jastey Posted September 17, 2008 Share Posted September 17, 2008 Please post them here. Make sure to specifiy the game you are playing (BG1, Tutu or BGT) and which version of the mod (Windows, Mac, Linux). If possible, please post your WeiDU.log so I can see which other mods were installed. Link to comment
jastey Posted September 21, 2008 Author Share Posted September 21, 2008 The first report was even before it was uploaded here: I forgot to update the readme. Version 4 now is "version 4.1" with updated readme. Thank you, cmorgan! Link to comment
Daulmakan Posted September 21, 2008 Share Posted September 21, 2008 Version 4.1 is the one available at Rosenranken, right? All the mirrors in the mod's G3 page read as it were version 3. Link to comment
jastey Posted September 21, 2008 Author Share Posted September 21, 2008 Correct. The G3 download will be updated as soon as cmorgan is on it - he had nearly done it already, but noticed the readme version error. Link to comment
RPGNut Posted July 18, 2009 Share Posted July 18, 2009 Hi, I am playing the Windows ver. 4.1 under BG1 + TOSC. The only other mod installed is BG1FIXPACK11. When I go to the carnival, I meet Tina except she is duplicated all over the place. I will try to attach a screenshot showing the problem. Contents of WeiDU.log: // 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] ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 4.1 Link to comment
Jadefang Posted August 2, 2009 Share Posted August 2, 2009 For the slime quest, if you bought either one or both of the antidotes, but don't have one of the antidotes in your inventory when you talk to Alanna, if you tell her that you left the antidote elsewhere and will go fetch it, it goes through the chain anyway as if you had given the working antidote. Link to comment
jastey Posted August 4, 2009 Author Share Posted August 4, 2009 Thank you very much for the reports! RPGNut: I don't see in the script how that could happen, as a variable is set upon creation and should prevent exctly this to happen. Jadefang: What is the value of the variable "Global("C#Q01_TulborGotElixiers","GLOBAL",1)" in your game? if you tell her that you left the antidote elsewhere and will go fetch it, it goes through the chain anyway as if you had given the working antidote.Fixed locally, thank you! Link to comment
Jadefang Posted August 5, 2009 Share Posted August 5, 2009 The variable says 1. This is from a save game after finishing the quest, though; I don't have any from before left. Link to comment
jastey Posted August 5, 2009 Author Share Posted August 5, 2009 Strange, for 1 the script got executed and he should have the items. This happens as soon as the PC receives the journal. Do you see any warnings in your DEBUG file? Can you cheat in the items "C#Q01003" and "C#Q01004"? For BG1 w/o TotSC, there is also the tiny chance that the item(s) might have landed on the ground if the inventory was full. Other than that, I don't know what happened there. Link to comment
Jadefang Posted August 5, 2009 Share Posted August 5, 2009 Hmm? I didn't have any problems with buying the antidotes or the rest of the quest. I just experimented with dropping the antidotes/drinking them before talking to Alanna. Link to comment
jastey Posted August 8, 2009 Author Share Posted August 8, 2009 Sorry, Jadefang, I misread the first part of your post concerning the potions. I am glad there is no problem! Link to comment
Guest temujin. Posted November 3, 2009 Share Posted November 3, 2009 one of the dialogue files, cre_dialogues_q07.d, (in bgqe/orklover/dialogues) contains a variable - %EBaldursGate_House6_L1% - that isn't defined anywhere. might want to add OUTER_SPRINT "EBaldursGate_House6_L1" "FW0801" somewhere in the "Tutu Areas" section and the line OUTER_SPRINT "EBaldursGate_House6_L1" "AR7801" somewhere in "BGT Areas" also, one of the creatures (thankfully only one) - bgqe/nashkell_monster/creatures/c#q04002.cre - contains an item (misc52) that doesn't have a proper item slot. watching modders unnecessarily stuff creatures with items that will never be used or seen in the game is slowly starting to become a pet peeve, so i hope you'll do something about it - i.e. assign the item a proper slot, or remove if you feel it's not supposed to be there (not meant as an insult, just a humble suggestion) Link to comment
jastey Posted November 5, 2009 Author Share Posted November 5, 2009 Thank you very much or the report! Both is fixed locally. Link to comment
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