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Lauriel

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Everything posted by Lauriel

  1. You could write a series of tweaks (I'd be delighted to include them in my Themed Tweaks mod if you didn't want to publish your own mod) that fixes a lot of the stuff you were talking about. I could have put this mod into it, but I have a lot more I want to add to Themed Tweaks and it'll be a while before I'm ready for version 2 and wanted to get this out right away. I may still bring it into Themed Tweaks.
  2. That would be easy enough to do. Not the early access to BG, per se, but allow Rasaad's quest to be done early. You just need to move the events in BG to Nashkel and perhaps, Beregost. Not very complicated, and maybe a nice little mod to get your feet wet. We need more story modders. Come! Join us on the dark side!
  3. Yes please I'd want to use your skip-it to go to the abbreviated fight (if it's installed). Or at least an option to do so.
  4. Well, there's one less component I need to write for Themed Tweaks! Thank you!
  5. Thank you! For me, the motivation to go was ... I'm not very diplomatic ... it was dumb! What outcome did Duke Eltan expect when he sent mercenaries to Candlekeep with no written authorization, no back up? They were just going to hand over the incriminating documents? We were supposed to pickpocket them (which there are none to pickpocket, I tried)? The guards were just going to lock up high ranking merchants on the word of a mercenary? It was just inane, to me.
  6. LOL, yup that's me! Thank you @jasteyand @AL|ENfor the warm welcome. ❤
  7. Sweet! I had no idea there was such a list. I'll get on that right away! Thanks!
  8. I was told you may be interested in this: If not, please excuse the intrusion.
  9. The Framed mod provides 2 different versions of Chapter 6 and makes going to Candlekeep a possible side quest not involving the Iron Throne. If Candlekeep is visited before the Iron Throne Building is investigated, Eltan will have a different task for the group to be done in Chapter 6. To experience the new version, a work order will need to be obtained from Bentley (Friendly Arm Inn) or Scar (initial meeting only and only if PC admits to clearing the Nashkel mines) during Chapter 5. Current release can be found here: Framed v1.12 Change log:
  10. Well, there goes the only idea I could remotely come up with.
  11. I haven't researched the issue. Something just sent them to the place with the heads right away. It shouldn't have with Transitions loaded. Again, works on my end, but I haven't tested it with all the mods other folks use - especially SCS. I dread loading SCS just to test this since it takes so long to install. But if I can't track it down, I'll eventually have to. I'll be working on Transitions in a few weeks - when I get Framed finished.
  12. It would almost have to be. I've had folks use it successfully...relatively...all the way through. I've never had an issue - but I don't use mods that redo the magic system since I have enough trouble working with the one that's already in there. I'm guessing it's that OR (something I thought of just a bit ago) maybe he wasn't in EET and the added bhaalspawn power messed things up. I probably built that in EET and BGEE might be angry at me for that. That's what I'm going to test first, at least. It's the ONLY thing remotely close that I can think of. SCS (I think) messes with it's ability to stay in BG2EE in EET, so that I have to work on, too. Might be Wheels...I'm not sure. I don't think it's Wheels since I have that loaded and didn't have an issue. I'll also see if Imoen's components dealing with magic that I've removed may have left something behind. I'm hoping it's the bhaalspawn power. That would be an easy fix.
  13. So removing it and continuing didn't do it? All that's left are strings at that point, AFAIK. I'm very sorry you had such issues. It is a puzzler, but Transitions does absolutely nothing with the magic system. There's nothing in there that would do it, that I can conjure in my mind. I'll always keep this in the back of my mind as I work on version 2, but I'm at a loss as to what it could possibly be.
  14. I don't see how it's possible, honestly, but at least you were able to continue the game.
  15. I want to add a caveat to my 'use them globally' - I mean, that component, no matter which mod may include it, must use that label, even if they also use another. I reuse components, but I make sure the same label is used.
  16. That's good to know. What is used for banters other than their banter dialogue files? What tells the systems to actually do one?
  17. There is one in my version of BGEE from Beamdog. I assume you're talking about BGEE and not vanilla. So, does it just not behave like Baldur.bcs in other games? Seems to handle things like adding journals, keeping the familiar with you, monkeying about with your reputation if you bring in lewd fellows of the baser sort, that kind of thing. Or is that because I have the version that comes with TotSC? That must be it. I had no idea that BGEE even came without TotSC any more.
  18. Just a note - life interfered with progress on BG1 Themed Tweaks. Even though that is mostly finished now, there is another short mod taking precedence over version 2 of Transitions. It will be at least another couple of months before Transitions is ready for translation. Sorry!
  19. Unfortunately, I've tested this multiple times and it doesn't work. EDIT: It may have to do with the method used to put the code in. I use variables sometimes to hold code blocks depending upon which mods are installed, etc. So in the mymod.d file it looks like %DIALOGUES_CHANGES_FOR_THIS_NPC% Where DIALOGUES_CHANGES_FOR_THIS_NPC has been set to ~TriggerOverride(Player1,True())~. This will fail 100% of the time. If I have DIALOGUES_CHANGES_FOR_THIS_NPC set to ~NextTriggerObject(Player1) True()~, it will fail 100% of the time. If I have DIALOGUES_CHANGES_FOR_THIS_NPC set to ~NextTriggerObject(Player1) !False()~ it will work as expected.
  20. This is more of a WeiDU bug, but I'm putting it here in case it's desired to put a warning into the documentation for NextTriggerObject(). WeiDU doesn't play nice with Player1. Example: TriggerOverride(Player1,SomeCheck()) gets put into the dialogue file exactly like that. It doesn't break it out into NextTriggerObject(Player1) SomeCheck(). The result is it doesn't work. It gives no warning, it just doesn't work. Also, ~NextTriggerObject(Player1) SomeCheck()~ will be interpreted the same way and TriggerOverride(Player1,SomeCheck()) will be put into the dialogue file and will not work as expected. The only way I've found to get around this is to use the negative of SomeCheck() like, ~NextTriggerObject(Player1) !NotSomeCheck()~. WeiDU will leave this alone and it'll work as expected.
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