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JLE

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  1. Supposing I wanted to contribute some "fixed" files - minor bugfixes, single fixed versions of files, NOT touching the dialogue or scripting (even to fix spelling errors) because I don't know how. Is there a place I could send them? And should I send the BG1 or the EasyTutu version of the file, given that EasyTutu seems to change the file name in many cases? In fact, in the case of (for instance) an amended .CRE, .STO or .SPL file, is it likely that the amended file will actually be converted correctly by EasyTutu?
  2. I certainly want to make it as compatible as possible to all the different versions. That's why I'm sticking with a non-totsc install. I want to make sure that it works there as well, just in case there are others who don't have TOTSC. I know nothing about BGT, but we can certainly include it. Perhaps, we need MacReady (EasyTuTu) and Ascension64 (BGT) to join the bandwagon so to speak and give their input on how would be best to make a fixpack that would include their versions of the game as well. Your input on Dudleyville will I'm sure be helpful. Hm. I've played a lot of BG1 and I have to say I don't actually like some of the purported Dudleyville "fixes". For instance, the so-called fix that removes the "infinitely respawning flesh golems" (the fix to AR3601) is in fact a Tweak, not a Fix, and should not be part of the FixPacks. I believe it's MEANT to be a feature of those caves, that flesh golems respawn every time you try to rest... yes, it's possible to abuse this for considerable experience, but you're also far more likely to *die* in there. Flesh Golems are tough enemies for BG1-level characters. The cave is meant to be a place in which it's extremely dangerous to rest. I believe this is intended to be this way. Also, quite a lot of fixes could be regarded as superseded in BG2. If, for example, the game uses the BG2 versions of certain spells or items that were only tweaked in the Dudleypacks to be consistent with BG2, then that doesn't need to be included. Against that, there's a couple of fixes or tweaks I'd like to suggest for BGTutu (with or without EasyTutu) that aren't, in fact, in the Dudleypacks. For instance, making a couple of shops accept stolen goods: Black Lily in the Thieves Guild, of course (hell, they're THIEVES, of course they will let you sell stolen goods to them). I suggest that Silence, also in Baldurs Gate city (east central section), should also let you sell stolen goods to her: she's clearly a person who'll deal with people on a "no questions asked" basis (hence her name). Of course, in BG1, the game just didn't have the capability to allow stores to buy goods flagged as stolen, which is why no store would accept stolen goods. BG2 has that capability. Neither Silence nor Black Lily should be pickpocketable, in that case. (In fact, stores which will both buy stolen items, and can be pickpocketed, in BG2, are utterly broken since you can abuse this by buying and stealing the same item over and over again. This needs to be fixed in BG2.) And there is a serious need for a shopkeeper somewhere, ANY shopkeeper, that will actually buy crossbow bolts of any kind. Not a single shopkeeper in the whole of BG1 actually accepts the player selling his surplus crossbow bolts, even the magical ones. That's why I contributed the .STO file changes fixing certain shopkeepers to let them buy bolts - particularly the weaponsmith-type shopkeepers. The Nashkel Carnival weaponsmiths, Taerom Fuiruim of Beregost, a couple of armorers and weapon-sellers in Baldurs Gate city (particularly the ones who already sell large quantities of normal and magical arrows, sling bullets and crossbow bolts), Erdane at Durlag's Tower, the innkeeper/merchant of Ulgoth's Beard... The NPC fixes in the Dudleyfixpacks may be regarded as superseded by the BG1 NPC Project for Tutu, or could be included in it, rather than in Tutu itself. However, the changes in question (particularly the ones to weapon proficiencies) all make sense. Certain of the proposed dialogue fixes are entirely unnecessary and can be dropped. For instance, the whole farrago in the prologue about Firebead Elvenhair and his long-lasting Protection from Evil which actually uses the cleric-spell version rather than the mage-spell version. Instead of the hassle of editing the dialogue file and creating an entirely new "Firebead's Contingency" effect and text, why not just assume he is reading a Protection scroll of the kind that anybody can read, just like any player can read a Protection from Magic or Protection from Acid scroll? Which requires neither editing the dialogue file, nor creating any new effects. Alternatively, make Firebead into a Cleric/Mage multi-class or dual-class, and hey presto, he's allowed to legally cast the cleric version of the spell. Likewise, yes, some shops are clones of each other (what you sell in one, will show up in the other), but I honestly think this does not need to be reflected in messing with the dialogue file to give them new names. I'm kinda mixed on some of the spell changes. Especially to the wholesale Dudley rewrite of the cleric/druid spellbooks in BG1 that does NOT necessarily match BG2. Although a lot of it also makes sense, and it looks awkward when you've got "clerics" casting Entangle if Entangle is not to be a cleric spell. The world map issues with Ulgoth's Beard in TotSC are all, well, kinda weird. Somehow the player has to be able to reach UB from SOMEWHERE. And where can you go from, that would make it accessible? Also, the world map issues with the area AR0400, north of the Baldurs Gate bridge. You enter this area from the south, and appear on the west side of the river - except the only way to make this area open up before Chapter 5 is by going north from the *east* side of the river. The fact that you can go north from the east side of the river and appear on the west side is somewhat weird... The maps of certain towns and fully civilized areas (specifically BG city, Ulgoths Beard, Beregost) should probably be entirely clear/visible to the player, like Athkatla city in BG2, rather than being entirely dark until you clear it by walking through it. Some other civilized areas (Nashkel, Gullykin, Friendly Arm Inn) still have monsters in, and should remain hidden. And there are indeed some dialog.tlk errors which need to be amended. However, the mystery of the multiple farmers in Nashkel and the Carnival called Lahl could be solved simply by editing the character .CRE files so as to point most of their names to being the existing string "Commoner" instead of even having to create a new dialogue string "Farmer".
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