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Balquo

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About Balquo

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    N'Ireland (Currently living in Sweden)

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  1. The fixpack is in good shape and can be downloaded here: http://sasha-altherin.webs.com/index.htm There are still many fixes to include but we will get there eventually.
  2. Salk has completed a "first draft" on the gtu. There are still a few errors on it but mostly fine. I revised his gtu but motivation levels dropped and I have yet to restart it.
  3. I'll give Cam a shout! Send whatever you need me to read/test. EDIT: I'll refrain from spamming here too much then. I'll just document what I find/fix then post it if I get access to the BG1 forum.
  4. Weird. That is still pretty far south of the actual location, but if that's what works, that's what works. Well the original location was 541 668 and I only changed the X value by 3 points to 544 so you can't even notice the difference in location... it's very similar. Aye, I'll have a look at the WeiDU stuff. P.S. It's ok to spam this thread right? lol I mean with all these silly bugs (cos i have a few more silly ones) ... i just want a perfect game haha
  5. Y 627 makes it impossible to force open and the natural flow to the crate is messed up (meaning you get stuck on the way). I found that when you move the Y value is messes that flow up always, so I've now found X 544 Y 668 to be working great. So just moving the X value by 3 seems to do the trick with you being able to loot it without the guards being summoned and also being almost identical to the original location. So that is patching it with WeiDU? That would have taking a while for me to figure out haha. If I even could. Flunders
  6. I believe I fixed it! All that was required was to lower the 'Y location' of the crate from 668 to 658. Maybe it was colliding with the Reptrap somehow? I've no clue. But feels good to fix it
  7. The Red Sheaf Inn crate has something to do with the REPTRAP. If you delete that it you can loot it. I'm trying to figure it out myself but have no experience modding but fun none the less
  8. Hmm, well the dialogue doesn't actually refer to the assassins being dead, does it? If so, I think it's a bug but if not, then it could be as you say. Well with Karan you can reply "He's... he's dead, whoever he was. ..." If you are using EasyTutu then he follows you outside (cos that's how it works in BG2) and it sounds silly talking to Karan/Parda while they are hopelessly swinging for you.
  9. Another bug (again, not sure) that I forgot to mention, takes place in Candlekeep when you start new game. When you are fighting Carbos or Shank but leave the room before killing them Parda/Karan will be there. The dialog gives the impressing you killed them, especially with Karan. This could have been designed so that players that couldn't actually kill them could leave and still get the story elements from the npc's but I'm not sure. What you think? Flunders
  10. Hey! The two bugs I found are with non-modded BG1 and also found with Baldurdash + Dudley installed. The two bugs are small but bugs none the less. The first one is located in the Red Sheaf Inn at Beregost. The crate to the right as you enter is impossible to loot without being caught, even if everyone is dead in the Inn. The second bug (may not be a bug) is also located in Beregost. Directly south of Red Sheaf Inn there is a small house with blue roof (AR3309.ARE). Inside, the closest commoner doesn't ever move, therefore making it also impossible to loot the box without getting caught. Stealing aside, just the fact he doesn't ever move seems strange. But maybe he was designed to never move but the fact that every other NPC inside homes usually always moves. Silly small bugs but they are what I've noticed since I started my new game recently. I'll continue to update if I find more. - Flunders
  11. I would be happy to proofread and actual testing. So let me know - Flunders EDIT: I’ve found two bugs that I would like to report but not sure where to do this. Is there a seperate forum for the BG1fixpack or is it private only?
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