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Endless BG1 Updates!


jastey

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Most recent announcement at the end of the thread!

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The mod updates to v5. Main changes are compatibility with Transitions Mod. Thanks @Mike1072 for typo corrections!

Changelog v5:

-compatibility with Transitions
-ebg1 considers Transitions' versions of Sarevok Items in Duke Belt's and Denkod's dialogue
-typo corrections in readme and setup.tra by Mike1072

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The mod updates to v7!

The new version comes with a Polish version by @Roberciiik and several fixes. For 2.6 patch for the EE, the Dukes should not turn hostile when resturning to the Palace after killing Sarevok. Thank you Roberciiik for the Polish traslation!

Changes:

- Polish translation by Roberciiik added.
- Sarevok's armor should not be usable by Mages/sorcerers.
- missed line in duke_eltan.d traified.
- Dukes should not turn hostile when PC returns into Palace after killing Sarevok on EE patch 2.6 beta.
- afte Sarevok is dead: Duke Eltan is no longer searched for, so the Harbormaster shouldn't refer to him.
- typo corrections in readme (English).
- corrected "charset" to "charsets" in tp2.
- changes to tp2 organization: use of install.mrk so text transformation to utf-8 is only done once; Russian version now uses english setup.tra out of English language folder; added forbid checks for EET_End.
- corrected doubled cpmvars.tpa entry for "Beregost_House08".
- updated links and install order info in endlessbg1.ini.
- clearified the copyright license the mod is published under and provided a link to Tantalus' Mod "Sarevok Recovery Mod".

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The crossmod content with BG1RE doesn't quite work: Due to weighting issues in the dialog file, Scar's resurrection never happens if Eltan is spoken to in the palace after Sarevok is dead.  (This was v7 on BGEE 2.6.)

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Here you go.  I had located Scar's body and given it to Eltan while he was still with the harbormaster, then I went for Sarevok.  After that Eltan did mention Scar's burial and his friends looking into the possibility of resurrecting him, but the actual resurrection just doesn't happen unless I manually change the state weight in the dialog.

weidu.log

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The mod updates to v8 with a French version. Thank you to @Gwendolyne, @Machiavélique, and Shodead for the translation!

Changelog v8:

-French translation added.
-hostile FF soldiers will no longer be hostile or disappear after Sarevok is defeated in the palace.
-changed most checks for after Sarevok events from "!Dead("Sarevok")" to after the confrontation at the coronation event.
-removed unneeded variable check from Transitions mod for item transfer to PC's chest.
-added globally unique LABELs to support Project Infinity

 

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The mod updates to v9 with three new optional components and other improvements! Component "Korlasz' Dungeon is in BG1" moves Koralsz' Tomb into BG1 after Sarevok's death. Transition to SoD / BGII then happens after it is done. Component "Fenster the Palace Healer Is in the Palace": places Fenster into the palace ground floor who will offer temple services. The component "Captain Corwin Is in the Palace" places Corwin into palace ground floor with no notable content.

Please note: The new components 14-16 are not considered in Transitions mod yet (v2.0 and lower). Component 14 ("Korlasz' Dungeon is in BG1") is probably incompatible with Transitions. Installing both will probably mess up the game. Also see compatibility notes in the component descriptions.

 

Changelog:

-New optional component "Korlasz' Dungeon is in BG1".
-New optional component "Fenster the Palace Healer Is in the Palace".
-New optional component "Captain Corwin Is in the Palace".
-Added line to Hafiz so it doesn't sound like Sarevok is still alive if he's dead.
-Main component: all unsolved journal titles will be closed.
-Main component: Dilos and Benjy in FF headquarters should have a line if talked to after Sarevok's death.
-Main component: companions will give farewell speech upon transition to BGII.
-Main component (EET) : for direct transition to BGII (skip SoD), Imoen, Minsc, Jaheira will not have theyir equipment at the beginning of BGII.
-More Flavor to Hero of Baldur's Gate: PC's bed in BG1 will have option to rest full night or until a certain hour of the day.
-cutsom cres other than dukes will be removed in SoD / BGII (for compatibility with mods that reopen the areas).

 

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EndlessBG1 updates to v10, mainly addressing the noticed incompatibility with original NPC interjections for the component "Korlasz' Crypt in BG1". The player also gets the keyring now when visiting the crypt for the first time.

Changelog:

-PC now gets keyring when visiting Korlasz' Tomb for the first time.
-Original NPCs use SoD joined dialogue inside Korlasz' Crypt always.
-Main component: reinserted variable checks from Transitions mod for compatibility.
-Updated install order syntax for Project Infinity.
-Updated description of component 14 in the readme.

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