Hey! I'm having an issue with the mod rn. When I first talk to
Nerys everything goes well, we listen to the two rogues, we introduce ourselves, she brings us to her house then... nothing happens. When I talk to her I can ask questions about her, the city or the rumours she's heard but that's it. I suspect the research cutscene is just not triggering.
Any idea how I could remedy that? Thanks in advance.
Hey! I'm having an issue with the mod rn. When I first talk to
Nerys everything goes well, we listen to the two rogues, we introduce ourselves, she brings us to her house then... nothing happens. When I talk to her I can ask questions about her, the city or the rumours she's heard but that's it. I suspect the research cutscene is just not triggering.
Any idea how I could remedy that? Thanks in advance.
"It should be corrected in the fork, but it would be nice if you could test it... (on a copy of your game, you can use the same save to jump right on it)" - @JohnBob
I created a new clean copy of the BGEE base game and installed the forked version into it, and as you said the problem no longer exists. I'm assuming this has something to do with ClearAction(). What's also fascinating is that there isn't even an automatic pause between the liberation and the start of the dialogue. This works very well.
With all of these fixes, this mod feels more and more like a must-have for future runs.
I'll play with this version until Sarevok is killed, unless you're more interested in reports about version 1.02.
What's also fascinating is that there isn't even an automatic pause between the liberation and the start of the dialogue. This works very well.
ClearAllAction will prevent your party to wandering around during the cutscene but the main change is to make the Herald neutral until it finish is dialog and summon elemental.
Yes I notice that automatic pause doesn't pause after the dialog, I never use this functionnallity so I don't know if it's normal behavior.
With all of these fixes, this mod feels more and more like a must-have for future runs.
I'll play with this version until Sarevok is killed, unless you're more interested in reports about version 1.02.
Feel free to use the version you want, at the point of the mod story both are relevant for me !
I think Yondak will be more to you liking now, are you okay to try it again ?
For the spell caster no casting spells, I am not sure what to do, some scripts have been moved around to take precedence on the other, but I don't know if it's enough. (Tell me if now you see some differences)
Also : Are we agree about that Malachi Medeid doesn't need any modification, I found him casting spell normaly ?
Memory backup (to see later with AWizardDidIt ) :
- About Thayen agent, I don't know if make them equip the dagger is really an improvement, I will wait to see what was AWizardDidIt intent (maybe it was it...)
- Also, he set some traps, but you can explore this area before this encounter and disarm them. Maybe it would be best if the area wasn't accessible until the player knows about it and come here searching for the druid, so the traps couldn't be disarm in advance ?
- WI0008 / WI0009 Dungeon or not Dungeon ?
- Nerys Song !
So, I finally finished my run.
In the end, I was somewhat pleasantly surprised about this mod as far as the finale goes.
This means that unfortunately I won't be testing this mod anymore (at least not for a very long time, as I have to concentrate on other things now).
Still, I don't want to leave without giving a few compliments.
@AWizardDidIt , Thank you for your work and the great mod you made.
I had a lot of fun and I also really liked what was written.
The characters feel multidimensional when you talk to them, and the reasons for their actions make sense.
The cutscenes reminded me a bit of Biowares and always felt appropriate.
In addition, it has a high level of replayability, as I know that the outcomes and dialogues can be different depending on the decisions made and depending who is in your group.
Part of me wishes it had been available 23 years ago when the original game was still fresh.
My younger self would have celebrated your work!
However, I have a few things in mind that are not a must, but are nice to have:
Illasera's shadow copy profile picture may need some work. It reminds me too much of a filter used in photo editing programs.
The criminals that had to be hunted down outside Baldur's Gate could use a few lines of dialogue.
Some maps are from Lionheart (I played the game when it came out) and while they fit very well, it would be a joy to have custom maps for this mod. On this topic, I can think of two mod developers who could help (this is not a request from me, just a suggestion). These are lava and acifer.
@JohnBob thank you for your work regarding mod repair. I understand that you are part of the Gate Project and I personally find what you are doing very honorable. I also think it plays a big part in keeping the community and this game alive.
To everyone else, I highly recommedn trying Blackhearts.
I think Yondak will be more to you liking now, are you okay to try it again ?
For the spell caster no casting spells, I am not sure what to do, some scripts have been moved around to take precedence on the other, but I don't know if it's enough. (Tell me if now you see some differences)
Also : Are we agree about that Malachi Medeid doesn't need any modification, I found him casting spell normaly ?
Memory backup (to see later with AWizardDidIt ) :
- About Thayen agent, I don't know if make them equip the dagger is really an improvement, I will wait to see what was AWizardDidIt intent (maybe it was it...)
- Also, he set some traps, but you can explore this area before this encounter and disarm them. Maybe it would be best if the area wasn't accessible until the player knows about it and come here searching for the druid, so the traps couldn't be disarm in advance ?
- WI0008 / WI0009 Dungeon or not Dungeon ?
- Nerys Song !
I'm currently on travel, but will try the Red Wizards fight with latest version Sunday or Monday.
I think Yondak will be more to you liking now, are you okay to try it again ?
For the spell caster no casting spells, I am not sure what to do, some scripts have been moved around to take precedence on the other, but I don't know if it's enough. (Tell me if now you see some differences)
Also : Are we agree about that Malachi Medeid doesn't need any modification, I found him casting spell normaly ?
So I tested the whole Red Wizards areas with the latest fork.
Thayan conjurator indeed cast spells, both defensive and offensive ones. Same for Malachi.
Yondak, beside casting spells, now start with protective spells, he definitely is more difficult to kill.
I think I understood what is the real problem for Thayan conjurators and Malachi : the areas have some walls and columns, and they seem to somehow obstruct the visual range of the enemies.
Whereas the player see all the area, the foes only see the party members if they face them from particular angles.
So they only start to cast spells when the party members are at melee range ready to hit them hard.
I don't know of their visual range could be improve somehow ? Maybe with an invisible permanent wizard eye indifferent places ?
I don't know of their visual range could be improve somehow ? Maybe with an invisible permanent wizard eye indifferent places ?
I have modified the searchmap (WI0007SR.BMP) for making the table/desk at the center of the room a light obstacle instead of a solid obstacle, this way anybody can see through.
I don't know of their visual range could be improve somehow ? Maybe with an invisible permanent wizard eye indifferent places ?
I have modified the searchmap (WI0007SR.BMP) for making the table/desk at the center of the room a light obstacle instead of a solid obstacle, this way anybody can see through.
I will try it then.
Edit : indeed Malachi started casting immediately.
Hi! If this has been answered or is more obvious to those with more modding experience - sorry!
I recently started a new play through of bg1 with a bunch of mods but somehow missed Black Hearts if I'm not yet in chapter 3, will it work if I install it now? Or do I need a clean new game?
Hello, I think it will be all for players feedback, most weidu.log I see lately seem to use the official version, so I don't think there will be more testing on the fork, at least for now.
I lure your attention on these questions that need your advice, insight, approval or your opinion about if its' relevant or not.
- the Thayan agents drank their potion of invisibility but didn't try to backstab, instead they threw some ranged weapons : About Thayen agent, I don't know if make them equip the dagger is really an improvement, I will wait to see what was AWizardDidIt intent (maybe it was it...)
- the hidden gorge, Area WI003. : Also, he set some traps, but you can explore this area before this encounter and disarm them. Maybe it would be best if the area wasn't accessible until the player knows about it and come here searching for the druid, so the traps couldn't be disarm in advance ?
- WI0008 / WI0009 Dungeon or not Dungeon ?
- Nerys Song ! Maybe to much and difficult work to handle something most player will not experiment since the original song last seven minutes, I think. But anyway it's up to you to decide.
If it's okay for you, I am gonna send you the pull request, I precise that my purpose is to give a little help, even if I take the time to test the changes seriously and try to do for the better, I don't pretend to do things the best way and my coding experience is limited to weidu and his basic functions.
So don't hesitate to revert or change something you don't like.
I am willing to pursue the bugfixing if needed and if you want. I am not sure if you think about being back in the "modding" game one day. But I still can send you new pull requests if someone found new issues. (Or if one day I found the time to do a playthrough myself...)
Hello, I think it will be all for players feedback, most weidu.log I see lately seem to use the official version, so I don't think there will be more testing on the fork, at least for now.
I lure your attention on these questions that need your advice, insight, approval or your opinion about if its' relevant or not.
- the Thayan agents drank their potion of invisibility but didn't try to backstab, instead they threw some ranged weapons : About Thayen agent, I don't know if make them equip the dagger is really an improvement, I will wait to see what was AWizardDidIt intent (maybe it was it...)
- the hidden gorge, Area WI003. : Also, he set some traps, but you can explore this area before this encounter and disarm them. Maybe it would be best if the area wasn't accessible until the player knows about it and come here searching for the druid, so the traps couldn't be disarm in advance ?
- WI0008 / WI0009 Dungeon or not Dungeon ?
- Nerys Song ! Maybe to much and difficult work to handle something most player will not experiment since the original song last seven minutes, I think. But anyway it's up to you to decide.
If it's okay for you, I am gonna send you the pull request, I precise that my purpose is to give a little help, even if I take the time to test the changes seriously and try to do for the better, I don't pretend to do things the best way and my coding experience is limited to weidu and his basic functions.
So don't hesitate to revert or change something you don't like.
I am willing to pursue the bugfixing if needed and if you want. I am not sure if you think about being back in the "modding" game one day. But I still can send you new pull requests if someone found new issues. (Or if one day I found the time to do a playthrough myself...)
Ok so my thoughts on these points are as follows:
- It'd be cool for them to backstab but I think their script is just pulled directly from the Black Pits module and I'm loathe to change much in that. Up to you if you feel confident in doing it.
- Agreed, probably restrict the area until the quest to get him.
- Yes dungeon.
- Having her play the song again is a fun idea!
I can review the wording on the components.
Send the pull request when it's ready. I'll do a quick run through myself to test things, I should have time for that at least. This weekend.
- Agreed, probably restrict the area until the quest to get him.
This is okay and seem to work.
- It'd be cool for them to backstab but I think their script is just pulled directly from the Black Pits module and I'm loathe to change much in that. Up to you if you feel confident in doing it.
That one is tricky, I am gonna see if it's functionnal to use a completly different script, but no promise of succes.
- Having her play the song again is a fun idea!
Yeah ! But I don't succed to achieve the goal...
I don't know how to stop an ongoing song within a dialog. So it's nearly imposssible to know when the song will end, it will depend of every player timing.
I have tried to use a RealSetGlobalTimer to allow the player to have a reply option after SEVEN_MINUTES but it doesn't seem to trigger at all, and reply options never appears...
I am really unsure about the feasibility of this idea.
I look a little further on those and send you the pull request tomorow or the day after.
I can review the wording on the components.
Thanks.
Send the pull request when it's ready. I'll do a quick run through myself to test things, I should have time for that at least. This weekend.
Cool, if you see something not reported before and don't have time to fix it yourself, let me know.
Tried to DM you about this directly but DMs on the beamdog site don't seem to work or something? IDK.
Anyways, I finished a test run of the mod. Tried out a few different things over the course of a few hours to try and see how I could break it, but only found three issues.
Bugs found:
- Krotia the Black - line 32 of WIKROTIA.d, we need to change the line from:
== FALDOJ IF ~InParty("Edwin") InMyArea("Edwin") !StateCheck("Edwin",CD_STATE_NOTVALID)~ THEN @2835
to
== FALDOJ IF ~InParty("Faldorn") InMyArea("Faldorn") !StateCheck("Faldorn",CD_STATE_NOTVALID)~ THEN @2835
This will cause the dialogue here to break if Edwin is in the party.
- Item "Decoded diary of Riezen Darkeyes" - Description links to the wrong text. In the .tp2 file this links to @166 and it looks like 166 is shared by both a line in the script as well as items. So we'll need to move either to its own line.
- For the last fight, I should have Ilasera scripted to teleport out if she gets to low HP, but she doesn't do that so is just an invincible ally. Problem is, I'm not quite sure where to check her script to see why this might not fire. It's not the hugest deal, but is a bit overpowered to have on the end fight probably. I can see about looking into this on my side, but I need to basically re-set up a mod station on my computer. I can probably look at that this weekend.
Yes PM don't work anymore and since it's been a while now, I am not sure if it will be fixed... You can also post directly on github along the pull request if you prefer.
I will add the corrections for WIKROTIA.d and modify line @166 to @10001 for BHBG1items.tra.
After a quick look at illasera scripts, I don't see any reference to HPPercent for low hp teleport. (It seem that WIillase.bcs doesn't exit in the mod files but it is added to WIILLASE.cre perhaps it was something you omitted.)
Anyways adding something like...
IF
Global("BHBG1QuestFinal","%Undercity_TempleofBhaal%",1)
HPPercentLT(Myself,10)
!Dead("Sarevok")
THEN
RESPONSE #100
SetGlobal("BHBG1QuestFinal","%Undercity_TempleofBhaal%",2)
ChangeEnemyAlly(Myself,NEUTRAL)
DisplayStringHead(Myself,~This BhaalSpawn won't be the end of me...~)
Wait(4)
ReallyForceSpell(Myself,DRYAD_TELEPORT)
END
...to WIILLSP.BAF could do. (With maybe a line of text displayed before to announce her departure, if you are willing to make her say something, of course)
EDIT : Also we could had a goodbye, in case EndlessBG1 is installed and player stay in the area after Sarevok death.
IF
Global("BHBG1QuestFinal","%Undercity_TempleofBhaal%",1)
Dead("Sarevok")
THEN
RESPONSE #100
SetGlobal("BHBG1QuestFinal","%Undercity_TempleofBhaal%",2)
ChangeEnemyAlly(Myself,NEUTRAL)
DisplayStringHead(Myself,~This BhaalSpawn have fallen... Farewell <CHARNAME>~)
SmallWait(4)
ReallyForceSpell(Myself,DRYAD_TELEPORT)
END
@AWizardDidIt, would you consider adding/reworking the Bhaal symbol the final boss has to make it useful for evil charnames? It would be cool to find something strong on
Ran into a bug when I hit Baldur's Gate for the first time. Illasera's ghost spawns when I enter the city, but she's not at the Elfsong Tavern afterwards. Artin is there, and he tells me he won't talk to me unless I speak to Illasera first, but she is nowhere to be found.
Any ideas what could have gone wrong? I tried spawning her using the console but when she spawned she went into her TOB speech and then attacked me.
EDIT: Nevermind, turns out I was spawning the wrong Illasera. The correct cre file is WIILLASE from the mod itself. Still a bug though.
EDIT: Happened again after finding Nerys and returning to the Elfsong. This time, I every time I spawned Illasera she would almost immediaetly disappear. Had to attempt to pause several times so my character could speak to her and advance the story.
In bg:ee, mod worked perfectly for me. From minute 1 to the end.
Only thing I would report is a cosmetic bug
when you are in the last area, where you kill Cherise, Illasera will portal you out of the place to the underground in baldur's gate. Well, when I asked Illasera to bring me out, she did it so successfully, but the following two lines appeared on my log:
Illasera: cast summon familiar.
The spell cannot be cast by anyone but the protagonist --> this was a red line.
Well, I've found one bug to be sincere, met it only now.
Nerys gave me the decoded diary but the description is messed up: it is only statement long and it isn't in any way related to what the description is supposed to contain
- The description is already corrected here, not merged to the main branch yet.
- The cosmetic issue could be resolved with a new spell unrelated to the Familiar one.
But I need to wait for AWizardDidIt approval before adding these changes.
Hello, I'm making my way through the last release of this mod at the moment. The bugs that I experienced the first time seem to be fixed. The fight with dark eyes went off correctly and was much more fun. The main issue I had with Nerry's house worked great this time and some grammatical problems were touched up. I still have some way to go before I finish but I wanted to report on a few minor things I experienced so far.
The mirror quest, Jahiera couldn't do the exorcism so I went down to the carnival and picked up Branwen and then returned to the cave. The dialog for the exorcism appeared when I tried to talk to the elven lady that was possessed but the screen didn't fade to black and then fade back in with a demon spawn. Instead the elf woman disappeared and the mod was stuck. Upon reloading a save, I tried again and everything worked fine. Not repeatable but something might be a little wonky with that exchange.
Other than that I experienced a glitch in the conversation about Nerrys being kidnapped. The lines seemed to repeat themselves two times. I'm including a screenshot so you can see where the problem occurred. Both my main character and Imoen repeated their lines twice. I'm using EET with BG1NPC project.
This mod is much more polished this time through and I feel like it may be the best BG1EE mod available. I Really enjoy the character interactions, writing and combat in this one. Thanks AwizardDidIt and thanks Jhonbob for your help fixing it, it's near perfect now and stable enough for me to make it a permanent mod on my install list.
Comments
https://forums.beamdog.com/discussion/comment/1200875/#Comment_1200875
Hum, odd. You have started a new game ?
When you are at CandleKeep.
Then
Be carefull at level one you will die immediatly...
I created a new clean copy of the BGEE base game and installed the forked version into it, and as you said the problem no longer exists. I'm assuming this has something to do with ClearAction(). What's also fascinating is that there isn't even an automatic pause between the liberation and the start of the dialogue. This works very well.
With all of these fixes, this mod feels more and more like a must-have for future runs.
I'll play with this version until Sarevok is killed, unless you're more interested in reports about version 1.02.
ClearAllAction will prevent your party to wandering around during the cutscene but the main change is to make the Herald neutral until it finish is dialog and summon elemental.
Yes I notice that automatic pause doesn't pause after the dialog, I never use this functionnallity so I don't know if it's normal behavior.
Feel free to use the version you want, at the point of the mod story both are relevant for me !
The cutscene works flawlessly now.
I think Yondak will be more to you liking now, are you okay to try it again ?
For the spell caster no casting spells, I am not sure what to do, some scripts have been moved around to take precedence on the other, but I don't know if it's enough. (Tell me if now you see some differences)
Also : Are we agree about that Malachi Medeid doesn't need any modification, I found him casting spell normaly ?
Memory backup (to see later with AWizardDidIt ) :
- About Thayen agent, I don't know if make them equip the dagger is really an improvement, I will wait to see what was AWizardDidIt intent (maybe it was it...)
- Also, he set some traps, but you can explore this area before this encounter and disarm them. Maybe it would be best if the area wasn't accessible until the player knows about it and come here searching for the druid, so the traps couldn't be disarm in advance ?
- WI0008 / WI0009 Dungeon or not Dungeon ?
- Nerys Song !
Thanks, these lines had the same references in tra file, it's corrected for the fork !
In the end, I was somewhat pleasantly surprised about this mod as far as the finale goes.
This means that unfortunately I won't be testing this mod anymore (at least not for a very long time, as I have to concentrate on other things now).
Still, I don't want to leave without giving a few compliments.
@AWizardDidIt , Thank you for your work and the great mod you made.
I had a lot of fun and I also really liked what was written.
The characters feel multidimensional when you talk to them, and the reasons for their actions make sense.
The cutscenes reminded me a bit of Biowares and always felt appropriate.
In addition, it has a high level of replayability, as I know that the outcomes and dialogues can be different depending on the decisions made and depending who is in your group.
Part of me wishes it had been available 23 years ago when the original game was still fresh.
My younger self would have celebrated your work!
However, I have a few things in mind that are not a must, but are nice to have:
@JohnBob thank you for your work regarding mod repair. I understand that you are part of the Gate Project and I personally find what you are doing very honorable. I also think it plays a big part in keeping the community and this game alive.
To everyone else, I highly recommedn trying Blackhearts.
I wish you all happy modding and gaming!
Your kind comments about The Gate Project are also greatly appreciated !
@Trouveur, no rush take your time, but thanks for letting me know.
Thayan conjurator indeed cast spells, both defensive and offensive ones. Same for Malachi.
Yondak, beside casting spells, now start with protective spells, he definitely is more difficult to kill.
I think I understood what is the real problem for Thayan conjurators and Malachi : the areas have some walls and columns, and they seem to somehow obstruct the visual range of the enemies.
Whereas the player see all the area, the foes only see the party members if they face them from particular angles.
So they only start to cast spells when the party members are at melee range ready to hit them hard.
I don't know of their visual range could be improve somehow ? Maybe with an invisible permanent wizard eye indifferent places ?
I have modified the searchmap (WI0007SR.BMP) for making the table/desk at the center of the room a light obstacle instead of a solid obstacle, this way anybody can see through.
Edit : indeed Malachi started casting immediately.
I recently started a new play through of bg1 with a bunch of mods but somehow missed Black Hearts if I'm not yet in chapter 3, will it work if I install it now? Or do I need a clean new game?
Sorry, no idea on my side about installing it that late...
@AWizardDidIt,
Hello, I think it will be all for players feedback, most weidu.log I see lately seem to use the official version, so I don't think there will be more testing on the fork, at least for now.
I lure your attention on these questions that need your advice, insight, approval or your opinion about if its' relevant or not.
I would like you to found a better suitable phrasing for the componants name in BHBG1setup.tra ( @1 and @20005) since I am not a native speaker, some phrase turning can be confusing for player.
If it's okay for you, I am gonna send you the pull request, I precise that my purpose is to give a little help, even if I take the time to test the changes seriously and try to do for the better, I don't pretend to do things the best way and my coding experience is limited to weidu and his basic functions.
So don't hesitate to revert or change something you don't like.
I am willing to pursue the bugfixing if needed and if you want. I am not sure if you think about being back in the "modding" game one day. But I still can send you new pull requests if someone found new issues. (Or if one day I found the time to do a playthrough myself...)
Ok so my thoughts on these points are as follows:
- It'd be cool for them to backstab but I think their script is just pulled directly from the Black Pits module and I'm loathe to change much in that. Up to you if you feel confident in doing it.
- Agreed, probably restrict the area until the quest to get him.
- Yes dungeon.
- Having her play the song again is a fun idea!
I can review the wording on the components.
Send the pull request when it's ready. I'll do a quick run through myself to test things, I should have time for that at least. This weekend.
That one is tricky, I am gonna see if it's functionnal to use a completly different script, but no promise of succes.
Yeah ! But I don't succed to achieve the goal...
I don't know how to stop an ongoing song within a dialog. So it's nearly imposssible to know when the song will end, it will depend of every player timing.
I have tried to use a RealSetGlobalTimer to allow the player to have a reply option after SEVEN_MINUTES but it doesn't seem to trigger at all, and reply options never appears...
I am really unsure about the feasibility of this idea.
I look a little further on those and send you the pull request tomorow or the day after.
Thanks.
Cool, if you see something not reported before and don't have time to fix it yourself, let me know.
Tried to DM you about this directly but DMs on the beamdog site don't seem to work or something? IDK.
Anyways, I finished a test run of the mod. Tried out a few different things over the course of a few hours to try and see how I could break it, but only found three issues.
Bugs found:
- Krotia the Black - line 32 of WIKROTIA.d, we need to change the line from:
== FALDOJ IF ~InParty("Edwin") InMyArea("Edwin") !StateCheck("Edwin",CD_STATE_NOTVALID)~ THEN @2835
to
== FALDOJ IF ~InParty("Faldorn") InMyArea("Faldorn") !StateCheck("Faldorn",CD_STATE_NOTVALID)~ THEN @2835
This will cause the dialogue here to break if Edwin is in the party.
- Item "Decoded diary of Riezen Darkeyes" - Description links to the wrong text. In the .tp2 file this links to @166 and it looks like 166 is shared by both a line in the script as well as items. So we'll need to move either to its own line.
- For the last fight, I should have Ilasera scripted to teleport out if she gets to low HP, but she doesn't do that so is just an invincible ally. Problem is, I'm not quite sure where to check her script to see why this might not fire. It's not the hugest deal, but is a bit overpowered to have on the end fight probably. I can see about looking into this on my side, but I need to basically re-set up a mod station on my computer. I can probably look at that this weekend.
Yes PM don't work anymore and since it's been a while now, I am not sure if it will be fixed... You can also post directly on github along the pull request if you prefer.
I will add the corrections for WIKROTIA.d and modify line @166 to @10001 for BHBG1items.tra.
After a quick look at illasera scripts, I don't see any reference to HPPercent for low hp teleport. (It seem that WIillase.bcs doesn't exit in the mod files but it is added to WIILLASE.cre perhaps it was something you omitted.)
Anyways adding something like...
...to WIILLSP.BAF could do. (With maybe a line of text displayed before to announce her departure, if you are willing to make her say something, of course)
EDIT : Also we could had a goodbye, in case EndlessBG1 is installed and player stay in the area after Sarevok death.
Here's another branch on github with the latest changes if you want to try the ending, depending on your preferences I'll add them or not to the pull request.
Any ideas what could have gone wrong? I tried spawning her using the console but when she spawned she went into her TOB speech and then attacked me.
EDIT: Nevermind, turns out I was spawning the wrong Illasera. The correct cre file is WIILLASE from the mod itself. Still a bug though.
EDIT: Happened again after finding Nerys and returning to the Elfsong. This time, I every time I spawned Illasera she would almost immediaetly disappear. Had to attempt to pause several times so my character could speak to her and advance the story.
Only thing I would report is a cosmetic bug
Illasera: cast summon familiar.
The spell cannot be cast by anyone but the protagonist --> this was a red line.
Only this. All the rest is perfect.
- The description is already corrected here, not merged to the main branch yet.
- The cosmetic issue could be resolved with a new spell unrelated to the Familiar one.
But I need to wait for AWizardDidIt approval before adding these changes.
The mirror quest, Jahiera couldn't do the exorcism so I went down to the carnival and picked up Branwen and then returned to the cave. The dialog for the exorcism appeared when I tried to talk to the elven lady that was possessed but the screen didn't fade to black and then fade back in with a demon spawn. Instead the elf woman disappeared and the mod was stuck. Upon reloading a save, I tried again and everything worked fine. Not repeatable but something might be a little wonky with that exchange.
Other than that I experienced a glitch in the conversation about Nerrys being kidnapped. The lines seemed to repeat themselves two times. I'm including a screenshot so you can see where the problem occurred. Both my main character and Imoen repeated their lines twice. I'm using EET with BG1NPC project.
This mod is much more polished this time through and I feel like it may be the best BG1EE mod available. I Really enjoy the character interactions, writing and combat in this one. Thanks AwizardDidIt and thanks Jhonbob for your help fixing it, it's near perfect now and stable enough for me to make it a permanent mod on my install list.