure how you can do the same thing w/ Dying though.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
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Offline Echon

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Re: Playthrough log
« Reply #22 on: January 14, 2009, 03:26:46 PM »
I am going to try to figure out why the engine does this and under which circumstances. Generally I do not understand how effects are modified when stored on a character in a savegame. Timing mode and dispel/resist are set to seemingly random values and the duration becomes extremely high (60 turned to 70000+ in a test I just did), yet things seem to mostly work as intended (the effect with duration 60 expired when it should). Spells and effects will be altered, though, as you suggest, if a solution is not found.

Offline the bigg

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Re: Playthrough log
« Reply #23 on: January 14, 2009, 03:29:39 PM »
Duration becomes extremely high (60 turned to 70000+ in a test I just did), yet things seem to mostly work as intended (the effect with duration 60 expired when it should)
Perhaps these are stored in timer format in save games?
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Echon

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Re: Playthrough log
« Reply #24 on: January 14, 2009, 03:40:16 PM »
That seems like a reasonable explanation.

 

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