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Posts posted by jastey
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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.
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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 -
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 -
@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.
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Glad it's settled!
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@Gwendolyne why is IA giving them a different animation?
38 minutes ago, Gwendolyne said:I will check AR9001. Maybe something has been modified in this map since IA v5...
The NTHAEBAL.cre was crashing the game so it can't be something inside the area?
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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.
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@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".
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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 -
@Nathan82 can you cheat-teleport into the area?
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11 hours ago, Endarire said:
May we get this as a mod news item?
What is a mod news item?
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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.
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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.
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Congratulations on the release!
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@Lauriel this whole tutorial is for classic BG1:TotSC. The very old one. Forget everything you read here if you deal with the EEs.
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@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
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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.
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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?
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@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.
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@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!
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@Caedwyr thank you very much for the feedback and detailed mod list!
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I can't pack OSX package with weidu v247.
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1 hour ago, Jarno Mikkola said:
Well, more than half of the adventure doesn't essentially have a n y factor with Imoen, as she is the removed as part of the adventure, so she might not have any build in interactions to it.
Interjections to game events are not the topic of the thread.
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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?
Beta Testing Issues
in Balduran's Seatower
Posted
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!