Black-Wyrm-Lair/Drizzt-Saga

bugs and suggestions

Closed this issue ยท 17 comments

bugs in f_6666.are:

WRITE_LONG 0x294e 0xE0D0 // IC_UMBERHULK

  • the embedded #BEL.cre's animation (IC_UMBER_HULK) does not work on BGT/tutu without IAv5. It Should be changed for a working animation like 0x7f2e (RAVER)
  • one "pile" containers does not exists, it should be removed or repaired

bugs:

  • f_lich.cre (kangaxx): has wrong race, skelleton instead of LICH, wrong alignement unknown(20) instead of lawfull_evil (19), wrong gender, should be male and wrong weapon, should be LICH02
  • F_Valen.cre (Valen): Race and class should be VAMPIRE
  • F_slaysh.cre (slayer shadow): race should be DEMONIC, Class should be SPECTRE, animation should be 0x7F32 (SLAYER). It also seems a bit too stong for an encounter (better than boss...); maybe AC, THAC0, HP and strength could be a bit lowered
  • F_cyclop.cre (cyclops): has no alignement, could be Chaotic evil (51) as PnP
  • F_dipnos.cre (Nibby "Dipnose"): lack is alignement. Could be Chaotic Neutral (50)
  • F_dragon.cre (baby dragon): Race should be DRAGON. the strength seems a bit too hight (25) for a baby... should be 17, 18 or maybe 19
  • F_dromag.cre and F_drowar.cre (drows): lack alignement, should be neutral evil (35)
  • F_gobele.cre and f_goblin.cre (goblins): lack alignement, should be lawful evil (19)
  • f_nib.cre (nib jansen): lack alignement, could be Neutral good (33)
  • f_spidqu.cre (demonic spider queen): as unknon alignement, and has HUMAN race instead of DEMONIC (121)
  • f_wlfspr.cre (were winterwolf spirit): Class should be WOLFWERE (158), Race could be SPECTRE (133) and gender should be NEITHER (4).

suggestions:

  • F_drizzt.cre (drizzt): racial enemy could be changed for something more usefull like DEMONIC (121)
  • for compatibility it would be good to use the portrait included in the mod only for F_DRIZZT.cre
  • changing animation of f_robed.cre and f_robed2.cre for 0x7F3A could be sensible
  • in f_robedA.bcs irenicus will : CreateCreature("F_TANARI",[413.495],S) // Tanari. This seems a bit strange as Irenicus haven't make any pact with demons ingame before the last challenge in hell. it could be sensible to replaced the demon by a Noble Genie for more depth
  • Could be sensible to make all equipements and weapons of NPC undroppable to avoid exploit
  • Could be sensible for this mod to propose a new component that nerf items
  • Could be sensible to add Velen encounter as an option as it has nothing to do with this mod

Bugs in f_6666.are addressed in Pull Request #7.

@TotoR115

  • F_drizzt.cre (drizzt): racial enemy could be changed for something more usefull like DEMONIC (121)

What race are the creatures that are added by this mod?

  • for compatibility it would be good to use the portrait included in the mod only for F_DRIZZT.cre

Agreed.

  • changing animation of f_robed.cre and f_robed2.cre for 0x7F3A could be sensible

Can you be more specific?

  • in f_robedA.bcs irenicus will : CreateCreature("F_TANARI",[413.495],S) // Tanari. This seems a bit strange as Irenicus haven't make any pact with demons ingame before the last challenge in hell. it could be sensible to replaced the demon by a Noble Genie for more depth

Agreed

  • Could be sensible to make all equipements and weapons of NPC undroppable to avoid exploit

Agreed

  • Could be sensible for this mod to propose a new component that nerf items

Agreed

  • Could be sensible to add Velen encounter as an option as it has nothing to do with this mod

Agreed

What race are the creatures that are added by this mod?

If my memory is correct, favored enemies is set to hobgoblins... Actually, there are orcs and goblins and it matches lore of Drizzt but as there are some demonic creature, it is also lore friendly to change it for demonic - 121 ...

By the way, f_bel.cre (belifeth) race is set to human. It should be Demonic

changing animation of f_robed.cre and f_robed2.cre for 0x7F3A could be sensible
Can you be more specific?

f_robed.cre and f_robed2.cre use MONK - 0x6402 animation. Not an issue but there is an underused animation that could also fit HULA_WIZARD - 0x7F3A, also named IRENICUS_ROBED ; however, it will make the end a little more predictable.

If you like, I could make a PR with all of this.

Contributions are always welcomed ๐Ÿ‘๐Ÿป

Could be sensible to add Velen encounter as an option as it has nothing to do with this mod

As I remember, it is a last encounter related to the mod. This flow was implemented for oBG1 when you have to go with Drizzt before entering the Undercity. But with BGT or BG:EE+EBG1 you can finish the main story (without encountering Valen in Undercity) and then go to Drizzt journey. In such case, you will never meet Valen and the vampires. IIRC Valen has a letter in the inventory that is related to the whole plot of Irenicus and Bodhi. Maybe the better way would be to add this encounter immediately after teleporting from Irenicus lair (instead of making it as a separated component).

What do you think, guys?

What do you think, guys?

I have checked this encounter. It is triggered even if you already finish drizzt saga and it seems that Valen has not the letter you mention (will check further for that).

I would say that it could be reworked for:

  • appearance and assistance of drizzt if you don't have done drizzt saga. then after the fight it gives you the possibility to start the quest
  • removed if you already finish drizzt saga.

What do you think of it?

It is triggered even if you already finish drizzt saga

This is a correct behavior, or even expected to encounter Valen after you finish the fight with Irenicus.

I was mistaken with the letter. Valen just starts a conversation with PC and says that PC survived meeting with "mistress brother" and these vampires are here to get Sarevok (but instead PC shows up). All this is in F_VAMPF.D file.

So my suggestion is to restore it in the base installation. But there should be a check for Irenicus death variable or a global variable indicating that the main Drizzt Saga story is already finished. So Valen should show up only if player finished Drizzt Saga final fight.

I'm also in favor of restoring the components in the main installation. The redesign looks nice in theory but it could be the source of frustration and false bug reports because "something doesn't act as it was 10 years ago".

So my suggestion is to restore it in the base installation. But there should be a check for Irenicus death variable or a global variable indicating that the main Drizzt Saga story is already finished. So Valen should show up only if player finished Drizzt Saga final fight.

Yes, it seems to be a good way of fixing this encounter. I will update it when I find the time.

However, I still think that this encounter out of place for 2 major reasons. A refinement is maybe welcome if you agree to.

1- Valen is a canonical NPC that is a bit enigmatic and I think she is too straight forward in this mod. When you meet her in SOA, you are not always 100% sure that she is a vampire (Depend on your intelligence). She reveals herself in Brynnlaw (ch4) if you side with shadow thieves and in the hideout (ch6). In both cases she is less powerfull than in the verion of Drizzt Saga. I would suggest 3 updates:

  • Use her thief animation
  • lower her stats
  • Summons thiefs instead of vampires and let her leave the fight when she is under 10hp.
  • What do you think ?

2- In addition, the true goal of her mistress is only reveal in Spellhold and the most violent way. So I would suggest changing a bit her dialog to be less clear about mistress objectives. Something more linked to the guides war would be for the better and will link with BG2 but without telling you that she wants you dead because you are a bhaal spawn.

  • What do you think ?

I'd prefer to not change existing dialogs (it is an old modification, existing translation outside mod packages, etc). But, I also agree that Valen is not exactly a good fit here. I never liked that Valen is killed here, and it shows up again in BG2 storyline. Maybe Valen could be changed simply to an unnamed vampire with the same dialog. It would require fewer changes and should be good-enough to keep original author intentions.

What do you think?

What do you think?

It is easier and more faithfull: #10

  • Could be sensible to make all equipements and weapons of NPC undroppable to avoid exploi
  • Could be sensible for this mod to propose a new component that nerf items

#11

@TotoR115 It seems that all the requested changes are integrated into mod. Can we close the opened issue?

It seems so, be my guest.

Thank you for all the work and collaboration ๐Ÿ‘๐Ÿป

Many thanks @TotoR115 !

Thanks to both of you for maintaning this mod ๐Ÿ‘