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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 10 Joined: 26-March 06 ![]() |
Enjoyed the mod so far but I've ran into a problem. When I locate the dying man, he tells me bandits are in the house. But I've entered every house in the map area, no bandits. Haven't found a thread involving this issue. Everything up to this point has gone fine, per what I've read in the walkthrough.
Thanks for any help! |
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Post
#2
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![]() Master of energies ![]() Council Member Posts: 3324 Joined: 9-July 04 From: Magyarország ![]() |
Your installation seems to be correct. These lines are responsible for that area:
CODE [TGC1E/Script_extend/ar0163.baf] loaded, 791 bytes [TGC1E/Script_extend/ar0163.baf] parsed [ar7263.bcs] parsed Extended script [ar7263.bcs] with [TGC1E/Script_extend/ar0163.baf] Extending game scripts ... [TGC1E/Script_extend/ar0164.baf] loaded, 917 bytes [TGC1E/Script_extend/ar0164.baf] parsed [ar7264.bcs] parsed I checked the downloadable BGT version of TGC1E (I see that you use BG Trilogy), the corresponding script source files also seem to be OK. I suspect incompatibility with another mod. I don't remember hearing about any mod that has problems with this, but I don't know most mods very well. Contact Ascension64 (he might notice this thread), he made the BGT conversion. He might know (or will investigate) the reason of the problem/incompatibility. -------------------- Mental harmony dispels the darkness.
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