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jastey

Gibberlings
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Everything posted by jastey

  1. Gibberlings Three Romantic Encounters Mod for BGII The Romantic Encounters mod for Baldur's Gate II (RE for short) is an add-on for the game Baldur's Gate II. The mod is compatible with original BGII, BGT, BGII:EE, and EET. Romantic possibilities are endless. It could be a bit of flirting. Or several. Some innuendo. A lovers' quarrel. A one-night stand. Or even several nights together - with a 'morning after' and without. A dream. Or something else? Version 15 comes with a completed Russian translation by Austin, typo correction for French by Gwendolyne and an re.ini to support Project Infinity. Learn more about the mod View the Readme Visit the Forum
  2. Romantic Encounters updates to v15! Changes: - all lines from tp2 traifyed - Updated Russian translation, by Austin - Typo correction in French translation, by Gwendolyne - Added re.ini with mod metadata to support Project Infinity
  3. Hi @Martin please post the content of the error message. It should be inside the setup-ajantisbg2.DEBUG file. And also which version of the mod and which game.
  4. Wow @Bubb it's really amazing what you can do with the engine/UI/everything on the fly-by! I don't think I will actually do this (as it still has the risk to break (with) UI mods) but it's interesting to know, thanks!
  5. Meaning I would need to mod the UI so it gives the GLOBAL? Thank you very much for the info!
  6. Just a heads up: you need "Scar's Spare Time" also to unlock the Bonus Quest "Scar's Return". "Scar's Spare Time" can lead to intimacies for a female PC, but mainly it's just talking and drinking a cup of ale with Scar (for all PCs).
  7. Thank you for the info! Unfortunately, I'd need a solution which would also be available for classic BGII (ideally).
  8. Was this the reason the romance didn't move on for you? Because you didn't (need to) rest to trigger the crucial talk? I fear this would be something I can't work around in the mod but people would need to know when playing the mod.
  9. If you prefer Weimer's Solaufein as a companion but are curious to play the actual Solaufein's Rescue quest from my mod that is possible. The mods are compatible for this if you consider the hints in the readme.
  10. Both mods offer to skip Chateau Irenicus, yes, but the mods do not the same: Dbg is more of a joke mod with tendencies to immersion breaking, whereas Skip CI is well integrated and offers the possibility to skip all or play parts of CI. I would recommend Skip Chateau Irenicus if you prefer the better ingame explanation and good game immersion for the shortcut.
  11. DSotSC wasn't as much revised as NTotSC with regard to journal handling etc., but it was rebalanced as well.
  12. Hi! Make sure you download the win-ajantisbg2-v20.zip, that's the package with the exe inside.
  13. Spellhold Studios Northern Tales of the Sword Coast (BGT, BG:EE, EET) The mod adds several quests to the BG1 part (with TotSC) to the game and is compatible with BGT, BG:EE, and EET. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other. One large quest is given to you by Duke Eltan (before you go to Candlekeep). One of the longest quests also starts before Candlekeep: Talk to the lady outside the Sorceror's Sundries. One quest can be started by talking to Yness in Ulgoth's Beard. Version 4.0.0 comes with bugfixes, a Russian translation by Arkie, Quest reward fixes by Angel, and two splitted components: "Will O'Hara soundset subcomponent" splitted from component "Will O'Hara NPC", by Roberciiik, and "Spawn less Monsters depending on Game Difficulty" splitted from main component: changes in monster numbers introduced in v.3.2.0 are now optional. Please note: due to the new components the component numbers are shifted. Also, the entry to the pass in the Fire Leaf Forest will be open after talking to Oupaste, not before. Changes: -Russian version by Arkie -"Will O'Hara soundset subcomponent" splitted from component "Will O'Hara NPC", by Roberciiik -"Spawn less Monsters depending on Game Difficulty" splitted from main component (changes in monster numbers introduced in v.3.2.0 now optional); Polish translation by Cahir -Journal entry about Haeball wanting the elven bow should not be doubled. -Ordolath should give his wand of Polymorphing in all cases as a reward. -Pass entrance in Fire Leaf Forest is open after talking to Oupaste, not before (Book of the Unknowing) -Fire Salamander in cave should not all be called "Humbaba" and should turn hostile -Quest reward fixes, by Angel -Item descriptions and abilities corrected -Tolowered all new files, by Angel -Italian setup-ee.tra created from setup.tra -English setup-ee.tra revised by Cahir Download at SHS (all OS) Discussion Thread at SHS Download NTotSC latest Release from GitHub
  14. Flirtpack and Grey do not conflict afaik. The reason for Grey's recommendation is so that his interjections are installed last (i.e. play first in game). The recommendation for Flirt Pack is so that all mod added dialogues for the BioWare romance NPCs are there and the PIDs added by flirtpack will be last in the file (to prevent stutter bugs in case a dialogue has no WEIGHT). So the install order Grey - Flirt Pack should be fine.
  15. I'm not an EET expert, I'd assume it uses the EE movies but I don't know for sure.
  16. @Cahir do you still have some patience left? I would try to update NTotSC, but I am not sure it'll be done until tomorrow.
  17. Thanks, that was super fast!
  18. I don't think it's also dependent whether we talk about a joinable or non-joinable NPC. As far as I know, local variables are not stored in the savegame for non-joinable characters, which makes their use for quests unreliable.
  19. The mods are compatible in the sense that you will not meet two Solaufeins, but there is no explicit crossmod yet. @Cahir The NPC Flirtpack from PPG adds flirts/PIDs for the original BioWare romances. If you like NPC-PC dialogues and plan either scouting areas with an invisible NPC without walking through the whole area with the group afterwards, or: switching the available NPCs in SoD around, then the "Do Not Miss NPC-PC Dialogues" tweak might be a good idea even for the first run (mind the readme, the "all and always" choice might be a bit immersion breaking if dialogues happen in camp instead of the dungeon they were supposed to). The risk is that you miss out on the available (romance) dialogues.
  20. Yes, that's basically what I suggested. (I would've tried to prevent a REPLACE but in the end, using Imoen's first line and leading on from there or replacing it and then leading on from there isn't such a difference, as DavidW said other mods will interject into the wrong state anyhow.) One thing for the romance additons, if you haven't already: Make sure they end with a COPY_TRANS imoen25j 16 / COPY_TRANS imoen25j 18 / COPY_TRANS imoen25j 20 (depending on the dialogue path) for compatibility with other NPC mods. Yes, it's in all BGII games the same string.
  21. Some lines in the tp2 weren't traify-ed yet. I would need French and Russian translations for the new lines in the setup.tra. He first three are names, so they probably do not need to be translated for French. For Russian, again please send me the edited file. The current setup.tra can be found here. /* new for v13 */ @889 = ~D'yana~ @890 = ~Kait Shea~ @891 = ~Holmar Sorensen~ @892 = ~Sunite~
  22. Yes, that makes sense. It's a useful install order anyway, since Ascension adds more contents NPC mods might want to interject into. And you do not want to update Ascension every time an NPC mod gets updated.
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