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self created party in multiplayer

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Jason34
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self created party in multiplayer

Post by Jason34 »

This might just be a weird technical problem but I thought I'd just post the question in case. I am attempting to start a game with all the characters created by me. This is what I was doing:
1.)Click multiplayer from the main menu.
2.)pregenerate 4 characters and export each.
3.)Click connect manually
4.)click create game
5.) Enter random session and player name
6.)Click new game
The problem is that when I click that final step absolutely nothing happens.

Any advice would be really helpful!
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anarchistica
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Post by anarchistica »

Did you enter a name for the game (and you)?
Finished: Baldur's Gate* | Baldur's Gate II* | Diablo* |
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Odd Gamer
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Post by Odd Gamer »

and did you make sure the game was TCP/IP before you created it? as well did you list one of the starting characters as your prog?
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wise grimwald
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Post by wise grimwald »

The way I do this is to go into multiplayer mode. Start new game. I then import or create the characters. There are some bugs around which make playing in multiplayer mode a problem. I have sometimes had eveything working perfectly, then windows updates my system and messes everything up. If you are having this problem, I have found this work round. Reinstall the game. Create your multiplayer game. Copy it into your single player folder and play it in single player mode. i.e. Use multiplayer mode only for importing characters. It's a bit of a chore but works. I suspect that in my case it is something to do with the system thinking that the software is American not English.
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Jason34
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Post by Jason34 »

I must have done something wrong because I tried it again with your advice and it worked fine. Thanks for the help!
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Celacena
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Post by Celacena »

Wise

tell us more about that - you can import a multiplayer as a single player?

I take it that what it does is just allow the non-scripted NPCs to be used as if modded NPCs. I like that idea - when I'm playing multiplayer, the load game part is a bit time-consuming AND characters lose things sometimes (especially if you leave characters out of the party and re-import them at a later point).

if I understand correctly, you move a multi-player save game into the single player folder and the rest is smooth as silk?
"All the world's a stage and all the men and women merely players"
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galraen
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Post by galraen »

Celacena wrote:if I understand correctly, you move a multi-player save game into the single player folder and the rest is smooth as silk?
Correct, I've done just that and had no problems at all. I've always done it immediately after the start though.

PS I've always copied the folder, not moved it, so that I always had a fall back position.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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wise grimwald
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Post by wise grimwald »

Celacena wrote:Wise

tell us more about that - you can import a multiplayer as a single player?

I take it that what it does is just allow the non-scripted NPCs to be used as if modded NPCs. I like that idea - when I'm playing multiplayer, the load game part is a bit time-consuming AND characters lose things sometimes (especially if you leave characters out of the party and re-import them at a later point).

if I understand correctly, you move a multi-player save game into the single player folder and the rest is smooth as silk?
Warning if you get a character to leave your party, he will disappear and you will have to re-import in multiplayer mode. So firstly export the character before getting him to leave. You could still get the problem of losing equipment so I deposit the equipment in a chest beforehand.
The reopening of games is indeed a big timesaver and the game is FAR more stable.
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