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berelinde

Retired Gibberlings
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Posts posted by berelinde

  1. Yeah, I know. I forgot to change the name in the tp2. I'm fixing that for v10 as well.

     

    And it's confirmed: deleting the animation refs is all that's required. If Gavin is installed before Aurora's Shoes, then Aurora's shoes creature patching should take care of Talon Thondar. If Gavin is installed after Aurora's Shoes, then it will be copying an already-fixed CRE, so it should be cool.

     

    Anyway, testing with Aurora's shoes has gone well. All I need to do now is package and upload.

  2. Well, the CTD part is definitely confirmed. I can't load any save. :)

     

    It's definitely Aurora's Shoes. I'm going to try again, this time just installing the components that you have installed. It's possible that some component of Aurora is conflicting with my install.

  3. I'll probably be able to test this locally. If I'm right about the cause of the CTD, I can just install Aurora's Shoes before Gavin, install Gavin v9, and confirm the crash. Then I'll chage Talon Thondar's animation, reinstall, and see if it crashes again. Shouldn't be too tough.

  4. Well, I'm about halfway through the changes that are going to move the whole thing to a new "temple district" that won't have other scripts getting in the way. Hopefully, that will solve everybody's problems. I've got the area made. Now I've got to make the changes to the scripts that move folks to the new area, remove all other references to ar0900, add it as a PID option, and test. All six possible ways it can play out. It would be more helpful if either you or Nivea could test it, preferably both, since your installations seem to contain a conflicting mod. You've got a couple in common... including Aurora's Shoes... and I suddenly remember that Talon Thondar uses the cleric animation, and that Aurora's shoes causes a CTD in areas that use creatures that use the "low" animations, which many game clerics do. Could the fix really be as simple as changing the animation type? Aurora's Shoes patches all the creatures in the override that use the "low" animations, but with Gavin installed *after* Aurora's Shoes, it won't have had a chance to patch the CRE!

     

    That also explains why I never got the crash. I'm not using Aurora's Shoes. The fix is shockingly easy, and I'll only have to make one small change in the tp2. No new areas, which would increase the download size by 50%, no fancy code.

     

    Can you test v10?

  5. Damn, it looks like I'm going to have to go the immersion-breaking route, after all. That sucks. It's going to take me a few days, since I'm going to have to make an area, recode that whole sequence, and test, but it's got to work on every installation, so that's just the way it goes. That really sucks.

     

    Would you be willing to be one of the testers for the next version? It would really help if you were, since it seems to be only your configuration that's causing the issue.

  6. If this doesn't work, I'm going to have to do someting much, much more drastic. I don't like to do this, because I prefer to not break the fourth wall any more than necessary, but if I can't get Gavin to work in a mega any other way, I might have no choice.

     

    It would take time to code. I would have to make a new "cutscene only" Temple District area. Traveling to the Temple District itself would do nothing. You would have to specifically tell Gavin "Let's go to the Temple District now." When you did that, you would be teleported to the new area instead. It would suck. I don't want to do this, I really don't. But if it's the only way, it's the only way.

     

    So please, try to go to the Temple District alone first. I'll only do this if I have literally no other choice.

  7. I am unaware of any mods that are incompatible, but it's possible that there is another mod that uses the temple script.

     

    You could try kicking Gavin out of the party, visiting the Temple District without him first, letting whatever is going to happen there as a result of another mod happen, and then recruiting Gavin again and going back with him.

     

    Would you mind posting your weidu.log? That may help narrowing it down.

  8. Unfortunately, I don't know what to tell you. This isn't something I've seen before. I don't recommend doing this ordinarily because it can cause problems, but there may be a corrupt file in your previous download, so you might not have a choice. You could try downloading and extracting a new copy of the archive, telling it to replace any files that already exist.

     

    If that doesn't work, you might be forced to reinstall the game and add your mods again.

     

    I'll be adding this error to my list of inexplicable error messages, that's for sure.

  9. That's an error message I've never seen, so I don't know what to tell you. Did you already delete the mod folder "gavin_bg2"?

     

    If you did already delete the mod folder, you can retrieve it from your recycle bin. You need it until after you have uninstalled the old mod because it contains the backup files you need to restore your game to the state it was in before you installed Gavin in the first place.

     

    Once you have replaced the mod folder and uninstalled the mod, then you should delete the mod folder, extract the archive for the new version, and install the new version.

     

    Hope this helps.

  10. The Gibberlings Three

     

    Dragon Age Style portraits offers alternate portraits for BioWare NPCs, the PC, and a selection of mod NPCs. These portraits were made using the Dragon Age: Origins Character Creator.

     

    Version 3 corrects Anomen alternate 3 portrait assignment.

     

    DA:O Style Portraits is intended for Baldur's Gate, Baldur's Gate Tutu, Baldur's Gate Trilogy, or Baldur's Gate II: Shadows of Amn, with or without the Throne of Bhaal Expansion. Ships with WeiDU v215, and is available for your Windows, Mac OSX, or Linux operating system.

     

    Relevant links:

  11. Did you ask him before or after you had your first talk? That would be the one you have the first night after you pick him up at the Temple of Oghma. This is important, because I only want to fix it once.

  12. Ah, OK, must have a variable check screwed up somewhere...

     

    No, the problem is that you asked him about it before you had your first real talk, when the exact nature of your relationship is determined. Up to that point, you're still RA=1, so he'll think that you asked to go back to the way things were before you committed to each other. If you ask him again after you've had your first talk, he'll say that he considers you still married.

     

    I've got the code fixed locally with a check in place so that you can't talk about the past until after you've had your first talk. I'll version up after I've finished versioning up DA Portraits and Kivan, but don't bother downloading v9 unless you're really determined to have the absolute latest version because that's the only thing I'm changing unless somebody comes up with something new between now and 3 pm or so. I'm beginning to regret versioning up every time somebody reports something, though, because it seems like the moment I've uploaded a new version, I've got something else to change. After v9, no version ups unless it's something game-breaking. :)

  13. The problem is that you talked to Lanie before Gavin told you about visitation. That fouled everything else up. It's fixed in v8, but you would need to go back to a save before you went to the Temple of Oghma. V8 is uploaded and you can download it from BG2 Gavin's project page, but not from the download page. I've still got 2 more G3 mods to update today, so I thought that I would update the downloads page only once.

  14. Actually, somatics has no N, but close enough. Being an Olde Tyme DnD player, you get used to thinking of things in terms of verbal, material, and somatic components. If you wanted to prevent all kinds of spellcasting, all you would have to do back in the old days was strip the character down, tie his hands together, and put him in a place that had continual silence cast on it. Ah, those were the days...

  15. Hmm. I thought clerics could put two pips in weapons, but no more. I always thought that was a bit silly, though. Yeah, he probably came with 1 pip in hammers and 1 pip in sling, but I don't remember anymore. It's been too long and NI hates me.

     

    Use the code for L1NPC additions, and you can put the pips anywhere you want.

  16. I wasn't even thinking about the big mods, TBH. Something is better than nothing, which is what is currently included in the mod. Maybe one of these days if somebody has the time, sure, but I don't know if it's a good idea waiting for time and inspiration to coincide. I'd go with what you've already got and if someone has time to worry about SDotSC, Bonehill, and CA another time, that can be added later.

  17. Cool, that would really save some work, if it was all together in one spot. I was thinking about coding up all the ones who asked for it, on the grounds that it's always easier to get stuff included if it's already coded, but if you've already done the work, why not just combine everybody's stuff, test it, and present it as a gift to the mod maintainer?

  18. Nope, that one is actually right.

     

    so·mat·ic (sō-māt'ĭk)

    adj. 1.Of, relating to, or affecting the body, especially as distinguished from a body part, the mind, or the environment; corporeal or physical. See Synonyms at bodily.

     

    The somatic components of rituals or spells are the movement parts, as opposed to the verbal or material parts. For a priest, the rites of worship are kind of like spells. They have somatic components, what they do during the course of the ritual, verbal components, what they say during the course of the ritual, and material components, i.e. the holy symbol.

  19. Was anything ever done with this? It would be cool in the extreme if it were.

     

    In addition to BG1 Gavin and Haldamir, I'd like to add BG2 Gavin

     

    Gavin:

    CRE: B!GAV08

    BCS: B!GAVS

    DLG: B!GAV

    ITM: B!GAVRNG, b!hand

     

    ToB (might want to include a separate check for this, since it isn't done yet, but will be soonish):

    CRE: B!GAV13

    BCS: B!GAV25S

    DLG: B!GAV25

    ITM: B!GAVRNG, b!hand

     

    Hang on...

     

    If you're checking pdialog.2da for the creature dialogue file, the check is going to fail. That table doesn't include the creature dialogue file, only the joined and post. If that's what you want to do:

     

    BG1 Gavin: b!gavinj

    BG2 Gavin: b!gavj

    ToB Gavin: b!gav25j

    Haldamir: b!halj

  20. L1 NPC has standing permission to include Gavin, or any of my other mods, for that matter. Heck, I've stated in the readme that modders should help themselves. :)

     

    He starts out with 2 pips in hammer, one pip in mace, and one pip in sword-and-shield. I was on the fence about whether to put that middle pip in maces or flails, but I figured that with mace being the favored weapon of Lathander, he'd probably want at least one pip there.

     

    There aren't any custom weapons in either BG1 or BG2 Gavin. I'm not a big fan of custom items that can't be used by other NPCs or the PC anyway, so I never include any. As long as he stays a cleric in one flavor or another, he'll be able to use everything in the mod that's intended for him.

     

    If I understood the L1NPC code even a little bit, I would have cheerfully stolen it and included it as an option in Gavin's installation, kind of like choosing an alternate portrait. Maybe I'll poke around L1NPC again. I won't understand the code any better this time than I did last time, but what the heck. Quantum mechanics was like that, too. I never really understood it, but eventually I got comfortable enough with not understanding it to pass the exams. That, too, took two tries...

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