@Dee , why after creating a new character in ToB and clicking the "start game " button, the screen goes black and you can see nothing?? Any confirmation of that? ( I'm playing the game on iPad 2 ...)
It's definitely an issue, and it will definitely be fixed in the next patch. It doesn't affect all new ToB games, but avoiding it seems to be a bit of a gamble.
If you have a bluetooth keyboard you can connect to your iPad, you can open the map by pressing M on the keyboard, and that should make the area appear.
Great, thanks! I have a Bluetooth keyboard , so I'll try proceeding as you suggested. Also, I didn't know that Bluetooth keyboards were supported ....
I'll take the chance to ask you another question... What about adding the critical Hit exclamations and the critical Miss exclamations, like in BG2:EE? ( i.e. Korgan: A skullbreaker!)
Keep in mind that today during the Steam Summer Sale, 1EE and 2EE are -75% off so the sooner this patch gets here, the more people will be willing to change their minds about the myth that the originals with mods is better than the EEs.
I just want to add that the default font size for unscaled UI is rather small and going one notch up from that is too big. Why throw away the perfectly good font size from before?
@Dee Grabbed the beta, love it so far. I'm not sure if this is reported yet, but I've found an issue where the leftmost two slider options of the font size setting are practically the same size for most in-game fonts. I take it the second slider option from the left is supposed to be the "default" font size (as seen in previous recent versions of the game) and the the leftmost one is smaller, but in my game, both slider options produce the small font size.
there is one thing that really bothers me. In multi player there used to be an option to pre-generate characters that allowed us to create and export characters and later use them in single or multi player games. Here is how it looked in the vanilla game and Enchanced Edition 1.0.x: http://i.imgur.com/JuOQ7Xo.png Now you need to start the game and export your character there. Any chance for bringing it back? What was the reason for removing this option?
EDIT: Oh, I think I remember what you mean. There used to be a "Pre-Generate Character" button on one of the Multiplayer menus, which isn't there anymore because the screen on which it appeared is no longer needed. Going through character creation that way resulted in an Export button instead of the Done button. Is that what you mean?
yes, I meant "Pre-Generate Character" button. I really liked to create tons of characters this way Any chance for fitting it in the current menu system?
I'm a long time enjoyer of Baldur's gate and with time reducing my original hard copies to a level of... non-functionality... I was happy to see a port in the works and jumped on the buy. Thus far, It seems to live up to its predecessor, the only problems I've encountered are compatibility ones but im still able to play perfectly fine however.
Which brings me to my question.
I'm an EVGA Nvidia owner and there seems to be a problem with EE's compatibility with some of EVGA's GPU OC software. More specifically Baldur's Gate: EE will not display properly (black screen) when EVGA's Precision X is running. Now obviously this game doesn't even require a GPU (non-integrated) to run, and a quick work around is to simply terminate the EVGA process... however... AFAIK it is the only way to control the fans on the GPU unit. This isn't so much an immediate problem as maybe it is an OCD one (I paid a lot for this gear!) but I'd just like to be able to make sure all my safety nets are accounted for. Is there any plan for a fix regarding this issue? I know I'm not the only one who has ran into this hiccup.
Got question for @Dee does this patch do anything about the DEP causing BGEE to not start, or OpenAL not installing properly? Those two are by far the most common causes of this game not running judging by the Steam forums.
Edit: Whenever I load game with Edwin having Ring of Wizardry equipped there is minor graphical glitch in the spellbook window where the last spell is missing the frames looking like this:
I'm a long time enjoyer of Baldur's gate and with time reducing my original hard copies to a level of... non-functionality... I was happy to see a port in the works and jumped on the buy. Thus far, It seems to live up to its predecessor, the only problems I've encountered are compatibility ones but im still able to play perfectly fine however.
Which brings me to my question.
I'm an EVGA Nvidia owner and there seems to be a problem with EE's compatibility with some of EVGA's GPU OC software. More specifically Baldur's Gate: EE will not display properly (black screen) when EVGA's Precision X is running. Now obviously this game doesn't even require a GPU (non-integrated) to run, and a quick work around is to simply terminate the EVGA process... however... AFAIK it is the only way to control the fans on the GPU unit. This isn't so much an immediate problem as maybe it is an OCD one (I paid a lot for this gear!) but I'd just like to be able to make sure all my safety nets are accounted for. Is there any plan for a fix regarding this issue? I know I'm not the only one who has ran into this hiccup.
Thank you very much, I appreciate any feedback!
Try using MSI Afterburner instead. Both Afterburner and Precision X are based on Alexey Nicolaychuk's Rivatuner software. I've used both and out of the two I prefer Afterburner, but they're really just Rivatuner with a OEM logo/skin slapped on, rolled into a installer, and called "exclusive." Shush, don't tell anyone I told you; Alexy is Russian, and you know how they get, what with their guns and bears and vodka and such. (In Soviet Russia, video game play YOU!)
By the way, Rivatuner is still being developed and you can find it in all it's v2.xx glory over here: http://forums.guru3d.com/forumdisplay.php?f=54 Ask a question there and if you're lucky a certain Russian man might even help you figure out why Precision X is screwing with BGEE. (NOTE: I have no affiliation with the Rivatuner project even though you'll find me posting on that forum from time to time.)
Cannot select the last spell (of 3) for specialist mage's spellbook in the character generation screen.
Works only if at least one spell of the mage's own school of magic is selected (green border). Yet the game doesn't give any information about this in the selection screen.
There could be a dialog that says "Must select at least one spell of the chosen school"
Also in the memorize spells screen the selection/unselection logic is different from the spell selection screen. In the first screen second left-click unselects the spell whereas in the memorize spell screen you have to right-click to unselect. I think in the memorize screen the unselection logic should be same as in the first screen.
Got question for @Dee does this patch do anything about the DEP causing BGEE to not start, or OpenAL not installing properly? Those two are by far the most common causes of this game not running judging by the Steam forums.
Tested that with Jaheira in the beta. When you first recruit her she has 3 lvl 1 druid spells when she should have 2 (1 from being lvl 1 druid and another from having 14 wisdom) Tested it further by setting Jaheira's xp to 120k which made her 6f/8d. With the 14 wis she has in BG1 that gives 1 extra lvl 1 spell. So at lvl 8 she should have 4 lvl 1 spells, instead she has 5.
Are you using 3rd edition spell tables? BGEE is based on AD&D 2nd edition.
14 Wisdom gives 2 bonus first level spells in AD&D. So Jaheira having 3 first level spells at level 1 is correct.
Edit2: Whenever I load game with Edwin having Ring of Wizardry equipped there is minor graphical glitch in the spellbook window where the last spell is missing the frames looking like this:
"- Added "Font Size" to Graphics Options (changing this during play will empty the combat log)"
Thanks very much for listening and adding a [i]option[/i] to allow us to choose which to use. These days its a little too often that devs of a product will go with an either/or approach and never make one choice optional.
Got question for @Dee does this patch do anything about the DEP causing BGEE to not start, or OpenAL not installing properly? Those two are by far the most common causes of this game not running judging by the Steam forums.
Tested that with Jaheira in the beta. When you first recruit her she has 3 lvl 1 druid spells when she should have 2 (1 from being lvl 1 druid and another from having 14 wisdom) Tested it further by setting Jaheira's xp to 120k which made her 6f/8d. With the 14 wis she has in BG1 that gives 1 extra lvl 1 spell. So at lvl 8 she should have 4 lvl 1 spells, instead she has 5.
Are you using 3rd edition spell tables? BGEE is based on AD&D 2nd edition.
14 Wisdom gives 2 bonus first level spells in AD&D. So Jaheira having 3 first level spells at level 1 is correct.
Okay. Playing a completest run. Tutorial done. Loving the new font slider. Check no problems. Uploaded character from tutorial from last save. Works fine. Check. On start, items from tutorial removed, apart from loot taken from downed enemies (kobold swords etc) Candlekeep, all missions completed. No probs. Was able to run away from monk (Kara?) who speaks to you after killing Carbos, with potion of speed drank from the illusion monster room. It was silly, but the monk still tracked me down. Check.
Okay. A problem with the Gorion fight scene. Gorion fires a bolt of lightening and it shoots the wrong way... I can repeat this again and again and again... But it is not really a bug more cosmetic...
Everything else is smooth. Onto the friendly arm and onwards...
The rates listed for humans aren't a "racial bonus". They are the base skill values for all thieves. Humans have racial bonuses of 0% over these base skills. Other races have bonuses or penalties to these base skills, depending on their race. What is listed for humans should instead be listed in the thief class description as the base skills. It's a documentation error.
Dwarves and gnomes also have substantial bonuses to thief skills listed in their racial traits. I'm unsure how accurate all of these are, but I do know that the human trait list is wrong.
- Granularity of the font fize: the default size is too small for me, the next step is too large. The ini file shows "100" for default and "125" for the next step but manually entering anything in between seems to have no effect. Not sure why there are 25 steps in between when there really only is 1. - All capitalized NPC names in the chatlog. This is a change I do not like. - The F8 key *STILL* opens the priest scroll with no way to unset that key binding. Yeah, I only reported this bug 2 years ago.
- Granularity of the font fize: the default size is too small for me, the next step is too large. The ini file shows "100" for default and "125" for the next step but manually entering anything in between seems to have no effect. Not sure why there are 25 steps in between when there really only is 1. - All capitalized NPC names in the chatlog. This is a change I do not like.
My guess is that the numbers are a pixel height. So, there are options for 100 pixel high characters or 125 pixels, but not 105, 110, 115, etc..
Comments
I'll take the chance to ask you another question... What about adding the critical Hit exclamations and the critical Miss exclamations, like in BG2:EE? ( i.e. Korgan: A skullbreaker!)
Keep in mind that today during the Steam Summer Sale, 1EE and 2EE are -75% off so the sooner this patch gets here, the more people will be willing to change their minds about the myth that the originals with mods is better than the EEs.
I just want to add that the default font size for unscaled UI is rather small and going one notch up from that is too big. Why throw away the perfectly good font size from before?
Now you need to start the game and export your character there. Any chance for bringing it back? What was the reason for removing this option?
EDIT: Oh, I think I remember what you mean. There used to be a "Pre-Generate Character" button on one of the Multiplayer menus, which isn't there anymore because the screen on which it appeared is no longer needed. Going through character creation that way resulted in an Export button instead of the Done button. Is that what you mean?
edit: after a bit of searching I see that I'm not the only one concerned about this. Someone even made a mock up back in "the road to 1.2" topic: https://forums.beamdog.com/uploads/FileUpload/08/462270125c832291d813bcf0a4c066.jpg
https://forum.baldursgate.com/discussion/22029/where-did-pre-generate-character-go
Which brings me to my question.
I'm an EVGA Nvidia owner and there seems to be a problem with EE's compatibility with some of EVGA's GPU OC software. More specifically Baldur's Gate: EE will not display properly (black screen) when EVGA's Precision X is running. Now obviously this game doesn't even require a GPU (non-integrated) to run, and a quick work around is to simply terminate the EVGA process... however... AFAIK it is the only way to control the fans on the GPU unit. This isn't so much an immediate problem as maybe it is an OCD one (I paid a lot for this gear!) but I'd just like to be able to make sure all my safety nets are accounted for. Is there any plan for a fix regarding this issue? I know I'm not the only one who has ran into this hiccup.
Thank you very much, I appreciate any feedback!
Edit: Whenever I load game with Edwin having Ring of Wizardry equipped there is minor graphical glitch in the spellbook window where the last spell is missing the frames looking like this:
By the way, Rivatuner is still being developed and you can find it in all it's v2.xx glory over here: http://forums.guru3d.com/forumdisplay.php?f=54 Ask a question there and if you're lucky a certain Russian man might even help you figure out why Precision X is screwing with BGEE. (NOTE: I have no affiliation with the Rivatuner project even though you'll find me posting on that forum from time to time.)
Works only if at least one spell of the mage's own school of magic is selected (green border). Yet the game doesn't give any information about this in the selection screen.
There could be a dialog that says "Must select at least one spell of the chosen school"
14 Wisdom gives 2 bonus first level spells in AD&D. So Jaheira having 3 first level spells at level 1 is correct.
http://baldursgate.wikia.com/wiki/Character_Abilities
At 8th level, the base first level spells is 3. So 3+2=5 is correct again.
http://baldursgate.wikia.com/wiki/Spell_progression_tables
At the current rate I estimate it to be fixed in BG:EEEE...
Thanks very much for listening and adding a [i]option[/i] to allow us to choose which to use. These days its a little too often that devs of a product will go with an either/or approach and never make one choice optional.
Edit: Removing that part from my previous post then.
Tutorial done. Loving the new font slider. Check no problems.
Uploaded character from tutorial from last save. Works fine. Check.
On start, items from tutorial removed, apart from loot taken from downed enemies (kobold swords etc)
Candlekeep, all missions completed. No probs. Was able to run away from monk (Kara?) who speaks to you after killing Carbos, with potion of speed drank from the illusion monster room. It was silly, but the monk still tracked me down. Check.
Okay. A problem with the Gorion fight scene. Gorion fires a bolt of lightening and it shoots the wrong way... I can repeat this again and again and again... But it is not really a bug more cosmetic...
Everything else is smooth. Onto the friendly arm and onwards...
Seems like the bounce off the first target they hit instead of actually passing through.
Might be worth a check @Dee
I mean besides the whole Morse code thing...
- Granularity of the font fize: the default size is too small for me, the next step is too large. The ini file shows "100" for default and "125" for the next step but manually entering anything in between seems to have no effect. Not sure why there are 25 steps in between when there really only is 1.
- All capitalized NPC names in the chatlog. This is a change I do not like.
- The F8 key *STILL* opens the priest scroll with no way to unset that key binding. Yeah, I only reported this bug 2 years ago.