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Basic Chunnel
Sep 21, 2010

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ratchild13 posted:

Anyone having any issues with one of the key fights on lvl 5 of Watcher's keep, the one with all the blue dudes and the mage? I can't kill the mage at all, all my weapons are ineffective, normal or magical, so I don't think it's protection from magic weapons. The mage seems to have infinite casts of death cloud and death spell, Mass Charm, Prismatic Spray and cone of cold, as well as a nasty fire shield and mirror image. I can get all the other polearm fighters down with no issue, but this mage is bugged or something, I've dispelled/removed magic, but can't directly target as it's invisible, even after a glitterdust and the dispels. I've beat this fight plenty of times on normal runs of the vanilla TOB/BG2, but can't seem to get past it this time in BG2EE.
Once you hit a certain point with enemy casters, they start getting buffs on top of buffs - like pogothemonkey said, breach is required to make wizards immediately vulnerable to physical damage, but a lich / most all casters in ToB (including dragons) will fire off the level 9 "spell trap" as soon as combat starts, which will eat whatever magic you throw at it, including breach spells. To get past that you need either the level 9 "spell strike" or level 8 "pierce shield". Pierce magic works for all spell protections except spell trap. So if you've got two casters in your party, have one cast pierce shield and then have the other cast breach, and the enemy will be vulnerable.

This is also the way a wizard with the Robe of Vecna (and ideally, the amulet of power) can run roughshod over the game. Cast time stop, use the refractory period to move close to your target, cast improved alacrity, fire off spell shield. Move back a few feet, cast breach and pierce magic / lower resistance if necessary, move back a few feet more and fire off every offensive spell you can manage (a few Horrid Wiltings do nicely). The only enemies who don't die instantly are the few boss-level enemies who are immune to the effects of time stop.

*e - actually yeah, that lich is 100% improved mantle. Either strip his spell protections and take him down with magic only or come back when you've got a weapon that can hit him. Weapons that do elemental damage cut through stoneskin / disrupt spellcasting and are thus ideal. Another reason why sun soul monks are as good as they are.

Basic Chunnel fucked around with this message at 08:11 on Dec 3, 2013

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Basic Chunnel
Sep 21, 2010

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Angry Lobster posted:

I've not played it before, so, can I get advice for a good/neutral party composition?I guess I'm too lazy to figure it out the good ol' way (dying a lot).
There are two things about BG1 that you have to know about party composition.

1) They spread the CNPCs all over the world, and plot-gated a fair few (Tiax / Quail, for instance) which was neat on paper but turned out to be a very bad design decision that they learned from. The reason that Imoen / Jaheira / Khalid / Minsc / Dynaheir are the canon party in BG2 is because that's what most people ran with, precisely because they were good/neutral-friendly and they lay directly on BG1's critical path very early in the game. Note that Jaheira / Khalid and Minsc / Dynaheir must be brought on as pairs, unless you cheese it by killing off one and kicking their corpse out of the party (the only good thing about Tutu's NPC mod was that Jaheira would eventually get really pissed off if you let Khalid die).

2) All of the CNPCs were characters that the devs rolled up for PnP games, and in contrast to BG2, most are not that munchkin-y in the stats department or are munchkin-y in the wrong stats for their class. 17-18 primary stats are rare. A lot of people kill-kick Khalid because his stats suck for a fighter. But those are the breaks.

Unlike BG2, BG1 features no party banter to speak of, so there's nothing stopping you from starting an "LAN" game and just rolling up a capable party from scratch. If you'd rather not do that, the configuration above is workable. If you're not opposed to a bit of cheating you can change Khalid to fighter / mage in EEkeeper and he becomes more agreeable. Otherwise, if you go north of the Friendly Arm there's a paladin who fights pretty well, and if you can scrounge up a stone-to-flesh scroll you can nab a neutral cleric from the carnival. There's a pretty great fighter-cleric but you can't get him until chapter 4 I think? Mage-wise you'll be in a bit of a bind if your PC isn't a caster, since both of the obvious options (Xan and Dynaheir) are specialists who are classed out of some useful spells. Dynaheir is probably a better fit but Xan casting sleep is plenty good through the first game.

Basic Chunnel fucked around with this message at 01:04 on Dec 4, 2013

Basic Chunnel
Sep 21, 2010

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MrTheDevious posted:

Edit - caused it by forcing open another door you're not supposed to be able to force your way through. I really don't understand how this many bullshit bugs caused by something not that farfetched make it past QA. Really wish I'd just used the old version of the game
It's probably because you're forcing doors, which no one does because it rarely ever worked, ergo no testing. Are you going thief-free on this run or something?

Basic Chunnel
Sep 21, 2010

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I mean there are ambient barks (Khalid and the Paladin big-upping each other, etc) but nothing like the character-building you get in BG2.

Excelzior posted:

Well to be fair its much easier to start with 18 or 19 STR than to get a thief with sufficient lockpicking for the early locks in BG1. The habit carries over.
I don't remember ever succeeding in door forcing in BG1, even with a hoss fighter like Minsc. But I might be thinking of Fallout 2, where the feature works for exactly one door and is otherwise completely useless.

Basic Chunnel fucked around with this message at 01:21 on Dec 4, 2013

Basic Chunnel
Sep 21, 2010

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I honestly don't know why they removed so many of the config options from the original games. I assume they just crank everything to 11 just cuz, but things like AI updates should be changeable.

Basic Chunnel
Sep 21, 2010

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Furism posted:

The annoying part of this is that the character will switch back to Find Traps even if you're looting something, forcing you to loot again, and if there is a lot of loot you have to can have to this twice. I ended up turning off the AI when I was looting :argh: Or am I thinking of a different script?
You gotta open the container and then pause the game.

The real trouble with the AI scripts is that the devs didn't alter any of them even though Hexxat is actually flagged in the game's engine as a vampire, so none of the cleric scripts aside from "aggressive" work, because Jaheira or whoever will start firing off all of their negative plane protections immediately after you're done resting due to the vampire in their field of vision.

Basic Chunnel
Sep 21, 2010

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That's true, I hadn't thought of Neera. But yeah, in the early levels of the game the reckless dweomer is definitely a last gambit thing, but it's fun in that sense. You just need a 1st level slot open for it. Just be prepared to lose all your gold or gate in a pit fiend accidentally. Once she wild surge'd on casting stoneskins before a tough fight and it made it an AoE spell that replicated across my whole party. Encounter suddenly wasn't so hard.

Basic Chunnel
Sep 21, 2010

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Those don't affect spell selection, only high-level spell progression - there's a cap on the number of slots you can gain in the epic levels and the un-nerfed tables remove it. You're so powerful in ToB that it hardly even matters, though.

The only thing the tweakpack offers in terms of druid balance is a hotfix of the shapeshifter's werewolf forms, but I don't know if Overhaul already fixed that code. The closest thing you'll get is the Avenger kit, which gives you a smattering of offensive arcane spells including chain lightning.

You shouldn't really play a druid for direct damage, though. Mages are for direct damage. Clerics are for healing and buffs. Druids are for summoning elementals and mountain bears to tear poo poo up.

Basic Chunnel
Sep 21, 2010

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The obvious solution to the problem is to decouple experience from killing poo poo and offer multiple quest resolutions. That's what they're doing with Project Eternity, and it's a good policy imo

Basic Chunnel
Sep 21, 2010

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The unfinished business mod gives him the ability to craft (terribly bugged) boots of polymorph and an actually-quite-useful insect swarm variant of his stun skull bolts.

Basic Chunnel
Sep 21, 2010

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The flippant PC dialogue in EE is great because it's exactly the sort of stuff someone would say were they aware of how ridiculous the Forgotten Realms setting is

Basic Chunnel
Sep 21, 2010

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oswald ownenstein posted:

Alas, one of my buddies tried to play this but got bored in the first dungeon and gave up.

It aged well for a time but it's really difficult for new people to pick up. They missed a great opportunity to do a real remake with better graphics etc
The game holds up in visuals much better than its immediate successors, mainly because of all the hand-drawn elements. It's the gameplay that doesn't hold up, even though it's better than NWN/2's. An old, arcane system built for tabletop and opaque die-based combat. You won't hook a ton of casual interest with that. There's really no justification for a remake when you've got Project Eternity (which is some ways being built on the corpse of BG3) in the pipeline and Dragon Age: Origins for a few years now.

Basic Chunnel
Sep 21, 2010

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In EE they implemented 2E rules correctly, so the limit to spell level that a mage can cast is their intelligence minus 9. Bump her int up to 18.

Note that HLAs don't count for this limit so a sub-18 int is fine for pure damage / planetar summoning purposes. Powergamers need time stop, though.

*e and in D&D, there's no such thing as "balance" when you get to the point of casting 9th level spells. Go nuts

Basic Chunnel fucked around with this message at 01:39 on Dec 7, 2013

Basic Chunnel
Sep 21, 2010

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verybad posted:

1. I know the miscast magic effect is only applied to melee weapons,
Is this another thing they fixed? Because I distinctly remember ranged weapons counting. Otherwise there's no real reason to take the class other than novelty (even then, it's a stretch).

Basic Chunnel
Sep 21, 2010

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aaaah that must have been it, nvm

Basic Chunnel
Sep 21, 2010

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Anomen definitely drops the party if you pick up Hexxat (though he doesn't disappear, he goes back to the Copper Coronet). I'm not aware of any duels, though. I imagine Dorn would actually fight.

I wonder if the community will eventually mod out those conflicts for the tweakpack

Basic Chunnel
Sep 21, 2010

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Insurrectionist posted:

Naaaah, Viconia is cool with her. Also Dorn, although he gets pissed that she shuts down his advances. Also, are there new banters in ToB? Cause she seemed really short on them even with those two, and zero with Imoen (the worst part of using Imoen) and Neera. Almost makes me regret dumping Aerie.
Aside from banters with new party members, Overhaul added no new intra-party dialogue. Imoen has more dialogue than anyone else in ToB, I believe - she has a few with Sarevok and a number of PC dialogues relating to the awakening of her blood.

Overall the speed of banter firing seemed pretty ideal in EE SoA but for whatever reason (probably its short length) it's really slow in EE ToB. By the time of my final battle I had to ctrl+T (I think that's the command) to fire off at least 5 or 6 banters the game hadn't gotten to yet.

But then I ran through most of Watcher's Keep in SoA, so that might have had something to do with it.

Basic Chunnel
Sep 21, 2010

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It really does make bounty hunters less than useless, especially now when EE has made all other thief kit traps into original game bounty hunter traps.

Basic Chunnel
Sep 21, 2010

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It's been going on for a couple of pages now but as cool as an EE of Icewind Dale / 2 would be, such a venture would have to go through Obsidian, since they own all the art assets at least. Best case scenario is the profit is split three ways (with an added publisher) and funding comes from one, which means it will probably never happen. I imagine those games as being niche enough to be dubious investments, anyway.

Basic Chunnel
Sep 21, 2010

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GuyDudeBroMan posted:

Yeah I was kinda tempted to just skip over all the Baldurs Gate city side quests. Are there any "must haves" there though? Like a great item or something?
There are a couple of permanent stat-boosting tomes around the city. Intelligence is in the top-floor library of one of the city mages, I think a wisdom tome is afforded for an Umberlee temple quest, and the dexterity tome is in a container at the thieves' guild

Basic Chunnel
Sep 21, 2010

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Also unless the devs worked some voodoo, BG2 Dorn is entirely different from BG1 Dorn and will return to being CE.

Basic Chunnel
Sep 21, 2010

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Afaik everything works UNLESS it changes item description text. So xp cap removal and class restriction removal would be fine, adding thief or caster ability in heavy armor screws things up, etc.

Basic Chunnel
Sep 21, 2010

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If you paste the folder the game will recognize it (same for custom portraits). You can't load the save because BG2 doesn't have most of BG1's assets in it. You load the exported character into a new game.

Basic Chunnel
Sep 21, 2010

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As you say, it's the skills that determine when you go dual. SDs have slightly less progression every level, but iirc the way it works is "hide chance = skill # * .5". I don't know if the two stealth skills are cumulative or separate, and there are various light modifiers. Dunno if being seen decreases your chances. But focusing exclusively on stealth you'll definitely be fine by 8 or 9, I'd say. Boots of stealth give you an effective character level, too. Hold out for a backstab multiplier if you're going with clubs or staves.

Basic Chunnel
Sep 21, 2010

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Black Pits are pretty great, imo. Strange difficulty progression (in the first tier I had the most trouble with spider-spawning drow and caster vampires but the gith and sahuagin were a cakewalk) but that might just be my party composition (SS monk / inquisitor / FM / TM / FC / dragon disciple). The power of casters is tempered by the incredible expense of keeping their spell books updated, plus without casting time-reducing equipment you have to choose your casting order carefully. Since there's no spell prep (not even sequencers or contingencies, they're eaten by dead magic outside the arena), tanks actually gain a lot of value. And there's usually some non-apparent twist to a lot of the encounters (many involve spawning multiple lesser enemies on death). A lot more fun than SCS, in any event. Bring a monk! You level so fast that they become indispensable in short order. I'm tempted to run a full monk party (with maybe a support sorceror for emergencies).

Kanos posted:

Man, BG2EE is my first return to the game in years and I forgot how loving terrible Beholders are. Either you totally trivialize them with stuff that cheeses them on a fundamental level(Cloak of Reflection/Balduran Shield) and they might as well not exist, you blow a billion buff spells for every fight with a couple of Gauths that don't even really work anyway, or you get rear end hosed and murdered because they generally come in packs and aren't remotely as easy to shut out as conventional mages/clerics unless you're cheesing. Ugh.
The underdark is just a barrel of fun. Thank Christ the hive is entirely optional. Even when you've got someone covered with the shield of Balduran they can still eat an imprisonment via one of the several elder orbs. I got lucky.

(only about 30-40% of the beholders in that area are shown here)

Another great thing about beholders is that hold spells restrict movement and standard actions but not innate abilities, so a successful hold spell won't keep a beholder from lobbing a thousand lightning bolts per round at you.

Basic Chunnel fucked around with this message at 03:14 on Dec 28, 2013

Basic Chunnel
Sep 21, 2010

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flowinprose posted:

The good news is that you can cast freedom from anywhere in the area to free the imprisoned character. So you can have a single fighter roaming around killing beholders with the rest of your party chilling at the entrance to the hive. Just make sure not to have your main be the one roaming around with the shield of balduran, and read the freedom scroll using project image so you don't use up your scroll.
You can do that but unless they got around it somehow in EE, imprisonment / freedom counts as having kicked NPCs out of the party. This can disrupt or break scripts - particularly Jaheira's quest and romance arcs (which have been thoroughly debugged otherwise). A consideration, but not a huge one.

Basic Chunnel
Sep 21, 2010

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UberJumper posted:

So i just quickly leveled up to make sure everything was working with the mods i added, and i then i noticed this:



Most of the HLA just display invalid. What did i break :(
This is correct. Many of the fighter HLAs are gated - you can't take greater whirlwind without taking regular whirlwind first, etc. The Mage list is greyed out because you hit HLA level as a multiclass before you have 9th level Mage casting, which is required for all of them except the extra spell slots. You're going to be playing for awhile before you get the Mage HLAs, but you can still fill out your high-level spell list.

*e oh you're talking about the description text. What mods are you using?

Basic Chunnel fucked around with this message at 21:06 on Dec 28, 2013

Basic Chunnel
Sep 21, 2010

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Cythereal posted:

On the one hand, Viconia trolling other characters is in character for her. On the other hand, with their special quests and items that pile up in BG2EE it's easy to mistake the EE-specific NPCs as average-to-bad mod NPCs.
haha oh man there's maybe one or two mod CNPCs that are as good as the EE CNPCs. The only mod companion who was anywhere near decent was... Fade, I think, and that was SoA-only.

In general, people tend to inflate the strength of the original characters but even so the mod NPCs have been almost wholly awful (with a few less severe examples).

If anything, the EE demonstrates how crucial it is to get good voice acting if you absolutely need to have it (see also: The Witcher)

Basic Chunnel
Sep 21, 2010

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I've not run with EE NPCs in BG1 but I don't doubt it's incongruous even though NPC personalities were nebulous at best. I don't remember many intra-party banters in BG2 with Neera (there might have been one or two with Minsc). There were a few with Hexxat but they were slight and pretty one-note given that I had a good-aligned party (cognitive dissonance re: alignment isn't a bad note I suppose). I do give them credit for writing an evil character who isn't a Snidely Whiplash variant.

Really what sets the BG2EE NPCs apart from the mod pack is that the writing is pretty consistent and the characters have their own stories, as opposed to being slotted into the core questline alongside the PC or (in Saerelith's case) hijacking it entirely. That happens in too many mods.

Basic Chunnel
Sep 21, 2010

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Fairly sure that you get the daily ability once you get to hell and meet up with Sarevok's ghost, if you decide to give into it. I can't remember if it's that decision or another room that turns you evil, though.

Basic Chunnel
Sep 21, 2010

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2e. Fighters have d10 hit dice, druids and clerics get d8 (I think druids went d6 in 3E?), thieves and bards get d6, and mages / sorcerers get d4. Non-fighters top out at +2 con bonus per level and multiclasses get half their hit dice plus con bonus. So Jaheira gets... 8 HP per fighter level? and 6 per druid level. Whereas you'll get 9 per fighter level (if you've got 18) and 4 per mage level. So with each dual level, Jaheira gets 14 HP and you get 13, because mages are glass cannons.

At least I think that's how it works. It's probably more arcane than that, even.

Basic Chunnel fucked around with this message at 06:47 on Jan 5, 2014

Basic Chunnel
Sep 21, 2010

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bunnielab posted:

Doing Hexxat's quest, just cleared the fist level of that place you get zapped to and I am stuck. More specifically, I cant open the only door and don't know how to progress, anyone have an idea?
Is it the door to exit the area? You have to use the door mechanism you used to get to open up the level initially.

Basic Chunnel
Sep 21, 2010

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If it weren't such a pain to do / I weren't so lazy I would go into the engine and mod the shapeshifter to be a little more balanced. I would also buff the vanilla monk's special abilities by a few modifiers.

Basic Chunnel
Sep 21, 2010

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All the playable races in the Elder Scrolls survive more or less equally, and the High Elves are pretty clearly wrecking the poo poo out of everyone around the time of Skyrim. But then in TES humans are defined much less clearly than they ought to. Actually let's not talk about TES races again.

Basic Chunnel
Sep 21, 2010

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I'm assuming that Ascension isn't happening at this point, correct? The official-ish thread that I've found has it being run by one guy as of April, and he's working on a bunch of modular stuff and new content (oh boy oh boy). Feature creep's a pretty good indication that a project's never getting done.

Basic Chunnel
Sep 21, 2010

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Note that freedom of movement measures tend to negate haste spells as well, which are far and away the most useful spells through most of BG2, save for maybe Breach, which is mandatory. The thing with IE games is that that the fights are often puzzles (this tendency is greatly exacerbated by difficulty mods), and spell combos are the keys. As a general rule you should not get too frustrated if you die the first time you walk into a fight. With harder ones you're pretty much supposed to. Pre-fight spell buffing is the great equalizer. Move just outside the fight range, buff, go at it. Clerics / druids have a number of saving throw buffs, use them until hold spells stop working. Or you could do it the easy way, which brings me to the next thing:

If it's your first time in BG2, go with Yoshimo and Jaheira. The former has your thieving covered (provided you burnish his lockpicking skills a bit over time) and is good with a bow, the latter has you more or less entirely covered in the cleric role (minus some nicer buffs and restoration, which you need) and is far and away the best tank in BG2 once you're able to cast 2 5th-level spells. Fill one slot with Iron Skins, which gives her an edge in melee (preferably paired with a strength-enhancing item or spell) and fill the other with insect swarm, which will completely obliterate any spellcaster who doesn't have innate magic resistance or high-level spell protections (and cause most of their buds to panic, as well). There's no save and spellcasting is completely impossible when you're hit with it.

Basic Chunnel
Sep 21, 2010

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The classic out w/r/t any paired CNPCs are to kill the one you don't want and then kick them out of the party. Pretty much the only credit I can give to the BGTutu party dialogue mod is that Jaheira would call you on that halfway through the game if you ditched her lame husband's corpse. These days I just use the tweakpack to make him a fighter/mage and he's a decent ranged combatant.

Basic Chunnel
Sep 21, 2010

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All the mages in BG2 are powerful, but Nalia is the least among them. Aerie is a powerhouse and a great cleric as well but her innocent Lawful Goodness chafes a lot of people (also iirc the EE-implemented spell level caps by intelligence score might hurt her as a mage). Jan is a joke character but is a decent mage in addition to ably covering thieving duties. If you've dropped Hexxat I would say just get Jan and then Keldorn.

Basic Chunnel
Sep 21, 2010

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Just FYI, I think it's possible that the IWD2 fixpack might have bugged out the ice temple. The third high priestess (Oria?) endlessly loops her prayer to the Ice Queen every .5 seconds or so, and appears to be invincible, probably because she's flagged as plot critical before her spiel makes her mortal and it's just not firing for whatever reason. That or her corporeal / ethereal forms or being conflated. Do you absolutely need to kill the third priestess? Because if so, this playthrough's junked.

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Basic Chunnel
Sep 21, 2010

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Ctrl+Y kills the character but it doesn't look like the specter is showing up.

To be perfectly fair, that bug might've been there before. You can never tell with these older games. If there's an object or quest flag that I need it might be feasible to use the console to circumvent the problem.

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