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[Released] Black Hearts - BG1

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  • AWizardDidItAWizardDidIt Member Posts: 216
    Oh by the way for anyone who is interested, I did finish my iwd eet banter mod. You can check it out on the Gate Project repository here:

    https://github.com/The-Gate-Project/iwd_eet-party-banter/
  • JohnBobJohnBob Member Posts: 233
    edited February 27
    Black Hearts is updated to v1.2

    It's a little update mostly for prevent issue reported with Illasera image.

    - Little addition for the Night Knives next Drakon Tavern.
    - Fix for first Illasera image when entering Baldur's Gate.
    - Simplify workaround for Illasera placement in Elfsong tavern.


    If some of you still encounter issue with Illasera image or Illasera placement in v1.2, please let me know I will make some final changes to prevent it definitly.
  • ErykErykErykEryk Member Posts: 65
    edited February 27
    Amount of lightning traps in Thay hidden base is a definition of bad, unfunny design. Balance it asap please.

    Edit: it is one trap which i guess is ok more or less. but it is not disarmed after trigger, which is far far not ok
  • ErykErykErykEryk Member Posts: 65
    Spoiler is intended here as i am here to warn anyone against such pointless design. Especially if you play no-reload

    btw.
    Other than that mod is impressive so far. It's one of the best I've played i think.
  • ErykErykErykEryk Member Posts: 65
    another trap 10 meters further - fireball. no disarming after trigger. another less then funny idea - to be balanced asap
  • ErykErykErykEryk Member Posts: 65
    5 meters ahead - Thayan Conjurer can't cast spells. attacks with stick? I dont think its intentional?
  • TrouveurTrouveur Member Posts: 765
    ErykEryk wrote: »
    5 meters ahead - Thayan Conjurer can't cast spells. attacks with stick? I dont think its intentional?
    Which version of the mod are you playing ?

    Traps not disarm after triggered is not a bad design IMHO. If you play no reload without thief, you shouldn't venture into a dungeon without protection from electricity, fire, poison.
  • ErykErykErykEryk Member Posts: 65
    Trouveur wrote: »
    ErykEryk wrote: »

    Traps not disarm after triggered is not a bad design IMHO.

    It is imho.
  • SourSour Member Posts: 140
    JohnBob wrote: »
    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?

    It should be "There are a number of ways for them to be assured of my intentions."
  • SourSour Member Posts: 140
    Oh by the way for anyone who is interested, I did finish my iwd eet banter mod. You can check it out on the Gate Project repository here:

    https://github.com/The-Gate-Project/iwd_eet-party-banter/

    I'll be checking it out thanks, this will help blend the games together much more. I'll let you know if I find any typo's or have any problems. One thing I've noticed is that the banter mod will not install if you try to install it after the integration mod and TOTLM. If you install it before those mods it installs without error. Hopefully I won't have any conflicts with it but I'll let you know if I do.
  • TrouveurTrouveur Member Posts: 765
    edited March 9
    Hi, trying the latest official version, I met a weird bug with Sazazir.
    His skeletons died before him immediately on sight (they should die only after Sazazir is dead).
    I also have Tactic Remix installed, I don't know if it could have altered the script.
  • JohnBobJohnBob Member Posts: 233
    edited March 9
    No it's my bad :

    The skeletons use original game script to check Sazazir state.

    This commit will assign they own script with correct Sazazir Death vars.

    Thanks for reporting.
  • TrouveurTrouveur Member Posts: 765
    Thank you, I'm not familiar with Github, how can I download the cre file from the commit please? I only need the WISKE.CRE ?
  • JohnBobJohnBob Member Posts: 233
    edited March 10
    Here's a little patch everyone can use in the meantime.

    It copy the existing creature already installed in game to change the script name and compile the new script.

    Tell me if it's okay.
  • TrouveurTrouveur Member Posts: 765
    Thank you it works perfectly. 🙂
  • AWizardDidItAWizardDidIt Member Posts: 216
    edited March 10
    Btw as an update progress on the SOD component of the mod is going well. I've got the first 3rd of it done (or at least the first quest done out of 3 planned). The SOD portion is going to focus more on roleplaying and tying up some loose ends that I feel were always kind of hanging from BG1. Tamoko will feature if she's alive.

    After I'm finished with it, I'm going to consider making a version for Endless BG1 as an alternative, but it might be more abridged. We'll see.
  • LeithLeith Member Posts: 7
    Exciting news! Can't wait.
  • TrouveurTrouveur Member Posts: 765
    Great news!
  • megrimlockmegrimlock Member Posts: 69
    That sounds great, including the Tamoko angle.
  • SourSour Member Posts: 140
    edited March 15
    I found a few minor grammar corrections.

    WnXnQEs.jpg
    You would not want another to find it and come to the belief that you are associated with such a dark god,

    ejLbqgZ.jpg
    Hobgoblins should be hobgoblin.

    Also the last sentence flows a bit odd and I think it should be "Those who had escaped previous raids mentioned being deeply unnerved just by the sight of it."
    Post edited by Sour on
  • SourSour Member Posts: 140
    edited March 15
    I found a bug that I've never experienced before in any of the previous versions of the mod. When I did the bounty mission to take out the necromancer in the mines, upon entering the 3rd level all of the skeleton warriors instantly crumbled to death when I entered the level which made the fight with the necromancer very easy. I reloaded and tried again but it continues to happen for some reason.

    I also found a few more grammar problems.
    43BtTsP.jpg
    The first line should be. "Clay. There was reddish-orange clay stains on their tunics." or you could make it "Clay. There was a reddish-orange clay stain on their tunics." If you put an "a" before reddish-orange then you should use "stain" instead of "stains" and the stains should be on the tunics not in them regardless of which sentence style you choose.

    gBCws9o.jpg
    The word though should be thought.
    Post edited by Sour on
  • JohnBobJohnBob Member Posts: 233
    edited March 15
    Sour wrote: »
    I found a bug that I've never experienced before in any of the previous versions of the mod. When I did the bounty mission to take out the necromancer in the mines, upon entering the 3rd level all of the skeleton warriors instantly crumbled to death when I entered the level which made the fight with the necromancer very easy. I reloaded and tried again but it continues to happen for some reason.

    Yes it's a death vars modification that lead to this issue.

    You have a fix a few posts above.
    JohnBob wrote: »
    Here's a little patch everyone can use in the meantime.

    It copy the existing creature already installed in game to change the script name and compile the new script.

    Tell me if it's okay.

  • SourSour Member Posts: 140
    Oh, sorry about that, I didn't see it. I just tested the fix and it worked great. Thanks for the fix.
  • JohnBobJohnBob Member Posts: 233
    No problem it's easy to miss.

    I will check your proofreading soon.
  • SourSour Member Posts: 140
    edited March 15
    I wasn't very critical of the grammar previously because I was more focused on the gameplay. I'm a native English speaker so I figure it couldn't hurt to do a critical proof read this time. There are a few sentences that come off a bit odd but I'm trying to focus on actual errors or meanings that I think are misrepresented. Here is one more.
    a3CF823.jpg
    The reply option should say "Mind if I take that frame anyway?"
    I'll keep reporting them as I make my way through the mod again.

    Oh and I almost forgot. I didn't have any issue with the exorcism this time. Everything worked on the first try.
  • SourSour Member Posts: 140
    edited March 23
    I ran into a bug that I have not experienced before and I've played through this about 4 times but I think it may be a conflict with another mod that I'm using. I decided to use Reflections Of Destiny and Black Pits from subtledoctor for the first time. I sent him a message but I figure I might as well post it here so you are aware as well.

    When I first entered Baldur's Gate city, Illasera didn't ask me to meet her at the Elfsong Tavern, instead something strange came up and I posted a picture below. It was trying to get me to take her into my party so I figured it could be something from the final battle that got mixed up somehow so maybe it could be a problem with the latest version of Black Hearts but I wasn't sure what to make of it. I don't recognize the interaction from anywhere in the game which makes me think it may be from one of the new mods that I've never used before. After reloading the auto save for entering the city, everything worked normally and I'm progressing fine now. This is the only problem I've had so far this time.
    3Td10XB.jpg

    I also have a few more grammatical error corrections.

    yN3U6ZY.jpg
    she's should be she

    QqfsDPX.jpg
    The end of Nerrys line should be ",and here we are." instead of ",and where we are."
    Post edited by Sour on
  • TrouveurTrouveur Member Posts: 765
    Sour wrote: »
    . I decided to use Reflections Of Destiny and Black Pits.
    What is the point to have both Black Hearts and Black Pits in the same game ? They both add the Black Pits fights in the BG campaign. Isn't it weird to have to do the same fights twice each time ?

  • SourSour Member Posts: 140
    edited March 23
    I don't know, I haven't tried it yet. This is my first time using it and I haven't made it to the pits at this point in the game. From what I've read, you can hardly tell any similarities but I wouldn't know. I've never played the black pits because I'm only interested in the main campaign. I thought I would try it out on this run of the game and see how it goes. I probably ought to stop installing mods for a while and just stick to the ones I've got because I haven't made it to the end of the game in a long time as a result.

    I like helping out with testing and reporting back to try and help people out and improve the quality of mods in general. I've played a few mods that I wasn't real interested in and was surprised how good they were and now I play with them all the time. My mod list is starting to get very long though and it's all content mods. I don't use NPC mods or item mods. The only rule changes I use are SCS and a HP boost from difficulty tweaks. My run time for my current install is probably 900 hours long if I had to guess. Who knows if I'll ever make it to the end lol.

    On this run ROD and BP are the only new mods I've added to my regular list of mods that I use. I ran into problems in BG2 with a few conflicts on some new mods I was testing last time. I think I have it nailed this time but ROD and BP could throw a wrench in it. Oh well that is the way of mod testing. The problem I had above took 3 seconds to reload and retry the scene and everything worked fine on the second try so it's no big deal but I figure something must be messed up somewhere. I don't expect anyone to work on it but I figured it couldn't hurt to let the mod author know about it. My mod install has been bug free through BG, SOD, IWDEE and I think I have BG2 worked out. The only mod for TOB that I haven't tested is Crucible which I hope to play some day. My main concern this time is testing ROD in SOD to see how it flows and to find any problems it may have.
    Post edited by Sour on
  • SourSour Member Posts: 140
    edited March 24
    A few more fixes.

    leGeGhL.jpg
    The word "then" should be removed from the sentence.

    82eafdT.jpg
    It should be "a long rest" not "long a rest". Also, "deserved" should be "deserve".

    42CmfJm.jpg
    "tune" should be "tuned".
  • AWizardDidItAWizardDidIt Member Posts: 216
    edited March 24
    I appreciate the grammar/spelling updates! I didn't always write the dialogue with a word processor with spell/grammar check so I def missed some things.

    I'll go make the changes suggested.


    As an update, I'm still trucking along on the SoD component of the mod. I'd say I'm getting to the halfway point on it? Currently the scope is 7 new areas, although they're mostly small with only 1 larger dungeon area planned.

    But I also wanted to make a post actually explaining what the premise of the mod is. Blackhearts pt 2 intends to delve into some of the lingering plot threads that were left at the end of BG1 that I didn't feel were resolved very satisfyingly, as well as give players a stronger feeling of being connected to the greater Bhaalspawn plot of the series.

    To do this, the player is approached on the road while heading up towards Dragonspear by either Tamoko or Winski Perorate, depending on which if either survived (yes I know Winksi was basically left for dead, but he got better if you spared him haha). They set you on a quest to follow in Sarevok's footsteps as he learned about his heritage and became a Deathbringer. This mod is going to be pretty combat light and more RP heavy, there's going to be quite a bit of dialogue with either Tamoko or Winski. If both died, the player will find a way to follow along Sarevok's footsteps on their own. I don't expect it to be super long, but I'm hoping it will break up Siege of Dragonspear's pretty linear questline. An Endless BG1 version is possible as well, but I admit I am feeling less and less like this is likely as the scope of the mod is growing.

    I'm excited to continue on this one! Hopefully I'll have more to share soon.
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