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jastey

Gibberlings
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Everything posted by jastey

  1. @Endarire I guess calling the 2.0 beta and tagg it as a pre-release was a bit too much. It's an official release now. The "beta" remains until I have bug reports.
  2. 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.)
  3. @Endarire If I have time and motivation, I'll step foreward on my own. Please stop tagging me in cases like this.
  4. 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?
  5. That must be frustrating. Fingers crossed and thank you for dealing with this.
  6. Added the Imoen Romance to the "not compatible" section. The romance would need to be rewritten in parts, whis is not realistic, and maybe also not wanted.
  7. Congratulations! I had no idea the project was that "old". That's really impressive!
  8. jastey

    Congratulations!

    Congratulations from me, too!
  9. Thank you very much for your help. I haven't implemented it yet but will so soon.
  10. Thanks for the reports. They will be fixed eventually. Which site is forum.baldursgate.com? I don't know why links for SHS mods go to that now broken site, anyway. On the list, Finch and Indira's links go to a thread at BeamDog forum and are working for me.
  11. Thank you so much for your help and patience. 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)? I nearly don't dare to ask. But I have no idea how and where I would put in such a condition.
  12. 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.
  13. 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.
  14. @argent77 thank you very much for the help. Unfortunately, I need also example code for what would I put into the // patch response trigger %idx%
  15. Ah, I see. Thank you for the clearification. 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.
  16. Upcoming v5 will have new lines (might become more): new files: bdimoenj.tra bdimoens.tra new lines in files (marked as /* new for v5 */): C#IM_IMOEN2J.TRA GAME.TRA IMOEN_IN_GROUP_KD.TRA setup.tra Also, the readme needs to be updated with the new component descriptions etc.
  17. 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: 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)?
  18. Something you don't see if you browse as a guest.
  19. That's good to know. Thanks! EDIT: although clicking on the topic title did that before the software update for me, too: clicking on the topic title led to the first post, clicking on the blue dot/star to the first unread post, and clicking on the "speech bubble" on the right to the last post. I think I'll leave it at that. Thanks for your work on keeping the forum updated!
  20. Gibberlings Three Endless BG1 For the EE games, the main aim of this mod is to provide the possibility to remain in the BG1 "world" after Sarevok is defeated. Original progressing/ending of the game will be done by talking to Duke Belt inside the Palace. For EET, it also adds the possibility to move on to BGII by skipping SoD completely. This was included because it was easy to add, not because I think it should be skipped. (Also note that there might be mods that expect SoD events to have happened in BGII). For BGT, the main component of the mod adds some praise for the PC to Duke Belt's dialogue and removes some oversights with regard to references to Sarevok after he died. There are several optional components that give more flavor to the situation and prepare for the SoD story events in all games. For most additional content I was inspired by how Baldur's Gate city looks in SoD. Three components are for SoD/EET only. Main changes for v5 are compatibility with the Transitions Mod. Thanks Mike1072 for typo corrections! Changes: -compatibility with Transitions -ebg1 considers Transitions' versions of Sarevok Items in Duke Belt's and Denkod's dialogue -typo corrections in readme and setup.tra by Mike1072 View Readme Visit Modpage Visit Forum Download
  21. Most recent announcement at the end of the thread! -------------------------------- The mod updates to v5. Main changes are compatibility with Transitions Mod. Thanks @Mike1072 for typo corrections! Changelog v5: -compatibility with Transitions -ebg1 considers Transitions' versions of Sarevok Items in Duke Belt's and Denkod's dialogue -typo corrections in readme and setup.tra by Mike1072
  22. So I would assume that yes. I'd install the mod somewhere between the NPC mods.
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