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Skitia

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Everything posted by Skitia

  1. It's not so much that it's incompatible, it's a bug. The issue I mentioned that was brought up a few comments ago also can cause some dialogue to be bugged in non-EET playthroughs.
  2. Nalia At Last is a romance mod for Throne of Bhaal. This the V1 release, with some polishing and fixes from the beta version. The changelog is: Fixed an issue that caused the mod not to install for some users. (If you were getting out of index when installing Weidu, this should correct it.) Adjusted a script to be compatible with original BG2. (However, original BG2 is not officially supported, only the EE editions.) Spelling and Grammar Fixes. And for those first seeing this, the mod includes: Friendship Track Standalone Romance Track De'Arnise/Arnel's Nalia Romance Track Player and NPC initiated Flirts New Interjects to match the style of the Bioware romance NPCs Links: Download More Info and Support
  3. Nalia At Last is a romance mod for Throne of Bhaal. The beta is basically a complete release, but may still have some bugs and writing that need to be polished out. The Beta includes: Friendship Track Standalone Romance Track De'Arnise/Arnel's Nalia Romance Track Player and NPC initiated Flirts New Interjects to match the style of the Bioware romance NPCs Links: Download More Info and Support
  4. Updated the link here too, thanks!
  5. Very late, but no PIDs. Coutelier never had any, and I didn't create any when I adopted it, very much with the fact in mind that the NPCFlirt pack is popular.
  6. Wings (BG2:EE Mod) v1.011 This mod adds additional friendship dialogue to Aerie along with several new encounters, a major quest, and a banter/minor quest to Minsc if she is in the party. v1.02 addresses bugs from the complete version, v1.00, and now includes Russian translation again. This mod is EET compatible (But not non-EE compatible.). Link to Download at GitHub Support Forum My Other Mods
  7. Wings (BG2:EE Mod) v1.00 The completed version of Wings is now available. This mod adds additional friendship dialogue to Aerie along with several new encounters, a major quest, and a banter/minor quest to Minsc if she is in the party. v1.00 addresses bugs from the pre-release version, v0.99 This mod is EET compatible (But not non-EE compatible.). Link to Download at GitHub Support Forum My Other Mods
  8. #2 will be fixed in version 1.00 I also found an instance where quest giver NPC went to the wrong location, that will be fixed for version 1.00 as well.
  9. Wings (BG2:EE Mod) The completed version of Wings is now available. This modification is the completed version of Coutelier's back from December of 2013. It introduces additional content for Aerie, including banters, new characters in the circus and beyond, and a new main questline, and a side quest for Minsc. This mod is EET compatible (But not non-EE compatible.) After a longer period of not receiving any bug reports or fixing any, I will update this to display 1.00. Link to Download at GitHub Support Forum My Other Mods
  10. Wings (BG2:EE Mod) Please use this thread if you have questions or bug reports for Coutelier's/Skitia's Wings mod! This modification introduces additional content for Aerie, including banters, new characters in the circus and beyond, a main questline, and a side quest for Minsc. It should be EET compatible, but is not compatible with non-EE versions. Link to Download at GitHub My Other Mods
  11. EET has different naming conventions for areas. I'm betting the items are not using the correct area names, and therefore, are not working. If you're doing this via dialogue, to root down the problem, remove conditions (and just have the action be a displaystring that says "This works" or something.). That is usually how I do my troubleshooting, then restoring things slowly until I get the culprit and then adjust it as needed. No dialogue though will fire if your conditions are wrong, so most likely it's a condition error/area convention naming.
  12. So on the Familiar Spell, there is hard coding IIRC that is difficult to get around in regards to it working for player only. But it is pretty easy to psuedo replicate for NPCs. You would create a custom spell, which would either set a variable to trigger a custom dialogue, or summon a creature with similar conditions as per find familiar. There are quite a few ways to go about it, so plenty of creativity, it would just have to be custom. You'll need to code the familiar to have similiar attributes as the player one, including moving around areas if that is something you like to do. In my work in Recorder, I wasn't looking for a full familiar, so I made them more of a temp summon. Her ferret Gustav just functions as a scout that can't be killed, escaping the area after removing themselves from player control as soon as their health gets low. But when I started I did make them exactly like a familiar, including a con penalty if they died, and dialogue if the player talked to them, which is still retained in the current spell iteration. High Hedge and BG1 MSFM Item Bug -Items not appearing in CreateItem is a result of the item not being added to Weidu correctly. Example: COPY_EXISTING ~%MOD_FOLDER%/Item/ITEMNAME.itm~ ~override/ITEMNAME.itm~ A common error is from copy-pasting, not changing the override name, duplicate .itm name, or just mispelling. You need the above at a min to create it, then your name1/name2/desc. Wizard Hat Bugs -Wizard hat has no character model. You can check in NearInfinity's Equipped Appearance, by default it is none. Nothing you can do here, sadly unless you want to make your own model, which I have not seen anyone do. Wizardry Staff Bugs -See how Throwing axe works in Nearinfinity. I have never made a ranged/melee weapon, but it is how I would start my approach, because the item already has what you are looking for. Any other item with a multi-ability that you can switch will also work. Teleport Stone Bugs -In Nearinfinity, or whatever tool you may be using, make sure you have Item Remains(0) set for When Drained, and Recharge After Resting for the Flag. -The description is purely reflecting whatever you write for it. If the item has a DESC tag in Weidu, make sure the text you want is included. If it's missing the DESC tag and using some generic tag, make sure you add DESC and then the ~Text Here~ after it.
  13. Can we add Aura to the working EET List? https://artisans-corner.com/aura-npc/ (There is also the Beamdog Forums link https://forums.beamdog.com/discussion/65891/v3-2-aura-a-gnome-artificer-npc-for-bg-ee-sod/p1) My NPC Mods (Emily, Helga, Kale, Recorder, Vienxay) should also work with EET: https://forums.beamdog.com/discussion/74672/v1-59-emily-a-half-elf-archer-for-bg-ee-sod-and-eet/p1 https://forums.beamdog.com/discussion/76460/v1-48-helga-a-dwarven-priestess-of-haela-brightaxe-for-bg-ee-and-sod-and-eet/p1 https://forums.beamdog.com/discussion/74630/v1-6-kale-a-halfling-barbarian-for-bg-ee-sod-and-eet/p1 https://forums.beamdog.com/discussion/77784/v1-37-recorder-a-gnome-lorekeeper-npc-for-bg-ee-sod-and-eet/p1 https://forums.beamdog.com/discussion/74701/v1-57-vienxay-a-elven-shadowmage-npc-for-bg-ee-sod-and-eet/p1 (Or for all five: https://skitias-stories.com/mods.php)
  14. Responding, to the OP, I'm not displeased with any of Beamdog's changes, so I would not want to mod the game to roll it back. There are minor gripes, like when two characters get stuck on another for a second because they're occupying the same vertix, but that's really it. And I can't mod that, that's a hard-coded issue. Most people play on the new engine anyway. It's not just because it's better now, it's just also more compatible with older operating systems. It took me forever to get Icewind Dale 2 (Poor Missing Source Code) to get to work on my computer.
  15. You could also do a fade to color for a short bit. Or just move the spawn points out of initial loading sight.
  16. Skitia

    Bug Thread

    Is the second set of InParty/MyArea/StateCheck conditions necessary? I assume the second line is reached only if the first line's condition is true, based on how dialogue pathing works. Also another suggestion I would add is using an ICT where there is not an escape area if it is not strictly necessary. Sometimes its the only line or it doesn't fit anywhere else, but if it can be moved somewhere where a passback line is not needed, you can achieve what you want with the least amount of additional strings, and I am all for a minimalist approach where possible.
  17. Did you plan to try to make progress on this? The ideas seem nice and simple additions, and I always like expanded epilogue options.
  18. Are there two of these such lists floating around? I swear I recall another one with a slightly different set of mods, namely some of my own were on the other one IIRC.
  19. I wouldn't worry about quantity of a lot of lines until you hit a performance impacting level personally, and I wouldn't hesitate on it being in a .cre file for similiar reasons. Is the player having the Familiar out really going to be out even that much to be of a concern even in the worst-case possibility of tons of creatures around? That said optimization should be practiced where possible, but I don't think it needs to be factored in to a decision on putting a script in the cre file or not.
  20. I always read what is being done to Imoen before irencius takes over Spellhold as just being a prisoner, and not a "Who knows what is being done". The last dialogue line literally is "Rot in spellhold", so to me, that means basically being a prisoner until you know more. It's why I actually don't see the necessity for the petrifying/turn to stone mod. That would be a worse condition to be in, even. I can see some people enjoying a more time sensitive playthrough, mind. My personal choice to do everything is based out of a completion-style stand point. In my RP the character wants to help everyone. Delay is born out of distraction and other high-stakes going on. Imoen is still important. If anything raising the fund limit is the only thing I would change. But it's not a change I would have advocated in the original game, because as it is it works to cater to many different play styles, and that's perfect. I guess that is what modding fulfills, if something isn't to your taste, you can tweak it.
  21. Timewise, doesn't Irenicus not even takeover Spellhold until the start of chapter 3 (At least shown via cutscene.)? So the torturing doesn't really start until then IMO. Storywise, at the start of chapter 2 you just know she's stuck in prison. With some of the stakes of other quests in the area, I can see validity in helping these other people out first and preparing yourself in equipment before attempting to get Imoen away from the Cowled Wizards. After all, you don't know what you're getting into. Thus in my opinion, it makes no sense to weaken her or drop reputation, especially the latter, in fact if anything, rushing to Spellhold would seem to have the bigger consequences due to lack of preparation, and that does naturally in the form of your xp and equipment. My preference is some mod expanding Throne of Bhaal instead or adding quests or unique content specific to its chapters.
  22. That's a good point. My mod however uses BG(2)EE specific scripting actions, so compatibility with vanilla is not a thought. In fact I wonder how many people still use vanilla.
  23. Thanks, I will probably use IsValidForPartyDialogue exclusively then, unless I see an issue otherwise that has me consider reverting.
  24. This probably has a really simple answer, but what is the purpose of CD_STATE_NOTVALID? I see it in a lot in interjects in mods, and am primarily wondering why can IsValidForPartyDialogue not be used instead, where it seems to be used commonly in the game itself.
  25. I think the create invisible creature that does a store interface for identification is too clunky personally. I would probably go an item implementation route, a lore potion that I would add to the stock of specific stores, and give it X gold cost and X lore bonus for X time (You could even add X charges if you so pleased). Then I can set it to be used by X classes, and toy with the balance of each of these X's accordingly. +50 Lore would probably be a safe amount to go with. It's simple and immersive. You could even have the spell make such a potion that lasts one day (So they couldn't be infinitely stacked and created), I.E. a Lesser Alchemy Spells or the like. This can be an innate ability of X classes. I think this would be a bit more intuitive if you wanted to go the ability route.
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