Jump to content

jastey

Gibberlings
  • Posts

    13,696
  • Joined

  • Last visited

Posts posted by jastey

  1. @Roberciiik if you and your friend would try this again, that would be awsome. You can trigger the banter by setting Minsc's lokal variable Global("X#MIDY2","LOCALS",1) (to set a lokal variable, the cursor needs to hover over Minsc when you cheat the variable - just in case you aren't aware yet).

    If you can reproduce this then the only thing I could try as a fix is to remain in MInsc's joined dialogue for the whole banter.

    4 minutes ago, Roberciiik said:

    It is weird as Mincs used some banters from this file before, for example when we reached Gnoll Stronghold.

    I have a similar (I think) problem for my NPC in "7th party member mode": if they start a banter with their B.dlg the whole banter works. If the banter was started by the other NPC or via the J.dlg the banter ends abruptly.

    I don't know whether it is the similar problem, but the Minsc-Dynaheir banter stopping after @24 would be exactly when Minsc is supposed to switch from J.dlg to B.dlg. This works in single player mode, but maybe it's not for multiplayer for whatever reasons.

  2. 21 hours ago, Roberciiik said:

    After clicking "next" for Dynaheir respone (@24), dialog ended and nothing was happened, especially there was no resting. When we tried to sleep second time but game stucked in pause and we could not unpause. Of course when my friend went to sleep without me in the multiplayer game, everything was ok. Have you encountered such behaviour in the past? Is there any problem with BGEE engine, multiplayer game or modification itself?

    It seems the game couldn't move to Minsc's banter file after he started the banter with his joined dialogue file. I don't think this happens for single player mode. It's the first time I heard about this. I'd assume it has someting to do with multiplayer mode but I don't know.

    Could you reproduce it?

  3. @sl_andy Then the cutscene for the barrel coating didn't run then. The fletcher doesn't coat it right away. She gives the quest with the feathers from the kitchen if you haven't done that aleady and needs a potion of fire resistance to coat the barrel. After the coating, she should say ~Here you go. It should be fire proof enough to trap a fire elemental for at least a day.~

  4. The fireproof barrel is "bsbarrl3". It should be switched with the normal one in the fade to black moment when the fletcher said she would coat it. No idea why this didn't work for you.

    Please dispose of the empty barrel. You are not supposed to have it at this point and it might lead to hickups if it is still in your inventory.

    The troll item is "bswnchft".

  5. 1 hour ago, sl_andy said:

    the bottle wasn't in Daverons room

    Yes, apparently it's in "Ye Olde Inn" in South West BG. I seem to have changed the location to something accessible throughout the game but forgot to update the documentation.

    The troll is glitchy. I had a player who received two items. I'll have to ponder about this. the mod uses the standard way of scripting trolls.

    The barrel: what does the description say? Is it the fireproof one now? What exactly happens if you talk to the fire elemental?

  6. New lines for v7 in "c#eltan.tra":

    Quote

    /* new for v7.0 */
    //@127 with Duke Eltan
    @326  = ~I won't do anything! You will go to Duke Eltan in the Palace and tell him about it. This was Duke Eltan's best man, the Second in Command! You don't want to let his body be lost in some crate, do you?!~
    //@133 with Duke Eltan
    @327  = ~Listen, you go now, alright? Sorry to sound heartless, but this night really scared me. Whoever got Scar killed, I am sure he'd have no problem in killing two more witnesses. I promise we will tell Duke Eltan as soon as you go.~

     

  7. 3 hours ago, Taylan said:

    Perhaps this is done by some script that the mod adds which didn't run in my case because I loaded a game where Sarevok was already dead?

    This is a variable from the original game. All mod added content uses a prefix.

    3 hours ago, Taylan said:

    I really wonder what the original script (with the real parameters) does, and why my "SarevokBehavior" global was set to 3 and not 4... Just my curiosity as a programmer.

    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!

  8. 10 hours ago, Guest Ukown9 said:

    I have the most recent version

    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.

  9. 6 hours ago, Nathan82 said:

    Do you reckon that other mod will get made/finished?

    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.

  10. 35 minutes ago, Nathan82 said:

    Another thing is, i didnt realise quite how  the overlap between jarls adventure pack and north tales of the sword coast worked. I should have read the readme in JA#BGT more carefully.

    I thought if i missed the overlapping components out for Ntotsc they would automatically install via JA#BGT but it skips them because ntotsc is detected. I'll install them via northern tales next time as well.

    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.

    39 minutes ago, Nathan82 said:

    First, the xvarts arent spawning next to Hulrik's cow. He keeps going on about them attacking it and why aren't i helping etc but there aren't any xvarts to kill.

    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.

    40 minutes ago, Nathan82 said:

    Also, in the readme it mentions compatiblitity with Xvart caverns. I might be being extra thick today but what mod is that? I have had a look around and cant find it, is it part of something else or its own thing?

    This is an unpublished mod by @Miloch. I was a bit optimistic when considering this for compatibility.

  11. 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? 🤷‍♀️

     

  12. 2 hours ago, Lauriel said:

    but I never discovered it.

    I have a faint feeling you didn't find the tanner.

     

    1 hour ago, Lauriel said:

    All I know is, I cannot get rid of that open quest and there are no more dialogue lines with which to talk to the commander.

    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.

×
×
  • Create New...