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Topic Summary

Posted by: Wisp
« on: July 15, 2014, 12:47:56 PM »

Whoops.

For those concerned, this affects Bons' 'Regrets' Iron Modder (Spectre in the Saradush prison), the possible Revenge of the Rayic Gethras, the new possibilities concerning the orphan in Saradush, and as mentioned, allows you to keep Blackrazor by default. Will be fixed in the next version.
Posted by: Argent77
« on: July 13, 2014, 01:56:46 PM »

There is a bug in the "Revised Hell Trials" component. When choosing the neutral path in the Greed Trial by keeping Blackrazor for a while, the genie is supposed to appear later in the Pocket Plane to retrieve the sword. The respective script isn't installed in BG2:EE however, because of a missing check for bg2ee in the GAME_IS expression in questpack/tp2/quest/helltest.tph.

Browsing through the mod's script files reveals more instances of missing bg2ee identifiers for GAME_IS in miscellaneous.tph and thieves.tph (both in questpack/tp2/quest), though I'm not sure if this is deliberate or not.
Posted by: Wisp
« on: July 09, 2014, 02:16:06 PM »

There is a minor issue with the Dryads' Acorns quest. After rejecting Phluafae's offer in the De'Arnise Keep area she'll visit you again in the Druid Grove to kill you. Unfortunately the druid, Pauden, who is warning the party about the Shadow Druids will interrupt the battle. I haven't tested it, but I guess by giving the wrong answers, you'd also have to fight the druids who are guarding the druid cave entrance, making the battle needlessly difficult.

I would suggest to delay the appearance of Pauden until the battle is over.
This is actually an encounter that occurs in any outdoor, non-city area one day after being difficult, unless there already is combat going on. But yes, I can make Pauden wait for his turn.

I've got another small issue in the "Saving Sanik In Brynnlaw" quest. When returning to Sanik after rescuing his wife, he will initiate a conversation as soon as you're entering his line of sight. Since you are probably still at the entrance of the pub, some of the participants in the conversation will be outside of the party's visual range and therefore be invisible. A range trigger might help in this case, so that you'll actually have the chance to enter the main room of the pub before starting the conversation.
Done.
Posted by: Argent77
« on: July 09, 2014, 05:46:12 AM »

I've got another small issue in the "Saving Sanik In Brynnlaw" quest. When returning to Sanik after rescuing his wife, he will initiate a conversation as soon as you're entering his line of sight. Since you are probably still at the entrance of the pub, some of the participants in the conversation will be outside of the party's visual range and therefore be invisible. A range trigger might help in this case, so that you'll actually have the chance to enter the main room of the pub before starting the conversation.
Posted by: Argent77
« on: July 07, 2014, 03:56:42 PM »

There is a minor issue with the Dryads' Acorns quest. After rejecting Phluafae's offer in the De'Arnise Keep area she'll visit you again in the Druid Grove to kill you. Unfortunately the druid, Pauden, who is warning the party about the Shadow Druids will interrupt the battle. I haven't tested it, but I guess by giving the wrong answers, you'd also have to fight the druids who are guarding the druid cave entrance, making the battle needlessly difficult.

I would suggest to delay the appearance of Pauden until the battle is over.
Posted by: Wisp
« on: July 03, 2014, 12:49:39 PM »

I'll look into it. But making content changes like this isn't really within the scope of V3, so if it requires too extensive changes to his script I'll probably pass.
Posted by: Argent77
« on: June 29, 2014, 05:12:21 PM »

I'm currently playing with QuestPack v3 beta2 on my BG2:EE run. I've just encountered the lich Nazariel and my character (a Stalker/Cleric) was able to defeat him and his simulacra very easily without any help from my party members. The reason lies in his spell selection which seems to be limited to damage dealing spells. Since my character is equipped with the Cloak of Mirroring, I'm protected from all of his attacks. I'd suggest to give him a few disabling spells as well.

Finally, I haven't found any problems in the quests I have already finished (Besamen, Infernal Thievery, extended Reynald sequence, Sanik) and the AI improvement of beholders and illithids make the battles in the Underdark much more challenging. Although the increased number of Elder Orbs in the Underdark's beholder lair were almost too much to handle for my party.
Posted by: Wisp
« on: June 29, 2014, 03:38:00 PM »

At least one person has now gotten as far as the Underdark. Based on this single data point, maybe another 1 to 3 months of beta testing? More data points would allow for a more informed decision, so if people have played the mod without encountering problems, that'd be good to know as well.
Posted by: nurgles_herald
« on: June 29, 2014, 09:57:46 AM »

This is incredible.  I'm getting ready to start another Bhaalspawn Saga playthrough, and I was hoping that someone would update the Quest Pack before my desire to stop Irenicus boiled over.  Any idea when the finished product will be out?
Posted by: Wisp
« on: June 28, 2014, 11:19:52 AM »

Link

Beta 4 fixes a problem that caused OS X versions to crash when entering Nazariel's lair (because the tileset was missing, because I had forgotten to include an OS X version of tisunpack). Nazariel is the only component affected and the crash can be resolved by upgrading to beta 4 and reinstalling the component.