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jastey

Gibberlings
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Everything posted by jastey

  1. Despite what I said yesterday at Kerzenburgforum, transition from Breagar to BGII in EET actually only checks for "InMyArea("ACBre")" (acbre/baf/ee/ac_k#telbgt.baf). That he had to join in your game to be present in BGII is very strange, as it should make no difference.
  2. I'm always open for crossmod. The problem is that I have little time to play myself so I'm not really familiar with other mod NPCs, as well as crossmod being something I'll focus on when the core content of the NPC is finished. But anyone interested just pass me the first line of a banter from their mod NPC and I'll make mine reply.
  3. @Jarno Mikkola as it is now, the lower level of the house cannot be addressed at all because the entry for the upper level overwrites it. So leaving it as it is is not an option. With the changes I suggested, the entry used currently will be for the ground floor - and all mod content that used this so far will still work, with the changes applied to the ground floor. For bgqe, the change will mean a correction because I was aiming at the lower floor, not the upper one. To be honest: this is a generic house in Beregost, with bgqe so far being the only mod adding to it. It's not like I am planning to rename Beregost main area or something. EDIT: This is the crossmod platform variables, they are needed for patching the area(s) by mods. This is not about renaming any script names or anything inside the game, you know.
  4. @Caedwyr this is so sad it actually made me laugh.
  5. @lynx The mod is no longer under development.
  6. I found a wrong entry in all current cpmvars.tpa - at least the ones I am using. For example for BG:EE, the entry for "Beregost_House08" is doubled for both floors of the house and reads currently: I suggest changing this to the following for all cpmvars.tpa not to break existing code in mods: Adding a "_L2" to the entry of the second floor: Same for the script assignment - if it is included. This: Should be this:
  7. There is a doubled entry in eet_cpmvars.tpa for "Beregost_House08" which assignes this variable name to both first and second floor of this house in Beregost: This is an error in all cpmvars.tpa for all games currently used. Syntax would be adding _L1 and _L2 but since it's already used (e.g. by bgqe) I suggest changing this to: So the existing use of "Beregost_House08" (which was meant for the ground floor ) doesn't get mangled for existing mods using it. EDIT: This goes for "g3_bgt_cpmvars.tpa", "g3_tutu_cpmvars.tpa", and "liam_bgee_vars.tpa" included in EET, too.
  8. Thanks! Credits for the alternative routes to Spellhold go to berelinde.
  9. Oh yes, I always wanted to be able to take him along. I imagine him to be too injured in most of BG1, though (I wrote the bg1re Bjorning extention so of course I'd say that) but at some point his injuries should be healed enough one would think. Concerning Tamah: as @Zutroy pointed out, you have to extract the letters inside the books and give those to her. There will be a closure to the Camryn&Tamah story in Candlekeep if the letters are brought to her before returning there. Very nice idea on resurrecting Gorion. I'm not that fond of having him as a party member myself, though.
  10. I was hoping a misplaced journal entry was the only hickup here (and fixed), so no. Thanks, added to the list. I'll look into this when I'll find the time. Which version of the mod are you playing?
  11. For me: Because I want to make mods, keep them bugfree, to an extend that I also update mods of others if I like them and feel responsible. Whereas lists - I do not like updating, especially not if it's not for my own mods. In general: I don't know, it's just what happened in the past.
  12. @qwerty1234567 addition: because the reason both mods do not install together / have bug when installed together could be anything else inside your mod (to remain with your example). Then what? Making the install order externalized will help zip in this case if the mod making the problem can't be updated by community. Your example with error in dynamic install order syntax is a very special case.
  13. -advice not to install both mods for now. There is two things that will happen to mods of authors who are unresponsive (i.e. not available any more): -they will be updated (bugfixed) by the community -they will get reputation to be buggy and be excluded by players. End of list.
  14. I'm willing to support efforts for install order syntax / list whatever you decide - currently. Question is what happens if I / other modders do not contribute any more. I understand the point about "list can be edited by anyone, mods with install order syntax might give outdated order info if mods do not get updated". EDIT: I still think that externalized list is additional step that might get neglected at some point.
  15. @Roberciiik thanks for the reports and suggestions! %BGT_VAR% is a trigger that translates to "BG1 part of the game". It is also defined for BG:EE and EET, so this dialogue will run. You are right in so far that the variable check might not be needed since this area (and hence the cres in it) won't be accessible after BG1 ended, but I wanted to be sure not to block the dialogue of Duke Belt in case some mod opens up the BG areas and uses his BG1 dlg in BGII (in EET). Interesting. I believe I used an existing armor and just gave it different looks and higher weight but a sorcerer should probably not be able to use it. I'm not sure I want this for EBG1. You are free to make an add-on to EBG1's Sarevok Armor that does that though, and also to include the armor items into any own mod as you wish (also with alterations to your liking) EDIT: credits also go to the original author of the armor BAMs as stated in the EBG1 readme. If you make an add-on feel free to link to it in the EBG1 forum. The FF Healer&Scout should disarm all traps on the scull (which iirc are not removable). They do not remove the taps on the sides that spawn some undead shade something, that's intentional. Good find! Thank you. Awesomeness! Thank you very much! I'll need to make a call for one Russian line with the missing tra line and will hopefully make an update in the not too distant future (albeit not this year any more. Saying that on 30th December is so fun!)
  16. @qwerty1234567 I feel a bit dumb and maybe I'm tired, but is your suggestion that we should go for a centralized list? All I can say to a centralized install order list: -I update my mods and will have an eye on the (e.g.) Dynamic Install Order syntax, but I might not update all link list entries / install order lists etc available on the forums, for whatever reasons. -such a centralized effort always failed in the past. -if it's not to fail we need one person responsible. -this person will burn out and then the list will fail.
  17. @Almateria that's what the media would make out of my statement, yes. - More clicks!!!11
  18. That's definitely nothing that happens usually. I managed to bork games myself unintentionally but I usually install + deinstall mods every day while modding and testing. Sorry for your extra weird game experience - it's true some of the RE characters are over-eager but I didn't know they are *that* desperate to meet the PC that they even jump out of their components... I'm pretty sure this shouldn't happen in your next install. Maybe just squish them with the godly finger of death if their scripts make them initiate dialogue all the time?... (But you didn't hear that suggestion from me, of course.)
  19. Thanks! This mod was my first attempt of "fixing" the dilemma of chapters2&3 (wish to go adventuring and complete all quests vs. saving Imoen quickly). My Imoen4Ever mod is what I myself prefer now, as it makes the theme of going adventuring without regrets "complete" (but it does come with a great potential for compatibility problems with other mods).
  20. @Lightbringer thank you! I moved this post here, I think it fits well to start a congratulations thread.
  21. No. You have eiter installed them without noticing or leftovers from an old install that wasn't deinstalled properly. Or you are using an old save where the components were installed and you visited the areas already.
  22. @Austin thanks for the info, in that case they should be uncommented in CBP.
  23. In case someone wants to read up on this, start here at BeamDog's.
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