The Enhanced Edition Fixpack is an unofficial collection of fixes for the Enhanced Editions of Baldur's Gate, Baldur's Gate II, Icewind Dale, and Planescape: Torment.
If you select a script to make the wizards attack he/she always attack using the weakest spells while leaving the strong spells intact, i found that really annoying and it doesnt make any sense at all, the correct would be to make them attack using always the strongest INDIVIDUAL spells first followed by the 2nd strongest individual spells and so on. They NEVER must use the AOE's spells since it causes casualties to our side.
Observed:
Trolls don't fall down when badly wounded. It looks like their falling down animation is triggered but quickly overridden by another script action. They still become vulnerable to fire and acid damage though.
Expected:
Trolls fall down when badly wounded and remain in their unconscious state for a while.
When manually searching the WED files, two of them can be found in which the attribute “Unused Bytes?” is present.
These are:
AR1000.WED
OH2010.WED
I think they don't cause any problems since I tested AR1000.WED rudimentarily with no errors in the game (but I could be wrong). Interestingly, both “Unused Bytes?” are different sizes (see screenshots).
A superficial explanation I have is that it's a door(s), so theoretically it can be any size?
Another question is why “only” these two WED files have this attribute (What causes “Unused Bytes?” and can it be prevented)?
NOTE: The game for the mentioned files is BGEE: SoD
Ctrl-J or walk to the crystal lamp (around coordinate [850.1350])
Wait for the summoned Shadows to enter the light trap
Expected:
Shadows should be killed when they enter the region around the crystal lamp.
Observed:
Shadows produce the "Holy Might" pillar animation but are otherwise unaffected by the trap spell.
Notes:
Script SPSHADOM.BCS applies spell SPWI023.SPL specifically to Shadows. However, the spell contains a 324 effect that excludes targets immune to Death effects (which Shadows are). The same issue applies to the crystal trap on the Shadow Temple exterior map (AR1404).
I made an orc fighter, exported it and i wanted to import several clones of her to fight but i got this portrait's bug where she has the portrait of a human male while i chose the (Only One) portrait of an orc. Attached is the BG 2 folder with a screenshot in its folder. Baldur's Gate II - Enhanced Edition.zip
1 - When Tartle speaks it sounds like he's speaking from inside an big iron pipe given how his voice sounds, it's not natural.
2 - Dennaton says his lines normally but he doesnt say all his lines that are written in the dialog box. I'll attach a save to help: 000000001-Quick-Save-3.zip
Polymorph spells and Druid shapeshifting abilities don't perform the actual character transformation. Visual effect is shown, but character sprite and stats are not changed.
Affected spells and abilities:
Polymorph Self (Wizard, level 4)
Shapechange (Wizard, level 9)
All transformations for Druids and Shapeshifters
Polymorph abilities from items and druid HLAs don't appear to be affected.
Would it be possible to add a simple text file and link it in listing which changes were made? Something we can view in the browser, just a raw text file perhaps under doc/ or elsewhere.
The fixpack currently adds an op324 immunity effect to both item instances (BLUN12.ITM and BLUN25.ITM) as well as to OHBDEVA.ITM through a subspell, which effectively blocks the "destroy undead" effect when hitting undead creatures.
Aside this it would be nice to have a good simple number going to 1.0 till 1.99 and then 2.0 and so on. All of this of course with a detailed changelog.
Undead creatures have items equipped that makes them immune to op175 (Hold Creature). The unmodded game uses op185 (Hold Creature 2) in Hold Undead to circumvent that immunity. However, the fixpack changes op185 to op175 in the spell resource (SPWI324.SPL).
Moreover, the fixpack adds spell state HOLD_IMMUNITY to the equipped items to indicate immunity to the Hold Creature effect. This spell state is checked by Hold Undead to make the target immune to the spell via op324.
@CamDawg - Choose the option 1 > then option 2 > the next dialog makes a reference to being hungry which doesnt exist unless you choose the option 1 instead of the option 2.
I'm playing on v2.6 BG1:EE SoD, using the version of EE_Fixpack downloaded from within PI, when I noticed some very odd behavior while battling an enemy cleric who cast Unholy Blight. Jaheira and the cleric's pet wolf ended up dying in one shot while my other party members just walked right through it.
I've tracked the source of the issue back to this mod's SPPR314.spl file. For some reason, the spell now erroneously affects NEUTRAL creatures only, and sets all saving throws to 0. Good and Evil aligned creatures are immune.
It seems that in attempting to free Unholy Blight from using EFFs, you've actually changed the spell's function entirely!
Playing trials of the luremaster again inside dragonspear made me remember of something that happens with the thief:
If you hide in shadows you hear a sound effect that shows obviously that you hid in shadows, the problem is: i hear the sound again from time to time and it's not because i left/hid in shadows again, i hear this sound when my thief is already in the shadows, this happens not only in luremaster but in the main game too.
I set the dialog box at a size which display properly the lines without any space as you can see below:
The problem (small, i know) is: the size of the dialog box sometimes changes without any intervention of mine, this doesnt happen often and of course i have no idea what causes this, it's random, most of time the size is saved/displayed properly.
We always see a pop-up in the top center of the screen showing when a new entry was added in the journal, in theory...
In theory because the pop-up lasts 2-3 seconds which makes it too hard to read anything nicely/carefully. It would be better if it lasted around 8 seconds or even better: if we could choose its duration with a new option added.
Of course there are times when several additions to the journal are made during the game, i noticed that specially when i was playing Trials of the Luremaster inside Dragonspear. In this case i'd ask you to be sure/careful to display each of these occurrences for 8 seconds each in sequence. ;)