Jump to content

jastey

Gibberlings
  • Posts

    13,717
  • Joined

  • Last visited

Everything posted by jastey

  1. Since my words seem to have offended, I apologize for my phrasings. I am not a native speaker. If you look at my mods, you'll see that (especially recently) I wrote a few that change the game story quite a bit. So, I am not saying and I never were, that new mods have to take into account the existing ones - that's not possible, if you want to tell a different story, which I did in my mods as well. It is my strong opinion, though, that one of the main things about IE modding is the possibilities there are to make mods compatible, thanks to WeiDU which made an end to "replace files in the override" that limits modding of other games in this regard. There will still be lots of incompatibilities between mods due to technical or content reasons. But, if you have the chance to script your mod in a compatible way, e.g. by reusing as much original dialogue as possible, not double dialogue states but cycling back to existing onces, using original cutscenes for transitions instead of just scripting a new one etc. - in short, give other mods as much possibilities to show their content in places where it doesn't contradict your mod's story, then please do, because IE modding makes it possible! It's not about respecting other mod(ders), only: in the end, mods are for players to enjoy them, and every mod is just one in a pool of many. Players want to enjoy as many mods in one go as possible. In short: please do not script incompatible deliberately. If you are convinced that it is the only way you can tell your mod's story, then do it anyway.
  2. I edited my post. For some reason I thought this is your mod idea thread.
  3. You are using the straw man tactic. That's what I thought, thanks for saying it clearly. I have no interest in further discussing this and I think there is no need to under these conditions. Let me know if you want the OT posts to be splitted from your mod idea thread. EDIT: I thought this is the mod idea thread, which it isn't, so splitting is not that important I guess.
  4. @LinaParamedic sounds all good so far. There should be a way to follow the mage down into his quarters, inside the rotten house where you met him.
  5. That's what new dialogue states with higher weights are for. I still think it is not necessary and - to be frankly - rather ignorant to wipe the whole dialogue and just write a complete new dlg. You could add new, higher weighted greeting dialogues in case Nashkel mines (etcpp) wheren't dealt with yet - and leave the original one in case the player indeed did the game in the original order. You then could cycle back to original dialogue states of his dialogues where other mods have interjections etc. Of course you need new dialogue states and texts if you write a mod that has to consider completely new game situations, but going for a completely new dlg is just lazy. The next step would be deleting the original Scar and put your own modded one in. Sorry in case my words offend. Mod compatibility is a pet peeve of mine. EDIT: I also do see that thre are cases where going for a completely new dlg might actually increase compatibility (as in, prevent incompatibilities). I just don't see this here if a key character is taken away like this.
  6. None of these touch Scar. In the end, you need to find a useful soultion for other mods, too. NTotSC, for example, relies on Duke Eltan as quest giver. I am against an additional compatibility mod for two mods alone, in that case it would be best to include compatibility code into the mods, or the mod that gets installed later if the install order is already known. One dialogue state wouldn't be enough, though, as bg1re adds several reply options to talk and flirt with Scar before the "some time" state is reached. They might not be necessary to visit him in his quarters, but I will not settle for "compatibility" that takes away 20% of the mod content and flair. Just write your mod. I am sure Scar's dialogue will still exist of several stages (on the bridge, in front of the HQ, after all BG quests are finisged, etc.) where bg1re could interject into like it does in the original dialogue.
  7. This seems to be mod content. I see "ACDROWEX" cres that have cleric-mage and also mage as classes.
  8. @PatriCrusader BG1NPC should be solid with regard to string numbers by now, so the problem is most likely at your end. If you encounter "Invalid" messages inside the game it's either that you are playing a different game language version than the one you installed the mod to, or that an SoD game wasn't modmerged properly. Getting undefined string numbers is interesting, the most obvious reason would be that the installer doesn't find the related text files but as I said this should be no porblem if the bg1npc mod package is not broken. Make sure you extract the package so you only have the mod folder and the setup-bg1npc.exe inside your game folder before running the installer. Also, what I would suggest is that you check whether you might have remnants of an old modmerged game in your game which fool the DLC Merger as pointed out by @argent77 here and here and try installing again.
  9. If that's the way you want to go then there is not much we can do. There are ways to use as much as possible from the existing dialogues and just add different paths via INTERJECT+COPY_TRANS/I_C_T etcpp. Somtimes it's not possible, but a mod that goes that way is bound to be incompatible with many others. In the end, all that bg1re does is giving a few possibilities to chat with Scar and at some point go with him to his qarters. So basically, the actual content of Scar's dialogue is of no interest to the bg1re component as it is not a dialogue about the current events. It's just woven into the existing dialogue in a way that asking one of bg1re's reply options will circle back to the original dialogue. It's nothing that couldn' be made compatible with a different Scar dialogue as long as Scar still *has* certain dialogue lines where the PC can "chat" with him.
  10. Yes, because anything involving dialogues (e.g. for the smithy) needs to be installed before EET_End. I don't think you need to start from scratch. You could go with deinstalling SCS and EET_End (and all mods that would go after itempack), install the itempack and then reinstall all later mods, EET_End and SCS. This is a BGII mod I think so you should be fine to continue your runthrough if you are still in BG1.
  11. Transitions is from Lauriel. I have Endless BG1, which adds content for after Sarevok is dead. @The_Baffled_King bg1re and bg1ub both insert Duke Eltan into the Harbor master building. bg1re transferres him then into the palace once Sarevok is dead (I think it was after his death, not before) and adds dialogue and reply options, and also the "Scar's Return" bonus quest. It would be cool if your od wouldn't break this.
  12. @Angel thanks for the kind words! We call Breagar "our favorite dwarven NPC" (Lieblingszwerg) at Kerzenburgforum. I'll have a look at the journal entries, and the doubled axe is a known bug of which I learned recently how to fix it (thanks to @Taimon), so this will be fixed in the next version. Thank you for reporting!
  13. @TotoR thanks for reporting, I indeed missed this. I put it on my list and will have a look at it when I have time.
  14. @TotoR this has no conequence in-game as the areas cannot be left. They are for cutscenes / dialogues only.
  15. If you post into the official mod's forum, contact the author / last maintainer or at least try to, only do technical and compatibility / language updates (i.e. no content changes), and do not release them elsewhere and/or are ready to take it down when asked, the community will appreciate the updates. IE modding has a lot of abandoned mods, and many much needed official updates only happened because someone started to just do them at some point.
  16. @DavidW Nice to read from you, and I hope it's only the good kind of busy! @Angel thank you for taking this on.
  17. I downloaded the 2.0.10 from G3 today. The quoted code is in "ascension/balthazar/balthazar_compatibility.tpa"? EDIT: ok. I downloaded v2.0.14 which indeed does no longer have the Edwin Romance bit but it's still an outdated version. (THen I looked into the wrong version. Thanks for pointing it out.) Why is the G3 download outdated? Could this repo be transferred to the G3 one?
  18. This compatibility code is outdated (in "balthazar_compatibility.tpa"): Edwin Romance interjection at Finsol.d was recoded and does no longer add one here (but splits in Edwin's dlg). Please remove.
  19. This is the script block that should trigger the dialogue upon resting: Basically, Global("B!KR_ToBc1","GLOBAL",2) should be at "2" (which it should be after the challenge talk) and Global("B!KeldornRA","GLOBAL") should not be "0" or "3".
  20. Gibberlings Three Keldorn Romance berelinde's Keldorn Romance introduces a romance for the original BioWare NPC Keldorn. It is compatible with all BGII games: original BGII, BGII:EE, BGT, and EET. He's loyal. He's brave. He's... single? Life is an uncertain thing, and changes come when we least expect them. This mod offers a chance to romance Athkatla's newest... and most reluctant... bachelor. All relationships take work, and this one takes more than most, but the rewards are great, for those patient enough to endure the trials. This romance is not for everyone. It is certainly not a romance for the hasty. When it begins, Keldorn is grieving after the collapse of his 20-year marriage, and it takes him a long, long time to recover. It deals with mature themes, the real consequences of rejection and recovery, and some players may not want to go through all that, no matter how devoted the would-be love interest becomes in Throne of Bhaal. It is also very, very long, with 35+ talks in Shadows of Amn, though the talks are spaced more closely together to compensate for this. To begin the Keldorn Romance, you must allow Keldorn and Maria to reconcile. He will only consider himself free if his marriage to Maria is legally ended, and imprisoning Maria will only separate them, not divorce them. Also, Maria's incarceration might present childcare issues that would be impossible to overcome. The mod also features a quest for all PCs, romanced or not, though that, too, requires a reconcilliation between Keldorn and Maria. Changelog: -first rest lovetalk in ToB should trigger outside of the Pocket Plane, too. -added dynamic install order syntax and global labels to support Project Infinity. Forum Readme Keldorn Romance on GitHub Download at G3
  21. The mod updates to v7. Changelog: -first rest lovetalk in ToB should trigger outside of the Pocket Plane, too. -added dynamic install order syntax and global labels to support Project Infinity.
  22. Yes, he tried. LT at 71 and RA is all correct. After the first challenge in the Pocket Plane he will start a dialogue (~Beware of deception, my friend. Not all of Gavid's assertions were factual. You are no murderer.~). Resting after this dialogue in the Pocket Plane will trigger the continuation of the romance. EDIT: As already suggested, for the next version I'll take out the area check for the Pocket Plane to trigger this rest dialogue - especially after seeing that berelinde already considered other locations inside the dialogue I guess it's an oversight of sorts. This should de-bottleneck the romance start in ToB for all who didn't know they should rest in the Pocket Plane.
  23. jastey

    Progress

    @Cahir It was always that k4thos was absent for longer periods of time. It's not like other modders who dropped out slowly. I am not worried. And not always is giving a note in the forums the way to go. I left a gazillion "I'm done" messages in the moderator forums. Turns out all I needed was a break. Others post "I'll be back soon" and then they never come back again. So even if k4thos would post his intentions, it still doesn't mean anything. [In case you are reading this @K4thos you know how I mean it.] It's the experience that counts more imho. And the experinece is that k4thos is absent for longer time intervals completely. And when he comes back he has updates ready. I know from my experinece that I do projects phasewise, i.e. I have motivation for a project for a certain amount of time and then my interests shift again. It never lead to me abandoning projects, it just means it takes a bit longer until they are finished. And in between I do not work on the other projects at all.
×
×
  • Create New...