@Dee Why it do it ? I wanna see my characters colors even when all the party is selected not just my own color.
Seem like I'm use to BGEE when I can see the colors of my party when they are selected, sham that selecting the whole party make it downgrade the colors marked.
The circles aren't functioning any differently than they did in BG:EE. The difference is that the colors being used by those specific NPCs have more muted colors in general.
Yeah I notice that but Minsc use the stronger purple and it still downgrade it, anyway it not so huge problem I guess I never notice it before, because as I said I saw the colors. No biggy I guess.
Maybe you should add more color choices, but as I said no biggy . Thank for the replay
Edit 1: checked OHHCAB25.DLG, where there seems to be a dialog for Neera, but the first option isn't disabled is Neera IS valid for party dialog, but the second one appears if Neera is valid for party dialog, making both options visible on screen (and this way I lost Neera's comment).
Edit 2: change
IF ~~ THEN BEGIN 19 SAY ~L has professional relationships with a wide variety of... people. Rogues, scoundrels, thieves... vampires...~ [OH85255] /* #85255 */ IF ~~ THEN REPLY ~And...?~ /* #85256 */ EXTERN ~HEXXA25J~ 141 IF ~ IfValidForPartyDialogue("NEERA") ~ THEN REPLY ~And...?~ /* #85256 */ EXTERN ~NEERA25J~ 11 END
to
IF ~~ THEN BEGIN 19 SAY ~L has professional relationships with a wide variety of... people. Rogues, scoundrels, thieves... vampires...~ [OH85255] /* #85255 */ IF ~ !IfValidForPartyDialogue("NEERA") ~ THEN REPLY ~And...?~ /* #85256 */ EXTERN ~HEXXA25J~ 141 IF ~ IfValidForPartyDialogue("NEERA") ~ THEN REPLY ~And...?~ /* #85256 */ EXTERN ~NEERA25J~ 11 END
Not sure if this is the correct format for reporting a bug but --
Killer mimic wanders off screen preventing completion of mimic blood quest.
To reproduce --
1. Embrace your love of cheese 2. Cast off misgivings about metagaming 3. Enter mimic cave -- cast holy smite on chest until mimic blinded 4. Mimic starts to wander and quest cannot be completed
Expected behavior -- mimic stays in fixed place and attacks party.
@Dee Does this game version handle icons in the action bar differently compared to v1.2.2030? Inactive icons are not grayed out anymore when I'm using a custom GUIBTACT.BAM (as installed by my Recolored toolbar buttons mod) even though the general structure of the file doesn't appear to have changed.
Edit: It looks like using the PVRZ-based BAM format still works correctly, but there is currently no way to install custom PVRZ files by a mod without the danger of clashing with existing files.
Awesome stuff, thanks for all your hard work everyone! I've played through vanilla 5-6 times over the years and got EE so a noob friend and I could play it and we are about to finish up BG1:EE and will be eager to delve into 2. I'll definitely have to persuade him to wait till the patch hits (will be hard though, he's loving it).
I had NO idea party banter was disabled in multiplayer by default. Would have been a massive disappointment for us, so thanks so much for allowing us to enable the feature, even if its not fully tested. One question though, in your beautiful patch notes it says the .ini line will enable them for host-controlled NPCs. Does this mean all non-host NPCs will not be able to participate in banter? If so, will there be any workaround for this?
Also, I didn't see anything about the Harper's Call spell being fixed in the notes. Is this still an issue?
"The Quick-Loot bar now makes the appropriate sound for looted items, and characters no longer need to walk to loot piles in order to loot them from the Quick Loot bar."
isn't that some kind of "teleport dropped items to me in battle quick please?"
This is probably only relevant for modders, but since the current engine revision seems to support most or all of the script actions and triggers from IWD:EE, it is worth mentioning that some of them are showing unusual behavior because they haven't been fully adapted to this game.
For instance, when executing the ExportParty(S:Name*) script action, it displays a random line from Jaheira's banter dialog in the console window instead of "Your characters have been exported".
Just to clarify, if I have character files from BG:EE 1.3 that have finished the game, they will have the appropriate variables set for the new BG2:EE 1.3 to be imported, or do you have to wait for the new patch on BG:EE for this to work. (Regarding the New NPC variables)
BGII:EE 1.3 reads the variables that are already set in BG:EE; so just import from your BG:EE save directly to BGII:EE and it should work with no problem at all.
I don't think we are allowed to get access anymore because it's being released soon. I can't remember but it was on the forums here that it'll be released 16.12.2014.
I also did the survey about 2 or 3 days ago and haven't received a response. Let us know if you do get one though
This: "In addition, losing spell slots no longer clears the selections for those spells, meaning that when you recover from Level Drain, all it takes is a single Rest and your spellcaster will be back in business."
This: "The Quick Loot bar now combines stackable items automatically when looted from the ground, and correctly displays usability tints for items you find. Using Quick Loot also no longer requires characters to walk to the items being looted, making the post-combat looting process much faster."
And this: "Infinite-ammunition launchers no longer switch to melee when the equipped ammo runs out"
Small changes that help A LOT!
I'm missing the green border on spell that you can learn though (introduced on BGEE 1.3)
I've been waiting for this patch to start a new game.
You don't (necessarily) receive an email telling you that you've been given beta access. Just log in to your account on beamdog.com and check whether the BG2:EE Private Beta appears under My Games. If it's there, you have access, and you should start the Beamdog Client to download the Beta.
Reposting the message that I wrongly put in the BGEE patch thread... I am tired.
@Dee the brochure is pretty sweet! I am especially digging the new location bits. (I was hoping for the return of Baeloth, but Neera is pretty sweet).
There is mention of improved audio. Yay!
If I may be so bold, can you share a tutorial on how to create\import new locations for IE games? in order to expand modding possiblities :P
Is there any chances the bugs (critical bugs at least) reported by users during "road to" process will be fixed in forthcoming patch? Edit: Thanks for quick response
Many of them have already been fixed. Some of them will need to wait; one of the things we're doing this morning is looking at the issues that have been reported to see which ones absolutely need to be fixed before the patch is released.
Comments
Seem like I'm use to BGEE when I can see the colors of my party when they are selected, sham that selecting the whole party make it downgrade the colors marked.
Maybe you should add more color choices, but as I said no biggy .
Thank for the replay
With the new patch I will start a new adventure!
Don't be so sure
Edit 1: checked OHHCAB25.DLG, where there seems to be a dialog for Neera, but the first option isn't disabled is Neera IS valid for party dialog, but the second one appears if Neera is valid for party dialog, making both options visible on screen (and this way I lost Neera's comment).
Edit 2: change to
Killer mimic wanders off screen preventing completion of mimic blood quest.
To reproduce --
1. Embrace your love of cheese
2. Cast off misgivings about metagaming
3. Enter mimic cave -- cast holy smite on chest until mimic blinded
4. Mimic starts to wander and quest cannot be completed
Expected behavior -- mimic stays in fixed place and attacks party.
Edit: It looks like using the PVRZ-based BAM format still works correctly, but there is currently no way to install custom PVRZ files by a mod without the danger of clashing with existing files.
I had NO idea party banter was disabled in multiplayer by default. Would have been a massive disappointment for us, so thanks so much for allowing us to enable the feature, even if its not fully tested. One question though, in your beautiful patch notes it says the .ini line will enable them for host-controlled NPCs. Does this mean all non-host NPCs will not be able to participate in banter? If so, will there be any workaround for this?
Also, I didn't see anything about the Harper's Call spell being fixed in the notes. Is this still an issue?
isn't that some kind of "teleport dropped items to me in battle quick please?"
For instance, when executing the
ExportParty(S:Name*)
script action, it displays a random line from Jaheira's banter dialog in the console window instead of "Your characters have been exported".I also did the survey about 2 or 3 days ago and haven't received a response. Let us know if you do get one though
This: "The Quick Loot bar now combines stackable items automatically when looted from the ground, and correctly displays usability tints for items you find. Using Quick Loot also no longer requires characters to walk to the items being looted, making the post-combat looting process much faster."
And this: "Infinite-ammunition launchers no longer switch to melee when the equipped ammo runs out"
Small changes that help A LOT!
I'm missing the green border on spell that you can learn though (introduced on BGEE 1.3)
I've been waiting for this patch to start a new game.
Thank you very much!
@Dee the brochure is pretty sweet! I am especially digging the new location bits. (I was hoping for the return of Baeloth, but Neera is pretty sweet).
There is mention of improved audio. Yay!
If I may be so bold, can you share a tutorial on how to create\import new locations for IE games? in order to expand modding possiblities :P
Edit: Thanks for quick response