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Creepin

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Posts posted by Creepin

  1. * Deprecating Non-Joinable NPC Portraits component due to copyright issues

    Don't know about you guys but for me Non-Joinable NPC Portraits was one of the best things that could have happened to BG1, and I'm not going to lose it. Grumble aside, has anyone already did damage assessment and figured out what is the best course of action: un-comment portraits in the latest version or rig BWS to install 22.7 instead?
  2. Amnish soldiers in Nashkell Barracks, both Officer & Guards, don't have their tooltip names.

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    Cloudpeak area (K#5300) is horrybly laggy. Can't say why as both area script & Anton script are quite simple. Don't know whether it's relevant or not, but lag doesn't stops after chatting with Anton.

  3. - Palace Guard at the entrance to Duchal Palace & Duke Iludor doesn't have tooltip names as well.

     

    - It doesn't make much sense that after I turned down Iludor's offer & was thrown out of palace with a promise that I'll never see Iludor again I'm still invited "to the second floor" by palace guard and asked how am I doing by my "friend" Iludor.

     

    - Imoen keeps asking "any news of Anton & Dayla" even if I alredy told her that I've found Dayla. Perhaps Imoen should remember it and ask only about the one I didn't reported as being found yet.

  4. Some thoughts about Cal's dialogue in the Ulcaster ruins.

     

    As I understand, it was planned that player will at first try to chat Cal, gets her "bug off" line, then chat with Imoen and only after that will have a chance to properly recruit Cal. Well, in this case all is fine, but only if player will behave in this predictable manner.

    However, if a player will first talk to Cal, and then talks to her again before speaking to Imoen, she will "has nothing to say" to him. It's not a game breaker for sure but I always regarded this outcome in dialogue as a sign of poorly planned/written dialogue file.

    Further, if a player will talk to Imoen first, and talk to Cal later, he will still get her "Can't you see I'm busy, so get lost" line, but if he'll guess to talk to her again immideately after that he'll get her joining dialogue, which really doesn't look believable or likely.

     

    Both this issues could be easily fixed if NumberOfTimesTalkedTo(0) trigger in Cal's first line will be swapped to something like GlobalLT("K#GameGlobal","GLOBAL",8).

  5. Not exactly a bug report, but rather a question: am I unable to leave candlekeep after receiving Imoen's letter because it's not programmed yet, because of bug, or (most embarassing possibility) because I'm stupid? :suspect:

    I've talked with this Fergus who said he hopes to see me again and then disappeared, then I talked with Gretchen who gave me the letter and disappeared as well, so I'm now all alone in a whole candlekeep and the only npc, gatekeeper, is outside and unable to help me :laugh:

  6. Immideately as I entered Candlekeep map I was displayed with the dialogue of Loren arguing with Gatekeeper, even though both Loren & Gatekeeper was good 2 screens away from me, deep in fog of war. Not quite realistic is you ask me. I blame rather weird trigger of See("K#CAGUA") in Loren's script, perhaps it might yield more realistical behaviour if swapped to See(PC) or even Range(PC,30) to be absolutely on the safe side.

  7. While drawbridge is lowered correctly in Wyrm's Crossing, it lacks some square elements of which map animation consists (mos, tis, whatsthename... sorry, I'm not pro in map animations :suspect: ). Here's the pic, I've highlighted "line of the cut" where there should apparently be some more squares of animation SE of the line.

     

    P.s. yeah, too lazy to use degreenifier :laugh:

    post-240-1266490450_thumb.jpg

  8. Ok, 1 minor inconsistency & 1 bug to start you off :suspect:

     

    Firstly, while I was fighting with those chickens, I've got my non-magical dagger all of sudden snapped in half, pretty weird considering we're talking about 30 years after iron crysis.

     

    Now, for serious business. I was fighting with those chickens (as you undoubtedly know by now), and, after slaying poor rabid critters, I still don't have the option to tell Sherry I've done it. I have K#RabidChicken set to 1, I killed all 6 chickens if Sprite_Is_DeadK#Chick being equal 6 means something... I don't remember details of how dialogue files are processed by the engine, but it looks at a first glance as if I've been offered with that one of Sherry's similar "Oh, hello dear." lines which is dead-end.

     

    Upd: Strange Woman in Thieves Guild doesn't have any tooltip name at all:

    post-240-1266444331_thumb.jpg

  9. What Andyr really wants is someone to hax0r the exe to add a scroll bar to the kit selection menu...

    Yeah, yeah!! And scroll bar to spell selection for sorcerers, and one little scrollbar to magic books of cleric/rangers and mages and a ... umm, what was the talk about? :groucho:???

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