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Lauriel

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Everything posted by Lauriel

  1. I was afraid of that. Thank you for the verification.
  2. @Gwendolyne! Those are little tiny masterpieces! Wow. No words....
  3. I'd actually love to be able to clone the door, if the original one can be deactivated with a script - which I don't think it can. So I'm stuck with using the existing door, but I can make it work. The only snag is if the door is locked originally. I need to make it use a key to unlock it, so I'll need to modify the original door to also be unlocked to begin with so the PC can enter it as close to normal before it's picked as a reward. I'd prefer to keep them completely unchanged, but I don't see how to do that without being able to deactivate the original door. Thank you! I'll do that!
  4. If I could have a horse and a panther along with the dog, I'd have my childhood dream group done. I could settle into the ranger's cabin in Ulmar Hills and be happy camper. I always snag Wilson, too. Love the bear! EDIT: I almost forgot the falcon! Must have a falcon as well! Then the childhood dream group is complete.
  5. Ahh, ok. Next time I'll do that. Setting the global did the trick. Thanks!
  6. I need this dog but I'm basically finished with BG1, testing out my between chapters changes and can't start over. But I need this dog! How do I make him follow the group? If I 'create' him, bring him in, then bring back in who he replaced, he doesn't follow.
  7. Probably because I had already posted a little quip after the one you moved. No biggie.
  8. Seriously, if you could figure out how to do this, you'd be my hero for-evah!
  9. If you can figure out how to have regular NPCs follow along so I can just have everyone, that would be awesome. They don't have to fight...just follow us around, make snide remarks, set up the camp for us, do the cooking, washing...that sort of thing. I'd love that. Love the banter. One big dysfunctional family!
  10. Unfortunately, no. That would have been way too cool. Oh, I'm not starting over to fetch the dog. Can I just 'create' him where I am and have him join me? Will he level up?
  11. It's a summoned critter from an artifact given to them when they complete the ranger stronghold. It's really cool, but it's very temporary. Doesn't stay spawned for very long.
  12. My ranger needs a dog! I was bemoaning the fact that she can't get a familiar. Was gonna cheat and give her one anyway. Now I don't have to cheat! Thank you!
  13. If anyone comes by the sound effect file of someone unlocking a door or chest, I'd be very grateful if you'd share that tidbit of knowledge.
  14. It's a separate issue, but I may as well wrap it up here. The bit 'uses key' doesn't mean it needs a key to open, it means, 'it consumes the key'. So, spectacularly simple fix. Though I'm going to miss the 'twang' sound when the door opens. I like the sound indicating that a key opened the door. I'll have to see if I can put it back in. ... because I'm picky picky picky. Maybe I'll use the sound that plays when someone tries to open a locked door...if I can figure out how to attach it to the action of unlocking the door. What a can of worms I've opened!
  15. I wonder if this is because I've already been to the area and it's 'creation' functionality has already run. Could that be interfering with my results? EDIT: It is. When I load a previous save game and just manually set the necessary globals, it works fine. And I found an action command that attaches a travel trigger region to a door. Don't know if works or not, but I might be able to do all I need to do with that. Thanks @jastey, for the idea of using the current door to do my dirty work. Now...if I can only get it to NOT consume the key when it unlocks the door. Will have to look at the flags. But that's a separate issue. Thanks everyone!
  16. Sorry - I'm not seeing where there are doors (locked or otherwise) associated with the travel trigger regions in your tutorial. I'm good with adding duplicate travel trigger regions, although your GW_CLONE_TRAVEL_TRIGGER macro/function is pretty cool and I'll snag that to put into my tool box. Thank you very much Do you have anything for door objects?
  17. Merci beaucoup, @Gwendolyne! It's been a while since I've studied French, but I should be able to muddle through.
  18. I'll try that! I can't even get the door to close and lock via an area script. CloseDoor("DOOR0006") didn't work. I tried renaming the door object to "DOR0006" and CloseDoor("DOR0006") still didn't work. Same with Lock(".."). I don't see a flag that would stand in the way. The script runs, that I know, because part of it is transferring objects into the chest located on the ground floor. They are there just as they should be. I'm getting frustrated.
  19. I'll try that! I know, but it's the only house available in SoD. I'll move Rinnie next door when the house is awarded. And they don't have to pick that house, either.
  20. Area (in EET) BG0200 travel trigger region Door0006 with attached door Door0006 EDIT: Clarification attached door name = Door0006 with id of DOOR0006. Not sure if that makes any difference or not.
  21. How does one do that? They're named the same as their travel trigger regions? The door I put in needs a key to open, yes. It should start out being closed and locked. I went to the house prior to getting it as a reward, opened the original door, then went and got the key, ditched it immediately, and went to the house. Door was open so must have been the original door because the new one should have started out closed and locked.
  22. I'm allowing a reward of a house in the mod I'm working on. To be the least intrusive on the game, quests, and other mods, a variety of houses can be on the list of possible rewards. I'm only going to modify the one they select when they are awarded the key. Then I activate a heretofore deactivated travel trigger, with a door requiring that key, set to be in the same exact place as it's original door and travel trigger. It's over kill, but I want them to be able to sell the house by selling the key and then no longer have access to the house. I don't want to close off all possible houses, just the one they pick. The issue: The new travel trigger may not actually be activating (hard to tell). The old door is still present (I tested by putting the key in a container in town), opens and closes, but you cannot enter the building, so the original travel trigger region is deactivating, but not its door. What I think may be happening is the doors don't activate/deactivate along with their associated travel trigger regions. If this is the case, is there a way to get the door to activate/deactivate? Should they work together and I just did something wrong with linking them? I can work around this by a simple area script that deactivates the travel trigger region if they no longer have the key, but I'm (admittedly) pedantic and want the door to tell them it won't open without the key.
  23. OMG that's hilarious! Yes, silly woman, you did something horrible. LOL I just must have put BCS out of habit. I knew I was modifying an ARE file. Thank you, @Mike1072 for pointing out my missteps. Shall I call you Gandalf? Please don't call me Bilbo.
  24. I believe my test has answered my own question. I get an error with the Weidu ADD_AREA_REGION_TRIGGER (ERROR: illegal 4-byte read from offset 84 of 6-byte file). Looks like a READ_LONG should have been used here. Shouldn't someone fix that? Someone smarter than me? Or am I completely off my nut and have done something horrible to break an innocent piece of code? EDIT: Thought it would be nice if I actually let folks see my code...
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