DudleyFix
BG1 DudleyFix: Areas
To download BG1 DudleyFix, which is described in part below, please go to the Completed FixPacks page.
What does BG1 DudleyFix do?
This FixPack addresses a whole load of scripting, spelling and file errors in Baldur's Gate and Tales of the Sword Coast. Yes, you should install Baldurdash first, and no, DudleyFix does not duplicate anything Baldurdash did, it fixes everything else. If you would like to see some mods I made for BG1 and TotSC please go to the Completed ModPacks page instead.
On this page . . .
This page reveals the errors in areas and the fixes required. There are many, many more fixes which you can peruse using the navigation menu.
- involves edit of the DIALOG.TLK file
* - custom files or new DIALOG.TLK strings
version 3.0
Orientation Errors
Multiple areas - there are many areas that reverse
the direction of the party so they are facing where
they have just entered from! This makes mages very
vulnerable to attack, being that they are usually positioned at the rear of the party formation. Such areas are marked below
as follows:
(RevX) : indicates that when the party enters this
area their direction is reversed to face X (where
X is a compass direction).
If YOU come across any orientation problems please
email me!
Verified Errors
07.02.05 AR0002.ARE (RevS)
- Temple of Helm
- Change Facing direction to N.
20.10.04 AR0004.ARE
- Cabinet highlight is not accurately drawn
around the container.
20.10.04 AR0018.ARE
- Two cabinets and wardrobe highlights are
not accurately drawn around the containers.
20.10.04 AR0101.ARE
- Chest highlight in lounge is not accurately
drawn around the container.
12.01.05 AR0102.ARE
(RevS)
- Blushing Mermaid
- Change Facing direction to N (SW staircase).
20.10.04 AR0105.ARE
- Blade and Stars, 1st level -
has a barrel and sack with mismatched highlights.
20.10.04 AR0107.ARE
- Blade and Stars, 3rd level - has a chest with
a table sound and table "searched graphic".
- Change Type attribute in
Container 1 from Table (5) to
Chest (2).
20.10.04 AR0111.ARE
- A slave is actually positioned in the Duchal
Palace basement but disappears because of a personal script tied
up with the Cloakwood Mines. While this
is one error, one should also ask do the dukes
keep slaves as opposed to servants considering
their good alignment? It would be more likely
he is a petty thief apprehended by the
Flaming Fist in the basement, in which case he
should be a prisoner instead.
- Change Actor #4 Character attribute
from SLAVE4.CRE to PRISON.CRE.
17.12.04 AR0114.ARE
(RevS)
- Blushing Mermaid
- Change Facing direction to NNE.
16.07.06 AR0130.ARE
(RevSW),
BREVLI.DLG
- Brelik, AR0705 and the Hall of Wonders - when
the containers are broken into they summon guards
who bizarrely do not count towards Brevlik's
no-killing-guards policy.
Brevlik has poorly prioritised dialogue
so that the player is not penalised for killing the guards in the
Hall of Wonders. Upon testing it would appear that a script that
triggers the penalty is erroneously attached to the guards themselves.
Additionally only the existing guards in the Hall count towards the
no-killing rule while those summoned by opening the chests can be
slaughtered without scuppering the mission. I have also modified
the result of attacking Brevlik so that he summons the Flaming Fist,
rather than some local hoodlums, then flees. This is pertinent as
he accuses you of robbing the Hall of Wonders and if you fight the
hoodlums no-one in the tavern bats an eyelid.
- Change Facing direction to North (8).
- Change all Container's Trap scripts
to ACTFLAM6.BCS.
- Change the trigger value in [State 19] from 4 to 3, ensuring
that the original trigger 3 in [State 18] now becomes 4, this
can be done easily in the DLTCEP utility.
- Change [Action 13] to Wait(3) CreateCreature("FLAMEN",[1073.433],1)
Create Creature("FLAMEN2",[1018.486],1) SetGlobal("HelpBrevlik","GLOBAL",2)
EscapeArea().
05.11.04 AR0154.ARE,
DIALOG.TLK string 15359
- Keexie Tavern, AR0154 and Burning Wizard, AR3307 -
the bartender downstairs in the Keexie Tavern opens up a store called
Burning Wizard and the bartender's dialogue in the Burning Wizard
refers to the city, whereas Beregost is a town.
- Change CRE of Bartender from BART13.CRE to
BART12.CRE.
- Edit string 15359 from "Hope the city
treats ya kindly." to "Hope the town
treats ya kindly."
20.10.04 AR0159.ARE
- Barrel highlight is not accurately drawn
around the container.
26.07.06 AR0400.ARE,
AR0400.WED, AR0400SR.BMP, AR0900.ARE, WORLDMAP.WMP, OPEN0400.BCS
- Farmlands - this map is
accessible
from two locations in AR0900: (1) behind Tenya's
house on the east bank of the
river; and (2) north of the Baldur's Gate bridge
on the west bank. Logically, if you
left the Farmlands (AR0400) via its southernmost point you should
arrive on the west bank of the
river (AR0900). However the game actually places you in
the SE corner of the map (AR0900)! This makes no sense
either if you have gained permission to cross
or not. Many thanks to Jonathan Ellis
for clarifying this bug. And even bigger thanks
to Smoketest for providing the key to the
solution.
I have reinstated the option to travel to Ulgoth's Beard from behond Tenya's
hut which was erroneously removed in an earlier fix.
- Add Entrance to AR0400.ARE (Exit0900,
1385, 3592, 8h).
- Add Entrance to AR0900.ARE (Exit0400,
1116, 176, 0h).
- Add Entrance to AR0900.ARE (Exit1000, 4039,
235, 0h).
- Add Trigger with Proximity trigger to
AR0900.ARE with Bounding 482, 3, 2035, 69; Vertex 0 520, 2;
Vertex 1 482, 35; Vertex 2 482, 69; Vertex 3 1947, 69; Vertex
4 2024, 36; Vertex 5 2035, 3. This is best started in IETME
and finished in NI.
- In Area entry 14 (AR0400) change Target Entrance in South link
to Exit0400 in WORLDMAP.WMP.
- Remove all flags from Area entry 14.
- In Area entry 15 (AR0900) change Target Entrance in first North
link to Exit0900 in WORLDMAP.WMP.
- In Area entry 50 change Target Entrance in first East link
to Exit1000 in WORLDMAP.WMP.
- Create OPEN0400.BCS with IF Entered([ANYONE])
Global("Chapter","GLOBAL",5) THEN RESPONSE #100 RevealAreaOnMap("AR0400")
END.
24.07.06 AR0511.ARE
- Two items found in containers are unequippable because they are
meant for use by monsters only.
- Change Item 1 in Container 1 from SHLD18.ITM to SHLD05.ITM.
- Change Item 3 in Container 8 from
HELM13.ITM to HELM10.ITM.
20.10.04 AR0513.ARE
- Two treasure piles have incorrect Type attributes
which makes them invisible and uncollectable.
- Change Type attribute of Containers
4 and 8 from Bag (1) to Pile (4).
20.10.04 AR0514.ARE, AR0514.WED
- Durlag's Labyrinth Level 4 -
the Helmed Horrors in the forge are visible
through the closed door and will move to
attack you on that basis. There is no open door
graphic inside the open highlight
and when I played the game one of the Helmed
Horrors simply disappeared but continued
to make noises after I opened the buggy door.
You cannot close this door once opened either.
Additionally, when you first meet Grael he is
standing on an acidic slime trap taking damage. This defies sense. Either he
should be immune to acid if he is meant to be able
to walk on the slime traps or he should be
placed just beyond the trap. In this instance I have removed the
"broken" door graphic and moved Grael and another monster so that
they do not begin in the acid taking damage.
- Delete Door 1 from ARE and WED files.
- Move Grael to x 639 y 3110.
- Move Crypt Crawler (Actor 19) to
x 589 y 3004.
20.10.04 AR0700.ARE
- Two barrel highlights are not accurately drawn around the containers and a sack has
a pick up point underneath a girl.
17.12.04 AR0703.ARE
(RevS)
- Sorcerous Sundries
- Change Facing direction to North.
20.10.04 AR0705.ARE (RevSE)
- Elfsong Tavern
- Change Facing direction to NorthWest.
20.10.04 AR0709.ARE
- Barrel highlight is not accurately drawn
around the container.
20.10.04 AR0715.ARE
- Barrel highlight is not accurately drawn
around the container.
20.10.04 AR0724.ARE (RevS), AR0725.ARE (RevS),
AR0726.ARE
- Gambling Tents and Diviner's Tent, AR0700 -
all have incorrect flags set that make them act like outdoors areas
which in the case of the diviner's tent makes his fire emit no light at all.
- Remove all Location flags from each file.
- Change Facing direction to North
in AR0724 and AR0725.
06.01.05 AR0803.ARE (RevS)
- Maltz's Weapon Shop
- Change Facing direction to NW.
17.12.04 AR0805.ARE (RevS)
- Arkion's House
- Change Facing direction to NNW.
20.10.04 AR2004.ARE, AR2005.ARE
- Large huts - have pillows
with a sack "searched graphic".
I suggest making them the same as the pillow
in the Candlekeep library.
- Change Type attribute of Container 2 in
AR2004 from Bag (1) to Nonvisible (8).
- Change Type attribute of Container 1 in
AR2005 from Bag (1) to Nonvisible (8).
20.10.04 AR3201.ARE
- House - has a chest with
a bag sound and bag "searched graphic".
- Change Type attribute in Container
1 from Bag (1) to Chest (2).
05.12.04 AR3601.ARE
- Black Alaric's Cave - removes the exploit of
the infinitely respawning highly lucrative Flesh
Golems if you rest in the caves.
- Change Creature string 1 to 10297.
- Change Creature 1 to CARRIO.CRE.
- Chance of encounter reduced to 7.
20.10.04 AR4701.ARE (RevS)
- Cave
- Change Facing direction to North.
20.10.04 AR5101.ARE (RevS)
- Cave
- Change Facing direction to North.
01.12.04 (WORLDMAP.WMP)
-
Archaeological Site -
has an option to travel West to an area (AR3700)
that is East of the map, though the travel
zone in AR4100.ARE is not present. I have re-enabled
this travel option.
- Move West travel area to make second East
travel area.
39 files
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