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dark0dave

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Posts posted by dark0dave

  1. On 5/12/2024 at 1:34 PM, subtledoctor said:

    I might have you write the dialogue for me :laugh2:

    I would be honored.
     

    On 5/12/2024 at 1:34 PM, subtledoctor said:

    As to how Baeloth chooses Charname… if we imply he was hired by Irenicus, that causes complications, because if you convince him not to abduct you he would anger Irenicus. Off-screen, to be sure, but it might complicate for a BG2 mod like yours. 

    But that’s not necessary. Maybe the implied backstory is, Irenicus simply alerted Baeloth to Charname, saying “look, it’s a teenager with a summer job as a librarian's assistant; nothing could be more boring. But what an underdog! How the fans would love to see someone like that turn into a champion!” And Baeloth might find that irresistible. 

    If you go and fight, they both win; Baeloth gets a crowd-pleasing fighter and Irenicus gets to observe a Bhaalspawn under extreme pressure. But if Baeloth is talked out of it, he has not meaningfully betrayed Irenicus. 

    I prefer not involving Irenicus. Its much more amusing and more like Baeloth to snatch a librarian assistant. I think you are right that Baeloth would find the underdog irresistible.

    And now, to enhance your evening pleasure we have... WHAT this can't be right.. Ahem, Ladies and Gentlemen, I give you the curiously critical curator!

  2. 9 hours ago, subtledoctor said:

    Well, in the normal game you can just recruit Baeloth and play with him in the party all the way through the end of BG1. The goal here is not to take that option away from players; but simply to give them an alternative (playing through the Black Pits) that they can choose to do instead of recruiting Baeloth.

    I definitely see that, but if players go to a specific location with Baeloth, it would be difficult to talk him out of going to the Black Pits. I am not sure how that dialogue would go. If you provide this option, I think we we have to solve the following:

    1. What alternative does the player provide or threat to prevent him going there.
    2. How do we deal with djinn in that case?
    3. How do we keep the dialogue going forward consistent with this.

    I'd like to make my mod work with yours so if you set some kind of global for this so I can use it that would be greatly appreciated!

    9 hours ago, subtledoctor said:

    I need it to be pretty obvious through the dialogue that you have a choice to do this, or a choice not to do it... but maybe bribery is not an effective way. Maybe I'll make an option to try to bribe him, but it won't be successful.

    Perfect. Yes, bribery would fail, I love the idea of offering him money it offends him and he teleports you there directly. Some thing about not being a cheap act or whatever.

    I can hear the line already:

    "Bribery my bilious baboon? How dare you devise such a devious offer to one as devout and delectable as my devilish self. "

  3. @subtledoctorthank you for working on this mod! I love Baeloth. I am actually working on a mod for Baeloth in BG2, and I am definitely interested in this.

    Here are my thoughts. They are just my opinion. You are the author and I respect your point of view. So feel free to ignore me.

    1. I think you should be able to bluff your way out with some good dialog choices (god stuff seems fun). I don't think Baeloth can be bought off. His interest is being at the center of attention not being rich.
    2. You should not be able to keep him. I don't think its in his character to not go to the black pits. Unless you can convince him its a trap or something, I can't think of anything that would work. It also makes it difficult to refer to a consistent Baeloth (SoD/BG2) in the future.
    3. I think he keeps the equipment. Baring any quest items. Go for realism here

     

  4. Hi @MikeX,

    Sorry it took me so long to respond. This error:

    thread 'main' panicked at src\mod_component.rs:30:32:
    Could not find tp2 file, from: ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: v28

    Is caused by:

    ~TOBEX\TOBEX.TP2~ #0 #100 // TobEx - Core: v28 <- this is formatted for linux

    ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: v28 <- this is formatted for windows

    Notice the / to \ difference.

    I have fixed this.


    For installing ~BGT\BGT.TP2, I'll add a handler for that case, it looks like its structured differently to the mods.

    Thank you for the issue on github as well.

    I have been busy (its a bad excuse I know). But I'll try to fix this.

  5. Are people interested in a return of one of the best EE characters into BG2? I have something its so alpha it hurts, but I'd like to know if the community is interested:

    All right... but NOT because you TOLD me to.

    I will do my best to keep baeloth, baeloth. As always happy for recommendations and feedback.

    Notes:
     

    - Flair for the dramatic

    - HILARIOUS alliterations

     

    Source:
    https://github.com/dark0dave/BaeBG2

    Mirrors:
    https://git.sr.ht/~dark0dave/BaeBG2

     

  6. Post infinity is designed to operate a little like NearInfinity but purely command line based. It can read some binary game files for BGEE and BG2EE . It prints the binary game data files, can turn them into json and back again.

    example

    Can find the source and releases below:

    post_infinity

    Currently this is still a work in progress, how ever current functionality allows for a range of ie files to be read at a super fast speed. This tool is intended as a library to help mod developers understand the files they are working with.

    Feedback and prs are most welcome.

    As always I'd like to say thank you to this community.

    Mirrors:


    gitlab

    source hut

     

     

  7. Install for linux users is as follows::

     cp -r <path to git repo>/Crucible/crucible <path to "Baldur's Gate II Enhanced Edition/">
    
    # mine was  ~/.steam/steam/steamapps/common/Baldur\'s\ Gate\ II\ Enhanced\ Edition
       
    cd <path to "Baldur's Gate II Enhanced Edition/">
    
    weidu crucible/crucible.tp2

    Big thanks for involving me <3.

  8. I have put together a very very rough mod installer, which installs mods (given a mod directory with .tp2 files) based on a previous saved weidu.log. This is very much a work in progress, but I would appreciate any input or thoughts. The intent with this mod is to optimize the install experience if you have a long log file then it can take a considerable amount of time to install mods. This tool should help that.

    Here is an example:

    mod_installer --log-file /home/x/projects/bg_mods/current_bg1_weidu.log --game-directory /home/casefold/bg1--weidu-binary /home/x/projects/bg_mods/tools/weidu/weidu --mod-directories /home/x/projects/bg_mods/mods (you can browse my layout here)

    Here above I am using my bg1 weidu log, I have given my game directory as /home/casefold/bg1, my weidu-binary from my tools folder and some mod directories to search.

    The tool traverses folder structure (4 levels deep) until it finds a .tp2 file, which it attempts to match to an entry in the weidu.log file. From there it executes weidu with the following:

    weidu {mod_name}/{mod_tp_file} --quick-log --yes --ask-only {component} --use-lang {game_lang} --language {mod_lang}

    This is executed from rust as a separate process, if errors are detected the process exits, if prompts are detected user input is asked for, otherwise the mod is auto installed. Re or Already installed mods are skipped.

    https://user-images.githubusercontent.com/52840419/273416999-98127744-850e-43a1-a9be-adc078b2a829.webm

    Source is found here:

    https://github.com/dark0dave/mod_installer

    mirrors:

    https://gitlab.com/dark0dave/mod_installer
    https://git.sr.ht:~dark0dave/mod_installer

    Shout out to @morpheus562 for being helpful as always.

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