Jump to content

Themed Tweaks for BGEE, SoD, BG2EE, ToB, EET


Recommended Posts

Themed Tweaks updates to v0.2!

The new version comes with fixes and improved compatibility. It also fixes the incompatibility with The Boareskyr Bridge Scene mod.

Changelog:

- Fixed compatibility problem with The Boareskyr Bridge Scene mod.
- Fixed install error of component "Allow PC to give aid to Imoen after palace attack" on BG:SoD.
- Revised general scripting to increase general compatibility.
- "Add stat-based observations and options": Wrong variable references fixed; Reply option about Hooded Man inside the palace will only show if the Hooded Man was inide the palace; Added WEIGHT #-1 to Edwin's dialogue so it won't get blocked; cutscene changed to make texts better readable; setting of variable for generic NPC dialogues will not loop; Corrected string reference error for BG:SoD.
- "Allow PC to give aid to Imoen after palace attack": Added prefix to variable (for Liia's extra line).
- Added link to mod thread at G3 to tp2 and ini.
- Updated install order syntax in themed_tweaks.ini and added globally unique LABELs for PI.
- Typo correction.

 

Link to comment

Themed Tweaks updates to v03 with a French translation by @JohnBob!

Changelog:

- French version added, by JohnBob!
- "Add stat-based observations and options": Info about fallen paladin Dauston should be available if Corwin joins the party at first camp, too.
- Added the ending "txt" to the (not used) "themed_tweaks_v2.tp2" so PI and the automated mod packaging tool don't get confused.

 

Link to comment

If any component sounds similar although sometimes they can be doing different things I only choose one.

If you take suggestions. I would add optional component for innate ability for Imoen to cast magic missiles after encounter with Tarnesh. This would mesh nice with BG1 NPC Project.

Link to comment

There might be a problem with the Scouting the Coast Way Crossing quest component. If I understand the code correctly, the #L_CWBridgeQuest variable is used to track the progress in that quest up until the bridge conflict is resolved, ending with three possible variables: 97 (vanilla resolution), 98, or 99 (modded resolutions). The problem is that once you go back to Bence Duncan, his dialogue will check against values lower than 98. That means if you play normally without bothering with the new plan to take the bridge, Bence will talk with you as expected after the bridge blows, but he won't if you do follow the new modded plan.

Edited by Connelly
Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...