Jump to content

jastey

Gibberlings
  • Posts

    13,651
  • Joined

  • Last visited

Everything posted by jastey

  1. @Roberciiik Thanks! I noticed I can't copy&paste Polish into my Notepad++, the special letters are destroyed. I'd be happy if you'd make a pull request and sorry for the bother.
  2. @Roberciiik thank you! I would have asked you before the release, I am still at looking at a hickup between ebg1 and bg1re. There is a new line in the readme, too:
  3. Imoen 4 Ever works with a custom Imoen: c#im_010.cre It would be great if it would be considered. I have no idea how to update Level1NPC mod to achieve that.
  4. yota13: thank you! I think I can copy&paste now from here into tra files. Would you check whether this is worked? Link to updated tra.
  5. This sounds like another must-have mod. I don't even dare to think about the technical solution necessary to achieve this ingame functionality! Congrats on the release!
  6. Please post the entry from your weidu.log. After killing the two wood cutters, with Xzar in party the Dryad should start a mod added dialogue if talked to afaik. If Xzar was in your party and able to talk when you talked to the Dryad after killing the men but no quest dialogue triggered, then something went wrong with the mod install maybe.
  7. It has a working beta but @Miloch is not active any more. There was a time where I thought I'd bring this mod to open beta but I'm completely (more than) busy with my own projects unfotunately. For Hulrik: cheat the variable "XvartsDead","GLOBAL" to 8, then you should be able to talk to Hulrik.
  8. JAP only skips the encounter which is detected via another component. It does not skip all if NTotSC is detected. Meaning: "Svlast, the Fallen Paladin" from JAP is only skipped if this exact content is detected from NTotSC or bg1ub, etc. If you left out the component from NTotSC and did not install it via bg1ub either, then JAP will install its version of this encounter. Did you meet Hulrik after Mulahey was dead? JAP prevents Hulrik and his cow to disappear after that, but it might be the Xvarts still have their script that lets them disappear after the Nashkel mines are cleared. This is an unpublished mod by @Miloch. I was a bit optimistic when considering this for compatibility.
  9. The game directory is the one with the file CHITIN.KEY in it.
  10. I skimmed through the mod files. I think Gavin has a lot of dialogues that also fire for a friendship path, and romance content kicks in later. At least I saw some notes about "gettting serious after LT 14" and I also not see any extra romance LT cycle besides the friendship one. I also do not see a technical differenciation between "BG1 romance run and they are enganged" and "PC is eligible for BGII romance but they never met". The "B!GavinEngaged" also is only used in dialogues, not in his script to fire separate lovetalks. The very first talk is entitled internally with "Where do we go from here?", though, where some PC replies can lead to an end of the romance. If Global("B!GavRA","GLOBAL") is at "2" in your game which means active committed romance, all is good and appearently intended?
  11. I have a faint feeling you didn't find the tanner. OK, I'll keep it in mind. I don't see anything in the code, though. Maybe the journal entry gets reset if you click on the grave again or something.
  12. A little more detail would be needed to answer that. What do you think he was supposed to do and what happened instead? Which version of the mod are you playing?
  13. It didn't Just to make sure: you told the commander: "~The hole leads into a seacave with several exits. We found the dead adjutant there, dead and hastily buried.~" after you discovered the body, the commander answered "~My poor adjutant! At least we will be able to bury him properly. I thank you for the info, I'll have his body retrieved as soon as possible.~" but the journal entry was not erased? It's in the transactions of the dialogue state so at least the code looks good. Thanks for clearification. It should, so we need to have a look at that. That's wanted behavior. There is a way to spread the fumes of the bottle across the whole tower grounds so it goes faster to track down the doppelgangers.
  14. It's always the dilemma of the dev. We can't seal off the Seatower mod quests for an evil party completely. PC did cleare the Nashkel mines and a commander of the Flaming Fist knows how to handle ruffians. Not exactly, no. The script for the captain's dialogue checks for all enemies dead. Or so I thought. You should be able to report the dead Adjutant to the commander, that should remove the journal entry. The quest closes when you tell prison guard Jai about killing them. It's a bottle currently, which fits as it is not a potion? Who would like to have the expired one? Maybe the mage can take it back or something. There is a quest path where you use up the Mimic powder. We know about the door entries being a bit hard to hit at places. This will be reworked so entering will go easier. Thank you very much for all other reports I didn't reply to! Thank you very much for the kind words!
  15. Thanks, fixed. The directional abbrevations are not used in the mod. Maybe they were in an earlier version, but since the comonents are supposed to be compatible with BGT they shouldn't be in the scripts at all but the numbers needed for classical BGII. Thanks for reporting nevertheless.
  16. I just spent a moment thinking about an item that rises the CHA of group members NOT having drunk it. Something like - an area effect?
  17. Thanks for the suggestions! I lack an idea to make the entrance to the basement more visible, though.
  18. Hahaha! (pssst - that's what the "no fear" part is for. Should we tell them?)
  19. Hmm, I was asuming the name was known after some time, at least in the Watch who have a sharp eye on what is going on in the south. Scar asks the PC on the bridge but I always thought it's more of a courtesy he lets the PC reveal their name in a question - BG city authorities should know who they are expecting or we have a situation like Greywolf and the PC in Nashkel with Oublek. My assumption was: BG city Watch / Flaming Fist knows about CHARNAME clearing out the mines in Nashkel. The soldier in the prison heard the tower commander and Scar talking about CHARNAME. Not every soldier knows about it. Sorry for giving a creepy feeling that everyone knows CHARNAME, it was supposed to be Scar+Tower Commander+the soldiers who were guarding the meeting of which one of them drew his own conclusions that he wants CHARNAME's help. If I take this out the main reason why the Commander hands the prison pass to CHARNAME would be gone. I see your point but I'd need a good other suggestion to work around this. I could make the Commander's acknowledgement dependent on whether the PC is actually already working for Scar or at least revealed themselves to Scar. That would make more sense maybe? The inn is on the first floor of the main tower. The map calls the whole tower Balduran's Seatower. I'm open to suggestions how to clearify the locality.
  20. Thanks! That's what children do... and then you have the picture and think "what am I gonna do with it? I can't keep it forever but I also can't just throw it away now, can I?!" Thinking about it, maybe we should add a -2 penalty to INT and WIS on top of the DEX penalty to make it more realistic.
  21. @Lauriel the reason is that noone of us thought about it. It makes sense to make it consistent! Thanks for the idea.
  22. Thank you very much for replaying the beggar dialogue and the corrections!
×
×
  • Create New...