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Lauriel

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Everything posted by Lauriel

  1. No, you're thinking of Entar Silvershield. Duke Eltan is the leader of the Flaming Fist.
  2. I'm beginning a new mod that centers around Duke Eltan. I realized while starting it that I always assumed Eltan was his first name, not his last. Is Eltan his surname? If so, does anyone know his given name? Or if it's his given name, does he have a surname?
  3. Oh that's hilarious. Another thing I've struggled to fix in v2, but at least that is funny.
  4. Can you send me your weidu log? I'd like to find out which mod Transitions is having issues with.
  5. Thank you for catching that! I'll get that fixed for v2.
  6. Transitions uses I4E's globals to alter it's behavior, so it's all run-time decisions versus install-time decisions.
  7. Yes, it is. The order doesn't matter to Transitions.
  8. Yeah that's in issue introduced with the new Beamdog patch. It'll be fixed in version 2.
  9. I'll look into it. Thank you for reporting!
  10. Dude! Glad to see you here. I watch your stuff up on YouTube. You have me hooked.
  11. Multiplayer Tweaks by Lauriel This mod is to put forth fixes for multiplayer sessions. Components: Take it outside (not for IWD2) - mobs may follow the party through doors NEW pause game when NPCs turn hostile during dialogues The mod has been tested in EET, but should be compatible with all IE games v2 added Designated statements to the TP2 file and the new Pause Game component Download: mptweaks latest version Forum: G3 Forum Thread Readme
  12. That gives an easy in-game way for the player to turn off the functionality if they desire. I'm ok with that. Thank you!
  13. I'm adding a script block and would like it to be universal to as many games as possible. I've put the block in DPlayer3 but thought maybe Baldur.bcs would be better. I don't own original Baldur's Gate so I can't check.
  14. He always shows up at the Promenade for me
  15. Correction: Sort of works - I mean the dialogue files are all updated correctly, however the pause doesn't happen. The PauseGame() action might not work in dialogues. I've only used it in scripts before. So I'll change my code to call a cut scene script that pauses the game instead. That would work better anyway. I can test for multiplayer that way.
  16. I guess I can go through all the actions in each file directly without using a normal .d file to update, do some sort of string comparison on each action, then if found, append 'PauseGame()' to the end. I'll try this.
  17. In a normal game, if you have the game set up to pause when you see an enemy, the pause works fine when an NPC turns hostile during a dialogue. However, it doesn't pause in multiplayer games. I'd like to add a PauseGame() to the end of the action list in these cases. I can't use a simple search and replace for ~Enemy()~ ~Enemy() PauseGame()~ because it could be inside an ActionOverride. I'm at a loss on how to accomplish this. Any ideas?
  18. So...if for example, I want to see if SixofSpades Extended Sarevok's Diary is installed, I'm sort of reliant upon the players using the newest version of BG1NPC. I can't check for both component 31 (old number) and 130 (new number) because 31 in the new version is something entirely different. You guys hate me, right? LOL
  19. Thank you for the log. I'll investigate. My initial stab in the dark would be ARESTORATIONP. I guess it doesn't matter, though. The fix that I put in place doesn't care if he's there or not.
  20. I'll add a check to the dialogue. In the meantime, you can spawn the Gatewarden by putting C:CreateCreature("GATEWA2") in the console. Why wasn't the Gatewarden present for the conversation? Is this something I need to work around?
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