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Pol_Rupes

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Everything posted by Pol_Rupes

  1. I tried to be very careful in that regard. All the important decisions have to rely on Charname since Dusk really trusts him/her. Also, an NPC story is about that NPC and has nothing to do with the Bhaalspawn, just like, for example, Nalia's quest or Anomen becoming a knight. In the final mission, the Order of Mages involves Charname directly due to heritage, so I hope that the story doesn't take away too much from the PC. Hope you enjoy the mod.
  2. Hi! Yes, we're working in a really big update, but with no romance or ToB works on it yet. The update should be ready in a couple of months (we're working in new bam animations for some creatures and shaping new areas too). Soon will be updates about it.
  3. Hi! After a while, I'm working on the mod again. Trying to do some stuff to work well with other mods. In a couple of weeks (maybe days) we're going to release the v1.5 presenting a new area for Mathyus and Michelson (that way we're going to avoid the bug for the Tactic mods)
  4. The romance and inclusion of the NPC in BG1 were mainly requested; the other points were planned from the beginning. In broad strokes, the character's vision is already complete, and, honestly, all of his outcomes (he has 7 alternative endings) feel accomplished (at least in my opinion).
  5. Yes, in fact, in its original release, it had a damage similar to what you mention (possibly higher), but it was too overpowered, so it was decided to nerf it. Now, the damage is only slightly higher than that of a regular bastard sword.
  6. I see that as a bit complicated. In any case, the next major releases will follow this order (for now): 1- A romance version for Dusk in ToB 2- Compatibility for BG in its classic version 3- The inclusion of a quest for ToB Once that's done, I might be able to include it in BG1, although it would involve reworking his story a bit.
  7. Hello! Thanks for trying the mod. The mod should be compatible with other mods without any issues. If you use it with other NPC mods, please note that these NPCs won't have customized items (as a reward for completing the third quest) since they were designed for vanilla and EE NPCs. Regarding the crimson sword (bastard sword that Dusk will obtain if his alignment changes to Evil during his quests), the goal was to make it better than a regular bastard sword, even in its base damage. Note: it was nerfed since its original release, as the damage was much higher. In ToB, Dusk doesn't have any quests, but he does have dialogues and comments throughout the entire campaign. Additionally, there are 7 alternative endings for him, which will be affected by the decisions you've made since SoA.
  8. NPC Wizard Slayer: Dusk - V 1.0 released! What's Changed Bugs Fixed: Fixed remaining game's DLG files of the mod, avoiding potential conflicts with other mods Enhancements: New talk after the battle in The Oasis (ToB) If player attacks Dusk’s allies (Eg. Mathyus or Michelson) he turns into a enemy Added remaining Dusk’s voiceovers New Features: Added new language: Italian
  9. Hi! We’re still working on the updates. We’re currently working on the Italian translation and finishing some unfinished voice lines for Dusk. The bugs related to the original files are fixed, so we think we’ll be able to release version 1.0 soon. Thanks!
  10. Yes! You're right, I forgot to readjust those files, I removed the ones for vanilla NPCs but forgot about those. That will be the next thing I fix. Thank you for letting me know.
  11. Version 0.9.4 What's new? Bugs Fixed: Fixed a bug in final battle: Tree of Life Fixed a banther between Imoen, Minsc and Dusk Fixed some issues with Valygar and Haer’Dalis new custom items Fixed several issues with NPCs vanilla items Fixed a wrong Journal Entry in the final mission Fixed a bug in which Demoli could trigger the final mission twice Fixed a bug in Wilson’s innate abilities from Bellfame: now it’s not necessary that Dusk is in the party Enhancements: Rex, Royal Avenger, Lux Triumphans and Ira Tenax items received custom icons and custom animation when wielded Larloch fang can be also forged with Korgan’s Axe +1 Dialogs for all the summonings from Bellfame (including herself) with: Bellfame with: Dusk, Cernd, Anomen, Haer-Dalis, Wilson Baba, the Nervous Mouse with Minsc, Yoshimo, Mazzy Jack, the Winter Wolf with Dusk, Edwin, Keldorn, Valygar Sayang, the Worg Wolf with Rasaad, Dorn, Jaheira, Nalia Thiago, the Brown Bear with Neera, Jan, Viconia, Wilson, Dusk Uma, the Shadow Wolf with Hexxat, Imoen, Aerie New Features: When Bellfame and Wilson are in the same area, there is a chance that if they speak each other he will obtain: Sacred Power of the Bear, Hardened Bear and Bear's Bravery innate abilities PD: Thanks to those who reported the bugs (Bertle, Kate, Wolfstar, gnomejodas, John, Bell), I wouldn't have been able to fix them without your help. Thanks to Lava and jastey for the advice on file management. With this, the major bugs should be fixed (at least I hope so). The next update will include the translation of the mod into Italian (thanks, Andrea) and possibly to version 1.0
  12. Hi! Yes, it should be compatible with that mod since I didn't modified the kit itself.
  13. Version 0.9.3 is here! What's new? Bugs Fixed: Fixed several typos in some dialogs Cleanup various .dlg files to avoid potential issues with cross-mods Fixed Kalanda summoning Fixed Anthagar and Kalanda encounters in which the player could attack them affecting the final quest Fixed Dusk / Dorn interactions Fixed functionality of Teleportation Orb Fixed a bug when starting a new game in ToB Fixed several variables that affected some Dusk’s dialogs Enhancements: Improved custom items general properties and attributes Resized several portraits for a better picture framing New Features: Added an introductory reaction from Dusk towards Hexxat Added new custom items for EE characters: Neera (Wild Magic Potion), Rasaad (White Light Potion), Dorn (Night Knives Gloves), Hexxat (Ruby Liquid Potion), Wilson (Winter flowers and fruits)
  14. Version 0.9.2 is here! What's new? Bugs Fixed: Fixed custom item (De'Arnise Mantle) description for Nalia Fixed several quest dialogs in order to reward player with custom items for Classic NPCs Fixed a bug that prevents the player to properly finish the final quest Enhancements: Recompressed all music files using wavc to save lots of space and to make the mod compatible with BGEET The strings for Dusk’s passive ability (Dusk Fury) are now correctly shown New Features: Added EE Characters dialogs Added a script for Dusk to behave towards Dorn depending on the alignment (True Neutral or Neutral Good)
  15. Version 0.9.1 is here! What's new? Edited (nerfed) several items for a better game balance Fixed several translation issues Wizard Slayer Set usability fixes Removed AMTGEN01.tra files since they were not needed Created a hotkey (K) for solving an issue with dialogs being mixed up
  16. Well, GitHub seems to be a good place since there I have my collaborator and speak to him all day. That way I can plan the fixes to the mod. But also I don't have any problem in respond here either. Wow thank you. That file was one of the final things that I add to the mod in order to test some things in ToB. I'll fix it in the next release.
  17. Thank you! 1) Yes. The banter change slightly. It also change towards the rest of the NPC. Dusk can forge friendships, and that possibility will vary depending on his alignment. For example, if he is Neutral or Good, he can be friend of Valygar. If he is Evil, he can be friend of Korgan. Upon reaching that point, if Dusk sees one of his friends die, he will activate a hidden ability called Dusk's Fury. 2) A couple of years. It's my first mod. 3) The original language is Spanish. The translation to English was made with the help of friends. Yes. There is an exclusive block dedicated to the EET compatibility, including the Fate Spirit script. I couldn't tested yet because I don't have EET. But the code should work. (I'll try to tested myself downloading the EET mod. If something goes wrong I'll fix it)
  18. Hello! We have finished developing a mod that includes a new playable NPC. It includes 4 new missions in Shadow of Amn and many new items. New summons, spells, allies, and enemies. We hope you enjoy it. Available languages: English and Spanish. Here is the GitHub release link: https://github.com/RamosPabloA/NPC_Dusk_MOD/releases/
  19. Hi! I finally finished my NPC mod, these are some of the features: - Featuring a new NPC joinable to the party: Dusk, the Wizard Slayer. Ardusk Aldant, also know as Dusk, it's a warrior from Cormyr, trained in the Order of the Purple Dragons. After a long journey to Athkatla, Dusk is now became a notable Wizard Slayer who just wants to live in peace. But a dark figure attacks in the pacific Waukeen's Promenade. FEATURES: Dusk is a warrior specialist in the melee combat, using quarterstaffs and bastard swords. He has 2 innate abilities that learned in his youth as a First Sword in Cormyr: - Inspiring Surge: The Cormyrean warrior lets out a war cry of "For Cormyr!", instilling courage in his allies. During the time the effect lasts, they will be immune to the effects of fear. The scream also removes fear effects from those who would be affected. - Heroic Defense: The Cormyrean warrior who has been trained as First Sword, is capable of providing a Heroic Defense to the indicated target, providing physical and elemental defense by %10 for the duration of the effect. Dusk will give you the chance to get: * 4 new missions (for Shadow of Amn) * A custom voice set for Dusk * A path to convert Dusk into a Good or Evil alignment * Several conversations with the Bhaalspawn, allowing the player to forge a friendship with the NPC * Several conversations with the existings NPCs (including the EE characters) * Dusk can make several friendship with the existings NPCs * A set of items usable only by Wizard Slayers * Through his missions he can learn new innate abilities and upgrade his personal items * Through his missions, Dusk can improve his Ability Scores, allowing him to dual-class into a cleric or thief (depending of the alignment) * About 100 new artifacts, 80 characters (allies and enemies), 10 new spells * Music for the dialogues with the Bhaalspawn (will change according of the Dusk's alignment) and for some parts of some missions The thing is the mod is in Spanish (my mother language). I'm not as good in english and for that I apologize. So I want to contact some people who know Spanish and help me translate this mod into English (after that, we will be able to translate into other languages. Where can I ask for these kind of help? Thanks in advance.
  20. Nice! I didn't know I could alter an effect in the tp2 setup file. Maybe you can help me with this: I'm trying to edit the usability of an item. I want the item to say "can only be used by JohnDoe". As you can see, the red square marks the string's number of the name to be put it. But the string of John Doe doesn't exist yet. Is there any way to set it up that in the setup file?
  21. With that effect it worked! This is the Effect description: So I choose 11 as the value and load the .cre file. I set the Power field in 1. The thing is the Special field along side the Power field. That field indicates the string number to set in the Usability description of the item. So if I want to that item just to be used by Jan, I put the 'Jan' string number in that place. The bad thing is that idk how to put a 'new string' e.g. a new character's name. I tried to export the tp2 effect file but it's empty.
  22. Hi! I'm trying to edit a certain item that is just used for a particular character (e.g. a sword usable only by Keldorn). The thing is that the description in the item (once in the game) also includes things like "not usable by: Wizard Slayer, Mages, Druids, etc." I just want the description to say only: "Usable by Keldorn" and not the rest of the text that the engine puts automatically in the game. Is there a way to do that? Thanks in advance.
  23. Yes!!! It worked. I export the tp2 from the item's DLTC. In my case, I used '750' SAY 750 @200005 /*Test*/ And the effect's string was written. Thank you very much!
  24. Hi, I'm creating an item and idk how to add the custom string in the effect Text: Display String I want to show from that item. This is how I have in my tp2 file SAY NAME1 @39 /*New Item*/ SAY NAME2 @39 /*New Item 2*/ SAY UNIDENTIFIED_DESC @40 /* Unidentified Description*/ SAY DESC @40 /*Description*/ I need to add something for the Effect= Text: Display String [139] ? Based on DLTC, it took the text from a tagged entry (that already exists) Thanks in advance.
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