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jastey

Gibberlings
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About jastey

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  1. jastey

    I took a bath

    Is it this time of year? I like it.
  2. Yes, I edited my post and removed the sentence you are referring to because it didn't make sense.
  3. @DavidW Thanks for trying this out! This would have been one of my next steps if changing it to "GOTO" wouldn't have worked. Tagging @Wisp fwiw.
  4. @argent77 thank you, that's exactly what I just tried and logged in to report that with this it works. I don't see why using EXTERN would let it choke that much but since it's working with "~GOTO 0~" I won't dig deeper into this.
  5. I want to change the transition from a reply options to another dlg state. I am trying to achieve this with ALTER_TRANS using the following syntax: ALTER_TRANS bdff1709 BEGIN 2 END BEGIN 1 END BEGIN ~EPILOGUE~ ~EXTERN bdff1709 0~ END ALTER_TRANS bdff1709 BEGIN 4 END BEGIN 0 END BEGIN ~EPILOGUE~ ~EXTERN bdff1709 0~ END My problem: it doesn't get done, but without any error or warning. The transition just doesn't get changed. Worse: if I put this into a d-file with other changes to the dlg (like APPEND bdff1709; ADD_STATE_TRIGGER), none of it gets patched to bdff1709.dlg. The bdff1709.dlg gets moved to the override, that's it. If I remove the ALTER_TRANS syntax, everything else gets patched into the dlg. If I include only the ALTER_TRANS, nothing is changed. The installer gives no errors or warnings. If someone could point out the obvious, I'd be grateful.
  6. Tutorial 2 updates to v6: added paragraph "8. If Biff should NOT be present after the PC escapes the prison".
  7. And how, pray tell, would Boo be able to help you with that?^^ I'm finding this thread also quite enjoyable.
  8. Tutorial 2 updates to v5 with adaptions to the last scenes. Changelog: - added SetGlobal("bd_meet_canon_party","bd6200",1)to creation at the sewer exit (after PC escapes prison) so Imoen will be aware there is someone waiting at the clearing. - changed handling of NPC in the last SoD area (abduction area): NPC will not appear for EET abduction scene. I couldn't make the transition to BGII work properly if the effects are on the NPC while they are not in party.
  9. @BrainlessIron Awesome! Thanks for the quick contribution! I merged it for now and will look at it further next time when I'll update BG1NPC.
  10. Kerzenburgforum Road to Discovery This Tweak Mod is for the SoD campaign (also with native EET compatibility). It serves two purposes. For players, this mod aims to make the coalition forces aware of Caelar's and Hephernaan's plans with focus on the actual important aim and danger of the crusade, and give reply options with which the PC can inform the coalition forces about what is going on. For this, all bits and pieces of information the PC can gather along the campaign are tracked and evaluated. Journal entries give an overview on what information the PC already gathered. All in all, this mod is supposed to connect the dots so the PC is able to tell about all the inside info they gathered as well as have the coalition officers acknowledge and react to the actual danger(s). For modders, this mod introduces a variable-based tracking system about the different levels of knowledge the PC and the coalition officers gain throughout the campaign, which could be used for own mods, e.g. for fine tuning mod NPCs reactions to the depths of gained information about Caelar, Hephernaan, and the crusade, but also the Hooded Man's appearances. Also, own reaction mods based on any components of Road to Discovery can be developped by whoever wants to, as long as those mods make (components of) RtD a prerequisite and do not include changed content of this mod nor tweak any of RtD original writing. The mod is modular so every player as well as modder can chose how much changes and content they want to see/use. Install this mod very late after any other mods that might add reply options (but before EET_End on an EET install). Version 0.2Beta comes with a German version by Shai Hulud. The German translation uses the terminology of the fanmade translation "Deutsche Übersetzung für SoD". Changelog: - German version added, by Shai Hulud - added a paragraph "note to all translators and German players" to readme - removed the tra handling: no copying to "autotra" folder; no iconv convertion; tra-files are in utf8. Modpage Discussion Thread at G3 Discussion Thread at BeamDog's German Discussion Thread
  11. The mod updates to 0.2Beta. The mod now has a German version. Note: the German version uses the terminology of the "Deutsche Übersetzung für SoD" mod. Install the language mod for consistent names in the game. Changelog: - German version added, by Shai Hulud - added a paragraph "note to all translators and German players" to readme - removed the tra handling: no copying to "autotra" folder; no iconv convertion; tra-files are in utf8.
  12. @BrainlessIron welcome to the forums and thanks for the feedback and kind words! Thanks for pointing out the bug and I think this is a good suggestion. If anyone would like to change the spell accordingly, I'd include it into the mod package.
  13. Oh, that is true. I didn't think of that when posting above. Morgoth: with that in mind, your point about less modding/having to install mods only once gets more leverage.
  14. In an attempt to bring this thread back on topic: G3 moderation procedure is to let (legally not problematic) content remain standing so evey user can form their own opinion about the poster(s). If the conversation goes too far off topic we might split the posts into an own thread.
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