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jastey

Gibberlings
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Everything posted by jastey

  1. ... Trouble someone has to go through to make this a better world, I'm afraid.
  2. Yes, that's one of the things that are bound to happen when using an old save. The string reference for the name points to a wrong string entry because it was set in the former install. Hope you won't encounter any more hickups.
  3. jastey

    Progress

    How about linking to the original project, instead of to a third site with unauthorized altered mod versions.
  4. There is always problems to be expected if you continue an old save in a newly modded game, and with the 2.6 patch noone knows what changes were made and how they will lead to incompatibilities. That is why it's a good idea to make a copy of your game folder for modding adn playing, as patches will not be applied to the copy midgame.
  5. Just a voice from the off: Is it wise to install crefixer after GB? Or does it matter at all (normal ressources are biffed as well)?
  6. Maybe Aurora's cre uses an animation that is no longer there after 1pp was aplied? But then, I have no idea what exactly 1pp does.
  7. @AL|EN thanks for explanation. As far as i know, my mods do not have problems with weidu v247, it was more of a principal question for players not having to manually prepare setup.exes with weidu v246. @Salk no problem, it was in interesting discussion and I could move the OT posts into an own thread any time. EDIT: which I did.
  8. Brage's Redemption updates to v6.1! v6.1 comes with updated language versions. Italian version completed by Coland! Changelog: Version 6.1: - Italian translation finished by Coland. - German translation finished. - Corrected install error of crossmod with BST.
  9. Kerzenburgforum Brage's Redemption Brage's Redemption is a Quest Mod for BG1 and an NPC Mod for the whole Baldur's Gate Epic. It is natively compatible with BG:EE, SoD, BGII, BGT, BGII:EE, EET. No Tutu. The mod introduces a quest extention to the Brage quest in the game (BG1). Brage is the captain of the Nashkel guard and went missing after killing his family. The quest extention to prove his innocence was originally published as the component "Brage's Sword" in the mod bgqe. To gain Brage as a joinable NPC, the PC needs to prove his innocence as well as give him back his real sword. After leaving the temple once after that, Brage can be visited inside the temple of Helm in Nashkel and will offer to join the PC. Portrait and promotion art by Acifer! v6.1 comes with bugfixes and more content for BG1, SoD, and crossmod. Italian version completed by Coland! Changelog: Version 6.1: - Italian translation finished by Coland. - German translation finished. - Corrected install error of crossmod with BST. Version 6: - Corrected Brage's kickout dialgue in BG1 (BGT). - Added check to forbit install after EET_End. - Added Brage to bddialog and bdbanter for EET. - Corrected Brage's assigned banter dlg for SoD. - Corrected Imoen DV in bdbanter for SoD. - Corrected Brage's appearance in bd0121. - Comment upon entering Avernus is now added to end of bd4400.bcs instead of top. - Added crossmod scripts for Transitions Mod to Brage's SoD script, too, and fixed triggers for direct EET transition. - Line in tp2 for bgqe "Nashkel Monster" now traified. - New crossmod added: bg1re "Necromancer's Trouble", Balduran's Seatower, Northern Tales of the Sword Coast. - More BG1 reacions (Bassilus, Jardak & Delrik in BG city). - Reaction to cleared bandit camp revised. - Brage will not complain about HC entering Manor Hause in Nashkel if it was opened by Megan from DCotSC. - Corrected patching of Sendai from BG1 for BGT/Tutu/EET. - Corrected install of kickout dialogue for BG:EE (without SoD). - More SoD reactions. - corrected cpmvars.tpa entries for "Beregost_House08_L2" - Typo corrections. Discussion Thread at G3 Discussion Thread at Kerzenburgforum (German) Mod Page Download the Mod (GitHub)
  10. @Salk I am totally with you there, but this would mean I can't use the automated package tool but would need to pack all my mods by hand. @AL|EN - considering there are so many issues with weidu v247, is it possible to refert back to v246 with your tool? Some line inside I could adjust for the mods where v247 is not needed?
  11. @Salk I'm using @AL|EN's automated mod package tool, which inserts the exe automatically. ALIEN, would you please answer the question? I'd prefer the setup.exe shipped with your tool to be the normal weidu .exe.
  12. ...so you can post an incompatibility report and others save the time?... I'm still glad you got it sorted. Maybe it will give you a warm, fuzzy feeling of satisfacton after you slept over it? You know, like "I beat the engine!".
  13. @Salk I can't say why there are issues, but Generalized Biffing and also Aran Whitehand need to be installed with WeiDU v246. For GB it is really important. (Aran W. gives an instant install error, so there it is easy to see.)
  14. Ah ok. Maybe you can ignore this unless it's reported again, then.
  15. Reply from Lumorus (Link) : With regard to the Korgan quest, he wrote: And later: I'd be happy if you'd have an eye on that thread as well, as I will stop quoting and passing on info for now. At the moment, we are trying to solve why Lumorus still has problems to install component 3. It worked fine when I installed v2.8.
  16. And even with these, searching for them if you do not know where to look will not help you at all, hmm?
  17. 1. You can add travel regions (and exitpoints for the opposite direction of travel) into areas easily by using the weidu funktion "fj_are_structure". Have a look into the WeiDU readme how to use it, also several mods use it, e.g. bg1re for the component "Necromancer's Trouble" which adds and entrance to one of the houses in N Baldur's Gate. Note: if you want a door with animated open/closed status, things get a lot more complicated. This example gives just a field where the cursor changes and the group travels upon clicking on it: 2. You can add areas to the worldmap. Those areas need a "world travel" region at the corners of their search maps - it's just a special color but I don't know which one. Adding to the worldmap is done by patching accordingly (if the original game's worldmap is big enough) or patching files for the Wolrldmap Mod (if your area is outside the game's worldmap), or both (preferable, as many mods need the Worldmap mod so this should be always taken into account). Worldmap patching is done in several mods as well. For example, in Ascalon's Breagar I do it in all possible ways: I'm patching all (BGII) areas directly, as well as provide info for the Worldmap mod so the mod's area will be added there, too. The listed files give info about the area code and name, coordinates, whether it is supposed to be available from the start or only after being revealed, and from which other areas etc. This is how the tp2 looks, for an example of the needed files please refer to the mod package- Note: this example also works independent on install order for the Worldmap mod. However, there is still an oversight in the ADD_WORLDMAP_TBL which leads to the icons being misplaced if the mod is installed after the Worldmap mod.
  18. I wouldn't know how.
  19. If you know what you are doing, you can open the "banttimg.2da" in your game with Near Inifnity any adjust the according numbers. What BG1NPC does while installing the component is listed in "bg1npc/tweaks/banttimg/aybanttimg.tpa".
  20. Just chiming in to say that I am not aware that anything with regard to banter triggering was changed in the mod. This is something the new engine / the lack of banter accelerator like the old one seems to be causing.
  21. There is a bg1npc/bg1npc_docs/bg1npcvarindex.htm inside the mod package. It might be a bit cryptic but it lists almost all used variables. It would help narrow down the work if you'd tell which romance you are interested in.
  22. @Lauriel And/or you could "at least" change the calling of the cutscene so that setting the variable to "2" would be done before calling the cutscene, and not inside? That would make it much easier for compatibility, too. I am reluctant to go the way of making a copied cutscene if there is much easier ways that also will be more stable for future versions of Transitions.
  23. @Lauriel Or you make this component a stand-alone shortened cutscene that also plays for the real end now, and I'll let my Tweak Pack point to the according cutscene in Transitions.
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