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jastey

Gibberlings
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Posts posted by jastey

  1. With "modmerge" what's meant is this:

    https://forums.beamdog.com/discussion/71305/mod-dlc-merger-merge-steam-gog-sod-dlc-or-custom-dlcs-with-the-main-game

    (There is also a tool called "modmerge" but @argent77's tool can be installed like a mod and deinstalled, too that's why it's better.)

    This is needed as 1st mod for every BG:SoD game from GOG or Steam because of the way the SoD DLC is shipped. Install this first and after that BG1NPC that should work.

  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. 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:

    Quote

        OUTER_SPRINT "Beregost_House08" "AR3355"
        OUTER_SPRINT "Beregost_House08" "AR3356"

    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:

    Quote

        OUTER_SPRINT "Beregost_House08" "AR3355"
        OUTER_SPRINT "Beregost_House08_L2" "AR3356"

    Same for the script assignment - if it is included. This:

    Quote

        OUTER_SPRINT "Beregost_House08_BCS" "AR3355"
        OUTER_SPRINT "Beregost_House08_BCS" "AR3356"

    Should be this:

    Quote

        OUTER_SPRINT "Beregost_House08_BCS" "AR3355"
        OUTER_SPRINT "Beregost_House08_L2_BCS" "AR3356"

     

  5. 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:

    Quote

        OUTER_SPRINT "Beregost_House08" "BG3355"
        OUTER_SPRINT "Beregost_House08" "BG3356"

    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:

    Quote

    OUTER_SPRINT "Beregost_House08" "BG3355"
    OUTER_SPRINT "Beregost_House08_L2" "BG3356"

    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.

  6. 10 hours ago, Caedwyr said:

    Bjornin the paladin.

    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.

  7. 1 hour ago, Guest Phil said:

    As requested by Aster, I decided to wipe out the vampires as well as the thieves. After paying her the 15.000 bucks, there is a cut-scene in which it is said that " Aran Lindvail kept his word" or something like that. The party is beeing transported to the docks, where a short talking-sequence between Player-Character an Aran Lindvail occurs.

    That, however, is quite illogical, since I hat killed Lindvail 5 Minutes ago (as requested by Aster). How can there be a dialog with a dead guy. It seems that a script is triggered whick assumes that I sided with the shadow thieves. But I didn't.

    Is this bug already known?

    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?

  8. 40 minutes ago, Magus said:

    As for community - well, how come a global list doesn't get fixed by community, but mods do?

    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.

  9. @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.

  10. 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.

  11. @Roberciiik thanks for the reports and suggestions!

    2 hours ago, Roberciiik said:

    - In dialogues_ee.d file, there is a part related to BGT. As I understand this code will not be run. Probably you want to keep this dialog however without BGT_VAR active?

    %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).

    2 hours ago, Roberciiik said:

    - I had a sorcerer (dragon disciple) in the party and he could use Sarevok’s armor. I checked that sorc without kit also can use this armor. So I'm assuming this is a bug in the item.

    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.

    2 hours ago, Roberciiik said:

    - I have also a suggestion that wearing Sarevok’s armor could change appearence of the character to Sarevok sprite. I would love it. Eventually I can try to implement this one if you agree. I saw a similar tutorial to do something like this, somewhere. What do you think?

    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.

    2 hours ago, Roberciiik said:

    - Flaming Fist Healer does not remove those two traps that can be disarmed by player. I think he could disarm them also.

    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.

    2 hours ago, Roberciiik said:

    - I noticed that one string in duke eltan is not translated so I made a PR with the fix: https://github.com/Gibberlings3/EndlessBG1/pull/8

    Good find! Thank you.

    2 hours ago, Roberciiik said:

    - And also I’ve provided PL translations for your great mod! https://github.com/Gibberlings3/EndlessBG1/pull/9

    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!)

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