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Thels

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  1. For Bartleby's letters, I delivered Miss Aspen's letter 6th. This seemed to resolve the quest. I got the epilogue, and then the quest was removed from my Journal. But I still had Skie's letter. When I delivered Skie her letter, a new quest log was added. From what I understand, there's no further resolution, as I got that after Aspen's letter, so now it's stuck in my quest log.
  2. In the Elfsong Tavern, if one of your companions is still downstairs, all the "private room" encounters fire off one after another. Also, the 6th encounter (crying woman) has slightly different coordinates, placing her one room over.
  3. There's an unfortunate side effect of using "Commoners use Drab Colors" and Xan's quest in BG1 NPC Project. David Jansen performs an illusion act where he displays six gnomes in six different colors, requests you to focus on one of them, and then claims to know which one you were focused on. He makes them disappear, and then makes five of them reappear, except for the one you were focused on. If this module is installed, then all of them wear outfits in two shades of gray, breaking the illusion. Would it be possible to ignore these gnomes? To get this event: - Recruit Xan and keep him in the party. - Travel to the Nashkel Carnival, and in the armor tent (the rectangular one), buy a bag of grain and a bag of turnips. - Travel to the North Nashkel Road, and follow the road. You should run into David Jansen and two Ogres. - Give the Ogres some diet tips, and they'll eventually wander off. As a thanks, David gives you the show.
  4. That makes sense! I wasn't sure if the voice line was automatically fixed as well with the other changes, so that's why I pointed it out.
  5. Not sure if it's important, but Ajantis has the same issue. However, unlike Charname, Ajantis also includes a voiced line (saying the same thing)! I'm guessing the voiced line is related to the string somehow (I have no idea how this works on a technical level), and probably fixed accordingly as well, but just in case the voiced line is a separate issue, I'm mentioning it here.
  6. In one of the letters to Tamah, Camryn describes how Charname knocked over one of his ink pots, and that he handed HIM a colored pencil and blank scroll, even if Charname is female.
  7. Those stayed in the bag, and a lot of quest items fit into that specific bag.
  8. When you kill Laryssa before talking to Brage, she still shows up in Nashkel to point you towards the Carnival.
  9. When I remove the character with the Book Bag, they keep the Book Bag in their inventory. Should this not get moved to Charname's inventory, like other bag items?
  10. Yeah, for some reason that didn't get set. Perhaps I walked off the Xvart Village map without actually letting Borda leave my line of sight, therefor not triggering that initial point. I tried again, making sure to give him enough time to walk out of line of sight, and then it worked just fine! That's a cooler way of going around things than to kill Borda on sight, so I'll go with that route, instead!
  11. While on the topic of Brage and Borda... When killing Borda the first time I encounter him in the Xvart village, everything seems to play out properly. But if I leave Borda alive (just tell him I'm not interested in his wares), and then later on pick up Brage, I can't get Borda to respawn at the Carnival. Looking at brages_sword_bgqe.tpa, there seem to be scripts added to the Xvart Village and the Lotus Tent, but I can't find .BCS files for either of those in NI. I do see something added to the Carnival script, but it relies on Global("C#q13Brage_FakeMerchant","GLOBAL",8), which is an unset variable in my game. Setting that variable to 8 does get Borda to respawn at the Carnival right away. BGEE+SoD 2.6, MQ&E 25.4
  12. Cool! Some other things I noticed: When leveling up a thief to level 1, and then use the innate abilities to assign the skillpoints, if you use them really fast after each other, they overlap, instead of stacking (meaning you only get the bonus once). This is most notable when auto-pause on spell cast is enabled, as it causes the character to pause twice. I recruited Neera, leveled her up to 2, and then dual-classed her into a thief. After choosing her initial thief abilities, it allowed me to continue leveling her up to level 3. All seemed well, but she does have 3 innate abilities to increase her thief points. Since dual-classing her allowed me to assign her full set of 40 skill points at the first thief level, those extra thief points seem in error. In the Wolf module, Wolves seem to remain passive even when surrounded by characters, and even when those characters are attacking and damaging them. Also, you get travel ambushes with wild dogs, who aren't hostile.
  13. I like how the Improved NPC customisation works! It's quite user friendly. However, I noticed one small issue. When you change a character's class to Ranger, that character doesn't get a Favored Enemy. Would it be possible to have them select a Favored Enemy like how thieves select their additional skillpoints?
  14. Thanks for making this great mod! I like it more than NPC EE, because everything is done ahead of time, and I don't have to break the suspension of disbelief to tweak the companions in game like NPC EE does. However, I noticed two issues (while playing on a modded game of BGEE with SoD installed): 1: All the NPCs I modified lost their weapons. Could this be because of the Alter Weapon Proficiency System from TA? I reverted the Weapon Proficiency System to the BG1 style, and none of the modified companions had any weapons to speak of. Is there an option to not touch their equipment? 2: I had enabled the following option: Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v3 However, it only does seem to do so when the NPCs initially join the party, and not when I kick them out and reinvite them again at a later time.
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