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jastey

Gibberlings
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Everything posted by jastey

  1. @Taylan Thanks for your interest and the kind words! The timer that triggers in 2.6 Winski's spawning is also set in Sarevok's dialogue before the fight. That's why setting the "SarvokBehavior" to 4 only prevents the forced end for some time until it all happens again. I really don't know why this was inserted.
  2. @Taylan this is something introduced by changes in the 2.6. For whatever reasons, the devs thought they need this failsafe which now destroys ebg1 until I consider the changes. Thank you for the heads up! The mod is not compatible with the 2.6 patch, obviously.
  3. This is a variable from the original game. All mod added content uses a prefix. As far as I know SarevokBehavior is at 3 after Sarevok died. What you encountered was obviously a failsafe from the devs in case the game doesn't end after Sarevok died. You can use NearInfinity to search for variable names in the game, then you can look up where SarevokBehavior is set to 3 etc. Your issues are because you installed the mod late and played a game after Sarevok already died on the beta 2.6 - this is obviously not covered by this mod. Since it leads to all other sorts of issues to install the mod so late (in your playthrough) as I mentioned in the BeamDog's thread I will not include this into the mod. Thank you for sharing your experiences nontheless. EDIT: I will have to consider the 2.6 changes, though. Thank you for the heads up!
  4. Added The Artisan's Kitpack to the compatibility list.
  5. @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.
  6. @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:
  7. 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.
  8. 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.
  9. 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!
  10. 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.
  11. 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.
  12. 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.
  13. The game directory is the one with the file CHITIN.KEY in it.
  14. 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?
  15. 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.
  16. 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?
  17. 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.
  18. 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!
  19. 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.
  20. 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?
  21. Thanks for the suggestions! I lack an idea to make the entrance to the basement more visible, though.
  22. Hahaha! (pssst - that's what the "no fear" part is for. Should we tell them?)
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