Jump to content

Pol_Rupes

Members
  • Posts

    25
  • Joined

  • Last visited

Posts posted by Pol_Rupes

  1. 1 hour ago, ManaMusic said:

    My friend, don't you feel that you are somehow lowkey taking spotlight from the charname? I think thats the important thing to address. Big shout for creative people - you are great, but at the same please take it easy with the strokes of your brush! ;)

    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. 3 hours ago, Guest Chicken7023 said:

    Hello ! Are you still working on the Tob part of the mod ? You said earlier you intended to write a romance and a quest. I wanted to try the mod, but if a new version is coming soon i'd rather wait. Thanks !

    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. On 11/8/2023 at 4:03 PM, Morgoth said:

    Hello,
    are you still working on Dusk?

    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. 4 hours ago, Morgoth said:

    Are you adding this due to requests, or because you felt it was needed? 

    At the cost of sounding unpopular, having a BG2 exclusive Npc is not a bad thing to me. And changing a story you've already drafted seems strange to me.

    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.  

    10 hours ago, dunehunter said:

    Thanks for the fast response. Cool since Dusk still has content in tob. Regarding bastardsword, I understand that you wish to make it special. I’m not familiar with 2e rules, so does an oversized weapon will have more dice or bigger dice size? Like 2d4 -> 2d5. I mention this because some greatsword has 1d12 instead of 1d10 in game.

    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. 1 hour ago, Chitown Willie said:

    Any chance of Dusk making an appearance in BG1?

    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. 9 hours ago, dunehunter said:

    Have watched the video and read the introduction of this mod. This seems to be a well written and carefully designed mod that I’d love to give it a try. I have a few questions regarding the mod:

    Firstly, this mod adds new plot and item so how will it be compatible with other mods that add item and story to game?

    Secondly, I see some bastard sword use 2d5 as it’s basic damage, I’m not familiar with adnd but using dice size of 5 seems weird and what’s the reason for it?

    Lastly, does this mod has content in ToB since I will wanna carry Dusk to tob?

    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. On 6/24/2023 at 6:25 PM, Endarire said:

    @Pol_Rupes
    How fare your Dusk updates?

    Thankee!

     

    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!

  9. 7 minutes ago, Lava said:

    I'm afraid that's not all. The mod, for example, overrides ribald.dlg, so if this mod is installed after other mods that add stuff to that dialogue, then this mod will erase changes done by other mods, possibly making some other mods unplayable. I had a player who wasn't able to properly start the main quest from Skie: The Cost of One Girl's Soul. That means player won't be able to finish the quest, join Skie and, in result, Eddard. That will also prevent Dvaradime's talks with Ribald, Southern Edge's mini quest and so on.

    The problem was already reported here: https://www.weaselmods.net/showthread.php?tid=1018&pid=2724#pid2724

    Sadly, there are also other talks in Dusk that do that. TRGENI01, OHNQUAID, BOY1...

    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.

  10. 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

     

  11. 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)
  12. 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)

     

  13. 7 hours ago, Endarire said:

    What is your preferred place to discuss this mod?  I'd rather focus on one board instead of several.

    Thankee!

    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.

    1 hour ago, JohnBob said:

    Hello !

    Thanks for this mod which seems to add quite a bit of content.

    It's also very nice to have the first realase in two languages

    A minor note, AMTGEN01.tra is still in Spanish.

    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.

  14. 2 hours ago, Morgoth said:

    Really congrats. Could be the final push to reinstall the game. I was waiting for skitia's npc to get out before doing that.

    By the way:
    1) Do Dusk banters change if he becomes evil or good? if yes, do they change towards the player or towards the npc too?
    2) How much time did you need to write it?
    3) Was the translation done professionally or by "friends"?

    Cheers

    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.

     

    2 hours ago, Endarire said:

    This is the official YouTube background story for Dusk Aldant!

    PS: For EET compatibility, did you ensure the Fate Spirit worked properly?  I heard this required separate code.

    Thankee for upping the ante of professionalism among Infinity Engine mods!  Alleluia!

    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)

  15. 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.

    Puede ser una imagen de 2 personas y texto

    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.

  16. On 11/4/2021 at 3:07 AM, Grammarsalad said:

    I think alter_effect works on items. You could also try:

    LPF ALTER_EFFECT INT_VAR match_opcode = 139 parameter1 = RESOLVE_STR_REF (@68010) END

    Nice! I didn't know I could alter an effect in the tp2 setup file. Maybe you can help me with this:

     

    image.png.76762d6b8631a760876da538a76edf22.png

     

    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?

  17. 10 hours ago, Guest tipun said:

    Use opcode # 319 (319) Usability: Item Usability and remove all other Usability flags.

    With that effect it worked! This is the Effect description:

    Quote

    Set spell level to 1 to disable this item for other than the given IDS entry. Usability STRREF is stored in the special field (0x2c).

    Known values for 'IDS File' are:
    2   EA.ids
    3   General.ids
    4   Race.ids
    5   Class.ids
    6   Specific.ids
    7   Gender.ids
    8   Align.ids
    9   Kit.ids
    10  Actor's name
    11  Actor's scripting name (8 maximum in resource field)

    'IDS Entry' is a value from the specified IDS file, indicating the specific creature type to affect.

    So I choose 11 as the value and load the .cre file. 

    image.png.db3adfb4279fc9654990883935ba20d5.png

    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.

  18. 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.

     

  19. 35 minutes ago, CamDawg said:

    SAY can be used directly with an offset. Since it's your item being copied from your mod folder, you don't have to worry about another mod changing where it is, so you can just directly use something like

    SAY 0x7e ~Text for new effect~

    Replace 0xae with whatever the actual offset is. I'm afraid I don't remember how DLTCEP shows offsets, so you'll need to work that out on your own.

    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!

     

  20. 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.

×
×
  • Create New...