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v8 Worldmap component


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In v8, the world map component no longer updates the area script for the Drizzt encounter. Is this an oversight, or was it never really required? I want to make sure before I yank the updated block...

 

To avoid starting another unnamed post, forced dialog pausing works fine in the Mac version of BG2. I played through the entire game, and never once encountered non-pausing dialog. The entry added was:

 

[Game Options]
...
Force Dialog Pause=1

This was stolen directly from the PowerUsers.txt file on the ToB PC CD, so I'm not sure why it doesn't work for the PC version...

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Also, for the sellable staves/clubs/slings component, you may want to do a check to see if the item is droppable (otherwise, you end up copying a bunch of creature attack items).

 

I'm probably the only person who cares, but it's annoying when NPCs run in and out of various buildings (either innocents fleeing from enemies, or scripted RunAwayFrom() dorks), especially when they can't get out. A component to mass-change the transition flags so they can't be crossed by NPCs might be worthwhile.

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Thanks for the feedback. :)

 

In v8, the world map component no longer updates the area script for the Drizzt encounter. Is this an oversight, or was it never really required? I want to make sure before I yank the updated block...

Yeah, the script update for the worldmap is not needed--all it did was set the encounter probability to 0 after encountering Drizzt... but you never get sent to the area twice whether the script is updated or not. It also used ToB-only scripting, so it was never being added for SoA games to boot. As it was redundant, it was dropped.

 

To avoid starting another unnamed post, forced dialog pausing works fine in the Mac version of BG2. I played through the entire game, and never once encountered non-pausing dialog. The entry added was:

 

[Game Options]
...
Force Dialog Pause=1

This was stolen directly from the PowerUsers.txt file on the ToB PC CD, so I'm not sure why it doesn't work for the PC version...

 

Yeah, it's very frustrating that the dialogue pause flag does not work. I am willing to concede that it's possibly a local issue with me, so if anyone has gotten it to work, that would be a very easy re-code for the component.

 

Also, for the sellable staves/clubs/slings component, you may want to do a check to see if the item is droppable (otherwise, you end up copying a bunch of creature attack items).

Excellent idea. I'll add this for the next version.

 

I'm probably the only person who cares, but it's annoying when NPCs run in and out of various buildings (either innocents fleeing from enemies, or scripted RunAwayFrom() dorks), especially when they can't get out. A component to mass-change the transition flags so they can't be crossed by NPCs might be worthwhile.

A new take on an old request--I'll look into this and see what's possible.

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Also, for the sellable staves/clubs/slings component, you may want to do a check to see if the item is droppable (otherwise, you end up copying a bunch of creature attack items).

Excellent idea. I'll add this for the next version.

Actually, once you remove the undroppable items, take away the Enchanted Weapon items (a check for unsellable would also be good, I guess), and the two staves that are never used in the game (STAF03, and STAF04 which isn't displayable), the only valid items are BLUN01, SLNG01, and STAF01. BLUN10 is a bug (it's the Root of the Problem, which I'm assuming should have been worth more than nothing).

 

A case where automation doesn't really pay off, I guess... If you check for droppable, sellable, and displayable, however, you should only get the two extras (STAF03 and BLUN10).

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