Thanks. But it has to be something with my installation. I have another older EET installation (smaller one) and your mod is working fine. Have tested it couple of minutes ago. Now I have to just find out which mod is the faulty one. I'll let you know.
02-05-2026, 05:31 PM (This post was last modified: 02-05-2026, 05:38 PM by p6kocka.)
[*] I have found the culprit:
[*] Summons FOW mod
[*]https://forums.beamdog.com/discussion/82634/mod-summonsfow-minions-clear-fog-of-war-travel-between-areas-and-set-off-traps
[*] even somebody there on this forum mentions this issue:
[*]But somthing I noticed about your mod is that it messes up the Script Ai for NPCs from other mods, if they have dialoug , like NPC Project, Brandock mod, even Black Hearts.
Basically any Mod which allows for added scripted dialog from a party NPC.
Possibly whenever (ifever) you get back and see this, if you could make it possible for maybe your mod to have an exclusion list of cre files not to affect so as not to mess up some scripted dialogs. S
02-05-2026, 06:32 PM (This post was last modified: 02-05-2026, 06:32 PM by p6kocka.)
This is what Artisan has found about the mod:
[color=oklab(0.67774 0.00174585 -0.0101185)]The Artisan[color=oklab(0.608324 0.00219068 -0.0118423)] — 19:15[/color][/color]
[color=oklab(0.952614 0.000793397 -0.00253761)]So I got curious and I actually have an version of this mod before it got hidden, which I was already wary of at the time when I saw it and when I looked at the code at the time my suspicions were already proven correct, this mod just does its 'trick' by turning everything you summon into a familiar, which has all sorts of technical problems. This time I paid even closer attention to what it was doing and it just sticks a bunch of triggers and actions at the front of every creature and NPC script in the entire game, the problem is this script isn't written well and causes the NPC scripts to just hang there instead of moving to the next sequence, which is why none of the other things their scripts are supposed to do can work.[/color]
After carefully examining the scripts, I found that there are indeed some issues. In fact, I'm a bit curious about how those who previously claimed everything worked fine managed their installation. Did they "install the mod on BG2 first and then integrate it into EET," or did they "install EET first and then install this mod"? According to the previous code, if installed directly on EET, ELDOTH should have been sent to the Sahuagin City instead of the Friendly Arm Inn at some point. Additionally, some dialogues involving IMOEN, MINSC, and others would fail to trigger.
Perhaps Lava can compare the files I modified to figure out how to fix games that have already installed the problematic mod.