@megrimlock I doubt it's ADN as while I'm aware of the issues with Temnix mods ingeneral, me and a friend of mine worked on it to remove the bugs we found so the mod was actually playable and usable , and so far it's had no issue with any of my mods present.
Though what you said about the blue circle highlights somthing to me, if you check on the modlist I have a mod called wl_summons which allows summoned creatures to travel from one area to another with the party but it first says "ready to travel" above the summoned creatures head which when I entered Feldpost it went and said so above Illasera's head , and i reloaded to before entering feldpost and still the same thing.
Additionally when trying to make her leave the area without moving the party, it says "familiars and followers cannot leave without following the party" ;something like that in words.
I've never played this mod before, so I don't know if I get to fight alongside her as a temp companion, but I feel if that's so the script is triggering when entering Feldpost and then maybe wl_summons enhances that so she travels with the party.
Luckly Wl_summons is close to the last mod I have so I'll test uninstalling that and seeing whar happens, because I'm really just not in the mood for a long uninstall and reinstall of this mod.
@megrimlock Confirmed, It's incompatibility with wl_summons , I'm getting that perma Blue circle effect you mentioned but she didn't join the party anymore.
So it's obviously whatever is causing that perma blue circle effect which is *somthing* trying to add her as a temp NPC.
Maybe @Allbrother (maker of summonsfow) can give some possible insight to this, which will make it easier for @AWizardDidIt so sort it out.
@megrimlock Confirmed, It's incompatibility with wl_summons , I'm getting that perma Blue circle effect you mentioned but she didn't join the party anymore.
So it's obviously whatever is causing that perma blue circle effect which is *somthing* trying to add her as a temp NPC.
Maybe @Allbrother (maker of summonsfow) can give some possible insight to this, which will make it easier for @AWizardDidIt so sort it out.
If Summons Trigger Fog of War (which I believe is WI_summmons) is the culprit that's good to know, since I've used that mod before in a small install but not a large install - I was however thinking of adding it to large installs in future.
@megrimlock btw I discovered a fix (temporarily for until the bug is addressed) so if you install this mod and install summonsfow after.
Go to the backup of wl_summons folder and replace wiillase.cre,wiillas1.cre and illasera.cre in the override with the ones in the backup.
If you're doing a big install of mods though like you're saying you want to , you'll need to install summonsfow last or close to last as the backup folder contains the previous state of what modded the files last.
So doing summonsfow install early and removing it's files from override, will just mess up your install sequence nullifying a great number of mods affects on those files.
@megrimlock I doubt it's ADN as while I'm aware of the issues with Temnix mods ingeneral, me and a friend of mine worked on it to remove the bugs we found so the mod was actually playable and usable , and so far it's had no issue with any of my mods present.
.
Any chance of you releasing the fixed Animate dead somewhere ?
Having a senior mental moment Cannot find Nerys
Went to the warehouse without help from Alatos, killed the Night Knives and she wasn't there
(Unless, I guess, she was at the back of the room and died in the Cloudkill? But surely she'd have a minHP setting?)
Alatos won't even acknowledge that he shouldn't have allied with Resar, so Narlen didn't come along and insist on me being a good thief
I guess that's due to me not asking Alatos where they were?
Anyway, I can, of course, set the BHBG1... counter to 14 to let me go through the sewers, but I'd really like to know where she is, thanks
Having a senior mental moment Cannot find Nerys
Went to the warehouse without help from Alatos, killed the Night Knives and she wasn't there
(Unless, I guess, she was at the back of the room and died in the Cloudkill? But surely she'd have a minHP setting?)
Alatos won't even acknowledge that he shouldn't have allied with Resar, so Narlen didn't come along and insist on me being a good thief
I guess that's due to me not asking Alatos where they were?
Anyway, I can, of course, set the BHBG1... counter to 14 to let me go through the sewers, but I'd really like to know where she is, thanks
You don't need the thieves to find Nerys.
Sorry but you probably killed her.
She's in the farer room.
[/quote]
You don't need the thieves to find Nerys.
Sorry but you probably killed her.
She's in the farer room.
[/quote]
@michael_snow , not to butt in with some randomness, but things like this is why I installed the ADN mod in the first place (especially since I main as a Wild Mage and things get out of hand).
I only really installed that mod for Gift of Life Spell that allows me to raise dead bystanders.
@Ulkesh I wish you had like @Mentioned me, so I would have noticed you wanted the Mod.
At present the other person working on the Mod went MIA, they got rid of the two main bugs of the Mod but somehow introduced two other Bugs. Which are:
- Whem Animate Dead is Cast by Enemies the Undead don't aggro.
- Xzar is missing his special innate ability he's supposed to get from the Mod.
So at present I was able to get Temnix to work on the mod (Convincing him to do this was one of the hardest things ever, My IRL CHA stats are probably atleast 18-19) he's adding a lot to the Mod Quests and stuff, and added a cremation and reincarnation spell for dead body removal (I don't really Like the reincarnation Idea, so never use it) but its taking time.
FYI though Temnix is well.......Himself, so he said this is the final thing he's doing, he doesn't want to do it , but did it since I convinced him too (which he hates I did) , he also said if after he has added the stuff he wants, if he can't fix the bugs easily and they take too long, he'll abandon it and post it in whatever stat it is.
I'll direct message you the link to the One I have with the previous bugs which made the mod unplayable removed but only the present bugs present with the present spells , plus a little somthing extra.
@DraikenWeAre I'd also be interested in trying the working version of ADN if you're willing to share. I tried to message you but the function doesn't seem to be working.
@megrimlock Yeah It's really annoying how the DMs aren't working anymore for whatever reason.
I've tried about 4 times to direct message @Ulkesh on here and it's not working in comparison.
I don't want to post the mod publicly, due to wanting to allow Temnix to do what he wants first.
I don't think its right to leave it out publicly in the open like that until he's done and officially release it how he wants.
So a workaround is.......🤔 I don't know if you have Signal Messenger, or if you can install it , my username there is TheDraiken.01 , so just message me there and I'll give it to you.
- One version for all games using cpmvars
- Correct typos for WIillase.d and WIPORTAL.d
- Remove duplicate scripts
- Update WeiDU
- Add InfinityAutoPackager thanks to AL|EN
- Add metadata and label for Project Infinity
- Traify four forgotten lines
@AWizardDidIt, I will send you a pull request if you think it's worth it
Do you compile the scripts on installation or do you use the compiled scripts as in the original version?
Both, I mean I have merged what need to be from the bcs to the baf and commented out the bcs compiling. So everything in Blackhearts/Areas/BCS/ will not be added to the game anymore.
If you want to add the new lines before merging your pull request...
Changelog
- One version for all games using cpmvars
- Correct typos for WIillase.d and WIPORTAL.d
- Remove duplicate scripts
- Update WeiDU
- Add InfinityAutoPackager thanks to AL|EN
- Add metadata and label for Project Infinity - Traify forgotten lines
- Death_var for imoen
If you want to add the new lines before merging your pull request...
Changelog
- One version for all games using cpmvars
- Correct typos for WIillase.d and WIPORTAL.d
- Remove duplicate scripts
- Update WeiDU
- Add InfinityAutoPackager thanks to AL|EN
- Add metadata and label for Project Infinity - Traify forgotten lines
- Death_var for imoen
- One version for all games using cpmvars
- Correct typos for WIillase.d and WIPORTAL.d
- Remove duplicate scripts
- Update WeiDU
- Add InfinityAutoPackager thanks to AL|EN
- Add metadata and label for Project Infinity
- Traify four forgotten lines
@AWizardDidIt, I will send you a pull request if you think it's worth it
First off, is so amazing that this mod is getting revitalized. Such a great, well-written mod.
Secondly, I might have a weird bug to report. I still need to do more testing with this -- I'm experiencing crashes when I load saves, and it's seemingly after I finish the mirror quest of Black Hearts. I run into no issues while I play, it's only after I save and load the save that it crashes after a half second.
Here's what's weird, however: the crashes only seem to happen when I visit certain areas (Friendly Arm Inn, Wood of Sharp Teeth).
I reloaded an earlier save, didn't complete the mirror quest, and the game has been loading/playing fine.
Does this issue sound familar to anyone?
This is a heavily modded EET run, so if it's a mod conflict I might be S.O.L. I've played this mod multiple times and never had this issue; the only big difference between this run and prior runs is the addition of SCS.
I was busy this weekend, but I have some ideas and will be doing more testing this coming week.
I don't know if this was reported. If so, this can be seen as a reminder that this bug still exists. I'm reporting it so I don't forget, since it's not game-breaking and I wouldn't even consider it a big problem when playing the mod.
For more information, see the screenshot:
It refers to the second mission.
The only mod I have installed besides Blackhearts is Loretaker version 1.2.
Blackhearts version is 1.0.2, but the tp2 file says 1.0.0.
The exit area in the cave is indicated as "1900 (NE)", but teleporting to the cave via CLUAConsole and then attempting to leave is not possible. “Exit1900 (NE)” may not exist. Additionally, 1900 is the location for Bandit Camp. The reference should be at least in area 2800.
The exit area in AR2800 points to "EXITWi0002 (South)", but it cannot be accessed. It is possible that it is case sensitive, meaning it should be “Exitwi0002 (South)”. However, it's not clear to me if "Exitwi0002 (South)" will work as I don't have enough experience with implementation in this area.
The only mod I have installed besides Blackhearts is Loretaker version 1.2.
@Incrementis, do you think you can test with my fork if the problem arise ?
After some tests on BGEE(SoD) with Blackhearts version is 1.0.2. everything seem to work fine.
May something be different in BGEE without SoD. (Not sure if it will help to understand but can you send me the two areas files for comparison ?)
The case sensitive could be an issue on some OS and not on others ? (I mean in game)
Good morning,
Sorry for the late reply, it was bedtime for me.
The files can be found in the ZIP file.
It could be that my savefile is corrupted.
BALDUR.SAV includes Loretaker's areas, but not Blackhearts' areas.
I think playing with this savefile version and reporting bugs will no longer be productive.
EDIT:
I started a new game just to test and checked the save file there and it only contains one area which is Candlekeep. I think BALDUR.SAV only shows areas that have already been visited.
Comments
Though what you said about the blue circle highlights somthing to me, if you check on the modlist I have a mod called wl_summons which allows summoned creatures to travel from one area to another with the party but it first says "ready to travel" above the summoned creatures head which when I entered Feldpost it went and said so above Illasera's head , and i reloaded to before entering feldpost and still the same thing.
Additionally when trying to make her leave the area without moving the party, it says "familiars and followers cannot leave without following the party" ;something like that in words.
I've never played this mod before, so I don't know if I get to fight alongside her as a temp companion, but I feel if that's so the script is triggering when entering Feldpost and then maybe wl_summons enhances that so she travels with the party.
Luckly Wl_summons is close to the last mod I have so I'll test uninstalling that and seeing whar happens, because I'm really just not in the mood for a long uninstall and reinstall of this mod.
So it's obviously whatever is causing that perma blue circle effect which is *somthing* trying to add her as a temp NPC.
Maybe @Allbrother (maker of summonsfow) can give some possible insight to this, which will make it easier for @AWizardDidIt so sort it out.
So it's obviously whatever is causing that perma blue circle effect which is *somthing* trying to add her as a temp NPC.
Maybe @Allbrother (maker of summonsfow) can give some possible insight to this, which will make it easier for @AWizardDidIt so sort it out.
Go to the backup of wl_summons folder and replace wiillase.cre,wiillas1.cre and illasera.cre in the override with the ones in the backup.
If you're doing a big install of mods though like you're saying you want to , you'll need to install summonsfow last or close to last as the backup folder contains the previous state of what modded the files last.
So doing summonsfow install early and removing it's files from override, will just mess up your install sequence nullifying a great number of mods affects on those files.
Cannot find Nerys
Went to the warehouse without help from Alatos, killed the Night Knives and she wasn't there
(Unless, I guess, she was at the back of the room and died in the Cloudkill? But surely she'd have a minHP setting?)
Alatos won't even acknowledge that he shouldn't have allied with Resar, so Narlen didn't come along and insist on me being a good thief
I guess that's due to me not asking Alatos where they were?
Anyway, I can, of course, set the BHBG1... counter to 14 to let me go through the sewers, but I'd really like to know where she is, thanks
Sorry but you probably killed her.
She's in the farer room.
You don't need the thieves to find Nerys.
Sorry but you probably killed her.
She's in the farer room.
[/quote]
@michael_snow , not to butt in with some randomness, but things like this is why I installed the ADN mod in the first place (especially since I main as a Wild Mage and things get out of hand).
I only really installed that mod for Gift of Life Spell that allows me to raise dead bystanders.
@Ulkesh I wish you had like @Mentioned me, so I would have noticed you wanted the Mod.
At present the other person working on the Mod went MIA, they got rid of the two main bugs of the Mod but somehow introduced two other Bugs. Which are:
- Whem Animate Dead is Cast by Enemies the Undead don't aggro.
- Xzar is missing his special innate ability he's supposed to get from the Mod.
So at present I was able to get Temnix to work on the mod (Convincing him to do this was one of the hardest things ever, My IRL CHA stats are probably atleast 18-19) he's adding a lot to the Mod Quests and stuff, and added a cremation and reincarnation spell for dead body removal (I don't really Like the reincarnation Idea, so never use it) but its taking time.
FYI though Temnix is well.......Himself, so he said this is the final thing he's doing, he doesn't want to do it , but did it since I convinced him too (which he hates I did) , he also said if after he has added the stuff he wants, if he can't fix the bugs easily and they take too long, he'll abandon it and post it in whatever stat it is.
I'll direct message you the link to the One I have with the previous bugs which made the mod unplayable removed but only the present bugs present with the present spells , plus a little somthing extra.
I've tried about 4 times to direct message @Ulkesh on here and it's not working in comparison.
I don't want to post the mod publicly, due to wanting to allow Temnix to do what he wants first.
I don't think its right to leave it out publicly in the open like that until he's done and officially release it how he wants.
So a workaround is.......🤔 I don't know if you have Signal Messenger, or if you can install it , my username there is TheDraiken.01 , so just message me there and I'll give it to you.
I just used the console to respawn her and all was hunky dory
I looked at the d file and found two differences from other locations, which are:
WIillase.d :
(line 483)
CHAIN IF ~IsGabber("Neera") GlobalGT("BHBG1Quest","GLOBAL",1) Global("IllaNeeraBanter","GLOBAL",0)~ THEN WIillase ilNe1
@1004
== NEERAJ_ @1005
== WIillase @1006
== NEERAJ_ @1007
== WIillase 1008
== NEERAJ_ @1009 DO ~SetGlobal("IllaNeeraBanter","GLOBAL",1)~ EXIT
WIPORTAL.d
(line 13)
++ @3130 EXIT
+ ~PartyHasItem("WIMISC07") PartyHasItem("WIMISC08") PartyHasItem("WIMISC09") PartyHasItem("WIMISC10")~ + ~@3131~ + WIPO2
Can you check it? Thank you!
It's not really tested, but if some of you want to give it a try.
https://github.com/11jo/Black-Hearts-EET
Changelog
- One version for all games using cpmvars
- Correct typos for WIillase.d and WIPORTAL.d
- Remove duplicate scripts
- Update WeiDU
- Add InfinityAutoPackager thanks to AL|EN
- Add metadata and label for Project Infinity
- Traify four forgotten lines
@AWizardDidIt, I will send you a pull request if you think it's worth it
Both, I mean I have merged what need to be from the bcs to the baf and commented out the bcs compiling. So everything in Blackhearts/Areas/BCS/ will not be added to the game anymore.
I had submitted Chinese translation on the fork “ https://github.com/11jo/Black-Hearts-EET ”.
If you want to add the new lines before merging your pull request...
Changelog
- One version for all games using cpmvars
- Correct typos for WIillase.d and WIPORTAL.d
- Remove duplicate scripts
- Update WeiDU
- Add InfinityAutoPackager thanks to AL|EN
- Add metadata and label for Project Infinity
- Traify forgotten lines
- Death_var for imoen
I have done.
Yes,I understand.My friends are already playing the EET with the version of AWizardDidIt on GitHub( https://github.com/A-Wizard-Did-It/Black-Hearts-EET )In the game.
Thanks for doing this. I'll give it a try.
First off, is so amazing that this mod is getting revitalized. Such a great, well-written mod.
Secondly, I might have a weird bug to report. I still need to do more testing with this -- I'm experiencing crashes when I load saves, and it's seemingly after I finish the mirror quest of Black Hearts. I run into no issues while I play, it's only after I save and load the save that it crashes after a half second.
Here's what's weird, however: the crashes only seem to happen when I visit certain areas (Friendly Arm Inn, Wood of Sharp Teeth).
I reloaded an earlier save, didn't complete the mirror quest, and the game has been loading/playing fine.
Does this issue sound familar to anyone?
This is a heavily modded EET run, so if it's a mod conflict I might be S.O.L. I've played this mod multiple times and never had this issue; the only big difference between this run and prior runs is the addition of SCS.
I was busy this weekend, but I have some ideas and will be doing more testing this coming week.
For more information, see the screenshot:
It refers to the second mission.
The only mod I have installed besides Blackhearts is Loretaker version 1.2.
Blackhearts version is 1.0.2, but the tp2 file says 1.0.0.
@1454 and @1459 are the same line.
Corrected for the fork.
entering the hidden cave in Coast Way is not possible in my game.
It seems that I am not the only person with this problem.
Here are some references describing other users' problems with the same issue:
https://forums.beamdog.com/discussion/82484/released-black-hearts-bg1/p6
The issue can be narrowed down to the following :
The only mod I have installed besides Blackhearts is Loretaker version 1.2.
Blackhearts version is 1.0.2.
The game is BG:EE without SoD.
After some tests on BGEE(SoD) with Blackhearts version is 1.0.2. everything seem to work fine.
May something be different in BGEE without SoD. (Not sure if it will help to understand but can you send me the two areas files for comparison ?)
The case sensitive could be an issue on some OS and not on others ? (I mean in game)
Good morning,
Sorry for the late reply, it was bedtime for me.
The files can be found in the ZIP file.
It could be that my savefile is corrupted.
BALDUR.SAV includes Loretaker's areas, but not Blackhearts' areas.
I think playing with this savefile version and reporting bugs will no longer be productive.
EDIT:
I started a new game just to test and checked the save file there and it only contains one area which is Candlekeep. I think BALDUR.SAV only shows areas that have already been visited.