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The Dudleyfix
Posted: Tue Jul 05, 2005 6:06 am
by Caxen
Has anyone used dudleyfix for BG1?
Is it good?
Does it improve gameplay or does it destroy it?
http://www.dudleyville.com/index.html
Posted: Tue Jul 05, 2005 8:39 am
by VonDondu
I'd like to hear what other people have to say about it, too. I haven't used it before, but I downloaded it yesterday because I just reinstalled BG1 and I wanted to see if there were any good mods for it besides Tutu. It mainly consists of bugfixes and dialogue corrections, so I wouldn't expect it to ruin gameplay or unbalance the game. On the other hand, I don't know how the changes made to spells will affect the game. Experienced players might be annoyed by the removal of certain game exploits. For example, you can't kill Tazok at the Bandit Camp.
Posted: Thu Jul 07, 2005 8:08 am
by Curry
minor spoiler
From the official website
Elminster's cameos
The enigmatic wizard and guide appears in the following locations:
1. Coast Way (AR2800) in Chapter 1
2. Beregost (AR3300) in Chapter 3
3. Friendly Arm Inn (AR3300) in Chapter 4 - you will need the Dudleyfix FixPack #1 to fix a bug that could prevent his appearance.
4. E Baldur's Gate (AR0800) in Chapter 5
5. Catacombs Level 2 (AR2619) in Chapter 6 - a Doppelganger assuming his likeness, not the real Elminster.
Gotta check that out
Posted: Sun Jul 10, 2005 5:55 pm
by Laurelei
I tried them, but I did do all of them at once. Not sure if some are corrupt and others aren't. Did all the suggested backups, etc. still wound up with weird things happening, even in the beginning with Candlekeep. I decided to re-install my patched TOSC and Baldurdash without it.
"Weird things" being Firebead casting no "prot evil" but "contingency" (i.e. nothing happened). Also, Fuller and Hull's quests were messed up. Figured that early in the game I didn't need more grief and gave up...