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jastey

Gibberlings
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Posts posted by jastey

  1. Your suggestions work like a charm. Thank you again for the help.

    Unfortunately, I have another problem: in some dialogues, there is multiple reply options in one state with the same string, where the above suggestion fails:

    /* AERIE */
    /* meeting dialogue */
    /* #42158  ~I think you should know, Aerie, that my ultimate goal is to rescue a friend of mine... Imoen... who has been captured by the Cowled Wizards.  It could be dangerous.~ */
    ADD_TRANS_TRIGGER AERIE 4 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO 0 3

     

  2. Spellhold Studios

     

    IEP Extended Banters Mod

    The goal of this mod is to ensure that each Bioware NPC gets their fair share of banters with each other. We also intend to expand on friendships and relationships between the various NPCs; the friendship between Mazzy and Aerie, for example, or the peculiar relationship between Jaheira and Viconia.

    Version 5.7 comes with full compatibility with the Imoen4Ever Mod.

    Download IEP Extended Banters Mod

    Read the Readme

    Visit the Forum

     

    Imoen Friendship Mod

    This mod adds a series of dialogues with Imoen, the PC's sister, expanding on Imoen's experiences and struggles.

    Version 3.6 of the Imoen Friendship mod comes with technical compatibility with the Imoen4Ever Mod. Please note: content wise compatibility will be available with I4E v5 which should be released soon.

    Download Imoen Friendship Mod

    Read the Readme

    Visit the Forum

  3. It should be possible to install EBG1 later, yes. But I do not know which tweak mods you have installed and how your setup looks in total, and posting your weidu.log won't help either because we never know which mod versions the EE Setup Tool loaded, unfortunately. If you are on EET, you need to deinstall EET-End and reinstall it after installing more mods. But in principle, this should be possible from how EBG1 is scripted.

    7 hours ago, Guest Visitor said:

    As I am not a modder myself I use the EE setup tool for installations as it is safe and sound. You do not have to explain why you do not support these installments

    As long as I read things that imply that only modders can install mods manually or using @AL|EN's Project Infinity and that the EE Setup Tool would give save&sound installs although it partly downloads outdated, changed, or unstable (i.e. unreleased) mod versions in an install order that was set up by one person alone who doesn't communicate with the rest of the community I obviously have to keep on explaining why I do.

  4. Thanks for your kind words!

    Translations are always welcome, are you connected to @Austin and the Russian translation team? I know they were planning on translating I4E. Note that SoD will have more lines than the current version.

    What I am adding for SoD is in for now (there is always potential for more content), all I need to do currently is finish the English and German versions and then the new content would need some playtesting.

  5. Congrats on the release!

    The "new smarter pathfinder with bumping support" really made my day. No sexual innuendo intended, more the image of a group of 4 year olds covered up in snow suits trying all at once to get to the rack with the boots. (And, after feelings of immersion breaking when seeing the characters walk into the exact same spot in the EE's, any bumping support in path finding is more than appreciated.)

  6. On 8/21/2020 at 6:51 PM, Shin said:

    Quoting myself as after a new install I'm having the exact same issue with Dave; for some reason he keeps amassing copies of SPCL721 inside his .cre file until it bloats the save and causes slowdowns. Still can't really find a good reason for this: nothing that seems to explain it in his script, items or dialogue. The ability in question is from his kit, but can't see how that would cause it either.

    The only thing I could imagine is that upon kickout(?) and rejoin the engine evaluates the kits anew and assigns the hp and kit abilities etc. anew to the creature. (Not that I'd know what I am talking about here.) Also, if the group is resting, then creatures are resetted somehow (area coordinates, hp, etc.) So I would assume that there is something going wonky maybe every time you rest since you say that it happens while he is not in party. The question is whether it's still a glitch on your game somehow but if you started the new install with a fresh game as well then it might be more. What engine are you on, @Shin?

  7. Thank you so much for your help and patience.

    10 hours ago, argent77 said:

    all variables contain at least one index

    What exactly does that mean? What are the consequences? If a mod changed the state so much that it no longer contains a reply option with the expected strref, all transactions would be patched (which would be not good)?

    10 hours ago, argent77 said:

    That could be solved by adding a dActionWhen condition that is guaranteed to fail.

    I nearly don't dare to ask. But I have no idea how and where I would put in such a condition.

  8. 23 minutes ago, argent77 said:

    You could do all the variable initializations before compiling the respective .d files. That way the .d may contain as many commands as you want (provided each command references a unique variable name).

    That's what I was thinking off but I wouldn't know how to the syntax would be. Currently, the .d compilation is inside the OUTER_FOR and PATCH_IF to determine whether the strref matches. I can read in several "strrefs" but how would I include the check whether the state has the correct number for the patching.

    Hm - I guess it would be possible to determine the correct "idx" reply option index so I could use something like

    ADD_TRANS_TRIGGER ARAN 39 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO %idx%

    inside the d-file (with a more generic variable name than "idx", of course). If you would help me add this to the function that would be super cool.

  9. Thank you very much for the example and the help!

    I have several instances in several dlg files. I guess I could use more unique names for the "strrefs" variable, but I do not see a possibility to make the patch process more general. Providing a .d file for each would be ineffective; I guess I'd need to switch to inlined .d for each. In case there is a more efficient way to patch different reply options in different states of different dlgs I'd appreciate a hint, otherwise I'll use your code and use inlined .d files for each instance.

  10. Ah, I see. Thank you for the clearification.

    4 minutes ago, argent77 said:

    To simplify the code you could instead check for predefined strrefs, since you want to check vanilla game dialog lines. The strref for the above-mentioned line would be 43058 in BG2/BG2EE.

    That would be even better than what I originally anticipated. I'd need coding help to realize this, though, and would be very happy about help.

    EDIT: And, while we are at it - would it be possible to scan the existing reply options, and patch the one with #43058 in case it's no longer number "0"?

    If yes, I would be very grateful for coding help.

  11. I want to patch ARAN.dlg state 39 reply option 0 with a variable - but only if this reply option is the original one where you can ask him about Imoen.

    This is what I do so far (without failsave):

    ADD_TRANS_TRIGGER ARAN 39 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO 0

    The reply option has the following text:

    Quote

    #43058 /* ~Then it is a simple matter of retrieveing Imoen from this place.~ */

    I tried the following. There is no error message, but the variable isn't patched to the reply option, either:

    ADD_TRANS_TRIGGER ARAN 39 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO 0 IF ~Imoen~

    -How would I use the dActionWhen so that it only patches if the reply option really contains a reference to Imoen?

    -How would I do this in a way so that I can account for different languages (and, more imprtantly, letters)?

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