jastey Posted September 9, 2020 Share Posted September 9, 2020 Imoen4Ever updates to v5! Because of the new content and the changed components structure with more optional choices the mod package will have a beta tag until I get more feedback and bug reports. Version 5 comes with SoD content: Imoen will rejoin the group at the first camp after marching out against the crusade. Just leave the camp via the road in northeast direction and Imoen will appear and ask to be taken back into the group. After that, she will be available as a normal joinable NPC until after the PC's fall at the end of teh game where the original game content will kick in again. The changes to her dialogue after the poison attack was moved into an optional component, as well. New content is also the possibility to chose Imoen's BG1 or SoD portraits in SoD, make her a continuous NPC in all of SoD (including the end), and seeing the "Imoen trains with Duke Jannath" scene from the scrying pool as a separate cutscene when the PC sets out against the crusade. Version 5 also comes with non-destructive disabling of Imoen-related reply options. Thank you very much to @argent77 for the coding help! The mod has now 12 components, 5 for BGII and 7 for SoD. For detailed descriptions, please refer to the readme directly: I4E in BGII: Imoen Returns after Talking to Gaelan in Chapter 2 (required for BGII content) I4E in BGII: Give Imoen Dialogue Content in SoA I4E in BGII: Yoshimo Comes to Brynnlaw I4E in BGII: Give Imoen Protection Spell in Chapters 2 & 3 I4E in BGII: Compatibility with Alternatives and Saerileth (note: this component should be installed after the Alternatives and/or Saerileth mods.) I4E in SoD: Imoen Remains in Group in Korlasz' Dungeon (this or component 7 is required for other SoD content) I4E in SoD: Imoen Returns to PC in First Coalition Camp (bd1000) (this or component 6 is required for other SoD content) I4E in SoD: Imoen Gives Better Reason to Stay Behind in Palace I4E in SoD: Play Cutscene With Imoen and Duke Jannath I4E in SoD: Give Imoen Dialogue Content in SoD Chapters 8-12 I4E in SoD: Imoen at the End of the Game Should be the One that Was in Party (SoD Only) I4E in SoD: Unify Imoen's Portrait: Use Imoen's SoD Portrait after Korlasz' Crypt Use Imoen's BG1 Portrait in all of SoD Quote Link to comment
Cahir Posted September 13, 2020 Share Posted September 13, 2020 Great stuff! I seriously consider switching Imoen in Stone for Imoen 4Ever in my delayed EET run, now with more mods compatibility added. Download link at G3 doesn't seem to work, though. Quote Link to comment
jastey Posted September 13, 2020 Author Share Posted September 13, 2020 Thanks, download and link is corrected. Quote Link to comment
bob_veng Posted September 15, 2020 Share Posted September 15, 2020 imoen won't be dual-classed upon returning to the first coalition camp, right? Quote Link to comment
jastey Posted September 15, 2020 Author Share Posted September 15, 2020 No, I4E doesn't interfere with Imoen's class in any way. She remains the same as she was before, only thing is XP boosts for the time out of the group. EDIT: in case this is a question: the dialogues reflect whether she is a mage or not. Quote Link to comment
Lauriel Posted October 12, 2020 Share Posted October 12, 2020 I don't know if this has been caught, but in bd1000.bcs the following block references the non-existent dialogue file "BDIMOENP". You probably fixed it already and I'm using an old version (v5 pre) but thought I should mention it anyway just in case. Spoiler IF Global("C#IM_ImoenRejoinsbd1000","GLOBAL",4) !Dead("IMOEN2") // Imoen !InPartyAllowDead("IMOEN2") // Imoen THEN RESPONSE #100 SetGlobal("C#IM_ImoenRejoinsbd1000","GLOBAL",5) MoveGlobal("bd1000","IMOEN2",[470.3737]) // Imoen ActionOverride("IMOEN2",Face(N)) ReallyForceSpellDeadRES("bdrejuve","IMOEN2") // No such index ChangeEnemyAlly("IMOEN2",NEUTRAL) // Imoen ChangeSpecifics("IMOEN2",ALLIES) // Imoen ActionOverride("IMOEN2",SetGlobal("bd_joined","locals",0)) ActionOverride("IMOEN2",SetGlobal("bd_retreat","locals",0)) ActionOverride("IMOEN2",SaveObjectLocation("LOCALS","bd_default_loc",Myself)) ActionOverride("IMOEN2",ChangeAIScript("BDIMOENS",OVERRIDE)) ActionOverride("IMOEN2",ChangeAIScript("bdasc3",CLASS)) ActionOverride("IMOEN2",ChangeAIScript("BDSHOUT",RACE)) ActionOverride("IMOEN2",ChangeAIScript("",GENERAL)) ActionOverride("IMOEN2",ChangeAIScript("",DEFAULT)) ActionOverride("IMOEN2",SetDialog("BDIMOENP")) Continue() END Quote Link to comment
jastey Posted October 12, 2020 Author Share Posted October 12, 2020 Good catch, thanks! This will be a problem in case Imoen gets kicked out and moves with the camp to the new locations (bd3000, bd7100). This will be fixed in the next version. Quote Link to comment
jastey Posted October 12, 2020 Author Share Posted October 12, 2020 New version v5 Beta 0.3 is up which fixes the issue. Quote Link to comment
argent77 Posted November 15, 2020 Share Posted November 15, 2020 I've noticed a couple of issues in version 5 beta 3 (EET game, SoD campaign): At the Coalition Camp after the attack of Caelar's troups, Ophyllis arrives with news about your money. At the end of the conversation Imoen interjects, and right after that Imoen dies in place of Ophyllis. Line @5530 (~I said I'd follow you anywhere, <CHARNAME>! Do you need any more proof? We are in *hell*!~) is endlessly repeated by Imoen when you reach hell. Looks like an incorrectly set script variable. Moreover, the way how this script block is coded it blocks the chapter screen from showing up and interferes with scripting of the crusaders fighting the devils. I solved it locally by moving the block from the top to the bottom of the script. I'm not sure if this is also caused by this mod: At the end of SoD when you flee Baldur's Gate, you meet Imoen again. However, her dialog was very generic ("Heya, how are things going?") with the option to have her join you, and then nothing else. To trigger the expected dialog, I had to manually initiate a PID with Imoen which led to the expected plot sequence. I don't think this is the expected behavior. (I came up with the PID idea only later. Without it, all you can do is triggering generic talk with the canon NPCs, and when you try to leave the area the worldmap shows up without a single valid destination.) There is a typo in game.tra, line @5540: "Such a huge dragon skelleton! ..." -> "Such a huge dragon skeleton! ..." I can post the WeiDU.logs if you need them. Quote Link to comment
jastey Posted November 16, 2020 Author Share Posted November 16, 2020 @argent77 thank you for the reports, that all sounds quite buggy. I will fix those when I'll have the time. Quote Link to comment
jastey Posted December 23, 2020 Author Share Posted December 23, 2020 On 11/15/2020 at 7:06 PM, argent77 said: I've noticed a couple of issues in version 5 beta 3 (EET game, SoD campaign): At the Coalition Camp after the attack of Caelar's troups, Ophyllis arrives with news about your money. At the end of the conversation Imoen interjects, and right after that Imoen dies in place of Ophyllis. Line @5530 (~I said I'd follow you anywhere, <CHARNAME>! Do you need any more proof? We are in *hell*!~) is endlessly repeated by Imoen when you reach hell. Looks like an incorrectly set script variable. Moreover, the way how this script block is coded it blocks the chapter screen from showing up and interferes with scripting of the crusaders fighting the devils. I solved it locally by moving the block from the top to the bottom of the script. I'm not sure if this is also caused by this mod: At the end of SoD when you flee Baldur's Gate, you meet Imoen again. However, her dialog was very generic ("Heya, how are things going?") with the option to have her join you, and then nothing else. To trigger the expected dialog, I had to manually initiate a PID with Imoen which led to the expected plot sequence. I don't think this is the expected behavior. (I came up with the PID idea only later. Without it, all you can do is triggering generic talk with the canon NPCs, and when you try to leave the area the worldmap shows up without a single valid destination.) There is a typo in game.tra, line @5540: "Such a huge dragon skelleton! ..." -> "Such a huge dragon skeleton! ..." Will all be fixed in v6. Thank you again for the reports! Quote Link to comment
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