Skitia Posted January 27, 2020 Share Posted January 27, 2020 This probably has a really simple answer, but what is the purpose of CD_STATE_NOTVALID? I see it in a lot in interjects in mods, and am primarily wondering why can IsValidForPartyDialogue not be used instead, where it seems to be used commonly in the game itself. Quote Link to comment
jastey Posted January 27, 2020 Share Posted January 27, 2020 In the old engine, IsValidForPartyDialogue was a very unreliable trigger. Lots of interjections of the NPC crew were missed because it didn't fire although the NPC was standing right there. CD_STATE_NOTVALID was a custom state check introduced by CamDawg that basically checks for everything that would prevent a character to be able to talk. It is far more reliable but has to be used in combination with InParty() and some See() trigger. For the EE, the IsValidForPartyDialogue trigger was revised - as far as I know, to make it far more reliable. I think for the EE it makes no difference which you use, but I might stand corrected. Quote Link to comment
Skitia Posted January 27, 2020 Author Share Posted January 27, 2020 Thanks, I will probably use IsValidForPartyDialogue exclusively then, unless I see an issue otherwise that has me consider reverting. Quote Link to comment
theacefes Posted January 27, 2020 Share Posted January 27, 2020 If you want your mod to be compatible with the vanilla games, you may want to consider using CD_STATE_NOTVALID since it will work in both EE and non EE editions. Quote Link to comment
Skitia Posted January 29, 2020 Author Share Posted January 29, 2020 That's a good point. My mod however uses BG(2)EE specific scripting actions, so compatibility with vanilla is not a thought. In fact I wonder how many people still use vanilla. Quote Link to comment
jastey Posted January 29, 2020 Share Posted January 29, 2020 Oh, there are a few. Especially as an BGT install with things like ToBEx, Infinity Animations, and Widescreenmod, the only thing missing is the mods not compatible with the old engine. EDIT: And maybe skipable cutscenes. Quote Link to comment
Jarno Mikkola Posted January 29, 2020 Share Posted January 29, 2020 (edited) 59 minutes ago, jastey said: EDIT: And maybe skipable cutscenes. The cutscenes in non-EE BG2 can be skipped, using the esc -key... they just need to be found in the baldur.ini file, which they are put there when they are first seen. And the BWP/BWS put them there too. But the only major thing missing in BG2 is the ZOOM, and auto screensize adjustment, which could have been done BETTER. Edited January 29, 2020 by Jarno Mikkola Quote Link to comment
jastey Posted January 29, 2020 Share Posted January 29, 2020 47 minutes ago, Jarno Mikkola said: The cutscenes in non-EE BG2 can be skipped, using the esc -key. I am pretty sure that is not true. Quote Link to comment
Jarno Mikkola Posted January 29, 2020 Share Posted January 29, 2020 (edited) Hmm, to be clear I mean the .mve files... not the in game scripted "cut scenes". BG1 for example has there's in the Baldur.ini file: [Movies] BG4LOGO=1 TSRLOGO=1 BILOGO=1 INFELOGO=1 INTRO=1 Enabling their skipping. Edited January 29, 2020 by Jarno Mikkola Quote Link to comment
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