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Gwaihir

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Posts posted by Gwaihir

  1. Hi! This is the italian version:

     

     

    Spoiler

    @0   = ~Oh! Ehm... C’è qualcosa che puzza di muschio qui sotto. Non starai forse contrabbandando lontre o donnole...?~

    @1   = ~Ah! Quello è l’Abito del Dio Donnola! Una cosuccia davvero interessante! Hmm, Immagino di poterlo rendere più potente, sì...~

    @2   = ~Dà a Cespenar una pozione di invulnerabilità e... 5,000 pezzi d’oro. Hmm? Otterrai qualcosa di niente male da indossare!~

    @3   = ~Certo. Rendilo più potente.~

    @4   = ~Mi spiace, non sono interessato.~

    @5   = ~Mhm... Vediamo, forse ho qualcos’altro qui...~

     

    Spoiler

    @33   = ~Aura muschiata~

    @34   = ~Aura muschiata

    (Incantamento)

     

     

    Livello: 1

    Distanza: 0

    Durata: 1 turno

    Tempo di lancio: 1

    Area di effetto: raggio di 3 m

    Tiro salvezza: Nessuno

     

     

    Questo incantesimo ricopre il mago e i suoi alleati nelle vicinanze con un odore muschiato, che ha un effetto repellente contro gli animali ostili. Tutti gli alleati sotto l'effetto dell'incantesimo ricevono un bonus di +2 alla loro Classe Armatura contro animali. Le energie evocate dal mago aumentano anche la fiducia in sè stessi di tutti quelli sotto l'effetto, aumentando il loro Carisma e THAC0 di +2 punti ciascuno. Tuttavia, il caratteristico odore rende più difficile nascondersi. Tutti quelli sotto gli effetti dell'incantesimo hanno una penalità di -50% in muoversi silenziosamente e nascondersi nelle ombre.

     

    Questo incantesimo può essere lanciato solo dai bardi.~

     

  2. 30 minutes ago, ABlake said:

    But this is vanilla code though. Why would it not be there?

    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

    Spoiler

    IF
        Global("drowTalk","GLOBAL",0)
        Global("slayer1","GLOBAL",0)
        PartyRested()
        GlobalGT("AsylumPlot","GLOBAL",43)
    THEN
        RESPONSE #100
            SetGlobal("drowTalk","GLOBAL",2)
            SetGlobal("slayer1","GLOBAL",1)
            SetGlobalTimer("SlayerTimer2","GLOBAL",FIVE_MINUTES)
            ActionOverride(Player1,StartDialog("player1",Player1))

     

    25 minutes ago, Guest heheheh said:

    You got almateria's mod, am I wrong?

    I do have Almateria's restoration project v8.4.

  3. 1 hour ago, ABlake said:

    There's a block that triggers self-talk when PartyRested() and AsylumPlot > 43,

    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!

  4. 1 hour ago, ABlake said:

    Do you have a mod that modifies this encounter?

    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..

    Spoiler


    Mods affecting AR1514.ARE:
    00000: /* created or unbiffed */ ~A7-GOLEMCONSTRUCTION/SETUP-A7-GOLEMCONSTRUCTION.TP2~ 0 25 // Greater variety of enemy golem types6.1
    00001:  ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 3190 // Rest Anywhere (Japheth)v9
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 3505 // Wider selection of random scrollsv32.7
    00003:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6580 // Improved Vampiresv32.7

     

    This is the bcs of the Bat(Bodhi) in my AR1514.ARE:

    Spoiler

    IF
        Global("dw_bodhi_cs","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
        Global("BatChange","LOCALS",0)
    THEN
        RESPONSE #100
            SetInterrupt(FALSE)
            SetGlobal("BatChange","LOCALS",1)
            CreateVisualEffectObject("SPCLOUD3",Myself)
            SetInterrupt(TRUE)
            ReallyForceSpellRES("dw#asvmb",Myself)  // No such index
    END

    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?

  5. @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 😆

  6. 1 hour ago, ABlake said:

    In vanilla game the code is in the area script AR1514.BCS

    Allright, I see it. The change depends from the global ("AsylumPlot") set to 42:

    Spoiler

    IF
        Global("YvetteSpellhold2","GLOBAL",1)
    THEN
        RESPONSE #100
            SetGlobal("YvetteSpellhold2","GLOBAL",2)
            CreateCreature("YxGabr2",[705.617],SWW)  // Gabriel the Hopereaper
            ActionOverride("YxGabr2",StartDialogNoSet(Player1))
    END

    IF
        Global("TriggerSet","AR1514",0)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    THEN
        RESPONSE #100
            SetGlobal("SelfTalk","GLOBAL",2)
            SetGlobal("TriggerSet","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    END

    IF
        GlobalTimerExpired("SlayerTimer","GLOBAL")
        Global("AsylumPlot","GLOBAL",42)
        Global("change","AR1514",0)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    THEN
        RESPONSE #100
            SetGlobal("change","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
            SetGlobalTimer("SlayerTimer","GLOBAL",ONE_ROUND)
            DisplayStringHead(Player1,61139)  // Anger overwhelms you, and you feel your control slipping as the evil beckons to you. You become the Slayer...
            ActionOverride(Player1,MakeUnselectable(24))
            ActionOverride(Player1,ReallyForceSpell(Myself,SLAYER_ENEMY))  // SPIN783.SPL (Slayer Change)
    END

    IF
        Global("AsylumPlot","GLOBAL",42)
        Global("change","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    THEN
        RESPONSE #100
            ActionOverride(Player1,AttackReevaluate("ppbodhi4",600))  // Bodhi
            Continue()
    END

    IF
        Global("AsylumPlot","GLOBAL",43)
    THEN
        RESPONSE #100
            ActionOverride(Player1,AttackReevaluate([PC],60))
            Continue()
    END

    IF
        GlobalTimerExpired("SlayerTimer","GLOBAL")
        Global("AsylumPlot","GLOBAL",42)
        Global("change","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    THEN
        RESPONSE #100
            SetGlobal("change","AR1514",2)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
            ActionOverride("ppbodhi4",StartDialogNoSet(Player1))
    END

    IF
        GlobalTimerExpired("SlayerTimer","GLOBAL")
        Global("AsylumPlot","GLOBAL",43)
    THEN
        RESPONSE #100
            ClearAllActions()
            ActionOverride(Player1,ReallyForceSpellRES("spin718a",Myself))  // End Slayer Change
            Wait(1)
            SetGlobal("AsylumPlot","GLOBAL",44)
            ActionOverride(Player1,StartDialog("player1",Player1))
    END

    IF
        Global("RobbedGolem","GLOBAL",1)
        Global("closedDoor","AR1514",0)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    THEN
        RESPONSE #100
            Unlock("IronDoor")
            CloseDoor("IronDoor")
            Lock("IronDoor")
            SetGlobal("closedDoor","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    END

    IF
        NumDeadGT("ppiron",2)  // Clay Golem
        Global("closedDoor","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    THEN
        RESPONSE #100
            Unlock("IronDoor")
            OpenDoor("IronDoor")
            SetGlobal("closedDoor","AR1514",2)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    END

    IF
        G("J#BodhiHuntCheck",0)
    THEN
        RESPONSE #100
            ActionOverride("ppbodhi4",SetGlobal("J#RealBodhi","LOCALS",1))
            SG("J#BodhiHuntCheck",1)
    END

    IF
        Global("J#BodhiSpawned","GLOBAL",0)
        GlobalTimerExpired("BodhiHunts","GLOBAL")
        GlobalLT("AsylumPlot","GLOBAL",42)
        !Exists("ppbodhi4")  // Bodhi
        OR(3)
            AreaCheck("AR1512")  // Bodhi's Hunt Level 1
            AreaCheck("AR1513")  // Bodhi's Hunt Level 2
            AreaCheck("AR1514")  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    THEN
        RESPONSE #100
            SetGlobal("J#BodhiSpawned","GLOBAL",1)
            FadeToColor([40.0],0)
            SmallWait(15)
            CreateCreatureObject("ppbodhi4",Player1,0,0,0)  // Bodhi
    END

    IF
        !Global("D0SpawnHorrors","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
    THEN
        RESPONSE #100
            SetGlobal("D0SpawnHorrors","AR1514",1)  // Bodhi's Hunt Level 3 (1st Slayer Change Happens here)
            CreateCreature("d0batho",[779.599],NWW)  // Battle Horror
            CreateCreature("d0batho",[559.746],NE)  // Battle Horror
    END

    IF
        GlobalGT("ThiefGroup","GLOBAL",0)
        !Dead("ppsime")  // Sime
        Global("D0SimeVampire","GLOBAL",0)
    THEN
        RESPONSE #100
            ActionOverride("vammat01",DestroySelf())
            CreateCreature("d0vamsim",[1999.1181],S)  // Sime
            SetGlobal("D0SimeVampire","GLOBAL",1)
            Continue()
    END

     

    And also from the timer set by Bodhi's Diaogue:

    Spoiler

    I know I'm early, but I just couldn't bear to see you leave. You were amusing, but the game is over. One last time, let our paths cross in blood!

    SetGlobal("AsylumPlot","GLOBAL",42)
    ActionOverride("vammat01",Enemy())
    ActionOverride("vamold01",Enemy())
    SetGlobalTimer("SlayerTimer","GLOBAL",2)
    Enemy()

    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?

  7. 25 minutes ago, Angel said:

    The cat& mouse mod does not alter Bodhi's original appearance, it only makes her appear a few more times in other places.  It also does nothing with the Slayer.  The code is also completely unchanged from previous versions, I never touched it at all.

    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?

  8. 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? 😶

  9. On 4/18/2020 at 11:03 AM, Blash2 said:

    Attract the modder's attention to the unnoticed bug report with a casual comment: done

    🤣 Thank you bro

     

    On 4/17/2020 at 11:08 AM, jastey said:

    Hm, with the SoD ceremony - EBG1 (for SoD) is inspired of how the PC's situation in BG city is presented at the beginning of SoD, and I get the "Hero of Baldur's Gate" vibe that SoD pushes tremendously (so the PC can "fall" even deeper at the end I suppose). That would be my excuse for inserting the "Hero of BG" ceremony for SoD/EET. I made it really, really short because I didn't want it to become something annoying (cutscenes tend to annoy me after having played them several times, EE be blessed for making them skipable.) The reason that the dialogue just proceeds afterwards with the Dukes is because for BG:EE+BGT the ceremony is not included. So it *is* right in the middle of the dialogue.

    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. 🤟

  10. On 3/27/2020 at 9:42 PM, amber-coffeeCat said:

    I put those blocks into comment brackets and I just increase the variables manually wherever I'm at an inn to experience the friendship track. Inconvenient, but it's something. Thanks for the help nonetheless.

    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?

  11. 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?

  12. 55 minutes ago, Jarno Mikkola said:

    If something has altered those, you can reset the Value -fields as you like.

    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:

    Spoiler

    Effects.thumb.JPG.90c2716d65f0567d04b0be6ae5d8585d.JPG

     

    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)

    Spoiler

    Mods affecting SPCL104.SPL:
    00000: /* created or unbiffed */ ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ 0 14 // Revised Invisibility and True Seeing0.8.45
    00001:  ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ 0 200 // Feat System4.4.3
    00002:  ~ATWEAKS/SETUP-ATWEAKS.TP2~ 0 160 // PnP Undeadv4.53

     

  13. So I noticed something weird.. my gallant protagonist is saving against some of my buffs. I'm asking for clues here to know wether it depends on the feat system.

    I'm using MnG v4.4.3 on EET. My protagonist has 'mental resilience' and 'unflagging determination' among his feats. Whenever I cast one of the 'morale' spells, he often saves against polymorph and the spell has no effect on him. I tried with Remove fear, Resist fear,  Emotion: courage and Emotion: hope.

    Could this be a bug from this mod?

  14. Hi! Just finished BG1 inside an EET run, I'm experimenting this mod (v2.0) right now and I have to say, it works like a charm. Got all the components, and they all do their job. Love it. There was a small hiccup when the game crashed right after the transition to Sod, at the end of the intro video, but it happened the first time only. I tried again twice, and it worked smoothly. Now I can freely go finish a few things (got NtotSc to tackle and Durlag's tower) without the chapter 7 pressure and flaming fist tools chasing my ass. Thank you @jastey for your splendid work. (and not just for this mod, that goes without saying).

    There are a few small things I would like to point out.

    1) A few typos:

    Liia.dlg, state 18: "dept" should be "debt". Also, I think "is" should be "was".

    Spoiler

    Who would have thought that he is such an evil conspirator! And we nearly made him Duke... You saved us all, and we are in your dept, <CHARNAME>, Hero of Baldur's Gate! You deserve the title.

     

    C#stsrv1.dlg: "verything" should be "everything"

    Spoiler

    Welcome, Hero of Baldur's Gate! This room will serve as your residence as long as you will stay in the city. I prepared everything and hope you will find it to your pleasing! The Dukes want me to tell you that the chest on the far left of the room will be your personal one, and everything you will put inside shall stay there as long as you take residence here. We cleared out the chests and moved verything downstairs, but if we left things in feel free to stock up your supplies with them. Have a good stay and thank you for saving the city!

     

    C#strfg1.dlg: two typos about the same word, and one suggestion.

    "save" should be "safe",

    Spoiler

    We travelled all the way here from High Moor because they burnt down our farms. Who they are we do not know, only that they are still out there, and their number is growing. Will Baldur's Gate help us? We never came this far into the south, but we do not feel save outside a big city.

    Spoiler

    So many angry men, and they destroy everything in their wake. I really hope we are save here in the south.

    I feel that a word is missing here: My suggestions are "what" or "all the".

    Spoiler

    They asked us to join them, and then they started rampaging and killing... We fled with (.......) little property we could carry.

     

    2) In my game after killing Sarevok there is a noblewoman (nobw5.cre) in the ducal palace 1st floor who's clearly a 'leftover' from the coronation ceremony, and still goes on happily about how cute Sarevok is, and how peasant I am. Should be removed, or maybe the dialog replaced with one of the 'ohmygod can't believe that charming Sarevok fellow was so eeeevil'

    3) Maybe it's not related to this mod: I rested in the palace third floor, then as soon as I came down Liia Jannath cast teleport field. Kinda weird.

    *nitpick mode on*

    I feel the 'hero of Baldur's gate' ceremony cutscene taken from Sod is a little out of place. Not only it feels weird to speak with the dukes, having the ceremony, then resuming the conversation like nothing happened, but you also have Elminster walking up to Charname and literally saying 'they want to keep things quiet' a few moments before the ceremony starts.

    *nitpick mode off*

  15. On 3/8/2020 at 7:19 PM, subtledoctor said:

    I see what the problem is.  Install the attached hotfix, then start the game and load a save with the scroll in your inventory.  Use the scroll from a quick-item slot and it should add the song to your repertoire.

    Awesome, it works! I activated the aura before a fight, then when a thief went invisible it was dispelled in a few seconds. After that I ran around a mirror imaged mage for a bit and didn't seem to do much, then stopping/reactivating the aura dispelled the images instantly. Pretty cool stuff.

    FYI, I had to start the hotfix installation a second time, because the first went like this and then stopped:

    Spoiler

    Cattura.JPG.a2e68282a94212d94a8c26b5cfc60f40.JPG

     

  16. On 3/5/2020 at 5:06 PM, subtledoctor said:

    And it is SUPER cool.  Instead of being a potted plant that sings to give my other guys a combat bonus, he is in the front line tanking right next to Minsc, protected by Shield/Reflected Image/Mirror Image, etc.  His spontaneous casting makes him very flexible as far as what magic he can use to help at any given moment, but it's not overpowering

    Doc, I couldn't agree more. My protagonist is a gallant, and the combo armor/mirror image/aura: blur has allowed him to rush in front of anyone in danger of being attacked by the scs enhanced baddies. Great versatility, great mod indeed.

    As far as naming the new necromancer bard.. how about Requiem composer?

  17. Hi. Just wanted to mention that I had the exact same issue in my current game, but with the latest version of EET. Picking up the letters in Tazok's tent did nothing, and I remained in chapter 3 with the 'a hidden base in the cloakwood' journal entry after speaking with Ender Sai.

    The hotfix v2 from this thread fixed this, both in an earlier save from before entering the bandit camp area, and in the most recent save i have. In the first, the transition triggered normally when I picked up the letters; in the second, it happened as soon as I loaded the save, with cutscene and journal/map updates. Don't know if this is normal, but that's it. Thank you for the fix anyway 😀

     

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