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Posts posted by jastey
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Thank you very much for your help. I haven't implemented it yet but will so soon.
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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.
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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.
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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.
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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.
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@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%
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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.
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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.
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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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Just now, Guest guest said:
what's the blue circle you all refer to?
Something you don't see if you browse as a guest.
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Thanks!
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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!
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Which Tweak mod is this?
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2 hours ago, Skitia said:
Can we add Aura to the working EET List? https://artisans-corner.com/aura-npc/ (There is also the Beamdog Forums link https://forums.beamdog.com/discussion/65891/v3-2-aura-a-gnome-artificer-npc-for-bg-ee-sod/p1)
My NPC Mods (Emily, Helga, Kale, Recorder, Vienxay) should also work with EET:
https://forums.beamdog.com/discussion/74672/v1-59-emily-a-half-elf-archer-for-bg-ee-sod-and-eet/p1
https://forums.beamdog.com/discussion/74630/v1-6-kale-a-halfling-barbarian-for-bg-ee-sod-and-eet/p1
(Or for all five: https://skitias-stories.com/mods.php)
All added.
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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 -
Most recent announcement at the end of the thread!
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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 -
On 9/5/2018 at 8:54 PM, CamDawg said:
Version 12 adds compatibility for EET
So I would assume that yes.
I'd install the mod somewhere between the NPC mods.
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Yes, we are all still waiting. No pressure, of course.
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@Endarire For Ascalon's Questpack - Glam's NPC Pack currently, it's -don't pick up Dave too soon and -solve the werewolf quest as soon as possible using the Guril berries (I think) and quicksave before giving them to the husband. Then the two mods use the house one after the other.
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If I sip all the follower quests except the one for Korlasz and chose the "I'll come back later" reply on that one, talking to Duke Belt again gives me the quest for Winski again first. This happens every time.
If I leave Korlasz crypt and go back to the Dukes, Duke Jannath tells me again about the scrolls etc she would like to have. It might fit the character, but since she told me before in the same words, maybe it could be skipped afterwards.
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Just now, Lauriel said:
Can something interrupt and clear actions that are all together like this?
Especially since he did it himself? I would think that was a glitch.
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I used a savegame from before confronting Sarevok, but no EBG1 globals afaik. But I could check, which variable would it be?
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I have Transitions without EBG1 installed. EDIT: that's current v0.2.02. I had one glitch where Semaj did his "is too strong, let's get out of here" speech but remained to continue attacking the group. After reloading, he vanished as planned.
When I came into the Palace the first time, Duke Belt greeted me with "And now to business!", although it was the first thing he said to me.
When my PC went upstairs to visit Imoen using the stairs on her side, the servant in the PC's quarters talked to my CHARNAME although we couldn't see him.
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Thank you! It was great fun working with you on compatibility.
Congratulations!
in Zakrion
Posted
Congratulations from me, too!