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jastey

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Posts posted by jastey

  1. 12 minutes ago, Hockey85 said:

    As far as what others have said, ever single mod that I install asks me for the language first, not just the first one that is run.

    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.

  2. 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!

  3. 4 minutes ago, argent77 said:

    The action DestroyItem() appears to block further script execution. I remember that lynx (or Avenger?) mentioned some time ago that only script actions listed in INSTANT.IDS are safe to be used in dialogs. Most other script actions block further script execution.

    Oooh. Awesome. Thank you very much! I'd never have figured this out by myself. 👍

  4. @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.

    Spoiler

    /* octopus ink */
    IF WEIGHT #-1
    ~OR(2)
        Global("C#Br_BookRestore","GLOBAL",2)
        Global("C#Br_BookRestore","GLOBAL",4)
    OR(2) PartyHasItem("c#br0001") HasItem("c#br0001","C#Brandock")
    OR(2) PartyHasItem("c#broink") HasItem("c#broink","C#Brandock")
    Global("C#Br_HaveInk","MYAREA",0)
    InMyArea(Player1)
    InMyArea("C#Brandock")
    OR(2) InParty("C#Brandock") Global("C#BrandockJoined","GLOBAL",2)
    !StateCheck("C#Brandock",CD_STATE_NOTVALID)~ THEN ingredient_01
    SAY @751 /* ~Ah, the young <CHARNAME> and <PRO_HISHER> unfortunate friend. I see you have ingredients I requested.~ */
    IF ~~ THEN DO ~ActionOverride("FIREBE",TakePartyItem("c#broink"))
    ActionOverride("FIREBE",DestroyItem("c#broink"))
    SetGlobal("C#Br_HaveInk","MYAREA",1)~ + ingredient_04
    IF ~HasItem("c#broink","C#Brandock")~ THEN DO ~ActionOverride("C#Brandock",DestroyItem("c#broink"))
    SetGlobal("C#Br_HaveInk","MYAREA",1)~ + ingredient_04
    END

    /* octopus ink */
    IF ~~ THEN ingredient_04
    SAY @754 /* ~Octopus ink!~ */
    = @759 /* ~Always needed for the right consistency of magical ink.~ */
    IF ~~ THEN DO ~SetGlobal("C#Br_HaveSaphire","GLOBAL",1)~ + ingredient_06
    END

    /* potion of regeneration */
    IF ~~ THEN ingredient_05
    SAY @762 /* ~A potion of Regeneration!~ */
    = @983 /* ~A powerful magic, and useful in more than one way if you know how.~ */
    IF ~~ THEN EXIT
    IF ~Global("C#Br_HaveSaphire","GLOBAL",0)~ THEN DO ~SetGlobal("C#Br_HaveSaphire","GLOBAL",1)~ + ingredient_06
    END

    /* star spahire */
    IF ~~ THEN ingredient_06
    SAY @984 /* ~A Star Saphire!~ */
    = @985 /* ~Always a sight for sore eyes.~ */
    IF ~~ THEN EXIT
    IF ~Global("C#Br_HavePotion","GLOBAL",0)~ THEN DO ~SetGlobal("C#Br_HavePotion","GLOBAL",1)~ + ingredient_05
    END

    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).

     

     

  5. 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

     

  6. 2 hours ago, marcnivar said:

    May I also ask for your opinion on the install order for EET tweak (to change xp cap and xp gained). I'm not sure whether it should be installed before / after SCS and Tweaks anthology...

    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.

  7. 2 hours ago, marcnivar said:

    So, let use the following as example.

    
    1.  Bardolan's Briefing, by berelinde (mature content / teen version)

    I see it has mature / teen version in the readme. If I want to install the teen version, what should I do? It seems like no option to tick mature or teen version under number 1 in PI.

    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.

  8. 6 hours ago, marcnivar said:

    Quests:
    2. BG1 Unfinished Business v16.3
    - Install all components
    3. The Stone of Askavar V2.2
    - Default Version
    4. Northen Tales of the Sword Coast 4.2.0
    - Install all components
    5. Baldur's Gate Mini Quests & Encounters V23
    - Install all components
    6. Ascalon's Questpack V3.0
    7. Balduran's Seatower
    8. Endless BG1 6.1
    - Install all components
    9. Baldur's Gate Romantic Encounters 6.0
    - Teen version and skip components with warnings
    10. Lure_Of_Sirines_Call V16

    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.

     

     

  9. 8 hours ago, marcnivar said:

    I know that if I select "teen version and skip warning components" when installing directly (without using PI), that is the only option I have choose, the other things will be installed automatically.

    However, if I use PI, it seems like I have to tick all components individually? or I can still just tick component 100 and ignore the componenets 1-44 such as how I did in my screenshot

    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.

  10. 9 hours ago, Sir-Kill said:

    Are you sure about garric and branwen that does not sound familiar, again that might be tweaks or even fixpack. both do a leave destroyself (90) or some such. Well if it is not, then it is not.

    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.

  11. On 3/1/2021 at 7:15 AM, Sir-Kill said:

    this might be because I have tweaks installed before bg1npc "move Alora to Gullikin" component; she runs up to me like we are in hall of wonders but she does not speak nor can I initiate conversation.

    Bg1NPC doesn't change her greetings dialogue afaik.

    On 3/1/2021 at 7:15 AM, Sir-Kill said:

    I kick out either garric or branwen and my rep is heroic they leave (until I changed their dialog) is that normal?

    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.

    13 minutes ago, Sir-Kill said:

    Also Coran wyvern hunting:

    The first time I talked to Coran got the quest but did not keep him could not complete with mayor.

    Second time did not talk to Coran and could not complete/reward from mayor.

    Is this typical of bg1npc where you have to have the specific npc and in the right order to complete or is it my install

    I'm not really firm with this quest. What has the mayor to do with Coran's Wyverns?

  12. 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

  13. 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.

  14. 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):

    Quote

          ACTION_DEFINE_ARRAY cdnoconvert BEGIN ee END // List of tra files that contain ONLY strings for the WeiDU installer and NOT game content

    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.

  15. 7 hours ago, marcnivar said:

    "Dark Side of Sword Coast" & "Northern Tales"- I played them early last year and I remember these MODs reuse several vanilla areas.

    I'm not trying to change your mind, but just to be nitpicky: NTotSC has custom areas even though some are quite obviously edited original areas. DSotSC reuses original areas. It's one of the first big mods and from a time where 56k modems where super fast internet connections, and it enabled a great dungeon quest while keeping the file size low.

  16. 7 hours ago, Guest Bozingar said:

    I'm working on an overhaul to the trilogy dialogue so romances refer to your PC by the correct gender should you remove gender restrictions (I couldn't find this out there anywhere).

    This sounds awesome. May I ask how you do it? The best choice for compatibility would probably be to alter the original string references using "STRING_SET" and changing all explicit gendered terms into tokens (<PRO_LADYLORD> instead of Lady etc.).

    Here is what I found:

    in baldur.bcs, if the PC checks romance requirements, the variable SetGlobal("AnomenMatch","GLOBAL",1) is set:

    Spoiler

    IF
        Global("AnomenMatch","GLOBAL",0)
        Global("CheckAnomenMatch","GLOBAL",0)
        Gender(Player1,FEMALE)
        OR(4)
            Race(Player1,HUMAN)
            Race(Player1,HALF_ELF)
            Race(Player1,ELF)
            Race(Player1,HALFLING)
    THEN
        RESPONSE #100
            SetGlobal("CheckAnomenMatch","GLOBAL",1)
            SetGlobal("AnomenMatch","GLOBAL",1)
    END

    With this variable at 1, upon his joining dialogue (ANOMEN.dlg) all other needed variables and timer are set, e.g. like in this example from his joining dialogue. You see the different reply options whether the PC matches the romance criteria or not:

    Spoiler

    IF ~~ THEN BEGIN 6 // from: 2.0 5.0 11.0 14.0 15.0
      SAY #6135 /* ~Perchance I have found worthy companions. I seek to be knighted in the Most Noble Order of the Radiant Heart and I must prove my worth, first. Have you need of a strong sword, my <LADYLORD>?~ */
      IF ~  Global("AnomenMatch","GLOBAL",1)
    ~ THEN REPLY #6147 /* ~I would be infinitely pleased to have you join me. Welcome!~ */ DO ~RealSetGlobalTimer("AnomenRomance","GLOBAL",2000)
    SetGlobal("LoveTalk","LOCALS",1)
    SetGlobal("AnomenRomanceActive","GLOBAL",1)
    SetGlobalTimer("AnomenJoined","GLOBAL",FIVE_DAYS)
    ~ GOTO 21
      IF ~~ THEN REPLY #6148 /* ~Regretfully, I must decline your offer. ~ */ GOTO 4
      IF ~  !Global("AnomenMatch","GLOBAL",1)
    ~ THEN REPLY #55350 /* ~I would be infinitely pleased to have you join me. Welcome!~ */ DO ~SetGlobalTimer("AnomenJoined","GLOBAL",FIVE_DAYS)
    ~ GOTO 21
    END

    With this timer and variables, Anomen's script (ANOMEN.bcs) triggers the first lovetalk when the timer run out:

    Spoiler

    IF
        InParty(Myself)
        RealGlobalTimerExpired("AnomenRomance","GLOBAL")
        !Global("AnomenRomanceActive","GLOBAL",0)
        !Global("AnomenRomanceActive","GLOBAL",3)
        Global("AnomenMatch","GLOBAL",1)
        !AreaCheck("AR1300")  // u the time to
        !AreaType(DUNGEON)
        See(Player1)
        CombatCounter(0)
        !See([ENEMY])
        !Range([NEUTRAL],10)
        OR(14)
            Global("LoveTalk","LOCALS",1)
            Global("LoveTalk","LOCALS",3)
            Global("LoveTalk","LOCALS",5)
            Global("LoveTalk","LOCALS",7)
            Global("LoveTalk","LOCALS",9)
            Global("LoveTalk","LOCALS",11)
            Global("LoveTalk","LOCALS",13)
            Global("LoveTalk","LOCALS",17)
            Global("LoveTalk","LOCALS",19)
            Global("LoveTalk","LOCALS",21)
            Global("LoveTalk","LOCALS",23)
            Global("LoveTalk","LOCALS",25)
            Global("LoveTalk","LOCALS",29)
            Global("LoveTalk","LOCALS",33)
    THEN
        RESPONSE #100
            IncrementGlobal("LoveTalk","LOCALS",1)
            PlaySong(35)
            Interact(Player1)
    END

    The question is: was the "AnomenMatch" variable set via tweaks, and if not, why not.

  17. Oh, but the Anomen Romance is really good. It gives more depth to Anomen as a character and why he is the way he is. I played with Anomen as female PC, had his romance, and with this first impression never understood why everyone finds him "Anoymen". (I do think he is a poor guy but more because of his abusive father, not because of what I think about him as a character.)

    I'm at the wrong device to help with your actual question.

  18. 2 hours ago, marcnivar said:

    with Solaufein NPC MOD. I remember there is an installation component to make him recognize charname as drow.

    This is for my Solaufein Mod (just to make sure because there is also Weimer's first Solaufein mod) which doesn't have a romance. The recognition of PC being drow via installed subrace mod would be automatic, the additional component for recognition of PC being drow is only for adding a somewhat 4th wall breaking reply option into Adalon's dialogue to set the variable this way. This subrace mod is not yet considered, I need to update my Solaufein mod.

  19. 2 hours ago, marcnivar said:

    3) Is there any quests MODs with interjections from vanilla npc (Edwin, Imoen etc)

    Not sure whether this isyour question, but the Balduran's Seatower mod adds interjections in its quests for some NPCs, Edwin also at some onstances and Imoen even more. Oh, and that mod also fulfills the requested critria of good looking new areas. :) And good quests, of course. I'm not biased at all or anything.

    2 hours ago, marcnivar said:

    2) Is there any MOD that can delay the transition to TOB after Hell (SOA)?

    I think Transitions does that (new mod here at G3). It's not compatible with Tamoko (in EET) either, though, as it also delays the trasition to SoD. Compatibility (of sorts) with Endless BG1 is given. I don't know whether the transition to ToB could be installed as a single component, in that case that would be no problem.

    2 hours ago, marcnivar said:

    1) If romantic encounter mod changes a dialogue with certain npc, is it possible that it will prevent the interjection from a MOD npc ?

    I don't understand the question: interjections from mod NPCs are added by the mod NPCs which are usually installed later than the RE mods, so interjections included in the RE mods can't overwrite them. (?)

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