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> Corona quarantine BG2
critto
post Sep 7 2020, 08:36 PM
Post #101



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Do you have some saves at different stages of this quest? Would be hard to reproduce and fix without them. Stuttering usually happens when a character dialogue is initiated but the game can't find an appropriate dialogue line to start with.
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Azoth
post Sep 8 2020, 07:18 AM
Post #102





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Save sent via mail.

I guess the 24 Planar Hounds are intended when confronting the Warden without destroying the Orb?

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Attached File  Baldr012.jpg ( 57.07k ) Number of downloads: 8
 
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critto
post Sep 8 2020, 08:15 AM
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Not sure. I'd need to check the AI scripts. I remember converting the ambiguous trap into a xp-based difficulty addition at some point in the past. You have the hard mode on, right?
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Azoth
post Sep 8 2020, 09:58 AM
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Yes, hard mode is on. But it looks like it is intended. ThrallOrb <2 means Orb not destroyed.

AR0516.bcs:
CODE
IF
    InMyArea(Player1)
    GlobalLT("ThrallOrb","GLOBAL",2)
    Global("Ianoorb","AR0516",1)  // Planar Prison
THEN
    RESPONSE #100
        SetGlobal("Ianoorb","AR0516",2)  // Planar Prison
        CreateCreatureObject("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObjectOffScreen("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObjectOffScreen("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObjectOffScreen("S!phound",Player1,0,0,0)  // Planar Hound
END

S!Warden.bcs
CODE
IF
    See([PC])
    GlobalLT("ThrallOrb","GLOBAL",2)
    Global("Ianoorb","AR0516",0)  // Planar Prison
THEN
    RESPONSE #100
        SetGlobal("Ianoorb","AR0516",1)  // Planar Prison
        CreateCreatureObject("S!phound",Myself,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Myself,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Myself,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Myself,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Myself,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Myself,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",LastSeenBy(Myself),0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",LastSeenBy(Myself),0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",LastSeenBy(Myself),0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",LastSeenBy(Myself),0,0,0)  // Planar Hound
        CreateCreature("S!phound",[1711.1996],S)  // Planar Hound
        CreateCreature("S!phound",[1678.1971],S)  // Planar Hound
        CreateCreature("S!phound",[1707.2045],S)  // Planar Hound
        CreateCreature("S!phound",[1323.1922],S)  // Planar Hound
        CreateCreature("S!phound",[1763.1949],S)  // Planar Hound
        CreateCreature("S!phound",[1365.1971],S)  // Planar Hound
END
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critto
post Sep 8 2020, 05:58 PM
Post #105



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Well, this is pretty insane. I'll try to remember why this was done in such manner.
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critto
post Sep 8 2020, 06:49 PM
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QUOTE
Plot related doors in graveyard can be opened too early. Access to Bodhi's hideout.
Fixed.

QUOTE
Same for the door to the Harper building in the docks. I can force it to open before doing the small task for the Harpers and kill Prebek.

How does the door react during this quest? Can't see any conventional locking mechanisms in place on the door.

QUOTE
Same issue with Edwin and lvl3 spell Remove Magic.

Fixed locally in v7: https://github.com/critto-bg/ImprovedAnvil/...4842a0b023b7357
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Azoth
post Sep 9 2020, 07:36 AM
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QUOTE
Well, this is pretty insane. I'll try to remember why this was done in such manner.
But it also means 240k XP biggrin.gif I will try to win this fight for a while...

QUOTE
How does the door react during this quest? Can't see any conventional locking mechanisms in place on the door.

After bringig Renfeld's body (MISC5F) to Rylock, you are approached by Xzar (Lyros) to rescue Montaron out of the Harper building.
You need to do favor for Rylock and get rid of Prebek. After the dirty work, he is allowing entrance to the building.
Rylock.dlg:
CODE
SetGlobal("HarperJob","GLOBAL",3)
Unlock("DOOR0308")
I was thinking that you cannot enter before. But in my game i can force open the door and enter without any of the events above.

This post has been edited by Azoth: Sep 10 2020, 07:57 AM
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critto
post Sep 9 2020, 09:05 AM
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OK, I'll check this door once again. Yesterday, I didn't find any signs that it is not supposed to be opened by force/lock-picking.

This post has been edited by critto: Sep 9 2020, 09:16 AM
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Azoth
post Sep 9 2020, 02:03 PM
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I tried in unmodded BG2EE. Minsc with 25 strength failed to bash the door.
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critto
post Sep 10 2020, 06:12 AM
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What about lock picking? Did you have the chance to check it? I've re-checked the door and there is nothing specific that prevents it from being open by conventional means. The best thing I could come up with is make a name-based exception for this door. I guess there might be a few more of these through-out the game.

About the Warden.

QUOTE
Yes, hard mode is on. But it looks like it is intended. ThrallOrb <2 means Orb not destroyed.

The piece of code (the Warden's script) looks ancient. Judging by commit history, I haven't touched it personally in five years that I was maintaining the mod. I think that not destroying the orb was considered to be a 'unintended' route. Any particular reason you've decided to do that?

This post has been edited by critto: Sep 10 2020, 06:19 AM
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Azoth
post Sep 10 2020, 07:52 AM
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QUOTE(critto @ Sep 10 2020, 06:12 AM) *
What about lock picking? Did you have the chance to check it? I've re-checked the door and there is nothing specific that prevents it from being open by conventional means. The best thing I could come up with is make a name-based exception for this door. I guess there might be a few more of these through-out the game.

Using lock picking in umodded BG2EE 2.5: "The mechanism that operates this does not have a conventional lock and..." (see screenshot).

QUOTE
The piece of code (the Warden's script) looks ancient. Judging by commit history, I haven't touched it personally in five years that I was maintaining the mod. I think that not destroying the orb was considered to be a 'unintended' route. Any particular reason you've decided to do that?
Was seeing these two points under "Fixes&Tweaks" for IA6.4 and was playing around and tried to do things differently than usual:
11. The Web trap in Planar Prison that was buggy and therefore a source of frustration for players has been converted into a challenge for more experienced parties.
12. Random monster spawns in Planar Prison has been converted into proper spawn points.

I will take the other 'route' if i dont manage to beat all the Planar Hounds.
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Attached File  Baldr014.jpg ( 80.98k ) Number of downloads: 12
 
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critto
post Sep 10 2020, 06:03 PM
Post #112



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QUOTE
Using lock picking in umodded BG2EE 2.5: "The mechanism that operates this does not have a conventional lock and..." (see screenshot).
Strange. The only thing this door have is lockpick difficulty of 100, but I am not sure if it means unbreakable/unpickable.

QUOTE
Was seeing these two points under "Fixes&Tweaks" for IA6.4 and was playing around and tried to do things differently than usual:

The first point is referring to the situation where the player rest at some point right before or after triggering the orb, there was some kind of extra difficulty measure involved that spawned the web and a few extra dogs. I've converted it to work if the party has a lot of XP instead.

The second point was probably related to the fact that random spawns are weird in EEs and trigger inconsistently.

Neither of these are related to Warden's personal script.
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Azoth
post Sep 10 2020, 08:47 PM
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QUOTE(critto @ Sep 10 2020, 06:03 PM) *
Strange. The only thing this door have is lockpick difficulty of 100, but I am not sure if it means unbreakable/unpickable.

Jaheira was not in my party when testing to pick the lock. Could it be related to that script block:
AR0300.bcs
CODE
IF
    OR(2)
        !InParty("Jaheira")  // Jaheira
        Dead("Jaheira")  // Jaheira
    GlobalGT("JaheiraHarperPlot","GLOBAL",0)
    Global("CloseHarperDoors","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("CloseHarperDoors","GLOBAL",1)
        Lock("DOOR0308")
END


A question, let's say i would want to make Spellhold a bit harder without activating the full Improved Spellhold.
Could i change a block as shown below in Near Infinity and Compile&Save?

S!SPYRAN.bcs
CODE
IF
    AreaCheck("AR1512")  // Bodhi's Hunt Level 1
    Global("Iareplace","LOCALS",0)
    Global("Iapctoohigh","GLOBAL",1)
    Global("Iaitem","AR1512",1)  // Bodhi's Hunt Level 1
    !LevelGT(Player1,16)
    XPLT(Player1,2975000)
THEN
    RESPONSE #100
        SetGlobal("Iareplace","LOCALS",1)
        CreateCreatureObject("S!elernd",Myself,0,0,0)  // Elemental Golem
        CreateCreatureObject("S!bonrnd",Myself,0,0,0)  // Greater Bone Golem
        CreateCreatureObject("S!gemrnd",Myself,0,0,0)  // Gem Golem
        CreateCreatureObject("S!coirnd",Myself,0,0,0)  // Coin Golem
        CreateCreatureObject("S!gemrnd",Myself,0,0,0)  // Gem Golem
        CreateCreatureObject("S!coirnd",Myself,0,0,0)  // Coin Golem
        DestroySelf()
END

to:
CODE
IF
    AreaCheck("AR1512")  // Bodhi's Hunt Level 1
    Global("Iareplace","LOCALS",0)
    Or(2)
        Global("Iapctoohigh","GLOBAL",1)
        Global("Iahardmode","GLOBAL",1)
    Global("Iaitem","AR1512",1)  // Bodhi's Hunt Level 1
    !LevelGT(Player1,16)
    XPLT(Player1,2975000)


This post has been edited by Azoth: Sep 10 2020, 08:47 PM
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critto
post Sep 11 2020, 05:52 AM
Post #114



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QUOTE
A question, let's say i would want to make Spellhold a bit harder without activating the full Improved Spellhold.
Yes, this should work. I would recommend, however, changing the source script and re-installing. Doing this in NI would change the script in override and it could get overwritten back to its original value if you were to re-install for some reason in the future.

QUOTE
Jaheira was not in my party when testing to pick the lock. Could it be related to that script block:

Might be, I am not sure. I am probably misremembering how Lock()/Unlock() and lock picking difficulty work. Knowing the Infinity Engine, I am quite sure there's some weird corner case involved.
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Azoth
post Sep 11 2020, 08:35 AM
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Thanks critto!

Coming back to the Planar Prison. In the end i did the 'intended' route and destroyed the orb before facing the Warden. There were just too many Planar Hounds the other way.
Maybe it's worth considering to add a couple of Planar Hounds in Hard Mode by activating the below block.
AR0516.bcs:
CODE
IF
    InMyArea(Player1)
    GlobalLT("ThrallOrb","GLOBAL",2)
    Global("Ianoorb","AR0516",1)  // Planar Prison
THEN
    RESPONSE #100
        SetGlobal("Ianoorb","AR0516",2)  // Planar Prison
        CreateCreatureObject("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObject("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObjectOffScreen("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObjectOffScreen("S!phound",Player1,0,0,0)  // Planar Hound
        CreateCreatureObjectOffScreen("S!phound",Player1,0,0,0)  // Planar Hound
END

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critto
post Sep 11 2020, 10:11 AM
Post #116



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Yes, why not, this is a reasonable idea. Much better than that old insanity, anyway.
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Azoth
post Sep 12 2020, 07:29 AM
Post #117





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QUOTE(critto @ Sep 11 2020, 10:11 AM) *
Yes, why not, this is a reasonable idea. Much better than that old insanity, anyway.

Thanks critto!

I'm wondering whether acid damage is considered as elemental damage or not? If yes, then Valygar as Vagrant (IATweaks) is not receiving the "15% resistance for elememental damage for every 6 levels of experience" for acid damage.

This post has been edited by Azoth: Sep 12 2020, 07:29 AM
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bulian
post Sep 12 2020, 01:31 PM
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Did you try the Warden fight in Ch3 or Ch6? It’s quite doable (but still challenging) in Ch6, particularly with a few powerful summons helping! But definitely too tough for Ch 3. It’s one of a couple bonus challenge encounters not advertised in the mod that I’ve stumbled across (another one in the cleric stronghold quests) so suggest leaving it alone, but adding the planar hounds based on XP via normal route sounds good to me!

Azoth, what were the enemy spawns in planar prison using hard mode - spiders or yaun-ti?

I don’t recall vagrants getting rAcid per level - one of their few weaknesses! In any event, Valygar can wear shadow dragon armor and has really nice protection in his personal armor.

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Azoth
post Sep 12 2020, 04:12 PM
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QUOTE(bulian @ Sep 12 2020, 01:31 PM) *
Did you try the Warden fight in Ch3 or Ch6? It’s quite doable (but still challenging) in Ch6, particularly with a few powerful summons helping! But definitely too tough for Ch 3. It’s one of a couple bonus challenge encounters not advertised in the mod that I’ve stumbled across (another one in the cleric stronghold quests) so suggest leaving it alone, but adding the planar hounds based on XP via normal route sounds good to me!
Yes, im still in chapter 3. Entered Planar Prison with 1.9MXP. Warden via the normal route was too easy and too difficult without destroying the orb for my taste. Six more Planar Hounds via iahardmode or xp trigger could spice up this encounter.

QUOTE
Azoth, what were the enemy spawns in planar prison using hard mode - spiders or yaun-ti?
Two groups of Yuan-Ti's including: 2 mages + some Greater + 1 Minotaur , iirc. No spiders.

QUOTE
I don’t recall vagrants getting rAcid per level - one of their few weaknesses! In any event, Valygar can wear shadow dragon armor and has really nice protection in his personal armor.
Yes, i'm just courious because it says resistance to Elemental Damage. But as you said no big deal, because of his nice items.
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critto
post Sep 29 2020, 04:38 AM
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I took a look at this weapon (Dragon Blade +3).

QUOTE
Minsc playing as Berserker and having two pips in Two-handed Sword is not doing critical hits when rolling a 18 (see screenshot) with that sword. Do i misunderstand something here?

You've probably meant two-handed weapon style and not two-handed sword. The former increases the critical hit range with two-handed weapons from a flat 20 to a range of 19-20. The actual effect that grants the 10% increase in critical hit chance does not seem to work at all which was what bulian had pointed out, probably. It is very easily proved by the fact that the character should have a relevant string displayed and portrait icon added when the conditional spell triggers. None of this happens.

The reason was that in vanilla EE the enrage abilities apply a spell state the sword relies upon to trigger the increased critical hit range. The spell state was missing from the versions of abilities modified by IA. That was fixed, the sword now works properly (see screenshot https://ibb.co/PxyndnQ). Link to the patch: https://github.com/critto-bg/ImprovedAnvil/...92977d577d204a1

I don't really know why the cold damage does not strike on a roll of 20. I've had it work successfully on a roll of 20 (see attached screenshot). Another strange thing is that the sword should have applied Slow on the occasion where the cold damage triggered successfully on a roll of 19. But werewolves might be immune to the Slow effect and partially resistant to cold for some reason and thus we're not seeing that particular thing happening.

Attached File  cold.jpg ( 154.76k ) Number of downloads: 7


This post has been edited by critto: Sep 29 2020, 04:41 AM
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