Jump to content

jastey

Gibberlings
  • Posts

    13,679
  • Joined

  • Last visited

Everything posted by jastey

  1. Thanks! Good to know. - In case someone knows how EET treats SoD without Khalid, that would be interesting, too. I'd assume that he shouldn't be there and no conversation with him should happen. But Jaheira would still tell that they got separated and Khalid is in Bridgefort, I guess. Or I got it all wrong and Khalid is revived somewhere before the player comes to bd2000.are.
  2. Yes, I noticed in the meantime that the dialogue in question shouldn't be able to run at all, since it checks for Khalid's presence. - I know that the dialogue ends if the detected NPC is there but the wrong dlg is called. Are you sure the dialogue also just ends if there is no valid cre file for the dialogue being called?
  3. Oof. That looks like a scrambled map of BST area? @Weigo could this be one of these cases where the pvrz leave out the 2nd and 3rd letter of the area name (I think it was), overwriting other area graphics? BST uses a function so it doesn't overwrite area graphics of other areas (including mod added), so I hope it's not BST's fault.
  4. This is not an EET issue. More likely a compatibility thing, probably with Multiplayer Tweaks. -------- I may have missed something, but as far as i can see, there seems to be no failsave in case Khalid died permanently in BG1. This leads to the issue that the game tries to let him speak in one of the soldier's dialogues at Bridgefort, which leads to a crash. I see this in the area script (bd2000.bcs) to spawn Khalid in Bridgefort outside area. Both blocks check for " STATE_REALLY_DEAD " so he's not spawned if he's dead. In "BDBFORTdlg", he is supposed to say something, which lead to a crash for one player:
  5. Welcome to Infinity Engine modding! We hope you enjoy the ride! On a serious note: fingers crossed and have fun with your playthrough.
  6. Ooh, you have it covered already. You are smarter than me. Thanks for the link. I am considering rather patching scripted rests via "Rest(Player1)" by patching all scripts that contain this [because what I want to achieve is resting my 7th pmm NPCs). It is probably more stable than me editing items. But that's off topic for this thread.
  7. @subtledoctor I forgot where exactly you are using the fatigue value to detect a rest, but I just learned that there is items in SoD and mods that set the fatigue value to 0 while equipped and some also give immunity to fatigue.
  8. There is two. The old mod is Dungeon-Be-Gone at PPG. This handles the skipping more with a tongue-in-cheek that I find immersion breaking, though. There is a newer one that gives full immersion and that I would personally recommend: Skip Chateau Irenicus from @argent77.
  9. Sorry for being late, but it didn't click right away. Echon is the author of the mod "Fields of the Dead" at PPG: https://www.pocketplane.net/the-fields-of-the-dead/ It was mainly for oBG1, but I think it was adapted to at least an earlier version of BG:EE, the current status is unknown to me. Echon is still actively checking in on PPG forums (at least). EDIT: Echo / Echon - maybe I mixed something here ...
  10. The current admin team is @igi, @Sam., @argent77, @Gwendolyne (currently on hiatus), and me. We'd just take this statement here and will work with it if that's ok. Due to Gwendolyne's hiatus (who owns the SHS GitHub orga) and downtime of the forums we are a bit waiting how things will play out currently.
  11. @Miss Sakaki hi and welcome back! It would (also) help if you'd give the SHS team permission to upload the mods to the SHS GitHub (currently here).
  12. @Frenzgyn it's B, it refers to the bonfire place in teh crusader camp at Boareskyr bridge in SoD. So I'll take Thank you very much!
  13. The weidu readme explains this a little in the table for the d-file syntax: is IF transTriggerString [ THEN ] transFeature list transNext If the transTriggerString evaluates to true or is empty, this transition is viable. If it contains no replyText within its transFeature list, it is immediately taken. Otherwise, the replyText is presented as an option to the user. If the transition is taken, any actions in the transFeature list are performed and the dialogue flows to the point indicated by the transNext. transitions are evaluated in "reverse order". That is, the "bottom" or "last" response for a state is checked first. If its transTriggerString evaluates to true and it has no REPLY text, that transition is immediately taken. See SAREV25A state 1 for an example of a state with all kinds of transitions. or + [ transTriggerString ] + replyText transFeature list transNext This abbreviated syntax for transitions that would contain REPLY (which is by far the most common case) allows you to save yourself some time and typing. It behaves like the full form above.
  14. Are these for custom cre files?
  15. There will be one new line for v3 (Russian is completed): Clock is running, guys!
  16. There is no short answer that is not "it depends on what you want to do". Is it a custom character you want to add dialogue and script to? Or a new area? Or an existing character? Do you want to add a whole new script (e.g. for tactics)? Or just add a script block to an existing character needed for your quest? I can only repeat to go through other mods that do similar things than what you want to achieve, and to me, the weidu readme was very helpful, too. There are tutorials here at G3 or at PPG. Some concerning NPC modding might be a little outdated but the principles are still the same. Come back when you have more specific questions.
  17. @Granger77 the easiest way to identify which script causes such a stutter is using the Stutter Debug Tool. The readme explains how to do it.
  18. Jastey's SoD Tweak Pack updates to v12 with a Spanish version by @ElGamerViejuno! Thank you for the translation! Changelog: -Spanish version added, by ElGamerViejuno.
  19. Kerzenburgforum / GibbrlingsThree Jastey's Tweaks for SoD and EET (and BGT) This tweak pack is mainly meant for the SoD part of BG:EE and EET (except for the last component which introduces Imoen's SoD portrait into BGII). It deals with some tweaks that I found useful for my own game. The mod updates to v12 with a Spanish version, by ElGamerViejuno! Changelog: -Spanish version added, by ElGamerViejuno. Project Page Forum at G3 Discussion Topic at Kerzenburgforum (German) Download the Mod
  20. Kerzenburgforum Brage's Redemption Brage's Redemption is a Quest Mod for BG1 and an NPC Mod for the whole Baldur's Gate Epic. It is natively compatible with BG:EE, SoD, BGII, BGT, BGII:EE, EET. No Tutu. Brage NPC is finished for BG1 and SoD. He is fully functional in BGII, but BGII content is not finished. The mod introduces a quest extention to the Brage quest in the game (BG1). Brage is the captain of the Nashkel guard and went missing after killing his family. The quest extention to prove his innocence was originally published as the component "Brage's Sword" in the mod bgqe. To gain Brage as a joinable NPC, the PC needs to prove his innocence as well as give him back his real sword. After leaving the temple once after that, Brage can be visited inside the temple of Helm in Nashkel and will offer to join the PC. Portrait and promotion art by Acifer! Changelog: - Journal entries when receiving the quest items from Borda should be written into journal. - Crossmod with SotSC added: crying woman in Nashkel mine area. Discussion Thread at G3 Discussion Thread at Kerzenburgforum (German) Discussion Thread at BeamDog's Mod Page Download the Mod (GitHub)
  21. Brage's Redemption updates to v9.1! Changelog: - Journal entries when receiving the quest items from Borda should be written into journal. - Crossmod with SotSC added: crying woman in Nashkel mine area.
  22. No, that's not how dialogue additions work. You need to specify inside the d-file what should happen to the existing dialogue (INTERJECT_COPY_TRANS? APPEND? BEGIN a new dlg? etc), then the d-file just gets compiled. Most creatures (especially the ones with names and scriptnames) have a unique override script. You would patch new scriptblocks to this. If you want to patch a new script to a creature, make sure you do not overwrite existing ones and consider the Unified cre-Patching in Mods List unless it is a new cre from your mod, of course. This depends on what creatures you are talking about, just a quest giver / merchant or a joinable NPC, and whether it's a new cre from your mod or an exisiting one. For starting to make an own tp2, I'd recommend to have a look into the weidu readme and to look at other mods that do similar things than what your mod should do. Since you seem to be new: make sure you register and use a modding prefix to make your mod content unique and do not overwrite other resources:
  23. I think that's what @squiros is trying to say: whether bggo could also take care of these graphic artifacts. Or I misunderstood. @argent77 thanks, now I see it.
×
×
  • Create New...