DavidW Posted June 2, 2020 Share Posted June 2, 2020 If you like, I can check for your component and leave the traps in place if it’s installed! Quote Link to comment
jastey Posted June 2, 2020 Author Share Posted June 2, 2020 @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. Quote Link to comment
Salk Posted June 6, 2020 Share Posted June 6, 2020 @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! Quote Link to comment
jastey Posted June 6, 2020 Author Share Posted June 6, 2020 Yes, that's what I will go for. Thanks again for the idea! Quote Link to comment
Endarire Posted June 7, 2020 Share Posted June 7, 2020 @jastey Since I plan to play EET, what are the main benefits of Endless BG1 in this case? Thankee! Quote Link to comment
jastey Posted June 7, 2020 Author Share Posted June 7, 2020 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. Quote Link to comment
Roberciiik Posted July 1, 2020 Share Posted July 1, 2020 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. Quote Link to comment
jastey Posted July 1, 2020 Author Share Posted July 1, 2020 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. Quote Link to comment
Roberciiik Posted July 1, 2020 Share Posted July 1, 2020 Thanks! Unfortunately I would need to create an account to download your patch from this site. Could you upload it here, please? Quote Link to comment
jastey Posted July 1, 2020 Author Share Posted July 1, 2020 Oh, sorry. I wasn't aware of that. Is attached. [attachment removed, mod is updated.] Quote Link to comment
jastey Posted July 29, 2020 Author Share Posted July 29, 2020 The mod updates to v3.1! This should fix the install error for some BGT installs. Quote Link to comment
Jarno Mikkola Posted July 29, 2020 Share Posted July 29, 2020 Somehow this mods description is the complete antithesis of it's name. It's not that the BG1 is endless, but it has a better transition mechanism. Aka it's not a Tutu clone, cause in that case you need to uninstall Tutu to ... progress in the game, but a BGT-clone ... where you talked to Belt to progress... ah well, now to BP-BGT-Worldmap... Quote Link to comment
jastey Posted August 1, 2020 Author Share Posted August 1, 2020 The mod updates to v4! Version 4 comes with a Russian translation by Austin, Arkie & Arcanecoast.ru and some improvements for the component "Flaming Fist Healer come into Undercity Temple". Changes: -Russian translation added by Austin, Arkie & Arcanecoast.ru -Component "Flaming Fist Healer come into Undercity Temple": FF should not die if area effects are still active, changed text slightly for compatibility with "remove traps" tweak mods. Quote Link to comment
jastey Posted August 1, 2020 Author Share Posted August 1, 2020 @Salk in v4 I went with the "tweak the line from the FF Healer slightly" variant to make EBG1 compatible with any mod that removes the traps in the Undercity temple he now asks "~Do you want us to heal you and disarm any remaining traps as well?~". Thanks again for the suggestion! Quote Link to comment
Guest Guest Posted August 1, 2020 Share Posted August 1, 2020 Rather than trying to guess the mod compilation of the player, wouldn't it just be better if these guards were outside meeting you, the temple was barred by the guards themselves, and eventual loot was to be just given to the player? Quote Link to comment
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