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TotalMilk90

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Posts posted by TotalMilk90

  1. 19 hours ago, Trouveur80 said:

    I found out how to do it properly. 

    An invisible thief pickpocket Zieke, the trick is to be specifically positioned so the guard near the room doesn't see the thief, and then use another invisibility potion to exit the inn. 

    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. 1 minute ago, RoyalProtector said:

    Huh, really? Because I tried to talk to them, but I didn't see any options. I might have missed it because I was playtesting rather quickly, but is there any other chance to talk with them other than when they're partying outside?

    Many thanks for the update.

    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.
     

    Spoiler

    -Fixed quest resolution bug in "Diamond in the Rough" if you got caught but did not kill the guards
    -Fixed quest resolution bug in "Shadows and Echoes" if you brought Valera back to the guild
    -Fixed EET crash inside the Jovial Juggler during "Shrouded Alliances"
    -Fixed a bug in Saradin's dialog that made his quest repeatable
    -Fixed issues with Lord Varlind's bounty concerning reward and dialog options
    -Fixed incorrect journal entry for "Shadows of Knowledge"
    -Fixed double reward for completing Isla's bounty
    -Fixed wrong dialog lines being used for Rhade and Zeda
    -Removed hidden reputation loss when killing members of the City Watch
    -Added more reputation loss during Ariosh's questline
    -Fixed typos

    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

     

     

    On 2/12/2024 at 11:52 AM, paladin84 said:

    Is it time to traify mod or there are going to be more changed?

    Still working on some bigger things now that I'm back at it after taking a break.

     

    19 hours ago, RoyalProtector said:

    Just noted a potential issue in Shadows of Revelry quest.

    Only one of the nobles can be pickpocketed. I think one of them cannot be pickpocketed because their bag of money is in the helmet slot. The one who can be pickpocketed has it in the inventory slots.

    This is actually intentional. One of them can be pickpocketed, while the other has to be taken through cunning/dialog.
     

    19 hours ago, RoyalProtector said:

    Another issue in Shadows and Echoes. I dropped the note and then met the target. The target was deleted when they explained their actions to the quest giver, but the quest giver did not react in any way. I cannot progress the questline any more.

    The target respawned at the same place, however, but they cannot be interacted with, and killing them made no difference. So yeah looks like it completely broke the questline.

    Deleting them yourself outright as a result of the dialog completed the quest as expected.

    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. On 1/15/2024 at 4:52 AM, Guest AmyAE said:

    Cool. Also, the characters should probably despawn after the quest is over. I ended up charming Zieke & the guards in order to pickpocket, and when I went back days later they were all still there and the guards were hostile.

    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. 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. 

  6. 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.

  7. 6 minutes ago, paladin84 said:

    Ok, I will be waiting for the mod to be complete before starting translating it. Thank you for the great mod.

    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.

  8. 4 hours ago, paladin84 said:

    Is this mod traified? I see some tra files, but there are many d files that have English lines.

    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.

  9. 17 hours ago, Trouveur80 said:

    Thank you for this awesome mod !

    Glad you like it, thank you!
     

    14 hours ago, Isewein said:

    That's an impressive amount of interjections! Can't wait to try it out.

    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.

  10. 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

  11. I've updated this mod to version 4.0 adding some new quests and features.
     

    Spoiler

    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.

    Number of Interjections / Lines per NPC:

    Imoen: 31 / 127
    Garrick: 15 / 66
    Jaheira: 10 / 54
    Edwin: 8 / 68
    Neera: 8 / 46
    Shar-Teel: 8 / 29
    Viconia: 6 / 19
    Alora: 5 / 27
    Skie: 4 / 23
    Safana: 4 / 16
    Kagain: 4 / 11
    Ajantis: 3 / 7
    Minsc: 2 / 10
    Xzar: 2 / 9
    Khalid: 2 / 3
    Montaron: 2 / 2
    Rasaad: 1 / 6
    Dorn: 1 / 3
    Xan: 1 / 1
    Eldoth: 0 / 5

    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.

    In Progress (I need a break)

    Two joinable NPC's, Liedel and Danika. Liedel is a bounty hunter with a special ability to create a unique trap once per day that's added into her inventory. Danika is going to be a new kit of either a thief or a thief/cleric involving the deity Mask in some fashion.
    A third set of riddles from Zeda.
    New exotic katana/wakizashi/ninjato weapons.
    Voice work for some of the characters.

     

  12. 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.
     

  13. 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?

  14. 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. 

  15. 1 hour ago, jastey said:

    I'd like to add crossmod with BST's smugglers.

    I'm all for it.

    Quest spoilers:

    Spoiler

    For reference, I made Borland a lotus dealer. (the guy in Beregost whose house you can rest in).Using his hospitality of inviting travelers into his home as a way to push out more product. The player can either shut his business down (good option) or persuade him to start providing a cut of his profits to the guild. Later on, the guild will cut Borland out entirely anyway by finding his spice source and working with them directly. Once that's established, the player will go down to the lotus tent in the Nashkel carnival to deliver the first batch. However, good players now have the option to refuse the quest and instead get sent to the lotus tent to retrieve a patron whose wife has paid for to get out. I have not played BST, I actually haven't even played the game at all besides testing, since I first started this mod. But I did a look and see that Holger is involved in the lotus tent as well.

     

  16. 15 hours ago, moggadeet said:

    And one more thing, since she's intended for both BGEE and SoD - do you intend to offer different SoD dialogue depending on whether or not she was recruited in BGEE? Extra dialogue that a lot of players might not even see is a nuisance, but dialogue that fails to account for "we have literally never met" or "We painted each other's toenails! I thought we were besties!" is pretty immersion-breaking.

    Haven’t made it this far but yes that will give me something to think about.

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