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TotalMilk90

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Everything posted by TotalMilk90

  1. Nice! A couple ways I was able to complete it in testing too were pickpocketing from the top right angle then immediately moving into the corner out of the guards sight. The easiest way I found though was to just use pause immediately after stealing. There is a very short delay before the guard will initiate dialog, just enough to quickly press pause and enter stealth right then and there.
  2. Yeah you need go back and forth between some of the named characters to get new dialog options. It's mainly between the guard and the bartender. But you do have to pass a skill check too during the dialog, so it's possible your character failed that and got locked out of getting the second purse.
  3. Small update to v4.4 with some bug fixes. Still in progress: 2 joinable NPC's New questline for Saradin Separate questline for joining the City Watch (maybe) New Kerykeion weapons Several random smaller tweaks/enhancements Still working on some bigger things now that I'm back at it after taking a break. This is actually intentional. One of them can be pickpocketed, while the other has to be taken through cunning/dialog. This was just fixed in the new update. One of the variables was wrong in the specific instance of bringing Valera back to the guild, while also having either killed or forced Blackthorn to leave town in that earlier quest. Thanks for the report!
  4. Hmm, they are scripted to disappear after turning in the quest. I’ll take another look at it. Maybe charm has something to do with it.
  5. Thanks! Yeah, that was an oversight on my part and has been fixed locally.
  6. Ah, I wasn’t aware that was an issue and would remove eet compatibility. Thanks for letting me know, I’ll fix it real quick and release another update as soon as I can. It does add an instance of only 2 columns for h_liedec so I guess that’s the problem. It’s strange that you installed it fine with 4.0 though because it exists there too and wasn’t altered in 4.1. In the meantime, Doc seems to have a good workaround where you can delete the line from the .2da. Alternatively, before installation you could delete or comment out the line in the mods tp2 file. It serves no purpose right now anyway and was just test/preparation for later.
  7. I'm partial to a slower playstyle myself. So when you pause the game, the real-time counter still continues? I guess it makes sense, but I would have expected it to stop, same as if the game was off or not active.
  8. I've been looking through a variety of different NPC mods for BG:EE and I've seen conversation timers anywhere from 10 minutes to an hour, or using different lengths of in-game time. Is there a consensus on what objectively seems to be the best way to pace them throughout the game is? Or at least is there a preferred way you like them to be timed? I guess the number of talks would play a big factor in this. With that in mind, what amount of talks do you think is too many, or too little? I have no experience using NPC mods myself, but I do plan on trying some out to get my own thoughts and feel for them. I'm actually putting together a run right now using only modded npcs. In the meantime though, I'm interested in hearing views and opinions from players who are more familiar with them, and what your preferences/thoughts are.
  9. Awesome, thank you! I appreciate your interest in translating. I released this update because I was losing motivation and needed a break, but for some reason releasing it actually motivated me to keep going. That being said, the next update will be a long ways off as I'm delving into larger things that I haven't experienced doing yet.
  10. The dialog was un-traified for this update since pretty much everything was rewritten from the ground up. It's easier for me to work this way so I plan on waiting until this mod is fully complete with fixes, revisions and planned additions before finalizing new traification.
  11. Just a heads up in case anyone had already downloaded the new update. There were 2 major bugs I missed that prevented a couple quests from resolving if certain options were chosen. I've already released a new version with the fixes.
  12. Glad you like it, thank you! Thanks! I really had a blast writing these, especially banter between Edwin/Alora and Imoen/Neera. It's actually made me want to create a banter pack for specific groups. At first I wanted to use more of the less common NPC's, but between never using them myself, and having no idea how to write for them, I just had no motivation.
  13. I've updated this mod to version 4.0 adding some new quests and features. The City Watch In response to the escalating threat posed by the Gorgon’s Eye thieves guild, the residents of Beregost have established the City Watch. A new force, supported by the Flaming Fist, who patrol the streets to counter the guild's activities. Players who join the guild but find their activities not to their liking can now assist the City Watch in a raid against the guild's hideout. New Quests Ariosh: A substantial new storyline focusing on the darker aspects of street life in Beregost, coupled with the guild’s struggles against the City Watch. There is no possibility for a "good-alignment" redemption in its second half and therefore the latter is not mandatory to complete. Rigaldo: Includes 2 new quests. The first is related to the guild's expansion in Nashkel, and the second involves a stolen tome from Candlekeep. Additionally, all of Rigaldo's earlier quests have been reworked for improvements. Liedel: Three new bounties set in Baldur's Gate. New Areas The Fighting Pits: A strategic expansion to the Gorgon's Eye hideout, the Fighting Pits serve as a small 1v1 arena where players can challenge themselves to ascend the ranks and ultimately claim the title of champion. This addition serves as an auxiliary enterprise for the guild, supplementing the existing casino and brothel operations, and further diversifying its revenue streams. The Gorgon’s Den: An extended area of Meredia’s brothel within the Gorgon’s Eye hideout. It offers explicit adult content due to a result of me getting carried away with the writing, and trying to make the guild’s operations more interactive. I honestly wouldn't recommend using this feature. It's best viewed as a background element that enhances the atmosphere and allure within the clandestine underworld of a thieves’ guild. The Black Markets: Accessible from the Baldur's Gate thieves guild, this hidden marketplace is exclusive to only those skilled in the art of thievery. It offers rare and exotic items, such as useable traps and stat rings. It’s also a hub of information where secrets are traded. The Thief Compendium books are now located here and sold by Naga, a priestess of Mask. NPC Interjections Over 100 interjections from various NPCs have been incorporated, adding over 500 lines of new dialog. Some include banter with other NPC's in the party. Enhanced Gameplay and Features New portraits for all added NPCs. New items. Enhanced and extended dialogues. Enhanced and extended item descriptions and journal entries. Balancing and Fixes Adjustments to the Shadow Thieves attack on Beregost. Icon and item corrections. Modifications to all Kerykeion weapons, now only +2 with fewer abilities. Increased guild profit rewards based on risk levels. Large monetary reward for siding with the Shadow Thieves. Forum: Gibberlings3 Beamdog Download: GitHub
  14. I've updated this mod to version 4.0 adding some new quests and features.
  15. Thanks @JohnBob that did the trick! I tested it by just adding the music files I had already. I wouldn't have thought to try this without your suggestion. I had a feeling that might have been the issue because nothing else seemed off.
  16. I'm fiddling around with creating some new NPC's for BG:EE and while I've been able to successfully get all of their sound lines into their creature file, the selected ones don't seem to fire when I click on their character portrait. All of their other lines work correctly though. I've been using this guide on Beamdog and have been looking through other NPC mods but I'm not understanding what I seem to be missing here. Is it not just as simple as adding these lines to the TP2?: SAY SELECT_COMMON1 @1070 SAY SELECT_COMMON2 @1071 SAY SELECT_COMMON3 @1072 SAY SELECT_COMMON4 @1073 SAY SELECT_COMMON5 @1074 SAY SELECT_COMMON6 @1075 If this is relevant - I haven't yet added the actual sounds yet and these are all just text. That's not something I'll be ready to do for a while still.
  17. Thanks you’re right, looks like I just missed it somehow.
  18. I added a custom innate ability to a mod added creature file via EEKeeper. The ability works fine, but now it won't go away after removing it from the creature file. Whenever I reinstall the mod, the creature in game has the ability even though when I edit their file it is not there. I even did a full clean re-install of the game and this ability refuses to go away from the creature. What am I missing here?
  19. Awesome, thanks! Evil content doesn’t seem to be too high in demand, but I enjoy it and I know some others do too, so that’s the direction I’m going to be mostly focusing on going forward.
  20. Yeah I think the inns/taverns can be justified because it is a pretty major travel hub with lots of traders/travelers going through. The single map does make it seem small though so I get it. The City Watch I added is just a handful of Beregost Citizens who want to help police the town since the thieves have been more active. Looking at the wiki though, it says the town is actually protected by about 200 guards from the Temple, as well as the Flaming Fist. A lot more than I would have thought. Pretty neat actually.
  21. Haven’t made it this far but yes that will give me something to think about.
  22. I don’t think I ever knew this. That’s pretty cool honestly
  23. Cool thanks for the recommendations! I’ll take a look through those, and maybe even play some through and see what I can learn
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