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Posts posted by berelinde
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You've given me the info I need to find the typos. Thanks!
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Copy paste error. It's ignorable, for now. Thanks, though.
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I'll take typo reports until I'm dead. After that, someone else will have to fix them. This one can probably wait until the next naturally-occurring update, though.
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Weird. I thought I fixed that...
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This will be addressed when the ToB version comes out, but High Mornmaster Arval isn't necessary to restore Gavin. Gavin follows the same resurrection plan that the other love interests do.
Originally, I thought I might do something different, here, but in the end, I decided that it's up to the deity to decide when a dawnbringer's work is done or not. So there was no need to go through any extra hoops to get Gavin restored to life.
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(shrugs) I guess it doesn't much matter. If most BGT players favor merged components, do that. If somebody wants to separate the merged components, I could always tell them how to do so.
The difference between BG1 and SoA is much more pronounced than the difference between SoA and ToB. That's the reason for my preference, anticipation that there are other players that feel the same way. Of course, that's also the reason I play Tutu/BG2 rather than BGT.
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In the end, whoever codes it up will do what he wants.As I have been saying all along, I am stating my preference, nothing more. Whoever implements the code can do whatever he wants. I can repeat it anoter six times, but my opinion won't change. I want the guys to be included because I would like players to be able to customize the NPCs. If I had my way, they would not lose the ability to choose halfway through the process. -
By that logic, mods that add BG1 NPCs to BG2 should be lumped together with their BG1 counterparts. After all, according to that school of thought, all players want continuity. So choose once for Kivan and BG1 Kivan and BG2 Kivan get set at once. Ditto Ajantis and Xan.
As I have been saying all along, I am stating my preference, nothing more. Whoever implements the code can do whatever he wants. I can repeat it anoter six times, but my opinion won't change. I want the guys to be included because I would like players to be able to customize the NPCs. If I had my way, they would not lose the ability to choose halfway through the process.
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I am cool with however the person performing the updates decides to do it. Personally, I would have preferred to give players the option of choosing whether to give continuing NPCs different classes/profs even for BioWare NPCs, but I acknowledge that my preference is based on the fact that I do see BG1 and BG2 as two separate games, I play them as two separate games using Tutu and BG2, and I appreciate efforts to preserve the feel of BG1.
Ultimately, it will be up to the current maintainer to decide how to implement it. However they decide is fine with me.
@Miloch: I can't stealth-edit my posts. There isn't even a "grace period" in the forum software that allows me to go back and fix typos without the "edited by" showing up.
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Different possibilities are possible with mod-added NPCs, though. I would prefer to leave this in the realm of player choice. I do understand that the current maintainer may have other ideas and must code it up according to his or her own priorities.
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Several of my regular players install L1NPC on installations that are not BGT. Including one file check is impossible. Also, some players may prefer to use an unkitted version to preserve the feel of BG1 where various cleric kits were unavailable, but would prefer to use a kitted version in BG2, where kits were available. If the maintainer chooses to lump them together, there's nothing I can do to prevent it, but I would not like to deprive the Tutu==>BG2 player the option of preserving as much flexibility as possible.
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Well, if somebody's going to do it for mods, I'd like to add my guys:
////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\ //////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\ // \\ // Gavin Gavin Gavin Gavin Gavin Gavin Gavin Gavin \\ // \\ //////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\ ////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\ /* BG1 */ BEGIN ~Gavin for Tutu/BGT~ DESIGNATED 2010 REQUIRE_COMPONENT ~level1npcs.tp2~ "0" @110600 REQUIRE_PREDICATE (FILE_CONTAINS ~override/pdialog.2da~ ~b!gavinj~) ~Gavin for Tutu/BGT must be installed~ LAUNCH_ACTION_MACRO ~fj_install_component_variables~ COPY_EXISTING ~b!gavin.cre~ ~override~ PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN LAUNCH_PATCH_MACRO ~fj_modify_cre~ END BUT_ONLY /* BG2 */ BEGIN ~Gavin for BG2~ DESIGNATED 2020 REQUIRE_COMPONENT ~level1npcs.tp2~ "0" @110600 REQUIRE_PREDICATE (FILE_CONTAINS ~override/pdialog.2da~ ~b!gavj~) ~Gavin for BG2 must be installed~ LAUNCH_ACTION_MACRO ~fj_install_component_variables~ COPY_EXISTING ~b!gav08.cre~ ~override~ ~b!gav13.cre~ ~override~ PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN LAUNCH_PATCH_MACRO ~fj_modify_cre~ END BUT_ONLY ////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\ //////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\ // \\ // Haldamir Haldamir Haldamir Haldamir Haldamir Haldamir \\ // \\ //////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\//////\\\\\\ ////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\////\\\\ BEGIN ~Haldamir~ DESIGNATED 3000 REQUIRE_COMPONENT ~level1npcs.tp2~ "0" @110600 REQUIRE_PREDICATE (FILE_CONTAINS ~override/pdialog.2da~ ~b!halj~) ~Haldamir must be installed~ LAUNCH_ACTION_MACRO ~fj_install_component_variables~ COPY_EXISTING ~b!hal.cre~ ~override~ PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN LAUNCH_PATCH_MACRO ~fj_modify_cre~ END BUT_ONLY
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Hey, cmorgan, I think you're the active maintainer, so it's up to you to update. I can do it next week if you don't have time, but it will require some serious testing because of the mod NPCs' custom items. Let me know what you want to do.
L1NPC for BG2 Gavin and Haldamir is given here. No custom items to worry about.
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Yes. AI can reset when you change areas. Bishop could have attempted to summon his wolf as the areas were changing.To say the truth, I've NEVER seen in my game a familiar. I've disable the AI for npc because during battle I want to check personally who they are fighting and in which way, so also the special ability class-related have been disable. If I've never seen a familiar before, is it still possible to have that bug?PS: off topic. I've discovered this mod http://nwvault.ign.com/View.php?view=NWN2M...etail&id=61 is it compatible with your mod, are they doing the same things, is it inside your mod...? Sorry for being so talkative, but I am really afraid of crashing the game :-PIt is not compatible with the Romance Pack. Both mods change the same files, so having both in your game will lead to unpredictable behavior. I don't know what the mod you linked does. The English was painfully bad so I never investigated it, but if it adds Bishop as a joinable NPC, then the mods do not do the same thing.
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You do not have to personally summon a familiar. Your companion (Bishop) will do it automatically unless you disable it in the way the linked post states. Haven't you ever noticed how sometimes, Bishop will be walking along alone and then Karnir is with him? That's because he summoned the wolf.
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If you have Bishop with you, you have at least one companion who is capable of summoning a familiar, his wolf. This could be the problem. Other companions who can summon familiars are Elanee, Sand, and Qara.
Edit: Patches don't matter. There isn't a patch out that fixes this bug, though they have tried numerous times.
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She probably hit "post" before attaching the link. She meant this thread.
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Ah, OK, I see it. This isn't a fatal error. It would have just looped you back into the PID menu again. I'll fix it for the next version up. If something game-critical comes up, I'll fix it soon, but otherwise, it might be when I release ToB, which won't be terribly long.
Thanks for the report!
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Fixed a bunch of stuff. One item was moderately important, others were back-burner items.
- Fixed joining dialogue... again. Now PCs who broke the engagement in BG1 get more than 1 dialogue choice. (Repaired error introduced in v16)
- Fixed Gavin's auto-heal script so that he will no longer attempt to heal an invisible or sanctuaried PC
- Fixed Windows audio installation script so that it will install BG2 sounds on BGT installations that include BG1 Gavin
- Any character may now create herbal concoctions
- Minsc's belt is now usable by fighters as well as rangers
- Replaced b!aley.* with Keldorn Romance b!aley.* to avoid installation order issues
- Fixed joining dialogue... again. Now PCs who broke the engagement in BG1 get more than 1 dialogue choice. (Repaired error introduced in v16)
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Yes, we need to know. I'll look at it and see if I can find anything odd with it.
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Once you've dealt with the NWN2 engine for any length of time, you'll realize that crashes happen, often with very little warning.
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You should have an autosave from before that point.
Crashes usually aren't reproducible. They tend to be random. That doesn't mean that you won't get another in the same place, but it does mean that if you keep reloading your save, sooner or later, you'll get one that works.
This isn't mod behavior. This is just the game playing tricks with us.
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Fixed.
BG1: Problems and bug reports
in Gavin
Posted
Thanks! I see my title of Typo Queen is secure. Though these are more likey editing errors. You know how it goes. You change your mind about how to phrase something and fail to edit the entire sentence to account for the changes.