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jastey

Gibberlings
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Posts posted by jastey

  1. 2 hours ago, subtledoctor said:

    It would be nice if these mods very explicitly stated, in Readme and/or .ini files, clear statements about install order.

    25 minutes ago, subtledoctor said:

    Dude. I cannot dive into the documentation of every update of every mod on the off chance that it might have new or different compatibility information.

     

    27 minutes ago, subtledoctor said:

    If you had clicked through to the link I posted, you would see that Grey is the single last NPC installed in my game.

    Quote

    ~C#GREYTHEDOG/SETUP-C#GREYTHEDOG.TP2~ #0 #0 // Grey The Dog NPC: 8
    ~SKIECOST/SKIECOST.TP2~ #0 #0 // Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE: v4.7
    ~SKIECOST/SKIECOST.TP2~ #0 #1 // Skie: The Cost of One Girl's Soul - Allow Skie to return as a joinable NPC: v4.7
    ~SKIECOST/SKIECOST.TP2~ #0 #3 // Skie: The Cost of One Girl's Soul - The Return of Eddard Silvershield (quest & a joinable NPC😞 v4.7
    ~SKIECOST/SKIECOST.TP2~ #0 #5 // Skie: The Cost of One Girl's Soul - Add brand new SoD-oriented items to BG2: v4.7

     

    27 minutes ago, subtledoctor said:

    You would rather keep your knowledge close to the vest, and browbeat others? I have already said I am completely receptive to corrections and improvements. Wtf more do you want?

    Listen to the points I'm raising, bringing the list into an order that does not violate the basic order (Fixes - GUI - quest mods - npc mods - yaddayadda) would be a start.

    Anyway, I tried to phrase my concerns - it seems you took it as an affront, apologies for that. As it is, this discussion doesn't seem to lead anywhere.

  2. 1 hour ago, subtledoctor said:

    I originally had separate lists for both BGEE and BG2EE, and then had to merge them so that it would work for EET as well, but still also work separately for each game (not to mention standalone versions of SoD which do not contain BGEE.) The way it works is, the app only displays mods that are currently in your override folder, which means only mods that are relevant to the game you are installing on. So some BG1/BG2 stuff looks jumbled, but becomes clearer when you use the app with any given set of mods in any given individual game.

    That explains the chaos, but the list is not good for players who look for an install order list for EET. The list as a whole violates the basic rules of IE modding install order with regard to mod categories. And even with this explanation, bg1ub and bst are after BG1 mod NPCs, for example.

    You also did not take all info into account in the list. Example: docs of I4E states that SoD components should be installed after quest mods (which is admittedly, a newer info which came with the a recent version including all SoD content). Compatibility component with Alternatives and Saerileth should be installed after Alternatives (this info is older). Grey's readme states to install Grey as late as possible after other NPC mods (also, older info).

    What does c#grey stand for, btw? It's on the list as well. (Grey the dog is c#greythedog).

    If this list is meant as a "worked for me without crashes, but not an ideal mod order for crossmod and general compatibility", at least make it clear. Maybe I'm missing it, but I didn't see a readme in the project repo.

    The way it goes, people see this, and take it as a functioning mod order from an experienced modder. Noone will read your statement above to see what they are getting themselves into.

     

  3. @subtledoctor reffering to this install order list here.

    The order is not ideal. It mixes quest mods and NPCs mods in what seems random order. UB is pretty late, there is ninde_eet in there besides ninde (what for?), amber_eet - the Roxanne filth where the authors of Amber explicitly asked to take it down.

    Also, it seems all mods get installed as a whole, no splitting of components (e.g. installing of crossmod components of NPC mods at a later time).

    The list needs an overhaul, this is not recommendable.

  4. Firstly: It is the normal ending of the SoA part of the romance that Keldorn gets cold feet and breaks it off. (There is still ToB 😉 .) As long as he gives the PC the ring, everything should be fine. (And make sure to rest soon when in ToB (*wink*) )

    What I don't understand and makes me suspicious:
    -You mention that he gives the PC the ring and mentions after that that she loves another. Can you quote that line? Because he should mention before giving the ring that she has another (and not give the ring).

    Also: that the AnomenRomanceActive variable resets to 2 no matter what you do. This shouldn't be the case and sounds like a game script going berserk. In case you have the time to debug this, I am sure it would give insight into what script is looping here. The Stutter Debug Tool would be the tool for that.

    -That the Anomen romance sets its AnomenRomanceActive variable to 2 in the first place if you chose reply options that should end it. The Keldorn romance mod integrates the fixes for the Anomen romance listed here. You don't happen to recall which reply options you used for his romance?

     

     

     

  5. 3 hours ago, zelazko said:

    -Brandock comments on Yago spellbook but does not mention Yago's book of curses before starting Birabella's quest

    Brandock reacts to "BOOK70", that is Yago's book of curses. (@1501 = ~Could I have a look at that book? Oh... oh, yes. This is... nothing I will make use of myself, thank you very much.~ [c#ablank]).

    3 hours ago, zelazko said:

    -Brandock does not farm spellbook from Vay-ya in Low Lantern

    Indeed. Thanks for hint.

    3 hours ago, zelazko said:

    -this one is more of request which can be disregarded - % chance for brandock to learn a spell when he plagiarizes others' spellbooks

    I see where this is coming from (it would make much more sense if Brandock would learn more spells from other mages' spellbooks), but implementing this would be a nightmare. - The Lore increase was the compromise I came up with so I wouldn't have to deal with this.

  6. @Lurker thank you very much for the detailed report and suggestions! I'll revise this when I'll work on the mod next time.

    50 minutes ago, Lurker said:

    So no need to talk with Aaron afterwards; who also immediately recognizes that "You set her spirit to rest. [...]" when approached next. So he seems to have become a diviner between visits?

    To be fair, it's not an uncommon theme in the game. Bjornin knows when you killed the half-ogres without telling him, for example.

    (It also simplifies quest paths by a magnitude if not all options have to be considered in the dialogues. You ran into enough problems already regarding complex dialogues as it is..)

  7. I was tongue-in-cheek. I mean, you are correct in so far as quest paths that do not occur to the modder will not be as fleshed out or even tested as the other ones. Can be evil paths, can be different order how to do things.

    I am proud about the evil solutions of the bgqe quests, thank you for the feedback.

    The time it takes to do bug reports is highly appreciated. For some players, I would hope they'd not underestimate the time and effort it takes to create the new content the mods provide, though. And there is no QA section I can run the mods by - there will always be bugs in them no matter how much I playtest. It's utterly frustrating.

    If you would give me more details to what Aaron's last lines were and what journal entries you are still stuck with I'd be grateful and it would increase probability I'll fix this for the next release. I'll add this to my notes anyway.

     

  8. Glad this is solved!

    As far as I know, SoD Banter mod is from AstroBryGuy and only for BG:SoD, not EET. For EET you'd need to use Roxanne's version, whatever it is called, that, last time I checked, did not transfer all NPCs' banters to dialogue style but only the continuous ones, and also added a tweak to the abduction scene  (🤷‍♀️).

    If anyone reading this wants to use the SoD Banter mod, currently it is advised to download the master branch or the mod will not add a banter file for Imoen (last release uses wrong scriptname for Imoen in bdbanter.2da).

  9. @Lurker Thanks for the report. I am highly surprised anything kicks in with Brage dead, but - well, what noob did code that quest to make such a great oversight?!

    What I can tell you is that proving his innocence in retrospect was not a planned quest path. I see that it would make sense, especially if you have both letter and sword, but I'm dreading implementing this on top of the normal quest path. - Will look into it.

  10. I tried to see in the files how the quest should resolve in this case but Ascalon's quets are not easy to follow by reading the script because he uses a different method to trigger events than I would. I'd need more detailed infos: What exactly did you tell Aaron and what did he answer?

    What you reported sounds more like a bug / oversight, of course the quest should resolve in this case. Killing the ghost is there as an option and is already considered, at least for some quest paths.

    With that and the fact that I spent weeks+ to design evil paths for all bgqe quests (where it makes sense because they are good in nature) I think it's uncalled for you address the general lamentation about not-so-fleshed-out evil quest paths at me, though. *pout*

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