-
Posts
940 -
Joined
-
Last visited
Content Type
Forums
Events
Downloads
Gallery
Mods
News
Store
Posts posted by Lauriel
-
-
And also, I looked for way too long for that commander. The journal says he's on the 2nd floor of the Seatower. I didn't equate that with the Seatower Inn.
-
I would add the interiors to that explore list - probably by default. I think all interiors are always auto-explored. ... I think.
-
I noticed that the area isn't auto-revealed (explored) like the rest of the city. Is that something that a mod did on my side or is that standard behavior? Either way, I'm sure it would be difficult to get at that preference setting. However, adding an option to the installation to start with the area being 'explored' would be pretty easy. Just a thought!
-
-
Retested up through the LIme/Blurt dialogues and all is once again well with the world of Balduran's Seatower
-
2 minutes ago, jastey said:
Would the sentence be "The finest arrows and the finest bows on all the Sword Coast."
Works for me
-
This mod is so much like BG1...fits right in. Love it!
-
The Fletcher says they sell the finest in 'Amn', and speaks as if Baldur's Gate is within the borders of Amn, which of course it isn't since they're fixing to go to war with each other.
-
Just a suggestion: Add info trigger regions on the outside of buildings so we don't have to bring up the mini-map to know which each building is.
-
Just now, AL|EN said:
WoW! Such attention to details. I like it!
Thank you!
-
Just installed the newest version, and Blurt won't talk to me. I spoke with LIme, he directed me to Blurt, but Blurt just asks for alms. The journal also is directing me to Blurt.
EDIT: The reason is because Lime sets SetGlobal("bsAskedMissingMonk","MYAREA",1) while Blurt looks for Global("bsAskedMissingMonk","GLOBAL",1)
-
20 minutes ago, Gwendolyne said:
Congrats!
Thank you!
-
2 hours ago, jastey said:
Congrats on the release!
Thank you! Now I can play with Balduran's Sea Tower.
-
2 hours ago, jastey said:
What do you mean by "restore" here? I always thought the Bhaalspawn powers would remain with the PC upon transition to BGII, either that or I'm getting something wrong.
When Irenicus steals their soul, they lose their powers. When he's dead and in hell, there's a movie that shows him being attacked by imps. That movie is what I use to give the PC a dream and restore those lost powers so they have them when they start ToB.
-
Themed Tweaks' main purpose is to augment the role-playing environment throughout the game series. To that end, it tweaks the story in various places.
The current (beta) release can be found here: Themed Tweaks Beta v0.1
COMPONENTS INCLUDE:
- SoD - Give Imoen a special Wand of Magic Missiles for the attack in the palace
- SoD - Allow PC to give aid to Imoen after the attack in the palace
- SoD - Ditch tour-guide Corwin Schael
- SoD - Remove dreams about Irenicus from SoD
- SoD/BG2EE - Add a little snark
- SoD - Remove cut scenes that the PC shouldn't be privy to (finished through the first camp)
- SoD - Stat-based observations and options
- SoD - Quest: Scouting the Coast Way Crossing
- BG2EE - Give Imoen innate Magic Missile abilities for BG2 scene
- BG2EE - Use movie of Irenicus in hell as a dream to restore all Bhaalspawn powers. This component is also offered by the Transitions mod and will be skipped if installed there.
This is the initial Beta release.
-
A response in Blurt's dialogue: You comrade said he didn't... s/b Your comrade
-
1 minute ago, jastey said:
I seem to have a problem with that word. (But I am desparately trying to get it right in the future, harrharr).
-
I noticed a misspelling - Town Guard Lenard: I am quite desparate s/b desperate
-
-
Do you want issues listed here one at a time as we find them or should we keep a log and send them to you all at once?
-
Showing my ignorance...I had never even heard of a 'stellar age'. Probably because I've never had one. LOL
EDIT: I know it's not 'a stellar age', it's 'stellar age'. I too was having some fun with words.
-
Awesome! Version 1 of mod is really ready to go live, but I'm waiting for...something. If I get the 1st camp of SoD portion of Themed_Tweaks finished before that something happens, I'll probably start on changes to it that I had reserved for V2. It won't affect those transitional dialogues.
Thank you for all your hard work.
-
@BartimaeusLess than stellar...one of my favorite phrases and so very aptly said in this case. Happy holidays, everyone!
-
10 hours ago, AL|EN said:
Edge cases:
One is when there might be three mods that cover the same NPC romance. Mod A is compatible with Mod B and vice-versa. But Mod C is not compatible with either of them.
If Mod A,B and C have set 'Conflict=NPC\Garrick\Romance' they appear as conflicted. But Mod A and Mod B appear conflicted also to each other which is not true. The easiest solution would be to inform players that they can ignore the conflict for Mod A and Mod B. Much more complex alternative would be some kind of exclusions.I'm still digesting @subtledoctor's comments - but as far as the edge case listed here, you know my preference. I'd prefer the more complex alternative to be able to allow specific exclusions based on TP2/Label/Designated #. Speaking from the perspective of attempting to make new mods play nice with older ones, one has to be aware of them in order to do so.
Question: How does one communicate the difference between a major and a minor conflict? Do we just ignore minor ones?
Beta Testing Issues
in Balduran's Seatower
Posted · Edited by Lauriel
Being picky here, but how would the Commander know we were the group that cleared out the mines? Perhaps he could ask, like Scar did upon our arrival? Or let the PC introduce themselves first? Just seems like he knows way too much about us at first glance before the group gets even a word in. Is Elminster hanging out in that inn or something? (j/k!)
EDIT: Along the same vein...how would the prisoner even know about us? Or is he just wanting to talk to whoever it was that uncovered what he did? Everyone's intimate knowledge of who we are is sort of creeping me out.