bugs and suggestions
Closed this issue ยท 17 comments
bugs in f_6666.are
:
Drizzt-Saga/drizztsaga/tpa/ds-core.tpa
Line 349 in 8397041
- 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 ofLICH
, wrong alignement unknown(20) instead oflawfull_evil (19)
, wrong gender, should bemale
and wrong weapon, should beLICH02
F_Valen.cre
(Valen): Race and class should beVAMPIRE
F_slaysh.cre
(slayer shadow): race should beDEMONIC
, Class should beSPECTRE
, animation should be0x7F32
(SLAYER). It also seems a bit too stong for an encounter (better than boss...); maybe AC, THAC0, HP and strength could be a bit loweredF_cyclop.cre
(cyclops): has no alignement, could beChaotic evil
(51) as PnPF_dipnos.cre
(Nibby "Dipnose"): lack is alignement. Could beChaotic Neutral
(50)F_dragon.cre
(baby dragon): Race should beDRAGON
. the strength seems a bit too hight (25) for a baby... should be 17, 18 or maybe 19F_dromag.cre
andF_drowar.cre
(drows): lack alignement, should beneutral evil
(35)F_gobele.cre
andf_goblin.cre
(goblins): lack alignement, should belawful evil
(19)f_nib.cre
(nib jansen): lack alignement, could beNeutral good
(33)f_spidqu.cre
(demonic spider queen): as unknon alignement, and has HUMAN race instead ofDEMONIC
(121)f_wlfspr.cre
(were winterwolf spirit): Class should beWOLFWERE
(158), Race could beSPECTRE
(133) and gender should beNEITHER
(4).
suggestions:
F_drizzt.cre
(drizzt): racial enemy could be changed for something more usefull likeDEMONIC
(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.
F_drizzt.cre
(drizzt): racial enemy could be changed for something more usefull likeDEMONIC
(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 ๐๐ป
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?
- 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
@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 ๐๐ป
Many thanks @TotoR115 !
Thanks to both of you for maintaning this mod ๐