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Istfemer

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About Istfemer

  • Birthday 09/12/1991

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    Kyiv, Ukraine

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  1. Indeed there are. I think every single store that offers this spell as a cure in my game was broken. UHMER03.sto (Umar Hills), TEMTALOS.sto (Temple District), TEMSUP.sto (Trademeet), TEMLATH.sto (Temple District), TEMHELM.sto (Temple District), SUELF10.sto (Suldanessellar), SLILMAT.sto (Slums Disrict), SARTEM01.sto (Saradush), SAHPR1.sto (Sahuagin City), PPUMB01.sto (Brynnlaw), KPCHAP01.sto (De'Arnise Keep), GOVWAU01.sto (Government District), GARLENA.sto (Watcher's Keep), DOGHMA.sto (Docks District), BHELM.sto (Bridge District), AMCLER02.sto (Amkethran) all call SPPR215 'null' and all usually crash the game when the Healing tab is selected.
  2. I see. Thanks for the explanation. In my game Cure Moderate Wounds is indeed SPPR216.spl and there's no SPPR215.spl in my override folder.
  3. Update: I've just noticed problems with other spells in my game -- e.g.: Jaheira's got two different Conjure Earth Elemental (SPPR618 & SPPR622) and two different Conjure Air Elemental (SPPR617 & SPPR621) spells in her spellbook. In both cases the latter spell comes from aTweaks' "PnP Elementals" component. I'm not sure what exactly happened there with SPPR215, but perhaps v33.7 of SCS couldn't solve the issue? Maybe the problem is on SR's end?
  4. After looking at that store in Near Infinity I can report the following: The blank item in WILMAT.sto is actually a spell for sale. SPPR215.spl. Its name is listed in NI as "null". Changelog told me that it wasn't touched by any mod, probably because it didn't actually get copied to anywhere from SR's folder. --- Looks like it's a broken spell in SR. Its name in NI reads: "The blade of Sarevok..." Hmm... some kind of broken index? This thread in SR forum seems relevant.
  5. Plain (non-EE) BG2+ToB I get a crash when I'm browsing the items being sold by Priestess of Ilmater in Waukeen's Promenade (WILMAT.sto). One of her items for sale, which costs 40 gold, has a blank icon. Sometimes I get the crash immediately after I click on that item and sometimes I don't get an opportunity to do even that, as my mouse stops responding after I click on the buy/sell healing tab. In the latter case I get spammed by message boxes with broken text in them after I Alt-Tab. I did a --change-log and learned that only the Store Revisions component of IR touches this store. Store Revisions was installed after SR, as per instructions in IR's readme, and I didn't install Expanded Temple Services from aTweaks -- another compatibility-sensitive component -- when I got the prompt. Maybe I should have installed IR's Store Revisions immediately after SR's Main component and not after the rest of SR like I did. WeiDU.log TobEx.log
  6. Does this mod add area icons to the worldmap outside the city of BG? After reading the teaser I've been left with an impression that it probably does. Does it?
  7. Nice looking map! Although it's a bit weird to see the Trade Way road cross the Wealdath so far away from the coast. Mosstone has become a true backwater -- the town now sits right in the middle of nowhere.
  8. 1-A does not need further explanation. It's just PST that is playable in EET. 1-B & 1-C variants both require character import. Here, Charname is importable into PST after ToB finishes. Or perhaps even before that. Both 1-B & 1-C are very much writing intensive, with the latter variant requiring more new plot connections than the former. Both presuppose that all PST PCs are recruitable in-game. Both variants are in certain ways disconnected from the rest of the Bhaalspawn Saga, which is not something I personally want from EET. --- 2-A is very ambitious. It's about as close to full PST-in-EET as it gets. But it would be a huge pain to write for and integrate with BG1, BG2, BG2:ToB assets. One important caveat: I would not make TNO recruitable. Morte and other PST PCs? If they can be integrated well (which is a big if), sure, why not. But not TNO. TNO is too "heavy" a character to have in Charname's party. TNO would only overshadow Charname. 2-B is less ambitious. Avoids the complications of having PST PCs in Charname's party, treating them as NPCs instead. It's probably the only variant of Approach 2 that is both robust enough and feasible enough. 2-C & 2-D are both conservative variants. The latter is the easiest to implement but suffers from poor narrative connections between the Bhaalspawn Saga and PST areas/characters. The former allows for more robust integration, but I think it would still fall short of building a solid bridge between the Bhaalspawn Saga and PST content.
  9. Huh. Well, as I see it, there are 2 main approaches (with their assorted sub-approaches): Approach 1: PST as a standalone game in EET. 1-A: PST as a standalone game in EET, completely unrelated to the Bhaalspawn Saga . (Leeux's approach) 1-B: PST as a standalone game in EET, which is a non-integrative extension of the Bhaalspawn Saga with TNO being Charname. (bob_veng's approach) 1-C: PST as a standalone game in EET, which is a non-integrative extension of the Bhaalspawn Saga with TNO separate from Charname. Approach 2: PST assets in EET as an integral part of the Bhaalspawn Saga. 2-A: PST assets in EET as an integral part of the Bhaalspawn Saga, with *recruitable* PST PCs as major figures in Charname's quest. (Endarire's approach) 2-B: PST assets in EET as an integral part of the Bhaalspawn Saga, with *non-recruitable* PST PCs as major figures in Charname's quest. 2-C: PST assets in EET as an integral part of the Bhaalspawn Saga, with *non-recruitable* PST PCs having only small cameo appearances in Charname's quest. 2-D: PST assets in EET as an integral part of the Bhaalspawn Saga, with no PST PCs for Charname to meet. (Renzokuken's approach) Apologies if I misrepresented someone's view here.
  10. When specific directions were given in dialog.tlk regarding certain areas, I tried to strictly follow them where possible. In a few cases it wasn't possible though for one or other reason. I deemed an error margin of up to 40 degrees (in select extreme cases) acceptable. That is, where dialog.tlk says an area is South of some reference point, I might've put that area SE of that point on this map instead. There's only one exception to this: Neera's Clearing in ToB, which I'll explain in detail later. --- ORIGINAL BG1:TOTSC AREAS BG:SOD AREAS ORIGINAL BG2:SOA AREAS EE BG2:SOA AREAS to be continued...
  11. @DavidW Your comments are very much appreciated. I'll post my (still incomplete) list of detailed notes on area placements first and then address your two points in a separate post.
  12. I have 4 large standalone maps of Faerûn as references before me + the map of FR Interactive Atlas + a few regional maps from lorebooks + a few custom-made regional maps from various online sources. One is dated 1357DR (late 1st edition, I think); two belong to the 2nd edition, one of which is dated 1367DR (which is pretty close to BG1's timeframe) and the other one's undated; the fourth belongs to the early 3rd edition and is dated 1372DR (well past the events of ToB). They're all different! All 5 of them. It is my impression that S.Breit's map (the one we're discussing here) largely uses the 1372DR map as a base, which presents its own set of compatibility challenges for me. For example, the 3e map doesn't depict Kuldin Peaks. Where are they? They're gone. Where are they gone? It's a mystery. Kuldin Peaks simply disappeared without trace one sunny or maybe rainy day. For what I know, they might have sprouted propellers and roared away into the Realmspace. Anyway, Saradush is NW of Omlarandin Mountains on the three older maps (just as on the map in FR IA) and SW of them on the 3e map (and thus also on S.Breit's map). So which location for Saradush is canon then? Good question.
  13. @Sam. I have. FR Atlas is a useful source, but it does not cover some regions (like eastern Amn) as well as I hoped it would.
  14. @K4thos Wow. Why, Beamdog? Those mighty walls... gone? That's... that's the heist of the century, I'm sure. ----- I also see that some trees have been replanted and the paved road has been tampered with (?re-routed?) as well. Hmmm.
  15. One elegant solution would be to shift the rectangle encasing Baldur's Gate City to the east. As it is, the city is placed rather far to the west of its original location, so it's only fair to do so. Ulgoth's Beard should be shifted south in this case. ----- On a related note: @K4thos I proposed shifting the rectangle with Athkatla to the north and putting in on top of Alandor river. I'd still like to hear your opinion on this.
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