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Vlad Mods for EE


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Posted

Vlad Mods for EE

Adaptation of Vlad Compilation components to EE games. It is not meant to replace original mods by Vlad, just the alternate version to use with EE/EET.

Tortured Souls Lite
(Based on Tortured Souls 7.06)

Lite version of original Tortured Souls mod, former part of Vlad Compilation by Vlad and The Black Wyrm's Lair.

  1. New joinable NPC - kensai/mage Kachiko. She forms pair with Yoshimo and will leave with him, if dropped from party. She has banters with most Bioware NPCs (SoA only) and romance with Yoshimo (SoA and ToB).
  2. New Kara-Tur themed adventure while travelling to Spellhold - you must have Yoshimo and Kachiko in party to trigger it.
  3. Yoshimo can stay with you after Chapter 3 - complete the new adventure and he won't leave your party.

What's changed:

  • Mod adapted to EE/EET (Original games are not supported, please, use original Vlad Compilation if you want to play old games);
  • Sime NPC is separated to be the standalone mod, Valygar Romance is removed;
  • Code has been revised to ensure compatability with other mods;
  • New component: Portrait Picker for Kachiko;
  • New components: Kachiko Original Soundset and Voicelines;
  • New component: Move Kachiko from starting dungeon to Athkatla Docks;
  • Alternatives compatability.

Download Link: RealApxu/TorturedSoulsLite (github.com)

Tortured Souls - Sime

(Based on Tortured Souls 7.06)

Former part of Tortured Souls mod.

New joinable NPC - cleric/ranger Sime. She has banters with all Bioware NPCs and lengthy romance with non-evil PC of any gender. SOA ONLY. ToB content is very basic.

What's changed:

  • Mod adapted to EE/EET (Original games are not supported, please, use original Vlad Compilation if you want to play old games);
  • Sime NPC is separated to be the standalone mod;
  • Code has been revised to ensure compatability with other mods;
  • New component: Portrait Picker for Sime;
  • New components: Sime Original Soundset and Voicelines;
  • New component: Sime is replacing original Sime in Brynnlaw (separated in case of incompatabilities);
  • Tortured Souls Lite compatability.

Download Link: RealApxu/TS_Sime (github.com)

Notice: 

Thanks:

  • Vlad and other people on Black Wyrm's Lair who made the original mods;
  • paladin84 for Russian Translation;
  • Jastey for help with Alternatives compatability.
Guest Morgoth
Posted

Are you planning to release separately the third path by Vlad? Also the firkraag quest too.

Posted

@Endarire @Fishmalk Thanks!

12 hours ago, Guest Morgoth said:

Are you planning to release separately the third path by Vlad? Also the firkraag quest too.

Not sure about these. Third Path would be too hard to separate from the Compilation. Firkraag quest is tied with Shar-teel NPC mod, and it doesn't have much content without NEJ.

Guest Morgoth
Posted

I am a huge fan of third path - it s so simple yet so much more effective than alternatives mod on providing a good alternative to helping thieves or vampires.

As for sharteel, I understand it s ingrained into Nej. Maybe one day Nej will get converted too.

And Leina npc? Do you plan to split her?

Also it would be very cool if you added also the antidragon items.

Posted (edited)

@Arkie - I can't install the mod, I have some other mods installed and I get an error:

Quote

[PPIRENI2.DLG] loaded
ERROR: internal label [47] appears 2 times in processed DLG [PPIRENI1]
ERROR: postprocessing [YOSHJ]: Failure("cannot resolve label")
Stopping installation because of error.

I think this mod "continues" numeration, because I saw there a line added 47 in here, BUT what if some other mod added, let's say, an interjection there? I think the number of lines is 46 and you try to add one named 47. However, in my game there is an interjection in this dialogue thus 47 appears 2 times. I'm afraid this mod should use for example TS.47, TS.48 (...) and so on block numeration rather than use plain numbers, because otherwise we're going to get bug every time the mod tried to continue existing numeration if the dialogue got already expanded by a different project that adds any new reactions by the original characters (Irenicus, in this instance)

Do you think you could change that and use some prefix or something for the block names? Here it's Irenicus, but it's going to happen with every original character that has their dialogue expanded in that way (continued basic numeration).

I think the block name is the only problem here, just to double-check, @CamDawg, is my thinking correct here?

Edited by Lava
Posted

Yes, Lava's got it. You can only safely use stuff targeted at numbered states if they're in the base game, otherwise you should use internal names (if you're adding the states yourself) or you have to dynamically determine the state with STATE_WHICH_SAYS if you're targeting content from another mod.

Posted (edited)

Ah, I hoped I would try it out right away considering I have my own something to test, but I suppose I'll need to try it next time, then...

Cheers!

EDIT:

Oh, wait... I think I misunderstood, the fix is there, right? because I could install it this time.

BTW, KachiAt in ss_old is corrupted, I think. I mean when I play it it sounds as the file got damaged.

Edited by Lava
Posted

@Arkie I think you are missing SetGlobal("VP_CreateKachiko","GLOBAL",1) here:

IF
	Global("VP_CreateKachiko","GLOBAL",0)
    Global("TalkedToRenal","GLOBAL",1)
    GlobalLT("Chapter","GLOBAL",%bg2_chapter_4%)
    CombatCounter(0)
THEN
	RESPONSE #100
		CreateCreatureObjectOffScreen("vpkachi",Player1,0,0,0)
		ActionOverride("vpkachi",Dialog([PC]))
END

 

Posted
6 hours ago, Lava said:

@Arkie I think you are missing SetGlobal("VP_CreateKachiko","GLOBAL",1) here:

Oh, I really missed that line... Thanks for noticing!

I've copied KachiAt from 6.10 version of the mod (the one hosted on SHS). I will check how it sounds in-game.

10 hours ago, Lava said:

Ah, I hoped I would try it out right away considering I have my own something to test, but I suppose I'll need to try it next time, then...

Cheers!

EDIT:

Oh, wait... I think I misunderstood, the fix is there, right? because I could install it this time.

I've commited states fix yesterday, you may find it in the master version. Thanks for all these findings!

I'll test TSL myself one more time, together with the new mod.

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