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Lauriel

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Posts posted by Lauriel

  1. 1 minute ago, lynx said:

    I see two odd things there, so my guess it works by chance. From the spec:

    https://gibberlings3.github.io/iesdp/scripting/triggers/index.htm

    I have no idea how yours gets evaluated — the closing bracket should be at the end. And you need some zeroes to make the value of HUMANOID actually do a lookup vs the race stat.
     

    Right - I was on my way back to fix the brackets.  But SecondNearest([PC.HUMANOID]) does work...well seems to.  I never could find any documentation on the usage, just looked at how it was used in the game files.  I'll take what you've given me and see if I can get it to work.  Thank you!  :)

  2. I'm trying to get a script to move the group member that is nearest to an NPC.  I can get 2nd nearest, but not nearest, and I can't figure out why.  I'm specifying 'HUMANOID' because I want to bypass party members like Grey who are animals.

    What is the difference in usage between Nearest([PC.HUMANOID]) and SecondNearest([PC.HUMANOID])

  3. Just now, jastey said:

    I have a faint feeling you didn't find the tanner.

    No I did...where along the process I can't say, but I was there.  I didn't visit him after dopplegangers were discovered, pretty sure..

     

    1 minute ago, jastey said:

    Maybe the journal entry gets reset if you click on the grave again or something.

    Entirely possible.

  4. <CHARNAME> - why are you in my office? Make it quick. My adjutant just informed me that you're threatening the tower's safety. Are you here to threaten my life?  This is the line I got from the commander.  I didn't get a chance to respond, but I remember using that line 'The hole leads to a seacave', but it might have been after the fight was over in an attempt to clear out open quests.

    And who knows if I had done a restart after that or not.  Gets pretty muddled after awhile.  All I know is, I cannot get rid of that open quest and there are no more dialogue lines with which to talk to the commander.

  5. 1 minute ago, jastey said:

    There is a way to spread the fumes of the bottle across the whole tower grounds so it goes faster to track down the doppelgangers.

    I figured there was, but I never discovered it.  I just walked around and killed them all.  They popped up right away.

     

    2 minutes ago, jastey said:

    Just to make sure: you told the commander: "~The hole leads into a seacave with several exits. We found the dead adjutant there, dead and hastily buried.~" after you discovered the body, the commander answered "~My poor adjutant! At least we will be able to bury him properly. I thank you for the info, I'll have his body retrieved as soon as possible.~" but the journal entry was not erased? It's in the transactions of the dialogue state so at least the code looks good.

    The line I said was there, but the doppleganger adjutant was already in the room and so we went into combat.  So that 'my poor adjutant' line was never spoken.

  6. 13 minutes ago, Lauriel said:
    18 minutes ago, jastey said:

    The quest closes when you tell prison guard Jai about killing them.

    it didn't

    My bad.  I must have reloaded after telling him the first time so didn't try again.  It does indeed go away when you talk to him.

    EDIT: However, the adjutant quest is still open and I have no more dialogue options with the commander

  7. 1 minute ago, jastey said:

    You should be able to report the dead Adjutant to the commander, that should remove the journal entry.

    It didn't

     

    1 minute ago, jastey said:

    The quest closes when you tell prison guard Jai about killing them.

    it didn't

     

    2 minutes ago, jastey said:

    It's a bottle currently, which fits as it is not a potion?

    It doesn't fit in the bottle case.  Tried everything but a key chain because I don't have one.

     

    3 minutes ago, jastey said:

    There is a quest path where you use up the Mimic powder.

    I killed all the dopplegangers, but the powder was timer based...turned into the used up stuff based on time.  Couldn't stash either of the in any container, wouldn't have wanted to sell the good stuff, but the unused stuff would have been nice to have it either disappear or allow me to sell it.  At the very least let me stash it in one of my containers

  8. 18 hours ago, jastey said:

    I could make the Commander's acknowledgement dependent on whether the PC is actually already working for Scar or at least revealed themselves to Scar. That would make more sense maybe?

    At least, yes.  But even if the commander has heard my character's name doesn't mean he knows her face belongs to it.  A 'are you the ones working with Scar?' or like Scar did 'are you the ones that did such and such?' seems in order.  You seem well equipped...are you able to handle such and such a responsibility?  I'd check rep and alignment, as well.  If they're a bunch of evil schmucks with a rep in the negative numbers, he might not be so ready to work with them?  Well, unless that is accompanied by high charisma.  Yeah, I like getting picky. :)

     

  9. Took me a while to find this place.  The download page links to the BG2RE forum.  So...bug #1 :)

    Admittedly, I'm using an older version (2.7).  I've not reinstalled the game in a while, but just in case it hasn't been caught already...

    As I was going through files in NI, I noticed that the wrong directional abbreviations are used in three places in the original Candlekeep area (AR2600/BG2600).  The proper ones are WSW and WNW (not SWW and NWW).

  10. 16 hours ago, jastey said:

    lack an idea to make the entrance to the basement more visible, though.

    That's on the artist.  If you look at it, it doesn't appear to have steps going down.  There appears to be a railing across the front of it.  Anyway, it didn't scream, STAIRS LEADING DOWN HERE to me.  Maybe a visible 'door' panel ... one of those purple thingies or light blue thingies?  Something that says 'click here' for us less observant types?

  11. I've completed it except for finding the black pearl and getting the sea troll gland.  Overall impression is that it's an awesome piece of work.  Some of the areas are stunning (underground and the tailors shop especially).  Beautiful.  Pathing (because of narrow corridors and tiny exit spans) is an issue.  I did it with just a solo character and Grey (because Grey must always be in my group even if I don't have a group).  Even with just the two of us, I consistently ran into 'you must gather your group' when he was right there.  I can only imagine it being much worse with a full group.  Dialogues always assume you're in a full group and don't take into account solo players.  I like how you expanded current areas, like Wyrm's Crossing.  Took me by surprise...pleasantly.  Most of the fights were really easy though.  You might want to beef them up a tad.  Some were quite challenging - like the Glabrezu.  I run around without buffs on (except for maybe the all-day ones), and he had me reaching for my summon creatures wands to keep him away from me.  He hit hard!  It was good.  I enjoyed the encounter.  I appreciated the heads-up with the coins.  Had I not rushed through before reading it, I'd have had time to prepare better.  So, unpreparedness on that encounter was all on me.

    If I think of anything more specific, I'll pop in here, but for now I think I'm finished.

    EDIT: Oh, and it would be nice to be able to sell the expired mimic powder, or at least stash it in my bag of holding.  It goes in no container.

  12. All the dopplegangers are dead, but I still have a number of quests open in my journal that I expected to be closed: Myconides (sic) in the Seatower Prison, The Breach in the Seatower Prison, and The Dead Adjutant.  I still have the pearl one open, but then I haven't found the pearl yet, so wasn't expecting that to be closed.

    Heading off to Nashkel to see to that brother...

    EDIT: The Breach in the Seatower Prison quest finished when I went through all the dialogue options with the commander.  The other two still remain open, however.

  13. Captain Dungarth started talking about feeling better knowing the men he sees are real immediately after Master Shizell throws the mimic powderd before the fight starts.  Order of events were:

    1. I said I was ready
    2. Master Shizell throws the powder
    3. Enemy sighted, my team starts to attack
    4. Captain Dungarth heals himself
    5. Master Shizel heals himself
    6. My teams continues fighting
    7. Captain Dungarth says: Ah, this feels a lot better...and continues on with his conversation about helping with the others not in the room
    8. Then my team and I kill the dopplegangers in the room with no help from Dungarth or his guards.

    I figured this wasn't what you had in mind.. :)

  14. A2/B2 is what I do now since I shot myself in the foot multiple times using A1/B1 while testing my own changes.  Then I went 'Aha!  That's why they have that little blurb in their read-me!'.  LOL  And I just use WeiDU manually (command line prompt)- I don't bother with the executables.  WeiDU does the uninstall/reinstall of other mods, but if I want them in a particular order, it's better to not use the default WeiDU behavior.

    Anyway, this was the long way of saying 'I can't think of any way to improve upon that method'.  Yes, to questions 1 and 2.

  15. In my mind, the entire structure is the tower, like how the Tower of London isn't the middle building, it's the entire complex. Perhaps that is what threw me.  I went into the large building, saw it was an inn (like the Friendly Arm Inn), and didn't think anything further about it.  Looking for the prisoner was a bit difficult for me as well.  I also didn't expect to find it in the basement of the inn.  So I guess if the journal could say, he's on the "second floor of the main tower, above the inn", that would clarify it for someone like me.  Although the inn is actually more than one floor.  So perhaps, 2nd floor of the Seatower Inn?  And if the entrance to the inn's basement could be made more visible, that would have helped me.  I had to bring up NI to find it.

  16. 3 minutes ago, jastey said:

    Thinking about it, maybe we should add a -2 penalty to INT and WIS on top of the DEX penalty to make it more realistic.

    Oh no!  It's common knowledge we all become smarter when we drink!  And prettier! :)

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