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madeinheaven_encountersandquests's Issues

Is "Enhanced Mutamin's Garden" a prereq to "Enhanced Ramazith's Tower"?

Skipping "Enhanced Mutamin's Garden" and installing "Enhanced Ramazith's Tower" results in:

_FAILURE:
Adding non-existent actor basill to area!
ERROR: [AR7242.are] -> [override] Patching Failed (COPY) (Failure("Adding non-ex
istent actor basill to area!"))
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Enhanced Ramazith's Tower], rolling back to previous state
Will uninstall 4 files for [MIH_EQ/SETUP-MIH_EQ.TP2] component 2.
Uninstalled 4 files for [MIH_EQ/SETUP-MIH_EQ.TP2] component 2.
ERROR: Failure("Adding non-existent actor basill to area!")
Please make a backup of the file: SETUP-MIH_EQ.DEBUG and look for support at: [email protected]_

Immortal Dread Wolf

I have been finding Dread Wolves, especially those present in ToB, to be completely immortal. I am guessing there is a script bug where the min1hp is not being removed.

I had a pack of them chasing me throughout Sendai's enclave as they were going from area to area with me and not dying.

Immortal Flesh Golem

The Flesh Golem (GOLEMF.CRE) found in The Dig (BD1100.ARE) was effectively immortal and unable to be killed by my party. I killed other Flesh Golems without issue found within BGEE, but for whatever reason this one kept coming back up and could never die. CTRL-Y did not work, and I had to resort to simply avoiding the encounter.

Small Bugs #2

There is 1 issue with animations.2da that prevent some component to install if IAvb5 is installed:
the line :

mh#bwght wight_barrow barrow_wight vampire

should be :

mh#bwght wight_barrow wight_barrow vampire

In addition there is minor typo in hentolds_dagger.tpa:
the line:

patch_ability_inline=> ~ to_hit=>1 damage_bonus=>1 ability_icon=>"mh#nesdg"~

should be:

patch_ability_inline=>~ to_hit=>1 damage_bonus=>1 ability_icon=>"mh#hendg"~

small bugs

The following components use BGEE animate.ids references and prevent installation of some components on classic BG2 (with IAb5) :

  • illithid_activities.tpa -- umber_hulk_elder for EE, is UMBERHULK_IWD for BG2
  • install_giants.tpa -- giant_frost in EE is frost_giant in BG2
    -- giant_hill in EE is VERBEEG in BG2
  • white_dracolich.tpa -- dragon_white in EE is DRAGON_WHITE_YOUNG in BG2

For the following script directions are in letters (EE) instead of figures (classic BG2 and EE) :

  • spawn_nature_elementals.baf -- CreateCreature("cutspy", [710.750], S) the S should be a 0

In mhtomb.are, the rest encounters, RNDPSPD.cre, does not exist in classic BG2 ; I don't know for EE. in classic BG2, there is another random spider: RDSPIDER.cre

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