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Lauriel

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Everything posted by Lauriel

  1. Transitions requires EET, BGEE, SoD, or BG2EE. Transitions smooths out the transitions between Baldur's Gate campaigns, allowing continued play after boss enemies have been defeated. In addition, it adds personal housing, another Bhaalspawn power, quests, and other content. All planned content has been finished and tested. Some of these include: new Bhaalspawn powers given at first rest (Mind Shield and Charm Creature) personal housing is available in BGEE access to personal residences located in the city of Baldur's Gate during the SoD prologue a new housing option: across from the Flaming Fist headquarters closure of BG1 quests that are normally unable to be completed after Sarevok is defeated - pub rumors won't reopen them BG2 changes have been fixed and tested Imoen's training (or not) is now completely under the player's control player's personal chest follows through to BG2 strongholds and pocket plane (EET only) two new characters in ducal palace after Sarevok has been defeated (treasurer and Fenster - healing services) You can find further details via the links below. Project Page Forum at G3 Readme Download at G3 Download directly at GitHub
  2. A new version of Transitions is available. This version completes all planned changes and is ready for translation if anyone feels so inclined. Please post any bug reports or feedback for version 2.x in this topic. New features include: new Bhaalspawn powers given at first rest (Mind Shield and Charm Creature) personal housing is available in BGEE access to personal residences located in the city of Baldur's Gate during the SoD prologue a new housing option: across from the Flaming Fist headquarters BG2 changes have been fixed and tested Many lingering quests have been closed and pub rumors shouldn't reopen any old ones Imoen's training (or not) is now completely under the player's control player's personal chest follows through to BG2 strongholds and pocket plane (EET only) two new characters in ducal palace after Sarevok has been defeated (treasurer and Fenster - healing services)
  3. At the beginning of the EET install, when asked for the BG1 folder, did you give it the BG1 folder where you have DS installed?
  4. Yeah, in a custom area...but I don't think I'll be doing it that way in the future. So it's probably ok, and if it's not I'll just add the bd_plot check myself if it's required. S'ok.
  5. Current bug - from Github: Because there's no upper limit on bd_plot when Imoen begins a dialogue when not in the group, she will muck up the ending of SoD ... when the PC meets her after leaving the sewer
  6. I like your idea of upping the cost of the ship to Spellhold. What I've done for mods that add a lot of expensive loot in BG1 is to just not sell it even if I'll not use it or not even pick it up in that case. I'd not have thought of upping prices, but that's a really good idea.
  7. I just found this. Sounds great! I'll definitely check it out after I'm finished with this modding/testing run.
  8. Only an old version again. I've been working with this install for quire a while it seems
  9. That would definitely be the safer route.
  10. Ooops! My bad. I'm using v5 pre. Well darn it anyway!
  11. Yes. And I imagine it would affect all PIDs.
  12. No, they don't. This is the SoD campaign in EET.
  13. While browsing BD1000.BCS in NI, I discovered an invalid dialogue file name. Code Block:
  14. I did install it after EET core this time instead of in with BG1. But it said it was EET compatible now. Its trigger includes a check to make sure EndOfBG1 < 2, so it appears to purposely also work in SoD. That would probably be the only fix needed.
  15. The same thing happens to Edwin. After looking at their dialogue files, pretty much no dialogue other than their PID will fire except for those with weights.
  16. Dynaheir gets stuck in a dialogue loop in SoD if Edwin joins the group. She wants to get to the state which says "Thou invite this snake to join us, <CHARNAME>? Hast thou taken leave of thy senses?" but is sidetracked by the state which says "*You find Dynaheir on her own and in a quiet mood; for once, she is not sorting her scrolls or discussing things in a low voice with one of your companions. Perhaps it would be wise to take advantage of the situation and chat with the mysterious Wychlaran.*" I think a weight on the former's trigger is in order.
  17. Close ... sorta ... I wrote one to add a door (with polygons) to an existing area. It won't get you all the way there, but it might help a little.
  18. I see. So the entire file structure gets embedded into those areas. Gotcha. I'd have never guessed that from the docs, to be honest ... well ... obviously since I had to ask. LOL Thank you all!
  19. And because no one uses them, we just haven't bothered to define them?
  20. There are a number of offsets listed in the ARE file that point to undefined sections. For example, "Offset to CRE structure (for embedded CRE files)" in the ACTORS sections. Are these offsets to sections in the ARE file or is it understood that these sections are to be found in other files? I really hope the latter isn't the case... Are they defined but under a different name? List of undefined sections reference by offsets in the ARE file: ACTORS => 0x0088 => Offset to CRE structure (for embedded CRE files) TILED OBJECTS => 0x002c => Offset to open search squares TILED OBJECTS => 0x0038 => Offset to closed search squares PROJECTILE TRAPS (BG2) => 0x0008 => Effect block offset EDIT: Are these only used by save games?
  21. I did a function that adds a door. It's not generic, but it's a start. It should help folks get over some hurdles at least. It's a lot of code...feel free to rip into it. Everything can always be better. It's called like this:
  22. I did a function that adds a door. It's not generic, but it's a start. It should help folks get over some hurdles at least. It's a lot of code...feel free to rip into it. Everything can always be better. It's called like this:
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