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jastey

Endless BG1 - A Mod for BG:EE, BG:SoD, BGT, and EET!

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1 hour ago, Salk said:

1) SCS's improved End-of-BG1 Final Battle SCS's component (which I personally use) removes the traps from the Undercity Temple so I was wondering if you could account for that in your "Flaming Fist Healer come into Undercity Temple" so that there won't be a scout offering to remove traps.

Interesting. Thanks for the info. I don't know about any possibility to check whether a trap was disarmed or not. Checking for the SCS component during install wouldn't work because of two reasons: 1. SCS is installed after EBG1, and even if not then, 2. the player could deinstall it midway, leaving the traps inside the Undercity temple. I could, however, rephrase what the FF scout says from "disarm the traps" to "disarm any remaining traps", then that should be covered.

1 hour ago, Salk said:

2) About "Sarevok's Sword": there is a similar component for BGT in BGT Tweaks called "Put Sword of Chaos +2 in Sarevok's inventory" (component 27) which I used to install. Would it be possible to account for that component so that the sword you find using "Sarevok's Sword" will be that one? I like the idea that it will later on be stolen but I like a bit less not being able to use a perfectly functional sword wield in the last BG1 battle by Sarevok (especially considering "Sarevok's Unique Items" go completely the other way by allowing you to use both his armor and helmet)

I do not understand "I like a bit less not being able to use a perfectly functional sword wield in the last BG1 battle by Sarevok", please rephrase. The EBG1 component does two things: it lets Sarevok drop a sword item the player cannot equip to anyone, and it lets this sword item be stolen the moment the group exits the thieves maze after defeating Sarevok. What the component does not is changing the actual sword Sarevok is using in the battle (which is undroppable).

Some more backstory: The "Sarevok's Sword" component from EBG1 is a story that is told in accordance with what the Djinni in Irenicus Dungeon tells the PC when he gives the sword back (that it was taken from the PC by the PC's "capturer"). For BGT, this component would not have been necessary. Would it be only BGT with the transition to BGII, I probably would have just let Sarevok drop the Chaos Sword myself. But: EBG1 also takes the happenings of SoD into account. And here, the story is that the sword was stolen *before* the PC was kidnapped. That is why I coded in the Djinni. I learnt *then* that in SoD the story is that it is stolen out of the Ducal Palace without the PC knowing about it. The inconsistency between this and the original remark of the Djinni is one of those little slips in SoD from the original story I will not talk about further. But that made me change the component for SoD, where now the PC can hand over the sword to the Dukes to get a reward. For BGT, I left in the Djinni incident because it was already coded.

The player has to decide upon installation whether they want to see  the story of the EBG1 component, or whether they want to be able to use the Chaos Sword after Sarevok's death until the BGII transition, and install the appropriate mods. I will not, however, mix this component with content of other mods.

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Posted (edited)

Hello again!

13 hours ago, jastey said:

I don't know about any possibility to check whether a trap was disarmed or not.

The check should be for whether they exist at all or not actually. I am very rusty with scripting and I forgot practically everything but could a simple Exists("Trap1") work? If not, I guess your workaround is our best option.

13 hours ago, jastey said:

I do not understand "I like a bit less not being able to use a perfectly functional sword wield in the last BG1 battle by Sarevok", please rephrase.

Oh what I mean was simply that the Sword of Chaos used by Sarevok isn't an ornamental/lore only item but rather a sword you are going to use later on. It doesn't seem internally very consistent that the first time you cannot use it and then you find it again and then it's perfectly usable.

Cheers!

Edited by Salk

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22 minutes ago, Salk said:

It doesn't seem internally very consistent that the first time you cannot use it and then you find it again and then it's perfectly usable.

It does in the mod, if the PC listens to the mumblings of the djinni. ;)

24 minutes ago, Salk said:

could a simple Exists("Trap 1") work

Hm, if the traps are indeed removed then probably, then also Range("trapname",1000) should suffice to detect them.

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Posted (edited)

Thanks for your interest in my queries, jastey.

2 hours ago, jastey said:

It does in the mod, if the PC listens to the mumblings of the djinni. ;)

Excellent!

2 hours ago, jastey said:

Hm, if the traps are indeed removed then probably, then also Range("trapname",1000) should suffice to detect them.

I'm not completely sure how DavidW did it but here's his code for it:

DEFINE_ACTION_FUNCTION sarevok_traps BEGIN

    LAF edit_area STR_VAR area= ~%Undercity_TempleofBhaal%~ editstring="delete_trigger=>~trigger_type=0~" END

END

UPDATE: jastey, I can confirm you that the traps are completely removed from the area after installing that component.

Edited by Salk

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Wow! Yet another fantastic perma-mod I'll be adding for the next run that I didn't even realize I was desperately missing. Great stuff, Jastey!

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@Lightbringer thank you for the kind words!

@Salk a belated thank you for checking the SCS component. I'll think about considering it. I might just rephrase the line of the FF healer to "any remaining traps" or the like (might well be they do not know whether there are still some or not.)

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If you like, I can check for your component and leave the traps in place if it’s installed!

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@DavidW

 thank you very much for the offer, but thatbwon't be necessary: my component spawns some Flaming Fist after Sarevok (and his minions in the Undercity Temple) is dead and offers to remove any remaining traps. It was meant as a service to players so they don't have to bother with the traps after the big fight is over. If your component removes them from the start that's even better.

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@jasteyYou are very welcome and thanks for hearing me out. I believe a simple rephrasing could go a long way to make it consistent. What about something like: "We can check this area for traps, if you desire."? I like it better than "any remaining traps" because the latter implies that there have been some whereas the first will cover every possibility.

Cheers!

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Yes, that's what I will go for. Thanks again for the idea!

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The same as for the transition from BG:EE to SoD in an SoD game. Read the descriptions of the components to see whether they suit you.

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Hi jastey,

This mod looks temptingly, I need to play it in my BGT setup.

I think I found a bug during installation of the second component (More Flavor to Hero...).

As I understand your code, you don't compile dialogs_ee.d for BGT but you reference one entry from this file for BGT installation:

Spoiler

// Get state for BELT %victory_01% (in dialogues_ee.d)

/* ~You opened our eyes to the deceit and saved us from a great peril while we remained blind to the threat. By the power bestowed upon me as Duke of the Council of Six of this city I herewith name you "Hero of Baldur's Gate"! In the name of the city let me express our deepest gratitude!~*/

OUTER_SET belt_victory_01 = STATE_WHICH_SAYS 1 IN ~c#endlessbg1/translations/%s/dialogues.tra~ FROM ~BELT~

 

So my installation fails:

Spoiler

Patching: 3 matches found in ACT03.bcs for REPLACE_TEXTUALLY: Opened(\[ANYONE\])
Extending game scripts ...
Compiling 1 dialogue file ...
Couldn't find any suitable string in STATE_WHICH_SAYS
Stopping installation because of error.

Am I correct with my small debug?

Thanks for your time.

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This is true. I attached a fixed tp2 here. Replace it with the current tp2 in the mod folder.

I didn't find the time to update the version, I hope I'll have the chance soon.

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Thanks! Unfortunately I would need to create an account to download your patch from this site. Could you upload it here, please?

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