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berelinde

Retired Gibberlings
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Posts posted by berelinde

  1. When you reinstall a mod early in your installation, WeiDU uninstalls all the mods after it, uninstalls and reinstalls the mod in question, and then reinstalls all the mods after the mod you reinstalled. Usually, this goes without a hitch, but sometimes, weird things happen t scripts and/or dialogues. That's why I asked you if you reinstalled any mods recently.

     

    Looking at your weidu.log, I see that you've got Alora before a whole bunch of other mods. Something didn't go right during the process. Usually, when you reinstall a mod, it doesn't give you the "Recently uninstalled" message before the reinstallation line. It just reinstalls all the other mods.

     

    When this happens, scripts get messed up. That's why Haldamir has the dialogue that repeats and that's why his hotkey string fixer didn't work. Chances are good that other mod content is also affected, though if Gavin and Haldamir are your only mod NPCs, chances are good that it will happen to one of those two. It's possible that these may be the only two bits of weirdness you encounter. Or it's possible that more weirdness will turn up later on. In any case, it isn't Alora's fault, it isn't Haldamir's fault, or Gavin's, or even WeiDU. It's just an annoying fluke.

     

    Should you find that vanilla game scripts are affected (very rare, even with script scrambling), you may have no choice but to reinstall your game and all your mods and start a new game, but at this point, I would suggest just playing throuh and seeing if that's the last of it.

     

    Good luck.

  2. Whoa, that is really strange. I've had Kivan, Gavin, and Haldamir in the party together any number of times without incident.

     

    Haldamir doesn't have any dialogues that ask what it was like growing up among elves. He does ask what your childhood was like and one of the dialogue paths compares your experience growing up in Candlekeep to growing up among elves, but he acknowledges that the PC grew up in Candlekeep.

     

    As for the cutscene, it's supposed to be a string-fixer. Given your earlier script problems with the talk that kept restarting over and over, I'm beginning to think that your scripts got scrambled somehow. Have you reinstalled any mods?

     

    Also, could you post your weidu.log?

  3. You've done nothing wrong. You've probably got IEP Banters installed, which adds Anomen's "morning after" lovetalk. This dialogue is scripted wrong, so it plays as soon as Anomen's romance variable goes to 2, not after the PC slept with Anomen. K'aeloree is aware of the problem. As to why Anomen's romance has suddenly gone to 2 after you let him down gently, are you using the "multi-romance cheat" in Gavin? If so, that's expected behavior. If not, maybe there's something in PPG's NPC Flirt Pack or BG2 Tweaks that's restarting Anomen's romance. If you use the "romance cheats" component of the latter, it will restart Anomen's romance no matter what you say to him.

     

    In any case, you won't hurt your relationship with Gavin. You may get conflict dialogues, but there aren't any sneaky romance kills. Everything is pretty obvious.

  4. Eric, all innate spells have to be 1st level spells. You can allow access to them at whichever level you choose in the level-advancement table, but the spells will all be first-level spells.

     

    Suppose I'm making a kit that will allow a thief to cast a fireball at 2nd level, raise dead at 4th level, and wish at 6th level. Stop laughing, this is an example. Fireball is a 3rd level mage spell, raise dead is a 5th level cleric spell, and wish is a 9th level mage spell. I would use Mike1072's method of customizing the spells to make them innates for my kit and then I would set my versions of fireball, raise dead, adn wish all as first level spells. The kit would control which spells are accessed when by the appropriate 2DA.

  5. Ah, yes, forgot to change the item refs. Nothing horrible will happen. The ring just won't show up on the ground or have a description image. Since the one ring isn't droppable and the other goes into the PC's inventory (and is extremely unlikely to show up, in any case), this isn't as big a deal as it might have been. I'll fix it next time I version up.

  6. Er... I'm afraid not. At least not in SoA. If you are a full-blooded elf and sleep with one of the drow in Romantic Encounters, eiter Talak or Solaufein, Haldamir may offer to help you ease the trauma of intimacy with a drow, but he's got a lot of growing up to do before he's ready for anything like a sexual relationship.

     

    Haldamir really doesn't come into his own until ToB. In SoA, he's too uncomfortable in his new surroundings to talk much, even with the PC. He has a revelation while the PC and friends vacation in Suldanessellar between the two games that will make it easier for him to communicate with PCs of any race. As for whether there will be an actual romance... dunno. He's not big on commitment. I could say more, but that would be cheating.

     

    Parts of ToB are already written for him. I just need to finish up the SoA portion of one other mod before I can resume work on the ToB portions of Haldamir, Gavin, and the other mod.

  7. I think there was a problem moving it to Dawnmaster Kreel, but I'll look again.

     

    And no, he doesn't leave the party if you do the Talos quests. He really should. As in really, really should, possibly turning hostile in the process.

  8. After rescuing Gavin's vampirized body in CH6, High Dawnmaster Arval should give his opinion on whether or not you should attempt to raise him (like HDA does if Gavin meets a 'normal' death).
    Good point.

     

    I'm also going to have to do something to spawn Arval in case the player did not work for the Temple of Lathander during the Eyeless quest. If you've got multi-strongholds installed, you'll get Arval if you're good aligned. If you don't have multi-strongholds or if you aren't good-aligned, you get either Ossig or somebody else. So yeah, got some adjustments to make with Arval all around. :suspect:

  9. Hmm, yes. It's because I'm using a check file for BG2 that exists in BG1, so the sounds that are unique to BG2 aren't getting converted. I'll have to use a different check file. Nothing horrible will happen. I'll correct it next time I version up.

  10. Ah, ok, missed that. When I read your post, it wasn't even 8am here. No coffee=poor comprehension. The portrait page that ships with the mod will stay the way it is until next time because I'm not going to send three 31-35MB packages through an FTP twice in one day, but I can update the site portraits page.

     

    Edit: Site files are updated. :suspect:

  11. Not exactly, though it does point out the need to clarify something in talk 5.

     

    *Clerics* of Lathander are not usually raised/resurrected/Harpers' Called, but they have free access to the spell to use it on others.

     

    They went and changed the Forgotten Realms Wiki when 4E came out, but the Wikipedia reference still contains the info.

     

    Death is considered a reward for the clerics because they are "going to Lathander" in the afterlife. Most clerics are not raised unless they are needed to finish a task.

     

    Unless somebody else writes a dawnbringer NPC, or unless Kit(Player2-6,GODLATHANDER), this isn't going to come up.

     

    That said, I probably should add something to the PID about that...

  12. Heh. I never assumed that I could just stick it in the mod without testing it. Regardless, it's a lot better than anything I'd ever cook up.

     

    I'm gearing up for an SoA testing run to check out an Alternatives recode and the SoA portion of a new mod beginning today, so I'll test the code you posted on a bare install to make sure the stat/state.ids match up. I know that most of us use the BG2 Fixpack, but other players don't. I can patch in stat.ids/state.ids entries that are absent in a vanilla install, but I never would have thought to check for them myself.

     

    It's a perspective thing. I can think of hundreds of conditions to check in dialogue, but when it comes to script checks, I take way too much for granted.

     

    Thanks for your help!

  13. Yeah, gotta put a See(Player1) in both BG1 and BG2

    I don't think a See() is enough to handle improved invisibility; use See() and !StateCheck(Player1,STATE_IMPROVEDINVISIBILITY).

    And possibly a !StateCheck(Player1,STATE_INVISIBLE), too, to catch potion use or whatever. In case it isn't painfully obvious, I've still got a hell of a lot to learn about scripting. :suspect: But each mod gets a bit better, mostly thanks to people like you that take the trouble to report stuff that doesn't work the way it should.

  14. (For all of these, I don't know if they were fixed/addressed between V10 and V16).

     

    If CHARNAME is improved invisible and under 50% health, Gavin is stuck attempting to heal her and failing over and over because of her invisibility. This might also extend to the BG1 portion of the mod.

    Yeah, gotta put a See(Player1) in both BG1 and BG2

     

    Gavin should react in some way to Pai'Na and/or the Spider figurine.

    He's got an area comment, IIRC. I seem to remember looking into giving him a Pai'Na I_C_T reaction, but wound up scrapping it because it was mucking up Quest Pack stuff. I'll have to check my notes on that one. Never even thought of the spider figurine. Good idea!

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