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[Released] Black Hearts - BG1

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  • DraikenWeAreDraikenWeAre Member Posts: 171
    @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.
  • DraikenWeAreDraikenWeAre Member Posts: 171
    @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.
  • DraikenWeAreDraikenWeAre Member Posts: 171
    @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.
  • megrimlockmegrimlock Member Posts: 53
    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.
  • DraikenWeAreDraikenWeAre Member Posts: 171
    edited April 6
    @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.
  • ThrasymachusThrasymachus Member Posts: 903
    I thought that I would mention that I've been unable to install the "BG2 Patch" in my BG2EE game (mac version).
  • flynnPflynnP Member Posts: 2
    edited May 17
    [deleted]
    Post edited by flynnP on
  • UlkeshUlkesh Member Posts: 280
    @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 ?

  • michael_snowmichael_snow Member Posts: 40
    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
  • TrouveurTrouveur Member Posts: 631
    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.
  • DraikenWeAreDraikenWeAre Member Posts: 171
    [/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.
  • megrimlockmegrimlock Member Posts: 53
    @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.
  • DraikenWeAreDraikenWeAre Member Posts: 171
    @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.
  • michael_snowmichael_snow Member Posts: 40
    Thanks all
    I just used the console to respawn her and all was hunky dory
  • lzw104522773lzw104522773 Member Posts: 14
    I completed the Chinese translation and installation, but English text and numbers appeared in the tlk file.
    dndjo04c4otz.jpg

    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!
  • JohnBobJohnBob Member Posts: 204
    I've started to fix some of the things mentioned on this thread, and combined the mods into one for all the games.

    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
  • mausmaus Member Posts: 20
    Do you compile the scripts on installation or do you use the compiled scripts as in the original version?
  • JohnBobJohnBob Member Posts: 204
    edited June 16
    maus wrote: »
    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.
  • lzw104522773lzw104522773 Member Posts: 14
    I use the fork “ https://github.com/11jo/Black-Hearts-EET ”Fork, after installing on BG1EE, I found that there are still a few sentences in English:
    65t46g4zmb1u.jpg

    I had submitted Chinese translation on the fork “ https://github.com/11jo/Black-Hearts-EET ”.
  • JohnBobJohnBob Member Posts: 204
    Should be corrected now.

    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
  • lzw104522773lzw104522773 Member Posts: 14
    JohnBob wrote: »
    Should be corrected now.

    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.
  • JohnBobJohnBob Member Posts: 204
    Merged, but keep in mind that it will up to AWizardDidIt whether these changes are good enough to be officially integrated.
  • lzw104522773lzw104522773 Member Posts: 14
    JohnBob wrote: »
    Merged, but keep in mind that it will up to AWizardDidIt whether these changes are good enough to be officially integrated.

    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.
  • SourSour Member Posts: 115
    JohnBob wrote: »
    I've started to fix some of the things mentioned on this thread, and combined the mods into one for all the games.

    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

    Thanks for doing this. I'll give it a try.
  • Granger77Granger77 Member Posts: 19
    Hi all,

    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.
  • IncrementisIncrementis Member Posts: 62
    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:
    f4uwiba7lxow.png
    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.
  • JohnBobJohnBob Member Posts: 204
    Thanks for the report, it seem that a typo is duplicating an entrie here.

    @1454 and @1459 are the same line.

    Corrected for the fork.
  • IncrementisIncrementis Member Posts: 62
    Greetings again,

    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 :
    qggmzfpqhscf.png
    • 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.

    Blackhearts version is 1.0.2.

    The game is BG:EE without SoD.
  • JohnBobJohnBob Member Posts: 204
    edited July 8
    @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)
    Post edited by JohnBob on
  • IncrementisIncrementis Member Posts: 62
    edited July 8
    JohnBob wrote: »
    @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.
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