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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.

Home Page: https://www.gibberlings3.net/mods/fixes/eefp/

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weidu infinity-engine mod bgee bg2ee iwdee pstee fixes

ee_fixpack's Introduction

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The Enhanced Edition Fixpack

Overview

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. The project is currently under development.

More Information

๐Ÿ“„ Project Page
๐Ÿ“„ Fix Documentation: BGEE/SoD | BG2EE | IWDEE | PsTEE

๐Ÿ“„ Forum

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ee_fixpack's Issues

[SoD] Trap BDTR01.SPL should not crash the game if the trigger is immune to Slow

How to reproduce:

  • Create a new SoD game with a Monk character
    • alternatively, create an arbitrary character and equip the Ring of Free Action (BDRING09)
  • C:MoveToArea("BD5000")
  • Ctrl-J to top-right region of the map (around coordinate [4500.1275])
  • Move your character to the left to trigger the trap

Observed:
Triggering the trap crashes the game.

Expected:
The trap should apply the damage part but skip both Slow and opcode 215 effects due to opcode 324 filter.

[SoD] Chapter 13: Reunification with Imoen and canon party should work

How to reproduce:

  • Start a new SoD game with an arbitrary character
  • When you have control over the party:
    • Pause the game
    • Kick everyone out (Ctrl-K)
    • C:MoveToArea("BD6000")
    • Unpause the game
  • Ctrl-J to the map exit (around coordinate [1775.3125])
  • Execute console command: C:SetGlobal("bd_plot","global",640);C:SetGlobal("bd_player_exiled","global",1);C:SetGlobal("chapter","global",13)
  • Leave the map

Expected:
Imoen initiates her intended SoD dialog, followed by a scripted event to rejoin with the canon party.

Observed:
Imoen initiates her BG1 Candlekeep dialog. There is no further plot progress afterwards.

Notes:
This is caused by an erroneous string replacement of "bdimoen" -> "imoen" in the CreateCreature() action of BD6200.BCS, line 208.

[iwd] Fixpack makes undead creatures immune to the Hold Undead spell

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.

Unholy Blight fix is actually breaking the spell

Hello,

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!

Problem with the wizard's script

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.

[BG2] Shadow creatures should be affected by the light crystal traps in the Shadow Temple

How to reproduce:

  • C:MoveToArea("AR1401") (Shadow Temple interior)
  • 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).

Trolls should fall down when badly wounded

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.

Tested in BG2EE and SoD.

Overview as simple text file?

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.

Dialog box's size changes

I set the dialog box at a size which display properly the lines without any space as you can see below:

Dialog Box

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.

[All] Shapeshifting effects should work correctly with Auto-Pause enabled

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.

Introduced by commit bb32bb5.

Sound effect of thief being played without need

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.

Problem with the journal pop-up

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. ;)

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