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berelinde

Retired Gibberlings
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Posts posted by berelinde

  1. Adding usability flags for kits should do it. That would cover kensai-to-mage dual classes and everything else. I didn't really want to make it usable by fighters, paladins or thieves because I didn't think these classes went in for herb lore. Including bards was a bit of a stretch, but in the end, I decided to go with that one because PnP bards can learn to do just about anything lore-related. Thieves and poison making go hand in glove, but none of the recipes are for poisons. Antidotes/poison resistance boosters, yes. Poisons themselves, no. If I ever added any poisons to the recipe list (and I might, if I can get the existing items sorted), I'd add thieves to the usability chart. If I ever add poultices (junior strength elixers of health), I would add fighters, too. But then I'd go and add intelligence and wisdom requirements, so people would still hate me. :suspect:

  2. The mortar is

     

    Usable By:

    Bards

    Clerics

    Druids

    Mages

    Monks

    Rangers

     

    So Anomen, Cernd, Edwin, Haer Dalis, Imoen, Jaheira, Jan, Minsc, Nalia, Valygar, Viconia, and all mod NPCs who fit into one of those classes can do herbalism. The dialogue switches to Player1 because I had to spawn an invisible CRE to handle the crafting aspects. LastTalkedToBy() didn't work because a newly spawned CRE doesn't have a LastTalkedToBy(), so Player1 was the best solution I could think of at the time. If I had thought it through a little more, I might have realized that I could do an item check and have the invisible CRE talk to whoever was holding the mortar instead, but I didn't think of it.

     

    Orignally, I did have it set up to craft more than one item at a time, but I ran into issues because of the dialogue-pause effect on actions. Some actions are executed after a 3-state delay even with the dialogue-pause in effect, but the take/destroy/give item actions don't happen until the dialogue actually ends. You could start out with one set of reagents and brew infinite potions because the actions would never be completed until the dialogue ended. Maybe I'll play with it some more, using variables to track crafting actions instead of a simple item check. I'll have to see how that goes.

     

    And good suggestion about adding that as a PID option. I'll see if I can implement it.

     

    This whole section needs more polish. For example, consuming prickly tea does not make the item disappear from inventory, nor does it work quite the way I thought it should. It removes the portrait icon, but the character still complains about being tired. I'm using OpCode 93, Stat: Fatigue Modifier, but it's possible that I'm not using it properly. Either that or the -2 modifier that I'm applying here isn't enough to completely remove fatigue effects.

     

    Edit: The reason you can put the mortar and pestle in scroll cases is because I screwed up. I meant to make it a potion so that it could go in potion cases. I didn't really think that you should be able to put a heavy stone item in a sack with a lot of glass bottles, but some of the playtesters thought it was inconvenient to have it taking up inventory space. And all of the potions should be identified when you brew them. I'll have to check to make sure that I've got the lore value set to 0. (I see that Purebalm is 40. Got to change that.)

  3. Oh, crud. I thought I had a workaround for that. I put something in his script that would destroy his CRE if AreaCheck("AR0602"). That doesn't seem to have worked as intended. The best compromise I can come up with is to use the BG2 transition variable instead (I'll look it up in), have him do a LeaveParty() and DestroySelf() if that variable comes back as true.

    If it's in b!getting_rid_of_gavin.baf, you're missing the LeaveParty() - that might be the cause of the problem :)

    Yes, but that isn't the only problem with it. If you had to edit the value in the area AR0002 rather than AR0602, the area for level one of CI is different between BGT/non BGT.

     

    This is something that I've been agonizing over forever. I wanted players to have customization options, but I wasn't happy that the Tome of Wisdom would be wasted. Maybe the best solution is to leave things as they are and try to find some workaround that doesn't break the fourth wall too badly.

    I was using the ToW as an example of thing that didn't get carried over. NPCs like Minsc or Edwin solve the issue by having both the BG1 and the BG2 creature have the same death variable, meaning that you can use MoveGlobal() to have the 'old' Gavin move to his starting BG2 area (rather than creating a new one). I'm sure that if you ask over at the BGT fora they should be able to give you more specific tips.

    Of course, changing death variable would require a rewrite of non-trivial portions of the scripts, so I'll understand if you don't want to do it (or want to ask Lollorian to do it) ;)

    I knew how to do the transition using MoveGlobal() or MoveBetweenAreas() already, so that was not a factor in my decision to use new CRE/DV/dialogues/scripts.

     

    Recoding BG2 Gavin and everything Gavin-related in CBP *is* trivial compared to the other two factors that affected my decision.

     

    I did not want to force players to replay BG1 to set the character up they want it. I already explained that, so there's no need to do it again.

     

    The other two reasons are more practical. If I keep the same CRE, I would have to use the same scripts and dialogue files for both creatures. AFAIK, there is no way to change interdia.2da assignments between games. For NPCs like Minsc and Edwin, this isn't really a big deal. Neither one of them has much in the way of script/PID in either game, even with BG1 NPC installed. Most of their content is banter. Considering how dialogue and script-heavy both BG1 and BG2 Gavin are, it would be a nightmare. The BG1 scripts and PID menu are both so bloated they barely run on older machines. A lot of that was my fault because I did not script as efficiently as I could have done, but it was my first mod. BG2 Gavin's scripts and PID are more streamlined, but they're still a lot bigger than most NPC mod scripts/PID. Using the same dialogue files and scripts would force me to re-write and recode all of BG1 Gavin as well as big chunks of BG2 Gavin (and parts of CBP), and that's something I really don't want to do.

     

    The third reason is the PID menu itself. Besides being big for both games, they're also very different. It would be messier than I really want to deal with.

     

    Thus, the need to find a workaround. It isn't perfect, but it does work. The scripts and dialogue files are smaller, they don't get bogged down, etc.

     

    What else is there, really? The only things that get imported between BG1 and BG2 are stats, proficiencies, spell memorization, and *maybe* items, if you get the NPC out of there before the DestroyAllEquipment() is executed. I'd rather look into solutions for these than deal with script bloat and unworkable PID.

     

    I know this answer isn't going to make everyone happy, but it is still better than the altenative, IMO.

     

    Edit: Good catch on the typo. Fixing it now! :suspect:

  4. Bunch of stuff regarding the BG1 -> SoA transition in BGT. Since I'm not familiar with how the latter works I can't provide solutions, and you might have to ask for help in their forum if you wish to fix these things.
    I'll probably provide alternatives for some of these, but others are a design choice.

     

    1) The BG1 and SoA sections of the mod separate downloads.
    This one is a design choice. I did not want to force the player to download a massive mod when they might only be using one part of it. Some players do not play BGT/Tutu, and others have dial-up connections or download limits imposed by their service providers.

     

    2) Gavin didn't leave the party during the transition; instead, in the .gam file he was transferred to no_area.are and had its selected / not selected field set to Dead (I couldn't kick him from the party or take party required transitions in Chateau Irenicus, and I had to turn him to Selected and ARA002.ARE via NI and then kick him in-game).
    Oh, crud. I thought I had a workaround for that. I put something in his script that would destroy his CRE if AreaCheck("AR0602"). That doesn't seem to have worked as intended. The best compromise I can come up with is to use the BG2 transition variable instead (I'll look it up in), have him do a LeaveParty() and DestroySelf() if that variable comes back as true.

     

    The reason that I did it this way is that I wanted to give players the option to configure the character differently for an SoA-only game. Maybe they were engaged at the end of BG1 but wanted to start over in BG2 as if they never met. I didn't want to force them to play through BG1 twice to set things up the way they wanted it.

    3) He is using two different death variables in BG1 and SoA, meaning that if you had him use the Tome of Wisdom or whatnot it'll be wasted once you transition to SoA (recurring characters like Minsc or Edwin use the same DV to insure that BG1 development will carry over to SoA).
    This is something that I've been agonizing over forever. I wanted players to have customization options, but I wasn't happy that the Tome of Wisdom would be wasted. Maybe the best solution is to leave things as they are and try to find some workaround that doesn't break the fourth wall too badly.

     

    Maybe an option on installation that would put one of each tome in Gavin's inventory after he joins in BG2? I don't like it because it breaks immersion, but even some BGT players might appreciate the chance to regain those books if they're starting an SoA-only game. I seem to remember book07 working in BG1 but not in BG2. Am I imagining things?

     

    Would it be less immersion-breaking to just assume that the player gave Gavin the tome and give him an automatic wisdom boost if the player says that the PC knew him in BG1? Naturally, if the PC didn't know him in BG1, he wouldn't have received the tome. I suck at spell modding in a big way, but maybe somebody somewhere might be willing to help me out.

     

    Or would it be better just to let the player decide how it all gets handled? That seems the best solution to me. Default option: No books, no stat boosts. Option 1: Gavin spawns with one of each tome in his inventory. Option 2: Gavin gets an automatic wisdom boost if he was in the party in BG1.

    4) The SoA creature file is specialized in War Hammers - Clerics can't specialize (also, it's almost a wasted proficiency slot, since he doesn't benefit from the increased attacks per round).

    I've been playing with proficiency-altering mods so long that I've forgotten how many points clerics are even supposed to have. :suspect:

     

    Well, I was going to make up a new set of CREs for him anyway based on the effect offset issues Taimon's CRE checker turned up. Maybe I'll move that warhammer point over to flails/morning stars.

     

     

     

    The BG1/BG2 transition issue is a major issue so I'd probably better fix it soon. Item four on your list is easily fixed, but it isn't breaking anything major, so it can wait a little while. I'm hoping to hold off on a full version-up until ToB is out, so I can include it then. Item three is something that I'd like to think about for a while. I'd also like to hear what players think before committing to one course or another.

     

    I'll probably fix the BG1/BG2 transition issue as a BGT-specific hotfix rather than as a full version-up. I don't have BGT installed and my game disks are out on loan, so I would rather have the fix be something small and easily tested.

  5. Most of the scripts are going to use EquipMostDamaging(), I'm afraid. The only one that doesn't is the first script on the list, but if you choose that one, he's just going to pound away at enemies without casting any spells at all. He'll still heal the PC because that's part of his override script, but if you want him to cast flame strike or anything, he will probably ignore your commands.

  6. I didn't want to trap the player into using a lame combat script of my own invention, so I never wrote one. There's nothing in the mod that relates to his behavior in combat at all. Since Gavin has no combat AI script whatsoever, if he is changing weapons, it's another mod that's doing it. What's your weidu.log look like?

     

    At Amaurea's suggestion, I was trying eScript with Gavin for a preliminary ToB testing run. He had an inventory full of nice items, but he always seemed to choose the one I didn't want him to use. I finally had to unequip all weapons except the one I wanted him to use. This is a problem with eScript, though, not with Gavin. Hope this explanation helps.

  7. If you have already stayed for the entire dialogue between Miranda and Gavin, there is no need to install v14, nor would you need it if you never went to the temple district with him, but sent him alone. The only time that you would need it would be if decided to stay for part of the conversation and then leave.

     

    So if you have already dealt with Miranda, and had your first night talk with Gavin, you're fine.

     

    Just to summarize:

     

    If you go to the temple district and stay for the whole conversation, you don't need v14.

    If you send Gavin to the temple district alone, you don't need v14.

    If you plan to stay for part of the conversation but not the whole thing, you need v14.

     

    The easiest way to change Gavin's portraits in a game already in progress is to use ShadowKeeper. I would not recommnd reinstalling the mod just to change a portrait because every time you reinstall, you risk corrupting the scripts. If you are unable to use ShadowKeeper because you're on a Mac or for some other reason, I could put together a portrait-changing mod for you, but I would need to have the portraits that you would like to use to replace the one you already have installed.

  8. Thanks. Glad you're enjoying the mod... apart from incidental frustrations... :)

     

    I know that it's more fun for players to have lots of options when deciding which route to take in a given situation, but there are definitely times I wish I'd kept it simpler. Much simpler. Ah, well. ToB is turning out to be a bit of a relief, at least. No family drama, no multiple romance paths. You're in a committed romance or you aren't.

  9. OK. I'll put up a fixed v14, which will solve the problem for players who haven't had this issue yet, but it won't get Gavin back in the party for you.

     

    What you need to do is type in:

     

    CLUAConsole:SetGlobal("B!GavLanie","GLOBAL",4)

    CLUAConsole:SetGlobal("B!GavJoin","GLOBAL",0)

     

    That should give you Gavin's general rejoining dialogue and get him back in the party. You won't need to wait for v14 to do that.

  10. OK, I see what is going wrong.

     

    Can you go back to a save before he left the party for the second time? If so, I can have a new version up that will address the problem shortly.

     

    If not, you're going to have to set a variable or two using the console before you talk to him at the Temple of Oghma.

  11. Dang it, I had that issue in testing and got it all sorted out.

     

    Could I have a direct quote from the first line of dialogue where he says that he's got to enroll Lanie? That whole segment is really complicated, so I really do need an exact quote to be able to find what's going on.

     

    Did he actually leave the party and go back to the temple, or did he just say that he was going to go? Also, are you sure that he didn't just say that he needed to visit her there every once in a while?

  12. It turned out to be a typo in a trigger, as expected. It's fixed now, and I've incorporated the eScript compatibility patch in v13 as well.

     

    If you have v12 already installed, I wouldn't bother versioning up if I were you, but if you're installing for the first time or rebuilding your installation for whatever reason, v13 is available now.

  13. Ah, yes, I probably have duplicated triggers. They follow romance paths. It's an easy fix. Thanks for including the screen shot, since it allows me to pinpoint the problem exactly.

     

    It might take me a while to get a new version up, since life is a little crazy right now, but since you're already past that talk, it wouldn't affect you, anyway.

  14. Ah, you found the super-sneaky hotkey banter-tester. I put it in so that I could test the "Gavin wounded" banters, and I was going to leave it in until I finished testing ToB, but if it's causing issues with another mod, it has to go. I'll take it out next time I version up, though I just did, so it may be a while.

     

     

    If you want to take it out now, you can open up b!gavs.bcs with NI, find the block that has HotKey(B) in it, and delete it. Save, and you should be good to go. You won't need it for anything.

     

    Or give me half an hour and I can upload a hotfix that will disable that script block and you won't have to change anything.

  15. Version 12 is up.

     

    Changes:

    Prevents Talk 14 (concentration) from happening in Chapters 4 or 5. If you haven't had it by now, you'll have to wait until after the Underdark.

    Corrects alignment-change behavior during Talk 11 (also removes NVROL)

    Fixes two typographical errors

    Updates to WeiDU v217

  16. I hope you mean "surprise" in a good way, not in a bad way. I can see how it might offend some people, so there probably should be a warning label on the box about that one, but you did give the approval for explicit content. It was no joke. :)

  17. As much as I enjoyed Gavin in BG1, I'm liking him much better in BG2! Thanks for all your work and imagination, berelinde!

     

    I did find a couple of picky typos and such so far. (The first couple were in V7 and may have been fixed already. After that, I started a new game with V10.)

     

    --During the talk that begins "have you ever seen something...", there's a response "I don't know what haunts me more, the viscousness (viciousness)"

    Picky is fine. I've versioned up for one typo, so I don't see why I wouldn't for two, and I don't think either of those were reported. Thanks!

     

    --I was in a hurry to rescue Imoen, and the scene that begins when Gavin "can't concentrate" and you end up together alone in an alley happened when the party was in the Underdark. So that was a little weird. (Wow, back in Athkatla, can we stay? Please? I HATE the UD, lol.)
    Woops. AreaType() trigger seems to have failed there, or perhaps you were in an area of the Underdark that was not flagged as a dungeon. Were you in Ust Natha, by any chance? Talks are supposed to happen in Ust Natha, but not in the rest of the Underdark. I suppose that I'll have to make up an Underdark-appropriate area for that talk.

     

    --During the talk that begins "you've changed", when the PC says "So when will I be empress?", when Gavin responds "I don't know but keep me in mind if you need a jester" I get a No Valid Replies response. (Still worked OK though.)

     

    --I am running a NE character for my V10 run and Gavin never brought up alignment. So that seemed odd. During his proposal, "The sounds of the world receed (recede)...that too fades to a murmer (murmur)"

    These two issues are related. You were supposed to get the conversion talk during the "you've changed" talk. Since you got the NVROL instead, you missed it. I'll fix that for the next version, ETA soonish. I'll have to make up an area, so it may take a bit, but not too long. If all I'm doing is cropping existing graphics, I can usually have an area done and tested in a couple of hours. The trick is finding a couple of hours...

     

    It won't happen today, unfortunately, since I'm in "life is crazy" mode, at the moment.

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