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[Released] Black Hearts - BG1

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  • UlkeshUlkesh Member Posts: 280
    Also, another cosmetic bug.
    When Illasera joins you in the Temple of Bhaal, he has a few voiceovers.

    One is "We shall see"

    Cosmetic bug is the following: We shall see."

    the " shouldn't be there
  • SourSour Member Posts: 115
    edited November 2024
    Ok I found an oversight that can break progress. Basically, if you are doing jobs for Scar and progressing the Black Hearts story at the same time, a problem can occur. If you do the Seven Suns mission then Scar will give you a mission to explore the sewers. After that he will have you meet Duke Elton to talk about the Iron Throne. Once that happens Scar will disappear.

    When Nerrys gets kidnapped Ilasera will tell you to either seek out Scar or go to the local thieves guild to find information on the Night Knives. With Scar being gone the only option for me was to go to the thieves guild. I asked about the Night Knives but I was told that I needed to prove myself before they would help me. So I did the quests for the thieves guild and when I completed them Ravenscar was still around and I could ask about the Gorgan's Eye quest but there was no dialog option to learn about the Night Knives and where to find Nerrys. Having played the mod before, I knew where to look and I can still progress the story but if I was a new player I would be stuck at this point as there is no way to find out where the Night Knives are keeping Nerrys.

    I think adding a line of dialogue with Ravenscar that tells you the location of the Knight Knives after the red wizard is slain in the thieves guild should fix this problem. Or come up with an option for the player to easily inquire about the Night Knives to one of the guild members after you have been accepted by the guild for doing the various thief missions for the guild.
  • TrouveurTrouveur Member Posts: 698
    Dialog
    whardypl wrote: »
    So I did the quests for the thieves guild and when I completed them Ravenscar was still around and I could ask about the Gorgan's Eye quest but there was no dialog option to learn about the Night Knives and where to find Nerrys.
    Seems a possible incompatibility between Gorgon's Eye and Black Heart mods. Ravenscar should have a dialog option to ask about Night Masks.
  • JohnBobJohnBob Member Posts: 212
    Sour wrote: »
    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.

    I'll take a look at it to see if it can be improved.
    Sour wrote: »
    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 one seem to be a typo in the dialog file.
    Sour wrote: »
    I could ask about the Gorgan's Eye quest but there was no dialog option to learn about the Night Knives and where to find Nerrys. Having played the mod before, I knew where to look and I can still progress the story but if I was a new player I would be stuck at this point as there is no way to find out where the Night Knives are keeping Nerrys.

    I think adding a line of dialogue with Ravenscar that tells you the location of the Knight Knives after the red wizard is slain in the thieves guild should fix this problem. Or come up with an option for the player to easily inquire about the Night Knives to one of the guild members after you have been accepted by the guild for doing the various thief missions for the guild.
    Trouveur wrote: »
    Seems a possible incompatibility between Gorgon's Eye and Black Heart mods. Ravenscar should have a dialog option to ask about Night Masks.

    Yes, it is an issue with Gorgon Eye, it seem that a block of Alatos dialog is overwrited, I have to see with TotalMilk90 if something can be done for avoid this compatibility issue.
    Ulkesh wrote: »
    Also, another cosmetic bug.
    When Illasera joins you in the Temple of Bhaal, he has a few voiceovers.

    One is "We shall see"

    Cosmetic bug is the following: We shall see."

    the " shouldn't be there

    Good catch.

    Thanks everybody, I will post when the fixes are merged.
  • LeithLeith Member Posts: 5
    edited November 2024
    Hey, thought I'd drop by and share a few typos I came across in my last playthrough
    Listen, not that I don't appreciate that you're helping me out with this one, but I'm have to ask
    that certainly that didn't hurt my decision to go
    An unnerving face rests in the trunk of this tree. It’s mouth is open, as if to tell you something urgent, yet it produces no sound (BHBG1setup.tra)

    Also, I don't know if this was already addressed but I noticed the flame binding wardstone was stackable whereas the others were not, it could be misleading (thought it was a random gemstone at first iirc). And maybe the gemstones should be taken from the player once they have been used. Lastly, attacking the Herald of Yaga Shura between the moment when he turns hostile and before he starts speaking locked my game in the cutscene iirc. Can easily happen with the AI turned on.
    Nothing too important really but hey.
  • JohnBobJohnBob Member Posts: 212
    Typos and Flame Binding wardstone stackable will be corrected. Thanks @Leith !



    - Gemstones taken from the player (It will be up to the AWizardDidIt)
    - Attacking the Herald of Yaga Shura (Was mentonned here and should be already corrected)
  • SourSour Member Posts: 115
    edited November 2024
    This part of the conversation played back twice like the previous one that I reported. Other than that, no problems so far. The first time I played this mod there were doubles of enemies showing up in the sewer level but they were fixed this time.
    O25hbGA.jpg
    Post edited by Sour on
  • JohnBobJohnBob Member Posts: 212
    Thanks @Sour, it should be corrected with this commit.

    In the screenshot below you can see the dialog tree in NearInfinity. (old dialog to the left / new dialog to the right)
    After "Yes, it is called that among scholars. Are you knowledgeable in planar lore? If so, I trust I don’t have to tell you just how dangerous it is."
    You have three possible answer, the third (1659) "You must have been offered quite a lot of coin to take a mission so dangerous." caused a little loop.
    The response 1679 is modifed to avoid the loop.
    Hearts01.png

    To see if it is appropriate for @AWizardDidIt.

    The branch Ending-test contain all the last corrections. But need AWizarDidIt approval in particular for the final fight lines addition mentionned here.
  • SourSour Member Posts: 115
    edited November 2024
    I finished up Black Hearts tonight. I didn't run into any other problems. The dialogue option to take the portal to Cherise was fixed and after the final battle at the end of the game Illasera teleported away with an endless Baldur's gate install. I did spot a single text mistake though. When Illasera teleports away at the end she says "Another Bhallspawn have fallen". "Have" should be replaced with "has".

    With that last fix I think this mod will be in near perfect shape. Thanks for helping to propel this mod from what I considered a "B+" mod to an "A". This is the only content driven mod that I've played for BG1EE that has ranked that high in my book.
  • JohnBobJohnBob Member Posts: 212
    Hi @Sour,

    The incorrect conjugation will be corrected.

    Sour wrote: »
    With that last fix I think this mod will be in near perfect shape. Thanks for helping to propel this mod from what I considered a "B+" mod to an "A". This is the only content driven mod that I've played for BG1EE that has ranked that high in my book.

    Thanks to you and others members, It's really nice and handy to receive all this feedback !
  • LeithLeith Member Posts: 5
    edited December 2024
    Another small batch of typos I found. Not sure about some of them, english isn't my first language. Hope it's not too annoying!
    By waylaying travelers, aren't you just proving correct everything they believe about you. (I believe ending with a question mark would be more appropriate here)
    that's enough, I ready to get started (I am ready)
    I caught a man assault her (assaulting?)
    This one I'm really not sure about: There are any number of ways for them to be assured by my attentions. This reads weird to me, shouldn't it be to be assured of my intentions?
    Lastly, a few instances where the special character … is used instead of the regular ... Hard to tell the difference on the forum but it looks weird in game, too much space between the dots.
    Anyway. Still loving the mod.
  • JohnBobJohnBob Member Posts: 212
    Thanks @Leith, typos are corrected here.

    Exept for this one since I am not an english speaker too...
    Leith wrote: »
    This one I'm really not sure about: There are any number of ways for them to be assured by my attentions. This reads weird to me, shouldn't it be to be assured of my intentions?
  • billbiscobillbisco Member Posts: 364
    Hello there. I just played this mod a couple of times.

    The first time I installed Black Hearts after EET End and was unable to complete the conversation between Ilasera and the Red Wizard in the Inn. The conversation simply never went forward and could not.

    Second time. I installed EET End after black hearts and was able to continue but later during the first time you are supposed to go to the Harper Bard Halfling's house, her script did not run and I had to CLUA her in and then the script ran appropriately.

    I used an ongoing save the second time. So I cannot definitely say its the fault of the Black Hearts mod, but it was annoying.

    Mod General Feedback.

    1. I enjoyed the mod overall. It was cool and nice to meet Ilasera earlier. It makes me wish Ilasera had ToB specific banters. It's weird to have all this discussion and friendship develop only to have nothing mentioned later in the game. Thanks for making the mod and to those helping to fix the bugs.

    2. Meeting the Red Wizards in the Undercity is really weird. One comes out to attack you before you've even walked forward. They start out Red while the Iron Throne warriors behind them start out blue. A player installing this mod and not playing it will not understand why there are random red wizards here. The red wizards furthermore don't talk. If the idea is that they're working for Sarevok now, cool, but this is supposed to be an epic moment. They should say something. Really, we need some role-playing here desperately.

    3. Having Ilasera Help you against Sarevok is really nice. However, the fact that she's invincible is just jarring. Let her die or let her teleport away automatically saying "You're on your own pup" or whatever. We need fewer invincible Npcs not more.

    4. It's nice that someone posted a walkthrough but without the walkthrough it's really trying to ask people to randomly guess and search every huge map to make progress. If people want more of a mystery, they can decide not to check their journals. But really, we should be told where to go with better descriptions. And also we should be told what section of Baldur's Gate these random locales should be. (I had to use the wiki to find out where various places of these were).
  • JohnBobJohnBob Member Posts: 212
    edited January 3
    What version of the mod did you use ?

    1.
    There is already a little addition for BG2, Illasera mention that you've previously meet.

    2.
    These Red Wizards are the main antagonists in the mod, so they didn't need to be introduce at this time.
    But maybe a check can be addded to verify that the quest was initiated by the player. Or maybe some dialog or overhead text to notify you that there here to help Sarevok.
    In this case there appear if you didn't complete the quest. (Final Cherise fight)

    3.
    The fork prevent her invincibility and teleport here away when she have low hp.

    4.
    Not sure what to do here, if you have more information to provide, to know which part is not clear enough.
    Post edited by JohnBob on
  • TrouveurTrouveur Member Posts: 698
    billbisco wrote: »

    The first time I installed Black Hearts after EET End and was unable to complete the conversation between Ilasera and the Red Wizard in the Inn. The conversation simply never went forward and could not.
    Usual behaviour when not respecting install order for EET. EET readme is pretty clear about installing content mods BEFORE EET End.
    Second time. I installed EET End after black hearts and was able to continue but later during the first time you are supposed to go to the Harper Bard Halfling's house, her script did not run and I had to CLUA her in and then the script ran appropriately.

    I used an ongoing save the second time. So I cannot definitely say its the fault of the Black Hearts mod, but it was annoying.
    This bug was fixed months ago. Check JohnBob's github for last update.
    It makes me wish Ilasera had ToB specific banters. It's weird to have all this discussion and friendship develop only to have nothing mentioned later in the game. Thanks for making the mod and to those helping to fix the bugs.
    Illasera's banters in ToB were modified actually. You can tell her you don't want to fight her and she can reply that she wants to know which one is the strongest.
    2. Meeting the Red Wizards in the Undercity is really weird. One comes out to attack you before you've even walked forward. They start out Red while the Iron Throne warriors behind them start out blue. A player installing this mod and not playing it will not understand why there are random red wizards here. The red wizards furthermore don't talk. If the idea is that they're working for Sarevok now, cool, but this is supposed to be an epic moment. They should say something. Really, we need some role-playing here desperately.
    I never had red wizards in the Undercity. But I completed all the quests.
    But really, we should be told where to go with better descriptions. And also we should be told what section of Baldur's Gate these random locales should be. (I had to use the wiki to find out where various places of these were).
    I never had a problem figuring where to go. Instructions are precise when Illasera knows where to send you. When she doesn't, you have clues to find out, like asking to Burning wizard bartender, the caravan survivor in Beregost, Scar about the Night Masks...

  • billbiscobillbisco Member Posts: 364
    Thanks for your responses.

    1. I'll have to try it. Thanks.
    2. I understand but a player may abandon the quest early on. Yes you could add a flag to check but honestly adding in more combats and changes to the game is great. Sarevok already has his fingers in so many organizations (Iron Throne, Dopplegangers, Cloakwood mines with Davaeorn, Nashkel mines with Mulahey, Black Talon and other Bandits) why not a Red Wizard sect to.

    I think first not having the enemies automatically starting red and then yes having a shout dialogue with the red wizards. It should make me feel like I missed something and will make me want to play again and try a different path. Replayability is cool and this conversation should reinforce it.

    Doing the above will make the mod better, cooler, and consistent with the existing game.

    3. Awesome.
    4. I'll have to come back and give some specific details.

    I did not realize that there was a branch where someone else was working to fix the mod. Please don't take my comments above the wrong way, I really enjoyed it overall and found some issues.

    Thanks a lot. I will keep in mind to give some more specific details in the future.
    JohnBob wrote: »
    What version of the mod did you use ?

    1.
    There is already a little addition for BG2, Illasera mention that you've previously meet.

    2.
    These Red Wizards are the main antagonists in the mod, so they didn't need to be introduce at this time.
    But maybe a check can be addded to verify that the quest was initiated by the player. Or maybe some dialog or overhead text to notify you that there here to help Sarevok.
    In this case there appear if you didn't complete the quest. (Final Cherise fight)

    3.
    The fork prevent her invincibility and teleport here away when she have low hp.

    4.
    Not sure what to do here, if you have more information to provide, to know which part is not clear enough.

  • JohnBobJohnBob Member Posts: 212
    edited January 4
    billbisco wrote: »
    2. I understand but a player may abandon the quest early on. Yes you could add a flag to check but honestly adding in more combats and changes to the game is great. Sarevok already has his fingers in so many organizations (Iron Throne, Dopplegangers, Cloakwood mines with Davaeorn, Nashkel mines with Mulahey, Black Talon and other Bandits) why not a Red Wizard sect to.

    I think first not having the enemies automatically starting red and then yes having a shout dialogue with the red wizards. It should make me feel like I missed something and will make me want to play again and try a different path. Replayability is cool and this conversation should reinforce it.

    Doing the above will make the mod better, cooler, and consistent with the existing game.

    I can propose :
    Cherise will be here and initiate dialog with only one new line :

    "Did you really think the Red Wizards wouldn't interfere, did you?"

    And reusing already existing line @ 293=~Silmivya! Dannimus! Hold nothing back!~

    Then other folks appear and the fight start.

    Unfortunatly AWizardDidIt didn't return since our last talk, so I don't want to overstep even for limited additions and these kind of change aren't bug fixing.

    It's possible to add a new commit with the proposal above, (unless someone have a better idea.) But it would be nice to heard from the author first.
  • DIesIraeDIesIrae Member Posts: 2
    Possible issue if you play a custom party. doesn't complete the mirror quest in the journal. As it will not register any custom none Bhaal spawn clerics I have to execute the holder of the mirror.

    When you talk to Illasera she says she will take the mirror, she doesn't it stays in the inventory and the quest doesn't end.

    This seems so affect her first spawn in the the elf song as sometimes she is missing but this may be mod conflict related as it is not consistant.
  • TrouveurTrouveur Member Posts: 698
    You can leave after the fight and recruit Ajantis or Branwen temporary just for helping the possessed woman.
  • DIesIraeDIesIrae Member Posts: 2
    Trouveur wrote: »
    You can leave after the fight and recruit Ajantis or Branwen temporary just for helping the possessed woman.

    It was more the issue of the quest not ending correctly was more the issue. Mercy killing them should still complete the quest
  • TrouveurTrouveur Member Posts: 698
    Sure, I was just pointing a workaround if you don't have one of the NPC able to do the exorcism. 🙂
  • TrouveurTrouveur Member Posts: 698
    edited January 16
    For Infinity UI users, I did an upscale of both Illasera's portraits :
    2wjdwl0t6l5m.jpg
    f6pfz0mbgxig.jpg
    If AWizardDitIt doesn't approve I will remove them.
  • TrouveurTrouveur Member Posts: 698
    Trying latest version on BGEE. So far all is good. I like the map marker for the gorge, and the fact you can't access it before knowing about it.

    The fight with the druid started without issues. Only thing bothering me is after a blindness and a silence, he just stood there without moving or trying to flee or fight back.
    Maybe he could shapeshift into a sword spider if for some reason he no longer can't cast spells?
  • JohnBobJohnBob Member Posts: 212
    It's odd, on a fresh game Riezen Darkeyes attack with his scimitar after lauching some spells. He doesn't have any attack script though.

    iadhf89xl4xb.png
  • Swarmkeeper109Swarmkeeper109 Member Posts: 76
    Is the BG2 patch compatible with Ascension?
  • TrouveurTrouveur Member Posts: 698
    edited January 18
    JohnBob wrote: »
    It's odd, on a fresh game Riezen Darkeyes attack with his scimitar after lauching some spells. He doesn't have any attack script though.

    iadhf89xl4xb.png
    He was also affected by blindness, so maybe his script doesn't know how to handle it.
    Is the BG2 patch compatible with Ascension?
    Yes.
    Post edited by Trouveur on
  • TrouveurTrouveur Member Posts: 698
    Tried the ogre mage fight in the sewers, all went well, all no name spellcasters also benefited from Tactic Remix AI. Ogre had many buffs and cast spells, portals appeared...
    Final fight in the sewers was fine, only Malachi seems to have less casting script than her no name acolytes (but they benefit from TC AI).
    So far the mod is bugfree and feels very professional. :)
  • Swarmkeeper109Swarmkeeper109 Member Posts: 76
    Trouveur wrote: »
    Is the BG2 patch compatible with Ascension?
    Yes.

    Thank you!
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