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jastey

Gibberlings
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Everything posted by jastey

  1. @Nathan82 unfortunately not, so far, the area worked in all games for everyone afaik. Would you do a changelog on AR9001.are to see whether some other mod changed something obvious? Other than that maybe some original source used in the area was changed and crashes now. You are using BGT and English mod version, right? Can you cheat in Haeball without getting a crash? Cre code is "nthaebal".
  2. The mod updates to vEAOB.6. This version addresses all bugs reported so far. Changelog: -(EE) coins in bs0114.are should not disappear after some time. -(EE) barrel in ys0112.are should not disappear after some time. -Commander should initiate dialogue after doppelgangers are discovered. -Cook should always unlock (and now also open) door to storeroom. -Tower mage should give mimic blood and take gold if he sells it to the party. -Journal entries for tower mage fed ex quest should close if all items are brought. -Fixed reply option in tanner's dialogue. -Tanner should give XP for every liqueur each. -Journal entry about tanner's liqueur should be removed after completing the quest. -There should be no doubled reply option in dialogue with Nathoriel. -Shuck should only know about the exact sum if the PC told him. -Quest about Shuck's brother should close properly, ending and journal entry should not loop when talking to one after the other. -Restless Dead skeletons should not drop +1 weapons and give XP when killed. -Reward for Black Pearl lowered to 2000 gold. -Betsy the rat: Imoen should only mention Minsc if he is in party. -Messenger for smuggler/slaver quest should spawn on main tower area, as well. -Corrected name in one line (Ulf -> Klaus). -Corrected readme quest description for winchman (Troll Sebaceous Gland instead of Troll Grease). -(BGT) description BAMs for Betsy the Rat (alive & dead). -Corrected location of plum liqueur in readme. -removed unnecessary copy of bswllspy.cre. -typo corrections. -Added check to forbid installation after EET_End. -removed unnecessary changes to action.ids and copying of "face.ids" and "formatio.ids" to override
  3. @Nathan82 can you cheat-teleport into the area?
  4. Ah, you installed EndlessBg1 after bg1re. That explains it. Recommended install order is EndlessBG1 - bg1re. (EndlessBG1 is an early Tweak mod and should be installed before quest & NPC mods.) If you are firm with the cheat console, you could do the following: C:SetGlobal("C#RE1_ScarRetrieval","GLOBAL",13) C:CreateCreature("c#re1sr6") This should give you Scar who should initiate dialogue and the quest should close as normal.
  5. What game are you on and which version(s) of bg1re and EndlessBG1 do you have installed and in which order? Please post your weidu.log in a spoiler. The timer should be one ingame day. It is set (should be) when Eltan tells about the burial. I'm currently investigating whether I was too stupid to place the dialogue states so the one blocks the other. You could set "Global("C#RE1_ScarRetrievalTimer","GLOBAL",1)" per cheats and talk to Duke Eltan again. If that doesn't change anything then there is nothing you can do ingame to trigger Scar's arrival without installing a fixed version, I'm afraid.
  6. @Lauriel this whole tutorial is for classic BG1:TotSC. The very old one. Forget everything you read here if you deal with the EEs.
  7. @Ser Thomas thanks for the info! Tat's a kind offer, but I am clueless what would have gone wrong. I need to have a look at whether the script uses a wrong door name, but since it's all custom areas I wouldn't know why it didn't work for you on BGT. I think I tested this for BG:EE were it worked, and I know of some BGT players who also finished the quest, so
  8. Thanks! I figured the real cause out by trial and error. Turned out there were some more syntax errors (like a doubled name of dlg states) and a faulty use of INTERJECT syntax which seemed to have anoyed weidu really much.
  9. EDIT: I figured out what was wrong at least, in my case it was a wrongly used INTERJECT syntax that caused this. I get the following eror message when I try to install my mod: ERROR: processing .D actions [tb#_compile_eval_buffer/c#sodtweaks/revised_end_sod/sod_revisedend.d]: Failure("hd") Stopping installation because of error. ERROR Installing [SoD Revised End -> Full version], rolling back to previous state Unable to Unlink [c#sodtweaks/backup/12/OTHER.12]: Unix.Unix_error(1, "unlink", "c#sodtweaks/backup/12/OTHER.12") What does it mean?
  10. @Ser Thomas Hmm. Interesting. I fear you'll have to cheat into the basement then. Area code is "ys0112". There will be new reply options when the fire elemental quest progresses.
  11. @Ser Thomas Yes, it is the door at the end of the kitchen. The door is still locked (you tried opening it)? You could set Global("bsFireElementQuest","GLOBAL",1) again per cheats and let her do the action again. Thanks for the kind words!
  12. @Caedwyr thank you very much for the feedback and detailed mod list!
  13. I can't pack OSX package with weidu v247.
  14. Interjections to game events are not the topic of the thread.
  15. I don't know that I'm afraid. Does AstroBryGuy's mod "Chatty Imoen" help with that in any way? I think it enabled those compliment/insult comments for BG1?
  16. The mod updates to v6 with various bugfixes and some new content for BG1 and SoD. The new content is not translated yet (only in English). Changelog: - 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.
  17. @eyre Thank you for reporting! It's well possible that you are the first one playing the "drow recognition". Let me know if you encounter any problems!
  18. I wrote Imoen4Ever which gives you Imoen back in chapter 2 of BGII. For the mod, I needed to erase any trace of "Imoen is kidnapped" from the game. And then the problems only started: literally every mod assumes/assumed that - if Imoen is in the party after Irenicus' Dungeon - she was in Spellhold. So, none of the interactions where scripted so that they actually checked whether that was true. "Imoen is in group" is the only check that was needed for the original game story, so all NPCs banter with Imoen about her time in Spellhold, in chapter 2. Or, if triggers are adjusted, they do not banter at all until after Spellhold, and then talk with her about her long, long time of captivity (which in I4E is rather short). My EndlessBG1 mod lets the BG1 game remain in the BG1 world (as it was for BGT) for BG:EE. So, I had to go through the game ressources and erase any reference to Sarevok still being alive and a threat for that. BGT already did that to some 98%. It was tideous, I can tell you. Your mod idea attempts to open up the whole story arch of BG1, well except leaving Candlekeep and getting ambushed. I do not even dare to imagine how many - big or little - references there are in the game where it is just assumed that things happened in the original order because there was no need to actually check for them. And for making all these references consistent your mod will have to change/patch/replace so many ingame dialogue and references that it will probably make a lot of mods incompatible just because of the adjusted dialogues. On top of that any NPC mods will probably be incompatible as they are now because BG1 story events are assumed to follow in a specific order. I don't know whether it's my knowledge about how much work - and changes - would be needed to make such an open-up of the BG1 story consistent, but I am not fond of the idea to open it up completely. I always thought the story to be consistent in itself, following clue after clue, BG city only opening up after the bandits are gone etc. I think @subtledoctor's ideas are a good start to make this project more realistic: leave Nashkel mines at the start. And I'd add to this: leave the opening of the BG city until doing the bandit camp. That would be consistent in my opinion since it was the bandits the city closed the gates for (well any of course bcause devs wanted to restrict the access until the game progressed, of course). So it would more or less be the Cloakwood mines one could do any time in between. It would still open up the possibilities and also exploring BG city while still looking for foes in the wilderness. But even only implementing this would lead to a bigload full of adjustments you'd need to do - and all NPC mods would need to be adjusted as well - probably. If you'd succeed to make a mod that opens up BG world after the ambush completely, it would probably be incompatible with most other mods out there.
  19. In the original game, Imoen was just not added? Like forgotten or ignored or something. That's why all mods add her banter file if it's not already present.
  20. I have no idea what the soundclip is there for, anyway. I'd need to investigate, first.
  21. That was quick. Thank you! I'll pack a new version after Eastern.
  22. @eyre Thank you! I had a look at the old bcs and the changelog - I see that aTweaks changes the script, but I don't see why Solaufein's patching routine would fail. Anyway, what I can offer is what I said: I split the crossmod for subrace mod into an own component, so at least you will be able to install the subrace mod late. You'll still have to violate BWP v19 suggested order by installing Solaufein earlier. The mod updates to v2.2: The detection of subrace mods was moved from the main component into the (existing) 5th component. The 5th component is now "Detection of Drow PC" (formerly it was additional detection). Install this component if you want Solaufein to recognize your PC as a drow: -If you have subrace mods installed, install this component after the subrace mod. Detection of a drow PC (via the subraces) will happen automatically and Solaufein will address the PC as drow. -If you do not install subrace mods, this component will add a reply option to Adalon's dialogue with which an elf PC can tell that they are drow. Changelog v2.2: - fixed detection for tipun's subrace mod. - moved crossmod for subrace mods into 5th component and deactivated drow reply option if subrace mods are detected. - Updated readme with description of changed 5th component.
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