Download Link: http://www.baldursgatemods.com/forums/i ... ile&id=177
Forum: http://www.baldursgatemods.com/forums/i ... oard=133.0
galraen wrote:Every time I think I'm done with Baldur's Gate you modders entice me back!![]()
galraen wrote:
Montaron was level one for some reason, but as I had a save from the end of BG1 that was easy to sort out in Shadowkeeper.
galraen wrote: So minor hiccups, but nothing problematic so far. It would have been nice to have some indication what the items Xzar has do though.
galraen wrote:PS Maybe there should be some sort of warning message on the wrapper for parents of underage kids or an easily shocked disposition!![]()
If there was I missed it, but just entered the graveyard with Montaron in tow. Now me I'm old n grizzly so no worries, but some mums and even one or two dads I know would be well shocked, definitely not for the faint hearted.
galraen wrote:Well there are serious problems with the circus, not just the over abundance of creatures most new entry parties wouldn't stand a chance against (where is a noob party supposed to acquire protection from Petrification?) either. The map is too big which means you end up being attacked by monsters which you can't see or reach with melee weapons. On auto your characters can use spells or missiles, but it would seem that at least one of the keys is off the map!!!
This really needs post haste. Until those problems are patched the mod should be withdrawn.
the added pleasure of watching the The Great Gazib and the Amazing Oopah
galraen wrote:Not a bad thing if you'd placed it later in the game, the real problem is that the area in the top left corner is inaccessible, you can see the feet of some creatures including the dryad you have to give the key to, but that's it! I had to reload a lot of times before the creatures that had the keys had the decency to die on screen!!I never actually saw the gelatinous creature, but could just see the key the last time I tried, couldn't see it was a key, but the cursor let me know something was there to pick up!
galraen wrote:Another problem; Shar-Teel seems to be broken. For some reason she periodically turns 'hostile' without actually being hostile; she has the red circle (has enemy setting in SK) but follows as normal but can't be controlled and triggers everyone's battle-cries constantly and can't save or sleep as the game thinks I'm in combat. Several times now I've had to go back to a precious save but it's happened too many times so I've had to give up and let her go.
galraen wrote:In the last instance I wasin the Planar Prison after following Haer'Dalis and company through 'gate'. It could have happened late in the quest, I didn't really notice until the action ended after the final fight prior to releasing the troop. It is obviously non-stop action once you enter, so was concentrating on my main whilst leaving the others on auto.
The previous occurrences where also after a speech by an NPC who turns hostile after his/her speech finishes.
galraen wrote: The Dryad and accompanying monsters were on that shelf 'north' of 1, but mostly off the map to the north. I'm playing on 800x600 res if that makes any difference.
galraen wrote:As for previous occasions when Shar-Teel glitched. One I recall was in Nasty Neb's after Montaron and Shar-Teel stuck their oars into the conversation. He never turned red or summoned the Ghosts. I reloaded from before entering, went in on my own and again he never turned red or summoned help, just stood there and did nothing.
I remember also having a similar problem when Keldorn turned red, not catastrophic though, so that could have been something else entirely.