AstroBryGuy Posted June 19, 2015 Share Posted June 19, 2015 Please post bugs for v22 here, thanks! Quote Link to comment
n-ghost Posted July 9, 2015 Share Posted July 9, 2015 (edited) Probably not a bug, but rather a suggestion: would you consider making Lake Poets (guys that offer Bardic Reputation Adjustment in taverns) non-invulnerable? Not that there are that many players who would just attack neutral NPCs out of blue, but still, some form of acknowledgement on their side (maybe a piece of dialogue and probably attacked Poet leaving an area as well) could be nice. Edited July 9, 2015 by n-ghost Quote Link to comment
AstroBryGuy Posted July 9, 2015 Author Share Posted July 9, 2015 (edited) The invulnerability is due to all the Lake Poets using the Volo animation (go ahead, try to attack Volo, even if you hit, you won't do any damage). It's apparently hard-coded to the animation slot. To remove the invulnerability, the animation would need to be changed. A tweak to the CRE scripting would allow the Lake Poets to call for help and/or leave the area if attacked. Edited July 9, 2015 by AstroBryGuy Quote Link to comment
DuchessOfKvetch Posted July 10, 2015 Share Posted July 10, 2015 It appears that the initial Journal entry for Xzar's quest isn't getting written out, nor is the original entry for the related quest ("Dryad of the Cloudpeaks") getting removed. I can't see any EraseJournalEntry 27005 attached to this interjection either. There's supposed to be a new journal entry for 57119. The other expected behavior happens as normal - the forest spirits appear, and the global X#XzarDryad is 6 during the fight, and 7 after completion of the talk with Xzar. Quote Link to comment
DuchessOfKvetch Posted July 10, 2015 Share Posted July 10, 2015 Another one: If you have Edwin with you, and also acquired the quest "Prisoner of the Gnolls" (journal entry 27171), when you find Dynaheir you can either recruit her into the party or kill her. It looks like if you recruit her, the script erases 27171 along with several other related Journal entries regarding rescuing/killing Dynaheir. But if you kill her, it does not erase that particular entry. Not sure if this is a BG1NPC related bug, or a known one that's been kicking around for a while. Quote Link to comment
AstroBryGuy Posted July 15, 2015 Author Share Posted July 15, 2015 It appears that the initial Journal entry for Xzar's quest isn't getting written out, nor is the original entry for the related quest ("Dryad of the Cloudpeaks") getting removed. I can't see any EraseJournalEntry 27005 attached to this interjection either. There's supposed to be a new journal entry for 57119. The other expected behavior happens as normal - the forest spirits appear, and the global X#XzarDryad is 6 during the fight, and 7 after completion of the talk with Xzar. The non-removal of the unsolved quest journal entry is consistent with BG1NPC's behavior on Tutu and BGT. I can put a temporary workaround in place for BGEE, but a real solution should work for all platforms (and eventually EET). String references added by the mod are not fixed (i.e. 57119), so that not very useful for telling me what journal entry did not appear. However, based on the variable you mention, I can make an educated guess. Looks like a typo in a variable name. The fixes will be in the next version. Thanks for the report! Quote Link to comment
Lollorian Posted July 18, 2015 Share Posted July 18, 2015 Small issue here - Having Xan in your party when you face Centeol breaks any mod that checks for Dead("centeol") (the report mistakenly says BG1RE) Quote Link to comment
Kulyok Posted July 18, 2015 Share Posted July 18, 2015 That's not a bug: Xan's "spell" adds a different branch to Centeol's outcome, and she never dies - she remains alive, actually. Quote Link to comment
Lollorian Posted July 18, 2015 Share Posted July 18, 2015 Could you suggest another way that a mod could check whether the party has encountered Centeol that would work in a vanilla BG game? (the mod in question does not need Centeol to be dead - only needs to check if she has been encountered - which in vanilla BG is a fight to the death) Quote Link to comment
AstroBryGuy Posted July 18, 2015 Author Share Posted July 18, 2015 The mod could add a variable to the dialog with Centeol. ADD_TRANS_ACTION ~%tutu_var%CENTEOL~ BEGIN 0 END BEGIN END ~SetGlobal("S9MetCenteol",1)~ Then, check on S9MetCenteol rather than Dead("Centeol"). Actually, it could replace S9CentDead. Quote Link to comment
Lollorian Posted July 18, 2015 Share Posted July 18, 2015 (edited) That looks clean! Thanks Edited July 18, 2015 by Lollorian Quote Link to comment
PizzaSurprise Posted July 20, 2015 Share Posted July 20, 2015 I seem to have an issue with the the mod within the last two days in which recruitable npcs are missing from their normal locations (except for the EE npcs.) Upon visiting Feldepost's Inn, every recruitable npc in the game (including the Candlekeep tutorial npcs) spawn all at once and spam their joining dialogue at me. I've had this issue when installing BG1NPC Project by itself and with other mods such as Unfinished Business. Any ideas? Quote Link to comment
AstroBryGuy Posted July 20, 2015 Author Share Posted July 20, 2015 Never heard of such an issue. What mods do you have installed? Can you send your WEIDU.LOG and SETUP-BG1NPC.DEBUG files? Quote Link to comment
PizzaSurprise Posted July 21, 2015 Share Posted July 21, 2015 Hm, I've done some testing and it seems I only encounter an issue when using the "BigWorldSetup" program to install the mod. Installing the BG1NPC Project separately, even if using BWS for other mods, seems to be fine however. I think I've attached the weidu.log but I can't seem to attach the setup-bg1npc.debug. It seems the solution to my issue is to simply not use BWS to install the BG1NPC Project - I'm not sure if this is generally recommended or not, so my apologies if I'm treading familiar ground. WeiDU.log Quote Link to comment
jastey Posted July 21, 2015 Share Posted July 21, 2015 Considering the BWS is just an automated tool to install the mods you chose and doesn't add or alter any code, this sounds weird. Quote Link to comment
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