Jump to content

jastey

Gibberlings
  • Posts

    13,717
  • Joined

  • Last visited

Posts posted by jastey

  1. Added Brandock and Grey NPC mods to the list:

    Spoiler

    /* Give the ogre in AR2800 (Coastway) a unique DV (possessions quest) */
    COPY_EXISTING ~%tutu_scripto%GREUNSH.CRE~ ~override/%tutu_scripto%GREUNSH.CRE~
    WRITE_EVALUATED_ASCII 0x280 ~OGREUNSH~ #32 // script name / DV
    WRITE_EVALUATED_ASCII 0x268 ~%tutu_scriptw%TASIGHT~ #8 // Default script

    /* doppelgangers in Candlekeep: Shistal */
    ACTION_IF GAME_IS ~bgt bgee~ THEN BEGIN
    COPY_EXISTING ~%tutu_var%SHISTA.CRE~ ~override/%tutu_var%SHISTA.CRE~
    WRITE_EVALUATED_ASCII 0x280 ~Shistal~ #32 // script name / DV

    /* doppelgangers in Candlekeep: Monk */
    COPY_EXISTING ~%tutu_var%POGHM9.CRE~ ~override/%tutu_var%POGHM9.CRE~
    WRITE_EVALUATED_ASCII 0x280 ~POGHM9~ #32 // script name / DV

     

  2. @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.

  3. 1 hour ago, Austin said:

    Regarding the third problem, I do not see an error in the files - above I wrote what conditions must be met to start this dialog. Perhaps the tester had a dialogue with the Jackal earlier? In this case, Korgan will not talk about debt, and then the reason may be this.

    I'll let Lumorus know and also pass on your thanks.

    1 hour ago, Austin said:

    I forgot to include them in the script and they were only in d-file

    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.

  4. @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.

  5. 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.

     

  6. @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.

  7. 11 minutes ago, kiwidoc_again said:

    the mum calls the girl at the well sweaty

    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.

  8. 43 minutes ago, kiwidoc_again said:

    Maybe its the order I was doing things, or maybe I missed my chance earlier being in such a rush.

    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!

    43 minutes ago, kiwidoc_again said:

    Safana's been picking every pocket she can - thanks for the nice surpise!

    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!

  9. 5 hours ago, kiwidoc_again said:

    I've struck a problem with the Fire Elemental. I figured out I needed to fireproof the barrel, but I can't get the fletcher to do this even though I have the potion of fire resistance. I saw in the readme I need to finsih the Feathers for the Fletcher quest first, but I can't get her to give me this quest. She says she could use some help if I am willing, but I don't have any response to that in my dialogue choices.

    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.

  10. 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

     

  11. 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

     

  12. 2 hours ago, Nathan82 said:

    Looks like its Haeball thats the problem not the area?

    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.

  13. @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".

  14. 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

     

  15. 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.

     

     

  16. 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.

     

×
×
  • Create New...