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TotalMilk90

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Everything posted by TotalMilk90

  1. Man I forgot how fun and addicting modding can be. I’ve really been getting deep into this mod lately, cleaning things up and adding more content. One major thing I’ve been working on is better choices for good-aligned players, instead of targeting innocents you’re going after fences, slavers and thieves. At least that’s how I wrote the lore for some existing characters. I also made an optional quest for the black lotus smuggling since I couldn’t justify a good character doing that for any realistic reason. I’ve added a City Watch to Beregost who good players can align with to fight back and eradicate the thieves guild. Now, since thief rp is more my style, I’ve made up for the “good” route by adding some optional guild quests that get real street level. Back alley muggings, city watch murdering, rival thief battling, stealing, looting the whole nine. All on the side streets of Beregost after lights out. I’m also working on a new mod with an npc attached, Circle of The Grey Ribbon, where you join a Church of Mask. This one will be a little more dark and evil, but won’t see much progress until I’ve finished up with the Gorgon updates.
  2. I almost fell victim to this at first, really just because it was fun to think about , but then my better judgment kicked in. That would be nice, especially concerning the iron crisis. I really like all the different perspectives, I’ve actually never played an npc mod before but I think I’m going to try out a few to get a feel for them play wise Now it needs to happen
  3. Gratitude for the detailed response! These are all great ideas and exactly the kind of helpful insight I was looking for. Interesting point. Not something I originally thought about, but now I totally agree. Being flawed can give them a chance to grow and mature as the story progresses which could add more depth and relatability to the character. I will be keeping this in mind when I get more into it. Cool. I love new kits/spells/abilities and all that as long as they have a realistic progression. If I can do it right, I plan on making a kit for thief/cleric multi class involving Mask. This one is giving me some fun ideas. Looking at you Ajantis. (sorry jastey) Well said and I agree with both points. Again, thanks a lot for taking the time to share these. It's all great advice that I'll be thinking of along the way.
  4. Awesome! Thanks, I was missing the EVALUATE_BUFFER
  5. @jmerry @jastey Thanks for the lessons. My understanding of dialog was not at that level. The 2da files look really convenient and I wasn't aware of those at all. Also thanks for the link, I am interested in reading through it today. Regarding the cpmvar, are you saying use its joined dialog file line in lieu of the "J"? For instance, monty in the cpmvar list: OUTER_SPRINT "MONTARON_JOINED" "MONTAJ" Would simply be: INTERJECT_COPY_TRANS h_yumild 1 imotoyum1 == %MONTARON_JOINED% IF ~IsValidForPartyDialogue("Montaron")~ THEN ~I've always loved a good ghost story.~ END Does handling it this way require adding anything to my tp2 file? I only vaguely remember using some of these for eet compatibility and that was a while ago.
  6. Actually, thanks! That worked on my test block. I was using Lava’s White Queen mod as reference which uses the J, but I assumed that was just a bg2 thing so it never crossed my mind to try it.
  7. I've been adding interjections into my Gorgon's Eye mod, but for some reason Imoen's are the only ones that are actually triggering. I went back to this test block with other companions after noticing they weren't working. It's just a simple one-liner said to a mod-added creature in the middle of their dialog. This will work: INTERJECT_COPY_TRANS h_yumild 1 imotoyum1 == IMOEN2 IF ~IsValidForPartyDialogue("Imoen")~ THEN ~I've always loved a good ghost story.~ END This will not work: INTERJECT_COPY_TRANS h_yumild 1 imotoyum1 == AJANTI IF ~IsValidForPartyDialogue("Ajantis")~ THEN ~I've always loved a good ghost story.~ END For all non-Imoen companions, I can see that their interjections are being added to their dialog file, but not only do they not trigger, they also force the conversation to close instead of continuing to the next dialog block. Seems weird, but maybe I'm missing something? Anything insight would be appreciated.
  8. I have an outline for a new npc with a small story/quest attached. Female, cleric/thief, evil, romanceable, for BG:EE and SoD only currently. Im just looking for a few thoughts from people who have played or made npc mods about what types of things are generally good ideas you like to see in them, or conversely what are some common pitfalls they might fall into that may not be so obvious?
  9. I like it a lot and think it’s a great idea. I always get more enjoyment out of passive skill upgrading vs getting new abilities. I think it adds a better sense of level progression. Any plans to do other classes too?
  10. Works perfect, thanks for that! You're right I mixed it up, I tried a bunch of different characters it must have been {} that didn't work.
  11. Yes, thank you I noticed that as well. I could not use parenthesis either ()
  12. Oh that is a neat idea actually and a good point, thanks for sharing
  13. I really liked this mechanic in KOTOR games where it would show what stat is giving you extra dialog choices. I'm thinking it might be cool to add this feature to my mod instead of it being hidden, so you'll know that you're getting secret dialog. My only concern is that it may look out of place since stat checks are not shown like this any other time throughout the game. What do you guys think? Will choices like #4 on this look odd? This specific example would only appear if the PC has a wisdom score of 16+.
  14. Thanks, I’m glad you like it and I really appreciate the feedback!
  15. Glad you got it figured out and are enjoying it, thanks!
  16. Sorry the late response but yes that should work. The guild leaders initial dialog only checks for lawful good so once you get past that you can play the rest of the mod with any alignment.
  17. Sorry you’re having trouble! In a previous quest Baldwin should have moved from his usual spot to over where Rigaldo is. He should be pretty close behind him. If he’s not there now, do you ever remember him being there? There should have been a forced dialog with him and Ariosh in that spot when the bombs quest first started.
  18. That’s a good idea. If I add it to his inventory I could make 3 different outcomes with the quest giver. Killing gerard, pickpocketing, or doing it the way the guild asks through intimidation could all end the quest differently. The only real problem is that second possible quest with Gerard is fairly major so if he dies there’s a lot of finagling I’d have to do for it to make sense and imo would lessen the story.
  19. For the sake of not getting roadblocked I could add the item to his inventory and there could be new dialog when you turn the quest in if you kill him saying it wasn’t an ideal outcome or something. For his next quest, him being revived could actually fit in and make sense but honestly I see it as too much effort for one small instance. I’ll consider it though because the second part is important.
  20. Thank you! This was done intentionally because Gerard needs to be alive for another quest that he's involved in. The dialog choices are actually based off your strength and have 2 different ways that it can play out. If you threaten to kill him and he sends his guards after you, he will toe the line after they are dead and give you the pendant if you talk to him. The guild doesn't want you to kill Gerard, they just want you to scare him into paying his dues again. That's also why it's not pick pocketable, it's really more of an intimidation/extortion quest than just a fetch job.
  21. Thank you! That is a great point. I could add an in between area kind of like the exit caves under candlekeep. Then if you decide to join the guild they could show you a shortcut so you wouldn’t have to walk through that every time you come and go, which is a pretty high amount. I can add the area easily enough (I think) but I don’t know how to remove it afterwards. Alternatively, maybe the area is closed off at the beginning. A member of the guild could approach you and give you a test or quest. If you pass he grants you access to the area as is. That way it could appear as if it were more hidden. Same problem as above though, I don’t know how to close off or gain access to an area during play so I’d have to look into it. Thanks for the great suggestion though, I will add it to my to-do list!
  22. Awesome, thank you! I am in desperate need of testing and feedback. I can only confirm my own playthrough with just EET and with EET + lots of mods and both were successful. There's 2 small issues I noticed and haven't fixed for EET yet though. A few of my new misc items have distorted description images. They are only temporary quest items so not a major concern. I think its because they stay with their original string number instead of increasing by 200000. I never figured out how to fix that. Another issue is an npc you talk to is supposed to stay in one spot. With EET his script gets changed to make him random walk. It doesn't cause any problems or anything but it just looks a little strange during one cutscene.
  23. Oh, my bad! Everything gets patched, not overwritten. Also, no existing items are touched. Forgot to mention, the Travenhurst Manor first floor gets used to some extent as well.
  24. One quest temporarily uses the house left of Thunderhammer’s. Otherwise, npcs are just spread around town, in taverns or in the separate guild area. I would recommend installing it alongside other quest mods which is generally early on. So far, I’m not aware of any incompatibilities or conflicts with any other mods.
  25. Do you have any experience using Near Infinity? It would actually be pretty simple to make. You could just copy one of the stat tomes, change the stat to give experience points instead, adjust the price and then add it with an infinite supply to any merchant.
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