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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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 !
Comments
One is "We shall see"
Cosmetic bug is the following: We shall see."
the " shouldn't be there
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.
I'll take a look at it to see if it can be improved.
This one seem to be a typo in the dialog file.
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.
Good catch.
Thanks everybody, I will post when the fixes are merged.
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.
- 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)
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.
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.
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.
The incorrect conjugation will be corrected.
Thanks to you and others members, It's really nice and handy to receive all this feedback !