I'm a little surprised to not see my "bugs" anywhere on these lists or on the forums which makes me paranoid that I'm just missing some huge list somewhere else or am not understanding something.
Just because you don't see your bugs listed doesnt mean they aren't being addressed. The ones listed are only the ones that have been confirmed fixed. There is a method to the madness:)
Don't hesitate to post bugs if you know of any that have not been reported yet. The search function is kinda wonky, but @Bhryaen or @Tanthalas will adjust/combine any duplicate bug report threads.
One of the things that concerns me; How will they be sure that they fix all the armour and weapon bonus's? From what i've read here, and heard over the last few years, i feel like there is a lot of potential to miss something in the broad list of "fixes."
Just out of interest, does this make all fix packs mentioned in the OP completely obsolete? Obviously there will be bugs but are there known bugs that would be fixed by some fix pack?
Just out of interest, does this make all fix packs mentioned in the OP completely obsolete? Obviously there will be bugs but are there known bugs that would be fixed by some fix pack?
Everything from BG2 Fixpack that's applicable to BGEE has been submitted so the core stuff will be obsolete. However, some of the OBC stuff may be relevant.
@Bercon For fixes, yes, a lot of it (but as yet not all) has been incorporated/ is being incorporated into BGEE, so stuff like ToBEx or the BG1Fixpack could become obsolete if we're thorough enough... and hopefully we will be!
Thanks for the answers! Good to hear everything is included. Yes indeed I just meant the fixes, not the fun tweaks that alter stuff that is not broken.
But I suppose an "enhanced" edition has a bit more leeway than a fixpack, because we'd probably call something like the above a tweak. Maybe carrion crawlers in a cave make a bit more sense, but then the cave's inhabitants are also supposed to be tough due to what they're guarding.
Probably don't remember me bothering you last yr about problems editing Branwen's weapon proficiencies in Level1NPCs. ;-)
Indeed I did not, though I went and looked at the post (also since I'm vaguely considering the horror of updating that mod). I assume you've mastered the fine art of text editing since then? Though as erik says, editing the L1NPCs tp2 traditionally takes a few pints of "Uncle Korgan's Bloody Thundermead" .
@Miloch lol I remember that one! Yeah, I switched to a better .txt editor (though I haven't reinstalled it yet on my new PC). And Level1NPCs is definitely one of the best mods intention-wise and worth the effort... but one of the most buggy and laborious mods to work with... Twould be excellent if it's actually functional, though I really wish it were an in-game option instead given how game-install-intensive the mod itself is... :-/
Heh, I don't know if I would call the latest Level 1 NPCs "buggy" given that the most significant thing reported in its bug thread are a few typos in the installer (text that doesn't even shop up in the game ). We fixed that Branwen bug ages ago. The main reason I would be updating it is not to fix bugs, but to enable more NPCs by request.
Yes, it would be nice to have a GUI rather than doing all the changes via WeiDU text, but I think that is a bit of a pipe dream at the moment. It's something I mentioned during one of the first alphas way back when. There are some batch templates included in the mod. Since folks probably tend to make the same sorts of changes to NPCs, they could probably reuse that and save a lot of time.
I am also a big fan of the Level 1 NPC mod. I just wish there was a way to bring over two PCs in the place of Jaheira and Minsc; I never play BG1 with them, and I would much rather have Xzar and Kivan or Koran in there. Imagine how much fun Xzar the Necromancer would have in Jon's laboratory.
I just wish there was a way to bring over two PCs in the place of Jaheira and Minsc; I never play BG1 with them, and I would much rather have Xzar and Kivan or Koran in there. Imagine how much fun Xzar the Necromancer would have in Jon's laboratory.
Sounds like a mod to be made. BGT does let you bring over other NPCs... not sure exactly how it works though. A seamless solution would probably need a fair bit of new dialogue.
I was never a fan of Imoen or Jaheira, but I keep my sister because she's my sister (and a Bhaalspawn, but I didn't know that at the time).
Well, I think the assumed party is very reasonable. Imoen is your childhood friend, Khalid and Jaheira are Gorion's close friends, Minsc is awesome and Dynaheir is his mistress. It all makes sense, even if we don't like it. Overall I don't mind TBH.
@Medillen They didn't just touch the engine code to port things. Most of ToBEx was added, and some other engine bugs that not even ToBEx fixed. Many of these were not revealed by the original dataset, but could break mods.
Can I just confirm when you write "various weapons" does that include clubs? I'm assuming so but I figured I'd ask. The speed factors for a lot of the enchanted clubs seem out of wack.
Edit: Just remembered there are no enchanted clubs in BG, only BG2, so my question is more relevant obviously with BG2EE.
Can I just confirm when you write "various weapons" does that include clubs? I'm assuming so but I figured I'd ask. The speed factors for a lot of the enchanted clubs seem out of wack.
Edit: Just remembered there are no enchanted clubs in BG, only BG2, so my question is more relevant obviously with BG2EE.
Well there might be, I think I read somewhere that the devs were going to restore the "Root of the Problem" club (1d6 +1; 1d6 +3 vs "Unnatural Creatures", whatever they may be) back into BG1...
It would be good to fix the speed factors of any enchanted clubs, though.
Comments
Don't hesitate to post bugs if you know of any that have not been reported yet. The search function is kinda wonky, but @Bhryaen or @Tanthalas will adjust/combine any duplicate bug report threads.
The developers have mentioned several times that support for BGEE will not end September 18 when the game is released.
If people still encounter bugs (and its likely to happen) they will release patches to address them.
I think they will not be updated to work with BG:EE because they're already doing the work of coding it straight into the mainframe.
Aside from cosmetic stuff from BG2Tweaks like 'remove helm animations' I don't see any of these being updated or touched again.
Leftover mistakes will be rectified with patches or new mods. I'm sure they'll think of something to complain about, all those fussy modders.
For fixes, yes, a lot of it (but as yet not all) has been incorporated/ is being incorporated into BGEE, so stuff like ToBEx or the BG1Fixpack could become obsolete if we're thorough enough... and hopefully we will be!
I'm not so sure about adopting everything in Dudleyville though, like this: But I suppose an "enhanced" edition has a bit more leeway than a fixpack, because we'd probably call something like the above a tweak. Maybe carrion crawlers in a cave make a bit more sense, but then the cave's inhabitants are also supposed to be tough due to what they're guarding.
Probably don't remember me bothering you last yr about problems editing Branwen's weapon proficiencies in Level1NPCs. ;-)
Yeah, the discussion on that particular fix thread about the golem cave has been more protracted than on any other this far. Heh.
lol I remember that one! Yeah, I switched to a better .txt editor (though I haven't reinstalled it yet on my new PC). And Level1NPCs is definitely one of the best mods intention-wise and worth the effort... but one of the most buggy and laborious mods to work with... Twould be excellent if it's actually functional, though I really wish it were an in-game option instead given how game-install-intensive the mod itself is... :-/
Yes, it would be nice to have a GUI rather than doing all the changes via WeiDU text, but I think that is a bit of a pipe dream at the moment. It's something I mentioned during one of the first alphas way back when. There are some batch templates included in the mod. Since folks probably tend to make the same sorts of changes to NPCs, they could probably reuse that and save a lot of time.
@Miloch
Understood. Much as I like to dream of such things, there's quite the laundry list ahead of it...
I was never a fan of Imoen or Jaheira, but I keep my sister because she's my sister (and a Bhaalspawn, but I didn't know that at the time).
Well, I think the assumed party is very reasonable. Imoen is your childhood friend, Khalid and Jaheira are Gorion's close friends, Minsc is awesome and Dynaheir is his mistress. It all makes sense, even if we don't like it. Overall I don't mind TBH.
They didn't just touch the engine code to port things. Most of ToBEx was added, and some other engine bugs that not even ToBEx fixed. Many of these were not revealed by the original dataset, but could break mods.
Can I just confirm when you write "various weapons" does that include clubs? I'm assuming so but I figured I'd ask. The speed factors for a lot of the enchanted clubs seem out of wack.
Edit: Just remembered there are no enchanted clubs in BG, only BG2, so my question is more relevant obviously with BG2EE.
It would be good to fix the speed factors of any enchanted clubs, though.