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LCAMod

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Everything posted by LCAMod

  1. @flynnPHi, It seems one of the mods you have installed has made some conflicting changes with the ending of SoD. You'll need to manually set one of the CorwinContinue variables to correct the issue. Once the variable is set, you should have the option to send the dagger and letter to Corwin after completing the quest for Brega. Once the letter is sent, it will take a few days for Corwin to appear in Athkatla (You will be prompted to check the magistrate building when she is there). Open the LCA Assistant special ability Select the option to open the LCA Debugger Select option “Adjust Variables” Select either of the following options: ~Set XAA_CorwinContinue to 1 (Friend).~ // non-romance ~Set XAA_CorwinContinue to 2 (Continue Romance to BG2).~ // romance If you want to continue the romance, choose the second of the two options (CorwinContinue to 2). Let me know if this solves your problem. If it doesn't, send me a copy of your save game (lcamod@danielvalle.net) and I'll try and troubleshoot.
  2. @megrimlock I was able to fix the issue. There was a problem in a transition that called the wrong script. Sorry! The new release (LCA 1.1e) fixes that issue, the problem with the Djinn handing out multiple daggers when Cost of One Girl's Soul is installed, and allows the player to send the letter to Corwin if the sewer encounter was bypassed due to the Another Fine Hell mod.
  3. Hah, wow. That's pretty strange. Nothing jumps out at me as to a possible cause, but I'll take a look and get back to you.
  4. I can add some logic to detect if AFH is installed (thanks jastey), and if so, give the option to send the letter to Corwin whether the player was exiled or not. It would be treated as having met condition two described earlier.
  5. Thanks for reaching out, and for taking the time to test for potential conflicts. You can send the letter to Corwin if either of the following holds: - You had the "good" ending, meaning the player escaped through the tunnels beneath the Flaming Fist Headquarters. - During the "bad" ending, you followed a very specific dialogue sequence during the confrontation with Corwin and Bence. If you escape without confronting the two of them, the condition won't hold. As far as the dagger is concerned, this is an error on my part. I modified the Djinn transition to include the dagger as a quest reward, but did not first check if the Skie mod was installed. Obviously, if the Skie mod is installed, the Djinn should not provide the dagger. This issue was already corrected in the non-EET version of the mod, which I plan to release later this year. I'll issue a patch to the EET version of the mod later in the week. It's been a while since I played the CorwinEET mod, but I do not recall encountering the double Corwin issue you described. It could as you say be an unintended interaction with jastey's mod. In what area did you first notice the problem? Perhaps I can add some checks in LCA to detect and correct the issue.
  6. @Isewein Hi, Only a relatively small amount of content is gated. You can still experience 80 - 85% of the mod content, so long as Corwin is in your party. For Charname, I assumed Neutral or Good. I'll add that note to the documentation once I publish the non-EET version of the mod, later in the year. For interactions, I recommend taking Aerie, Keldorn, Jaheira, Jan, Valygar, Viconia, Minsc, Rasaad, Anomen, Korgan and Sarevok. There are over 50 banters added, so each character gets at least one. I think Aerie gets the most however, since she asks about Corwin's and Charname's confrontation with Ashatiel from SoD. I haven't looked into the Black Hearts mod. If I have some time, I'll take a look. Hope you enjoy the mod!
  7. @cccowThe fixed installer has been uploaded, enjoy. Releases · LCA-EET/LCA (github.com)
  8. Thanks for catching that. I'll update the installer and post a new version before the end of the weekend.
  9. @podcherk Oh, good catch. Yes, the build script wasn't including the COMPAT folder. I tested in the local repo (which includes the folder), so that's why I missed it. I updated the release archive, it includes the folder now. Thanks
  10. @podcherk Hi, the issue has been resolved in the latest release. Thanks again for the heads up. Releases · LCA-EET/LCA (github.com)
  11. @podcherk Thanks, I'll take a look tonight and let you know once a fix is ready.
  12. Hey, sorry about that. I packaged that one when I was on the road. The setup file is included now. If you run into any problems, let me know, thanks. Release v1.0.2b · LCA-EET/LCA (github.com)
  13. Hey folks, v1.0 of the mod was released. Thanks to everyone who helped test. Enjoy! Love Conquers All (LCA) Mod for Baldur’s Gate Extended Edition Trilogy (EET) | LCA (lca-eet.github.io)
  14. All of these issues have now been fixed. I also updated the user guide to make it a bit more clear what triggers certain things to happen. Thanks!
  15. Oh, I see what you mean. I'll double check the conditions on that quest, in any case. Thanks! If at some point you do run the mod again, I suggest trying it while in a romance with Corwin. It's a romance mod after all, and there's a lot of content that you won't see otherwise.
  16. 1. For the Tianna's Problem quest, Corwin needs to be in your party. 2. If memory serves, the Slaver Conspiracy quest is only available if you rescue the slave girl from the stockade in Athkatla, while Corwin is in your party. The slave girl, when rescued, tells the party that she was a refugee from Caelar's crusade, and she was sent initially to Baldur's Gate, then sold to someone in Amn. I'll double check the conditions that trigger the quest, but I'm pretty sure my memory is correct (in this rare instance) 3. Odd, I'll check it out. 4. Corwin needs to be in your party for the Hall of Wonders cutscene. 5. Will check on that. 6. The debrief timer was fixed in the most recent build. I tested it yesterday by just resting three times and it worked. Are you running v0.2.8 (posted early this morning), or an earlier version? The update also fixes the Defender of Baldur's Gate scrawl, so that you can progress further. There's a separate issue in the transition from Baldur's Gate to Saradush that I will fix tonight.
  17. This has been fixed in the current release. The bug you encountered was due to a scripting error regarding the timers associated with the Return to Baldur's Gate quest. There's an outstanding issue with the transition from the end of the Return to Baldur's Gate quest to Saradush. I'll fix it tomorrow. Thanks again for your help.
  18. Thanks, I'll fix that on the next release. She's supposed to prompt to return to her family four times (waiting an hour between prompts), afterwards she will return on her own. I have a feeling I forgot to reset the timer upon declining to return.
  19. The bug you described has been fixed. It helped when you explained how Corwin was in a cell. She's supposed to be in the main chamber, with Irenicus, Bodhi and the player. A video showing how the encounter is supposed to progress is here: Spellhold Encounter - Corwin in Party - YouTube Thanks again for reporting the issue. I'm a little over halfway through playtesting. I'll get to the compatibility issue you described before the v1 release.
  20. Thanks! I'll see if it's something I can reproduce on my end. If so I should be able to fix it.
  21. Thanks for sharing your insight. In this mod (at least), the reactions to the player change. There are new things to do. It doesn't invalidate your point, of course.
  22. Update: the transitions from SoA to Baldur's Gate have been fixed, and are included in the current playtest release. Thanks for reporting the issue.
  23. I appreciate your insight, and I agree that it comes down to personal preference. I do plan on making a version of this mod that doesn't require EET, but it won't be ready until late next year. I wish I could have it out sooner, but there are a couple of other projects in the pipeline and my time is limited.
  24. Thanks, that's more or less what I was planning to do with the Skie mod. Haven't got around to it yet, though. I fixed the issue with the Drizzt dialogue. I used the wrong interject function, which caused Corwin to leave, instead of Drizzt. Working on the other issues you brought up today & this week.
  25. Hi, Thanks for the feedback. The mod makes a lot of references to events in prior games to drive certain dialogues. There's also some reuse of areas that were visited in the prior games, most notably Baldur's Gate, but some other areas as well. There are other reasons, many of which boil down to it was a lot less work to do it this way. Testing is moving along. In my playtest (which stated in BG1), I'm almost through the Underdark, so you could say we're somewhere between 25 - 30% through. Megrimlock reported two issues yesterday, one of which was fixed in the release published last night. The other more serious issue will be fixed later this week. You're not the only person to express concern about the use of EET. Out of curiosity, why is there a reluctance to use it? I'm new to the modding community and would like to hear your thoughts, if you have the time. Thanks again.
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