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About Gwaihir

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  1. Yeah, I did a full search with NI and that block is actually inside Baldur25.bcs. Don't know the difference, I thought that any file with 25 in it was Tob related stuff? In any case, it's certainly not working. GetGlobal for both "drowtalk" and "slayer1" returns: Doesn't exist I do have Almateria's restoration project v8.4.
  2. There is no such block in my Baldur.bcs This is the second time that something like this happens.. the first was for Yvette, the block just isn't into baldur.bcs, despite installation log saying otherwise. I'm a little worried about progressing with the game; I guess I'll resort to console if something goes wrong. We'll see. Thank you @ABlake for the kind support!
  3. I don't have a specific component for that encounter.. the only one that could change something is SCS improved vampires, but they always change into bats during fights.. This is the bcs of the Bat(Bodhi) in my AR1514.ARE: Anyway, I spawned her with the console, then changed her local variable "J#RealBodhi" to 1 (this is from PPBODHI4.BCS), and that triggered the dialogue with the transformation, then also the imoen dialogue. At this point "AsylumPlot" is set to 44. However, I tried resting a couple of times, and I still don't have the slayer change ability, nor experienced any dialogue despite "AerieRomanceActive" is set to 1. Should it be 2? Is there a timer for this too?
  4. @amber-coffeeCat thanks! I indeed already experienced her dialogues, but one thing that I noticed, is that the Friendtalk would advance everytime Fade bantered with an NPC. After the first talk, she started the second on her own right after bantering with minsc, and for the third and fourth I just talked to her after she bantered again. Kinda wierd, but ok
  5. Allright, I see it. The change depends from the global ("AsylumPlot") set to 42: And also from the timer set by Bodhi's Diaogue: The problem is, I never had that dialogue with Bodhi. Looking at the area, there are three bats near the minotaur statue, that are supposed to turn into Bodhi and two vampires. I think I remember seeing a bat when I got there yesterday, but it just flew away and disappeared... could it be because I was stealthing with imoen? Can I just spawn that bat or Bodhi with console commands?
  6. Hmm, well this is the first time I use this mod (or EET, for that matter) so I wouldn't know about other versions. Is there a way to check what's going wrong? Some global maybe? I remember in the unmodded game the transformation could happen even before encountering bodhi, just by resting... I did that multiple times, but nothing. Is there a particular trigger that I can check? More importantly, will I be able to continue the main story without it?
  7. So, I'm kinda throwing this question just to be sure. I'm playing EET with UB v27, particularly this component: ub:3:"Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain The problem is, the slayer transformation did not occur. I left the dungeon, beated Irenicus, but still I have no ability to turn into the slayer. Not that I want to use it, but I'm worried if this could have an impact on the main quest. Has someone else experienced this? Bodhi showed up 3 times to attack me, with a couple of vampires and grimwarders (I guess this is from the mod). However, she was not in the room with the minotaur statue (don't know if this is also normal behaviour from the mod). Then, Bodhi spawned a final time, alone, as a friendly unit. When talked to, she says this line: "Your last victory is hollow. You've only delayed the inevitable", and then she turns hostile and immediately repeats the line she said the third time I defeated her: "Well done, child of bhaal. Run faster, and perhaps you'll soon escape!"; then she disappears. Saemon havarian showed up, I got the 'portal or ship' option, so it looks I'm good, even without the Slayer change ability. Not that I was planning on using it anyway. Can someone please assure me that everything's fine, before I decide to move on?
  8. Thank you bro Makes sense. What would be ideal imho, is making the ceremony optional: After the dukes congratulate with the hero (totaly fine in sying 'hero' between them), have someone (a servant or a guard) coming in and saying something like "the people is gathering in the streets, after all the mess with the iron throne, dopplegangers and sarevok they demand an explanation". At that point, the player should have the choice of going out and explaining everything, either humbly("we are the group that stopped Sarevok") or taking all the glory for him/herself ("I am a hero, bask in my awsomeness!"); or, just select a dialogue like this: "I agree with the dukes, this should be kept quiet, Mr. Belt can explain everything to the crowd" and that dialogue should not trigger the ceremony cutscene. I don't know anything about dialogues though, so don't know if this would be too difficult to implement. It's just a thought, the mod does what it says and it is awesome.
  9. Since I would like to do the same, but have 0 knowledge of scripting, could someone please help me with it? I can open E3FADE.BCS in NearInfinity, but where exactly should I type those brackets?
  10. Hello. I'm in the middle of an EET run. I'm using Amber v5. I also installed "cdtweaks:3121:NPCs Can Be Angry About Reputation but Never Leave" The 'demon in Athkatla' quest plays fine - I got the complete form from Brega, talked with Max, got Amber bundle of stuff and can go through her initial conversation without problems. However, as soon as she is in the party, she immediately leaves with the 'unhappy' message: "That's it. I've had it - I will take no more of this stupidity". Can't talk to her (appears busy). After this, she disappears from the game, or at least she can't be found in the Five Flagons - looked everywhere there. I tried this with reputation 19, and 9 - same result. Any suggestions?
  11. Done! Resist fear works properly now. I guess now I need to do the same for every other morale spell, right? Isra's 'remove fear' has the same issue. Thank you Doc.
  12. Hmm, I did that for SPCL104.spl, and nothing changed. I then did that for SPWI210.SPL (there are 5 different resist fear spells in my install) and it changed one thing: the message 'save vs polymorph' was showed for a few party members too. But they get the immunity to fear regardless, while my protagonist keeps getting it only if he doesn't save.
  13. Hmm.. do I have to change every single effect in the spell ability 0 tab? Cause there's a lot of them, and pretty different from each other: Also, how does this explain why only my protagonist has to save? All the other party members are fine (unless they made the save every single time I tried). If it helps, this is the changelog for Resist fear (SPCL104.SPL)
  14. So... how do I check in Near Infinity if a spell is giving a save to a specific class? If I open a spell there's an 'effects offset' line, is that it?
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