Jump to content

TotalMilk90

Modders
  • Posts

    80
  • Joined

  • Last visited

Everything posted by TotalMilk90

  1. I’m not sure if you can make an item that gives exp or not, but you could pay for exp through dialog easily enough.
  2. I actually thought about adding this into my Thieves Guild mod but I opted for stat increases instead. I could always add it as an alternative though. I just thought it would have been cooler if there was a way to only trade in stolen gold/items for exp instead of just any treasure you find. Kind of as a workaround to not getting exp for pickpocketing.
  3. Small update: I've added 2 new stores that sell potions and ammunition respectively. There are some new potions available that can be used to coat your weapon in venom, similar to Poison Weapon, and another that applies a stun effect. The new ammunition is +1 and +2 versions of acid projectiles, i.e. bullets, bolts. Another addition is the arrival of Danika, a representative from the Church of Mask. She offers you a collection of books titled, "The Thief's Compendium", in return for donations to her church. They are only usable by thieves (multi and kits are ok too) and contain instructions and information on ways to become more effective in almost every aspect. They are presented in 3 tiers, (you need to buy them all before moving onto the next tier), totaling 17 books and will cost an astounding total of 1 million gold! The effects are permanent bonuses to many stats, ranging from thief skills to ability scores. For those curious here are the prices/book list:
  4. Native EET support was just added last night in the new 3.0 version. So now it should work fine the way that you tried it. The version you had a week or 2 ago was only EET compatible if you installed it prior to EET setup instead of after.
  5. The Gorgon's Eye mod adds: "nobl10" deathvar to nobl10.cre "h_guards" default script to housg1.cre and housg2.cre
  6. Thanks for the support! I'll look through the unified creature list and make any additions if needed.
  7. I've made a new release of this mod that fixes a bunch of errors, enhances a lot of dialog and adds 2 new quests for the gamesmen and courtesans. I also really want to give a big thanks to everyone here at G3 for helping me with so much along the way. No one ever hesitated to answer any of my 900 questions on discord, especially @CamDawg. Big thanks to @Graion Dilach for adding in the EET compatibility code, and @JohnBob for the dialog traification. Really, without you guys this mod would have been dead in the water a long time ago. Much appreciated!
  8. Yeah I never tested the Zeda stuff I added last night, looks like a quick fix though. The dialog.tra looks great! Once I finish up with a few things I'm adding I'll make the updates to it and toss it in. Thanks for taking the time to get that done!
  9. Hey good job and thank you! I'll check it out and add it in. I don't know the answer to that question, but the one guide I followed did say to add them. The difference though is it only had one dialog.tra file, which had everyone's dialog in it instead of them having their own separate files.
  10. That is interesting and very confusing to me then Maybe it works differently for dialog and you can reuse numbers in separate files. If not though, maybe that could be what your issue is too
  11. I just got it work actually, thanks for sticking with me! Along with the weidu.exe file I was also missing the weidu.config file. But once I added them both it ran correctly.
  12. If I can figure out my issue, I could just move all the dialog into one file to workaround those numbers. I moved a blank weidu.exe into the bgee folder and now I receive a different error. \Baldur's Gate\00766>weidu --traify gorgon\dialog\h_bald2d.d [weidu] WeiDU version 24900 [.\chitin.key] 82 BIFFs, 37341 resources FATAL ERROR: Failure("ERROR: this is a multi-language game, but you have not set which language to use. Specify --use-lang at least once.")
  13. Yeah I can use that, thank you! So, what about the fact that all the files start with @0? If I understand correctly, won't all the overlapping numbers interfere with each other?
  14. Hmm, yeah all I did was move my mod folder and that .bat file separately into my bgee folder and then ran it. Without making any changes to anything.
  15. Thank you! Do I need to manually add that function to something? When I run the .bat it already appears at the top, but then I receive this error message for each .d file. weidu --traify gorgon\dialog\h_aishad.d 'weidu' is not recognized as an internal or external command, operable program or batch file.
  16. Thanks! I've already completed the quests, items and names, so now I'm just working on a manual traification for the dialog.
  17. They won't affect each other because I don't use the ones that are already there, mine are all new characters. I don't think so because, if I understand this correctly, once you have been into an area, it won't reference any new files added onto it after that. So, while you could console into the guild area, "h_guilda", any quests that involve new characters in other areas that you have already visited may not spawn.
  18. Sure, I would like to add that feature. I just don't know anything about it though, so I'll need to look into it first.
  19. Any thief in the party is fine, there won't be any difference with dialog or quests or anything. All you really need is the pickpocket skill. Even then, I guess you could technically just kill the people you need to steal from and not even have a thief at all, if you didn't care about reputation.
  20. Download from GitHub Introduction Within the shadow-veiled alleys of Beregost, a new undercurrent of danger has begun to rise. Once a member of the elusive Shadow Thieves, Baldwin "The Butcher" Glendale found himself ensnared in a web of betrayal, leading to his banishment from the brotherhood he had long served. In a cold and calculated response, he exacted his revenge, mercilessly eliminating those who had turned against him. With the blood of his former comrades still fresh on his hands, he vanished into the night, seeking refuge in the town of Beregost, where he would lay plans for his new reign of terror: the Gorgon's Eye. Under his ruthless command, he swiftly united the local pickpockets and cutthroats, building a vast network of contacts and spies, their influence creeping through the streets like a poison. As his enveloping shadow spread over Beregost, the city's heart beat with fear and defiance. The citizens, tired of cowering in the darkness cast by this new threat, rose to action. The City Watch, a militia birthed from the courage and desperation of the townsfolk, emerged as a beacon of resistance. Funded and sanctioned by the formidable Flaming Fist, they stand ready to clash with the growing might of the Gorgon's Eye. Above the immediate fray, a more ominous threat still looms. The Shadow Thieves, lurking just beyond sight, are biding their time, and waiting to unleash their own sinister retribution. As Baldwin and the City Watch vie for control, this specter of the past threatens to plunge Beregost into an even deeper abyss of chaos and darkness. A confrontation is inevitable, and the streets will bear witness to a clash of hidden blades and dark ambitions. In the midst of this brewing storm, Baldwin eyes a singular path to ascendancy. The Kerykeion, a fabled artifact shrouded in ancient power, emerges as his beacon of salvation. With a secured path to power now within his sights, Baldwin is openly recruiting for his cause, seeking adventures and those with ambitious desires to join the ranks of his guild. As they rally to his banner for the promise of power and wealth, will they prove strong enough to grasp the elusive might of the Kerykeion, or will they merely become pawns in Baldwin's dark designs? In this game of shadows and intrigue, only the most cunning will prevail. Mod Overview The Gorgon's Eye is a content mod for BG:EE and EET that adds an underground thieves den into the town of Beregost. It contains new quests, characters, stores and items. The area can be accessed immediately after leaving Candlekeep and is open to all players, excluding those with a lawful-good alignment. After enlisting in the Gorgon's Eye, you'll find yourself undertaking tasks that align with the operations of a typical thieves guild. You'll be expected to engage in activities such as theft, extortion, smuggling, bounty hunting, and assassination. However, it's worth noting that there are some satisfying options for good and neutral-aligned players. If at any point you find the guild's ways aren't to your liking, you have the option to switch allegiances and aid the City Watch in a raid against the Gorgon's Eye. The component "Add more pickpocketable items" will distribute random treasure to generic npcs. (Commoners, nobles, etc.)
  21. I found a pretty janky workaround to my problem and surprisingly it works great. First I decided to scrap the idea of using an area from SoD and just ended up using one from BG:EE to avoid the hassle of copying files over. Then I just started going to different areas and looking for entrance points that were relatively in the same position where I had wanted to create one. I copied over that trigger into the area I want it in and then changed the names to link them with my new area. Everything works perfect and I didn't have to mess with bounding boxes or anything else. My question now is in the tp2 file how do I patch an area to add my new Trigger and Entrance? I'm only familiar with adding creatures into areas by using CreateCreature in the area script, not by actually patching actors into the file, if that makes sense.
  22. I am trying to figure out how to create entrance/exit points in an area file (Beregost) for a BG:EE mod. I've been going in pretty blind and just kind of guessing at how to do things that I can't find references for. This is what I have done so far: I exported an ARE and its WED file from Siege of Dragonspear. This area has two transition/entrance points that I have renamed. In the Beregost area file, I pasted those two transition triggers and two entrance points and edited the Name, Destination area and Entrance name so they would correspond with the new area. I changed the vertices to make a rectangle shape in the spots where you would enter-some of these points were out of bounds, is that ok to do? From just doing these things, it didn't work. There was no marker or anything where I made the vertices. I also can't console to the new area. The Bounding box, Launch points and Activation points are all the same from when I just copied the SoD area. I don't really know what they are or what I am supposed to change them to. Thanks, and sorry if this is a bit too much.
  23. I agree with this. I think when playing Black Pits 1 as a standalone game it makes sense to start with no gear, but not really needed in this instance of it. Thinking more about it, how would Baeloth benefit from taking your gear, except to sell it? If money is his motivation for doing this, then why does he give you such a large reward after each fight? Also, if he wants you to fight with no armor or weak starter weapons, then why would he make those shops available with powerful items? I think it makes the standalone game more fun by slowly upgrading your gear after each fight and to keep the fights balanced. But I think going there during BG1 kind of makes it an entirely different game. Either way I really like this idea so thanks for what you are doing. I'll be looking forward to going through it on my next playthrough.
  24. I thought about adding a door leading to a new room inside the guildhall after a certain quest that involves expanding, but I’m not ready to look into that any time soon. Right now the only part I’m sure about is adding an entryway like a staircase in beregost area that leads to its own area but one that’s already an existing layout.
×
×
  • Create New...