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Avoiding the Beregost bug in BG1 Easy Tutu.

DragoFireheart

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I've hear about this notorious bug in BG1 if you use easy Tutu. Is there a way around it when using Tutu or am I left to simply "dealing" with it? (Save before entering Beregost, make a save after leaving, re-enter to see if I got the bug)
 

SCO

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Annnd it wasn't put on the BG1 fixpack. Fucking modders can't keep the most important projects current.
 

Jaesun

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Have they been able to incorporate the following BG1 elements into BGT when playing BG1:

1. Spawns like the original BG1.
2. Korax works like the original
3. Uses the original BG 1 spells
4. Magic Items (like wands) work exactly like the original
 

SerratedBiz

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The bug is not that hard to work along with. Mainly because you might need to enter Beregost like two to four times if you explore it correctly, and second because all it requires is a save prior to entering it and then to quick save and load.
 

Xor

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Jaesun said:
1. Spawns like the original BG1.

I wasn't aware BGT used different spawn mechanics from the original. In any case there's an option for Tutu-style spawns in the BGT-tweakpack.

2. Korax works like the original

Don't know what you mean by this. It's probably been 10 years since I played BG1 without the BGT mod, though. What was different about Korax?

3. Uses the original BG 1 spells

I'm 95% sure enemies still only have access to their regular BG1 spell lists unless you install SCS. There's a component in the tweak pack that removes BG2 scrolls.

4. Magic Items (like wands) work exactly like the original

Probably not.
 

Rogue

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I was playing TuTu about a year ago I think... Anyway - the game started deteriorating slowly. Sometimes it would crash and I had to reload and it would work again. But after a few times it was completely broken. So I found an utility on the net (forgot which one or where) that supposedly fixes your savegame, it was made specifically for that bug. It did what it was supposed to, because after that everything was fine and I even visited Beregost a few times before finishing the game and it didn't happen again.
 

Unkillable Cat

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Xor said:
2. Korax works like the original

Don't know what you mean by this. It's probably been 10 years since I played BG1 without the BGT mod, though. What was different about Korax?

Immunity to petrification. In the original, you could use Korax to rape all the basilisks in that forest area without exposing your party to danger.
 

santino27

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Never knew that... I always just animated dead and let my skeletons slowly wear the basilisks down, since they were similarly immune to petrification.
 

Unkillable Cat

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Last when I completed BG1 (which was in the 20th century, come to think of it) I used Korax to kill all the Basilisks. IIRC, I'd have an invisible or stealthed character reveal the basilisk and keep it visible on-screen long enough for me to have Korax attack it. Then i'd withdraw my character far enough away so that only the basilisk would be out of sight, but not Korax. The basilisk would then spam its gaze attack on Korax, who was completely immune, and never use any other attacks on him. Meanwhile he'd wail on them with impunity.

The problems with this was twofold: It took a shitload of time to pull off, and I had to make sure Korax wouldn't turn on me due to "boredom". But since I had no other reliable methods to deal with the basilisks, this is the tactic I ended up using.

In a subsequent replay of BG1 with BGtutu, I was always stopped by the Beregost bug, but I did manage to reach the basilisk area once, and tried to repeat the Korax maneuver. I think Korax managed to kill one Basilisk before being either petrified or curbstomped by them.

I loved Korax's voiceset. Creepy as fuck. The old pervert from Family Guy reminds me of him, for some reason.
 

Lyric Suite

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You could have just cast protection from petrification on the main tank.
 

Jaesun

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Lyric Suite said:
You could have just cast protection from petrification on the main tank.

Yeah that's what I always do. You find a bunch of protection from petrification scrolls, and can easily learn it for your magic user(s).
 

GarfunkeL

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BGT itself doesn't change much, if anything from BG1. Depends on the other mods you install with it.

1. Spawns like the original BG1.

BGTweaks has several options for spawns and I'm fairly certain it includes "just like BG1"

2. Korax works like the original

Yes unless you install SCS. No mod that I know of makes him vulnerable to petrification but the basilisks can kill him in melee. With SCS basilisks switch targets after realizing Korax is immune (or if you have the fighter protected) making the fights either tedious exploiting or fun!

3. Uses the original BG 1 spells

This can be set either through SCS or BGTweaks and you can allow BG2 spells for enemies only or for all or for no-one. You can also specify whether BG2-spells are available as scrolls or not.

4. Magic Items (like wands) work exactly like the original

What do you mean by this? I haven't played non-Tutu or non-BGT game in ages so can't remember exact details.
 

Rogue

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Jaesun said:
Lyric Suite said:
You could have just cast protection from petrification on the main tank.

Yeah that's what I always do. You find a bunch of protection from petrification scrolls, and can easily learn it for your magic user(s).

This. Failing that you could also summon undead and send the skeletons in first while using ranged weapons. Also there is a ghould nearby I think?
 
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Indeed. For those who have it, fireball also works surprisingly well, and then there are of course those potions of mirrored eyes for pure melee types without access to spellcasting.

The best thing about Tutu is really the hard times mod. You still become filthy rich eventually, but with hard times enabled you actually have to work for it early on, especially if you have a large party.
 

Jaesun

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I love Item Randomiser. Say good bye to that Ring of Wizardry near the Friendly Arms Inn, as well as a number of the other LOL placed loot drops in the game (it also works with BG II). <3

Thanks Xor and GarfunkeL for answering my question. As for:

GarfunkeL said:
4. Magic Items (like wands) work exactly like the original

What do you mean by this? I haven't played non-Tutu or non-BGT game in ages so can't remember exact details.

The spawns used to the Wand of Monster Summoning is changed in BG II. IIRC you cannot have the same spawns when using that wand as they were in BG when using TuTu or BGT. I.E. in BG using the wand could summon multiple animals/creatures. In BG II, only 1 monster is summoned.

I don't have a problem with TuTu or BGT, but depending on if I want to just play BG in all it's horrible and broken glory that I remember (pure nostalgia), TuTu and BGT unfortunately change a number of things that really ruin that kind of experience (for me).

Also with Ascension64 stepping down, is anyone continuing his work on BGT-WeiDU?
 

GarfunkeL

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Well, at least wands of Monster Summoning still work that way. You can have five "allies" in a battle, so I would cast both animate dead and summon monsters and send the mixture of skeletons and goblin archers into the fray but now that I think about... I seem to remember that you could have more than 5 summoned creatures in BG1... gah, can't remember!
 

Xor

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Game balance. Because otherwise you could just overwhelm any encounter with dozens of skeletons.
 

Zdzisiu

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And that would be wrong because?

Unstoppable skeleton army FTW.
 

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