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jastey

Gibberlings
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Everything posted by jastey

  1. @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.
  2. @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.
  3. Aaah. Makes sense. I get the imprtance of the copy now, too. I'll come back to this whan I have the time to look at it.
  4. Sorry, no clue. Current version is v15, v13.4 is from 2018. There were several changes and fixes to the Maleficus path since then. If the issue can be reproduced with the current version I'll debug it, but I don't have time to dig through an outdated version.
  5. Or the variable could just be set to "2" when calling the cutscene? EDIT_ Sorry, brain cramp, didn't read until the end. Next try: why is this necessary?
  6. Would you look at what would be needed coding-wise? I'd say if someone installs this compoent they want to have it ingame, I guess.
  7. Thanks! If you want anything in this component to go along with Transitions' faster endfight cutscene, let me know.
  8. To work with the slavers you need to finish the brother quest (either bying him free or waiting too long), and you also need to work for the smugglers. After finishing all smuggler quests, there should be a messenger in one of the city areas (and from v. eaob.6 this includes the Seatower area) I think two days later inviting you to Leonhard. It should be possible to do most of the slavers stuff parallel: you can tell the commander, work with the commander, get the gold for Shuck's brother from the commander, and work with the salvers all in one go.
  9. Added Brandock and Grey NPC mods to the list:
  10. @Lauriel the mod patches DVs to cre files. Please have a look here at the community list for cre-file patching, unify the ones that are already used elsewhere and report new ones to be put on the list. The preferred naming sceme is using the Tutu/BGT/EET/BG:EE file names for DVs, unless it's a character with a unique name in both BG1 (SoD), and BGII. Cheers! In my Brandock NPC mod (released beta 6), I use ~POGHM9~ for POGHM9.CRE.
  11. All those modders who come along and throw the whole story arc of the original games around! What are they thinking?! On a serious note, congrats on the release!
  12. I'll let Lumorus know and also pass on your thanks. Just a hint: use all needed triggers in the script to start the dialogue, but in the d-file, only use the variable you use for this specific dialogue as trigger, nothing else. It's the cleanest way of triggering dialogues.
  13. Since I was planning on an "EndlessSoA" standalone mod myself, what was the problem here?
  14. @Lauriel This is a wild theory, but at the transition to SoD, weird things are done by the engine to the (N)PCs: e.g. if they are wearing the Helm of Change Alignment, their changed alignment becomes their base alignment (taking the helmt off then gives them the reverse alignment while not wearing it); also when using a savegame with my dog NPC but without the mod being installed upon transition, he turned into a grey colored human although he is clearly specified as animal and dog in the cre file. So here is my wild guess: since Transitions kind of 'messes' with the beginning of SoD by making Korlasz' Crypt optional etc., maybe something gets mixed up by the engine. Still I'd assume that this would not happen with Transitions alone and that it is a compatibility thing between mods. Frankly, I have no idea what could cause this, and how Transitions would be involved - other than by confusing whatever engine mysteries are supposed to happen at the beginning of Korlasz' Crypt.
  15. Hi @Austin, Lumorus from Kerzenburgforum is playing your mod and wrote down his findings here. He is using v2.3. I'll list the main things he reported so far: -installing v2.3 on BGT gave the following error message: here. -Anomen has a stutter bug because the initiated banter doesn't seem to exist (scriptblock here). In adddition, the initiating script block doesn't check whether Imoen is in party, and whether Imoen will be able to talk back (in case it's supposed to be a banter between the two). -talking to Madeen seems to break Korgan's quest if it happens before Korgan mentions Madeen himself: (link) - let me know if you need translation help.
  16. @kiwidoc -the stalls in the storeroom are not accessble in the open beta, they will be in the v1. -the plum liqueur is not at Daveorn's, it's in Ye Olde Inn (SW Baldur's Gate or AR1113 in BG:EE). The old readme description was wrong. -item code for the sea troll thingie is "bswnchft". What exactly would help you in the item description to make you keep it? My naive assumption was that people would hold on (or stow it accordingly) to items that seem to have a purpose, e.g.the gland's description is "[it] is said to exceptionally protect metal against water". In v1 there will be more trolls, and now that I think about it, another troll could be spawned at the same area after receiving the quest from the winchman in case the first one was already killed. That's a good idea I think.
  17. Oh - lol!! Not all texts were proofread yet. Thanks for the info! I won't do an emergency update for that although that typo is really hilarious! EDIT: can't see it in my local copy, so it should be already corrected in the current version. Thanks again for the kind words.
  18. I'll address this in a later version. Order should not lead to problems, there seems to be an oversight in the dialogue. Thanks for the report! Although my attention was brought to this topic before (i.e. to add nice pickpocket items to quest cres) I'm not aware we added anything in particular on purpose (yet). So whatever you found is probably because I forgot to clear the inventory after copying a cre, haha. If you find anything that looks like an oversight please let us know. Also, thanks for the kind words!
  19. Sounds like a bug. Noted. Prison entry: yes, we will be thinking about something. I guess a description in the journal entry as to how to reach it would be a good start.
  20. Jastey's Tweaks for SoD and EET (and BGT) This tweak pack is mainly meant for the SoD part of BG:EE and EET (except for the last component which introduces Imoen's SoD portrait into BGII). It deals with some tweaks that I found useful for my own game. The Tweak Pack updates to v5. Main change is a new component which gives 4 install choices for the ending of SoD, starting after the "slayer" dream killing cutscene. Changelog: - new component added: "SoD Ending: jastey's Tweaks" - "More dialogue choices": added lines to Jaheira & Dynaheir at the end about their motivation to join the PC - added install order syntax for PI - Russian version now uses English setup.tra directly Readme: English, German Project Page Forum at G3 Discussion Topic at Kerzenburgforum (German) Downlad the Mod
  21. The Tweak Pack updates to v5. Main change is a new component which gives 4 install choices for the ending of SoD, starting after the "slayer" dream killing cutscene. Description of the new component (for more details refer to readme): Option 1: "Revised Full Version" This option changes the overall public perception of the PC's role in what happened to Skie. It always bothered me that in the original, the PC is seen as the culprit although they are clearly laying on the floor when Bence Duncan enters, there is no weapon, and the whole scene can be played as such that the PC doesn't hit the "slayer" monster once. My revised ending keeps all key moments, but the atmosphere in this revised ending is changed in so far, as it is not the whole world, but only some people blaming the PC. Duke Silvershield being one of them, but also Bence Duncan's hatred for the PC and Corwin's strange request to take the blame were not changed. Option 2: "Revised Streamlined Version" This option has all the (changed) content of my revised ending in option 1, but all intermediate cutscenes are removed: no walk through the masses, no cutscene at the public hearing of people walking to and fro. It's basically a series of dialogues and fade-to-blacks until the PC is in prison. There the normal flow (of Option 1) kicks in, with all visits by the Hooded Man, Corwin, the romance interests, and Duke Belt. Option 3: "Original Streamlined Version" This option keeps all the original dialogues as they were, but removes all intermediate cutscenes. No walk through the masses, no small cutscenes at the public hearing of people walking to and fro one has to sit through. It's basically a series of dialogues and fade-to-blacks until the PC is in prison. There the normal flow kicks in. This also means, that like in the original game, to activate the nice ending with Duke Belt coming into the prison, you will have to klick through the repy option at the public trial or install component 1 of this tweak pack. Option 4: "Skipit Version" This option makes the ending really short. It's meant for players that did or are planning to play through the ending a lot of times. It jumps from Bence arresting the PC to Duke Belt explaining the situation in prison. Duke Belt will always come, no assassin ending with this option. After walking to the table were the items are, going through the trap door will bring the PC directly to the exit of the sewers were Imoen is. Changelog: - new component added: "SoD Ending: jastey's Tweaks" - "More dialogue choices": added lines to Jaheira & Dynaheir at the end about their motivation to join the PC - added install order syntax for PI - Russian version now uses English setup.tra directly
  22. @Graoumf structure of mod (and therefore needed strings) changed when I recoded it so that it doesn't use READLN. Those strings commented are not needed any more.
  23. @Gwendolyne why is IA giving them a different animation? The NTHAEBAL.cre was crashing the game so it can't be something inside the area?
  24. Could well be possible. But there is no way I can help debug after so many mods touched the cre - sorry! Best you have a look at the cre with NI and try to see whether there is something obvious - it could also be the colors of his clothes or animation of his weapon that leads to a crash. Maybe make a safety copy and strip him if his items for a start.
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