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Everything posted by jastey
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I think that's something that could remain here for @K4thos and others involved in the project to read. Thank you from me for your work on this, too!
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I guess adding WEIGHT #-1 to states would solve the problem. This way, your dialogue will be called with higher weight than the exising ones if the conditions are met. IF WEIGHT #-1 ~PartyHasItem("cdrem")~ THEN BEGIN 20 SAY @8016 IF ~Global("MakeRemorhelm","GLOBAL",0)~ THEN REPLY @6047 GOTO 22 IF ~~ THEN REPLY @6048 DO ~StartStore("Taerum",LastTalkedToBy(Myself))~ EXIT IF ~~ THEN REPLY @6049 GOTO 21 IF ~GlobalGT("MakeRemorhelm","GLOBAL",0)~ THEN REPLY @6050 EXIT END (...) IF WEIGHT #-1 ~GlobalTimerExpired("TaeromRemorhelm","GLOBAL") Global("MakeRemorhelm","GLOBAL",1)~ THEN BEGIN 26 SAY @8022 (...) On a different note: I can only advice you also give your mod variables your unique prefix.
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Breagar is compatible with BG:EE.
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@Graoumf Thanks! That was most probably supposed to be an extra line. Please translate all of it.
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EET Worldmap additions : how do you avoid conflicts of locations ?
jastey replied to Nicos109's topic in Modding Q&A
There is no central registration for EET Worldmap locations. Try not to put your area on the same spot as another mod? Usually that's something that can be easily corrected once players start complaining. -
What do you mean, does the fate spirit reject to summon him or is his name not listed? Please note that he is not appearing in the alphabetical order. Also, for EET, Gavin's name will not be listed if: -it is a continuous game and Gavin was not in party in SoA -Gavin was in group upon transition to ToB -Gavin is dead.
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New Year Surprise! BG1NPC with native EET Compatibility! (beta)
jastey replied to jastey's topic in BG1 NPC Project
Cool. Thanks @Mike1072! -
New Year Surprise! BG1NPC with native EET Compatibility! (beta)
jastey replied to jastey's topic in BG1 NPC Project
I guess that's something that would be useful, considering he gets a spear via BG1NPC Project. Although I'd assume he had/has this for Tutu? I have no idea how to code that, though. -
New Year Surprise! BG1NPC with native EET Compatibility! (beta)
jastey replied to jastey's topic in BG1 NPC Project
@Anton This is definitely a non-intended incompatibility. The BGII mod is from the same author as the BG1 NPC Project content. Thank you for reporting. We'll look at it when time allows. -
New Year Surprise! BG1NPC with native EET Compatibility! (beta)
jastey replied to jastey's topic in BG1 NPC Project
Is this bow from the BG1NPC Project? -
Thank you very much for the report! That would be great!
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Ah, ok. I wasn't aware the mod types aren't used yet.
- 91 replies
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Short answer is no. Since the crossmod for these mods is inside the Breagar component ("2"), the mods would need to be installed before the Crossmod and PID component. But the main Breagar component would not necessarily need to be installed before the mods. It might seem that simply putting the whole Breagar mod after these mods would have sufficed to solve this conflict. The component-wise install order gets interesting the moment there are three mods that need to be installed before/after in a way that simply putting one after the other in total wouldn't suffice as an install order.
- 91 replies
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I put "NPC" in there as a condition for the Crossmod and PID component which would mean it would need to be installed after any NPC mods. Do you want it more specific? Right, my bad. I always understood they'd have to be globally unique but I see that from the syntax of tp2 name+LABEL they do not have to be.
- 91 replies
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Aren't LABELs globally unique? The whole LABEL thing if used instead of DESIGNATED numbers would be useless if they wouldn't be. Will PI still list the components of one mod in the correct order? If the "component wise install order syntax" leads to optional components accepted before main components then it doesn't make much sense.
- 91 replies
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You mean this is not possible for the dynamic install order syntax? What would be the best way to give syntax for the components, then. Repeat the overall rules or just leave them out completely? What I mean, would this make more sense: Component 2 ~Breagar: Crossmods and PID~: Component 10 ~Change Breagar's dialog timer? (Default is 30 minutes between dialogues.)~:
- 91 replies
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@AL|EN example for ACBre: Component 0 ~Breagar: Contents~: Component 2 ~Breagar: Crossmods and PID~: Component 10 ~Change Breagar's dialog timer? (Default is 30 minutes between dialogues.)~:
- 91 replies
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@AL|EN will do. Is there a list of so far used Type declarations? I'd suggest "Crossmod" if it doesn't exist yet.
- 91 replies
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Oh! I can do that. Thanks! Will be fixed in the next version.
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That's.. a very good find and I just noticed I have no idea what to do with this file. Any help appreciated.
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I4E v5(Beta) with SoD content and new optional components structure!
jastey replied to jastey's topic in Imoen 4 Ever
New version v5 Beta 0.3 is up which fixes the issue. -
I4E v5(Beta) with SoD content and new optional components structure!
jastey replied to jastey's topic in Imoen 4 Ever
Good catch, thanks! This will be a problem in case Imoen gets kicked out and moves with the camp to the new locations (bd3000, bd7100). This will be fixed in the next version. -
I think you can cover both by using "Dialogu?e?" or something.
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Reinstall EET_end after installing another mod?
jastey replied to taurus1942's topic in Enhanced Edition Trilogy
Reinstall EET? If you need to reinstall EET then I'd recommen starting with a new fresh game. Personally I prefer to deinstall mods according to reverse order, make the changes, and install them anew, and not using the automated reinstall feature. If you have a game where you already installed SCS after EET_end (I understood there are components that require this), then adding mods is a PITA due to SCS's size and complexity. If it's only a matter of deinstalling EET_end because it's the last in the mod order, then adding mods is not so complicated.