Jump to content

jastey

Gibberlings
  • Posts

    13,681
  • Joined

  • Last visited

Everything posted by jastey

  1. Hi @DavidW. The component gives relevant mage NPCs another instance of Minor Sequencer as an ability for every JoinParty(). See attached screenshot here in first post for example. This is probably caused because the CLAB-Abilities are evaluated for every JoinParty. SCS combines AP_ (Apply) with a Spell which applies the effect "Spell: Give Ability" (#171). And only that then gives the chain spell to the actor. This indirection cannot be tracked by the engine, so the former given CLAB Ability cannot be removed when the NPC rejoins the party. Combined with my 7th party member mode for my mage NPC with frequent changes of group member status this added to 27 times the ability upon bug report. It also happened for "normal" JoinParty and also to Imoen. Feel free to contact @Taimon who identified this bug if you have further questions.
  2. Noone noticed until now? LOL Thanks for reporting. Of course - if we'll find the time.
  3. @Dallan this is very helpful, thanks. I noted it down for the next mod update.
  4. As a global moderator I have means to differ. Of course I can't prove anything, but I am pretty sure I know who you are and what names you use (including registered user accounts). Please do not tempt my patience any more than this game already does. [In case someone sees this: this has nothing to do with Roxanne.] And to your accusation: I'm not ignoring questions on purpose, I have a real life and can't answer every one.
  5. Guest ront/Raelis why do you first ask whether it differs if you already know the answer from the SCS readme?
  6. Ah, ok. Another reason not to change an existing mod structure (for no apparent reason). Thanks for the info.
  7. Hmm, first thing coming to my mind would be a pinned thread where you update the first post as well as posting into it if something changed or was added. That's understandable. I was referring to my feeling of poking in the mist because of not being aware what the current way of making mods PI compatible is. I also ask for understanding that implementing the changes requires time I do not always have. I'm aware I haven't given any feed back to the component-wise install order syntax yet, for example.
  8. Have fun! I think it is very enjoyable - and quite addictive. Oh, and feeling like an idiot is definitely part of modding the IE engine. I'm a quest and dialogue scripter for more than 15 years now and well, look at my question in that thread.
  9. Just an info since I don't want to reread the whole thread: after deinstalling all mods, the game language mods are installed to can easily be reset by just deleting the weidu.conf file in the game folder (and chosing the wanted game language upon the next mod install).
  10. Reading this I am not sure you really understood the difference between game language and mod language. The game language the mods are installed to will only be asked by the the first mod and then be stored in the weidu.conf file. "0" here is indeed not English, so if you play the game in English later all mod added texts will give invalids. The second choice is the mod's language. This of course every mod asks and executes individually. The mod's language version will be installed to the chosen game language version and it doesn't matter whether these are different languages.
  11. Yep, that worked. For "7th" group member (in familiar status) of my NPC, this action lead to all following transactions in the dialogue (also for later states!) being cued until after the end of the dialogue (even though it was the questcharacter's dialogue!): ~ActionOverride("npcname",DestroyItem("itemname"))~ Whereas, letting this be done by a questcharacter did not lead to the same effect, transactions after that were executed as expected: ~ActionOverride("FIREBE",TakePartyItem("itemname")) ActionOverride("FIREBE",DestroyItem("itemname"))~ Thanks again @argent77 for your help with this!
  12. Oooh. Awesome. Thank you very much! I'd never have figured this out by myself.
  13. @argent77 thank you! The typo you mentioned, is it in the syntax or in the text? I am down to "install a new BGT" to be honest. The dialogue starts like this, item "c#broink" is taken out of the inventory alright (displayed in the text window), and then the dialogue loops and I have no idea why. I started with local variables and some other transactions, and reduced it to global variables and no other transactions and the loop just remains (changed the dialogue to make sure I'm actually seeing the right one).
  14. EDIT with solution: It was an ~ActionOverride("npcname",DestroyItem("itemname"))~ action before these states that cued all transactions inside the dialogue. Changing it to ~ActionOverride("FIREBE",TakePartyItem("itemname")) ActionOverride("FIREBE",DestroyItem("itemname"))~ solved the problem. -------------------------- This is the dialogue after installing and decompiling it. It loops from state 15 to 16 and back from 17 to 14 and so forth and I don't know why. I already started a completely new game, I checked whether this is actually the dialogue that's the one I see ingame etcpp. If I change the code so the dialogue ends after state 16 and then check the variable Global("C#Br_HaveSaphire","GLOBAL") via cheats it is set to 1. Does anyone see the obvious? EDIT: In case that matters: this is firebe.dlg talking, I'm on BGT. I am using this "set variable and check it two states later" trick in all my dialogues to prevent repetition of reply options or loops like this one and I have no clue what is going on here. IF ~~ THEN BEGIN 13 // from: 12.0 SAY #97704 /* ~Always needed for the right consistency of magical ink.~ */ IF ~~ THEN DO ~SetGlobal("C#Br_HaveSaphire","GLOBAL",1) ~ GOTO 16 END IF ~~ THEN BEGIN 14 // from: 17.1 SAY #97705 /* ~A potion of Regeneration!~ */ IF ~~ THEN GOTO 15 END IF ~~ THEN BEGIN 15 // from: 14.0 SAY #102322 /* ~And we are still at this looping game, aren't we?~ */ IF ~~ THEN EXIT IF ~ Global("C#Br_HaveSaphire","GLOBAL",0) ~ THEN DO ~SetGlobal("C#Br_HaveSaphire","GLOBAL",1) ~ GOTO 16 END IF ~~ THEN BEGIN 16 // from: 13.0 15.1 SAY #97707 /* ~A Star Saphire!~ */ IF ~~ THEN GOTO 17 END IF ~~ THEN BEGIN 17 // from: 16.0 SAY #97708 /* ~Always a sight for sore eyes.~ */ IF ~~ THEN EXIT IF ~ Global("C#Br_HavePotion","GLOBAL",0) ~ THEN DO ~SetGlobal("C#Br_HavePotion","GLOBAL",1) ~ GOTO 14 END
  15. No idea, sorry. There should be a main rule about tweak mods and SCS, I would assume SCS comes last but I am not sure. For the two tweak mods I guess it doesn't matter, but that's a wild guess as I'm not even sure what exactly EET Tweak does.
  16. Ah, I see your problem. 1. tick the "teen version" choice for main component. 2. tick all components' boxes you want to have. Then, components you ticked that have a teen version will install the teen version (that's what the main component is for). A little elaboration: -components you did not tick will not be installed due to PI restricting the install, no matter whether they are/have a teen version. -components you ticked but do not have a teen version will not be installed due to the restrictions inside the mod )if you chose teen version in the main component). I do not know how PI handles this, whether there will be an error/warning message or whether PI will just execute the mod install once it's running. So, in short: with main component ticked at "teen version", only mods you chose will be installed if they have a teen version. Hope that makes it clear.
  17. I sorted some of the mods a bit differently in a list for "my" mods but the only hard rule in there is Endless BG1 before bg1re which you considered so it should be ok.
  18. The reason why it sufficces to choose the install choice if you install the mod by hand is that the weidu installer asks what to do with the components: "ask about each one, install all, or skip them". That all components will be installed directly is because you chose "i"nstall all - if you press "a"sk about each one instead, you will have to confirm every one individually. So, no, just ticking the choice from the first component in PI won't be enough, you'll have to tick all components you actually want, too.
  19. They get unhappy and all NPCs have a "disappear if kicked out if unhappy" dialogue afaik. It's more the problem that you need a tweak to prevent that. I know it happened with Kivan for me.
  20. Bg1NPC doesn't change her greetings dialogue afaik. Neutral NPCs are not happy if rep gets too high, sounds like original behavior. Thanks for info about Kivan and the Ankhegs, I will look into that when time allows. I'm not really firm with this quest. What has the mayor to do with Coran's Wyverns?
  21. Guest Winski Problem: This is a very good catch. Installation of the Tanar'ri was skipped if another, unrelated file was detected - fixed locally. Try putting the attached x#tanari.cre into your EET's override folder. It's from my EET install so it should have the correct scripts etc assigned (it will have a wrong name). x#tanari.cre bg1npc_dyqst.tpa
  22. If you looked at the file with listed interjection points then you know where the NPCs interject. All I could do is look it up myself for you. I know that I gave Ajantis lots of interjections in Beregost/Nashkel although some players might only pick him up when travelling north to Baldur's Gate. The interjections and overall contents for NPCs depends on what the writers came up with, and also (in the case of Imoen) how long they stayed with the team. Giving NPCs the same amount of content was the goal and the overall call of this mod. It's the reason why the friendship mods for Garrick, Xan, Coran, and Ajantis are not included since the other NPCs would have much less dialogues. The reason that the EE NPCs are not considered is simply because the mod was done - and closed content wise - long before the EE games came along.
  23. v5 excludes the tra file ee.tra from being converted to utf8 format. It therefor remains in ANSI format and the mod content leads to crashes in EE games for the non-English language versions. This line has to be deleted for a fix (The comment is wrong, too, as ee.tra contains all ee specific ingame text strings): Quick fix for players: 1. Leave the tra file untouched and delete the line above from the tp2 before installing Amber v5. 2. Leave the tp2 untouched and convert the file amber/tra/[language]/ee.tra into utf8 without BOM format before installing the mod.
×
×
  • Create New...