Jump to content

jastey

Gibberlings
  • Posts

    13,696
  • Joined

  • Last visited

Posts posted by jastey

  1. I'm open for crossmod material, but possibilities for crossmod are endless and more work than players would think if they see the resulting one, two dialogues in the game. Crossmod for my mods more or less happens if I have a mod along while writing for mine or if I notice one that would conflict if I do not consider it, but my time is limited. I will not play with Imoen Romance; so I doubt any comments of Ajantis to it will happen anytime soon, if at all.

    EDIT: The short answer is "no", I guess. 😅 I'm not familiar enough with the Imoen Romance mod and I'm not interested in playing with it.

  2. 3 hours ago, Ser Thomas said:

    So you suggest moving it even earlier?

    Yes.

    3 hours ago, Ser Thomas said:

    Before Ascension?

    Probably - I don't know what exactly Ascension changes. I4E changes text lines and adds triggers to relevant reply options so it needs the game as original as possible.

    3 hours ago, Ser Thomas said:

    Do you expect anything game breaking when using incompatible mods?

    I would think that what I listed above should be about all incompatibilities (i.e. content wise with regard to Imoen's whereabouts). The only real incompatibility was with NPC Strongholds if Imoen takes over the Thiefguild before going to Spellhold but that should be fixed.

  3. 9 hours ago, Ser Thomas said:

    Imoen 4 Ever

    One warning about I4E: it changes the story arch by giving back Imoen in chapter 2&3. Most mods do not consider this possibility, so they assume Imoen is kidnapped (if talking about her) and Imoen will be addressed as if she was freed from Spellhold already (if she is talked to). Have a look into the I4E forum for compatibility list.

    Also, recommendation is to install I4E before mods that might insert reply options in BGII.

    If you install NPC Strongholds and Brandock, install Brandock after NPC Strongholds. Have a look here for an install order list of "my" mods. I think you got the other mods on my list/I am maintaining right though.

  4. 7 minutes ago, Lightbringer said:

    Jastey's Adjantis mod for BG2 does -- though if you don't romance him (as a female bhaalspawn) you'll miss out on some content.

    Well, the romance, which is a bit "doh", but apart from that, the smaller quests and reactions to game events etc are available for non-romance case, too. The friendship track has less dialogues than the romance, that is true. For ToB, Ajantis doesn't feel as connected to the PC's destiny if they are not romancing so he doesn't have to cope that much with what is happening.

  5. On 9/5/2020 at 11:48 PM, Endarire said:

    -Northern Tales of the Sword Coast (NTotSC)
    Adds Fiery Cloud and Skeleton Guard as arcane spells with scrolls in Sorcerous Sundries (Baldur's Gate city).

    How does this 50 spells per level work. As far as I can see, NTotSC only adds the spells as spell scrolls, but doesn't add it to the spell select / character creation screen. Do they still count?

  6. 1 minute ago, Bleepbloop said:

    to set Player1's dialogue file using SetDialog

    That's what I was speculating in my last post, sorry for being cryptic.

    How do you start the CHAIN? If it's done via script the setting of the dlg could be added there, but I guess you're aware of that.

    3 minutes ago, Bleepbloop said:

    Will that cause issues elsewhere?

    It's always used for the original content afaik so I guess it would be fine (and mods that need something else should take care of it and set it back to player1.dlg afterwards, probably).

  7. 12 minutes ago, Bleepbloop said:

    However I tried to write == PLAYER1 ~The text here.~ in a CHAIN initiated by an NPC, and when I tested it out, the conversation terminated right before that line IIRC.

    Hmm. Maybe I didn't understand how player1.dlg actually works. All I know is that something like "StartDialog("player1",Player1)" works.

    Maybe you'd have to set player1.dlg to be Player1's dialogue before using it in a chain. 🤔

  8. In BGII Player1 has a dlg file, it's player1.dlg - BGII uses it for things that "happen" to the PC like the slayer change etc. Even if it weren't, you could still make an invisible helper creature, give it PC's name (portrait I'm not sure) and let it speak.

    You already said it yourself - I'd advice against railroading the PC like this, though. It's usually not well received by players. (Cutscenes aren't either.)

  9. @tipun best you tag people by typing the @ and the name and then chose the user's name from the dropdown list. This way the user gets notified.

     

    16 hours ago, tipun said:

    The mod can be installed after your mod. The main thing is to install it after mods that greatly change the user interface. After those that replace ui.menu. (Like Dragonspear UI and similar ones)

    My question was whether it makes sense that it will be installed before NPC mods. I guess you reply answers my question, though.

  10. 18 minutes ago, Lauriel said:

    I've not had issues with it in single-player games, just this time in my multi-player game.

    I don't think there is anything I can do - apart from considering every damn cutscene in the game.

    You know the funny part? The 7th party members come with the PC in every cutscene, even if it's supposed to be one of the PC's dreams or - oh joy! - the very private romantic encounter suddenly turns out to be a threesome. So, hearing that this time the transition in a cutscene glitched is... hilarious.

  11. 11 minutes ago, mt17 said:

    How i will find out in fact when some mods will not working on 2.6 ? Its gonna saying some errors while install it ? Or i have just check it in-game thats work fine ?

    This question can't be answered for all mods in one sentence, either, plus noone knows which mod will be effected how. My Endless BG1 mod installed fine on 2.6, but then glitched out once the party returns to the Palace after killing Sarevok.

  12. Not to sound blunt, but I doubt anyone can actually answer these questions, only give statements and own opinions.

    1. I can't say how long the release will take still so you need to decide how long you are willing to wait.

    2. Noone knows which mods will still work and which will need to be adpated - time will tell. What is sure is that thre are mods that will not be compatible.

×
×
  • Create New...