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jastey

Gibberlings
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Everything posted by jastey

  1. Brandock has full BG1 content, 70% SoD content and can be aquired in BGII, reacts to all regarding the Planar Sphere + mage Stronghold and has an epliogue, but BGII content is not really done. Also, I had a weird SoD bug report I didn't experience myself but I'd need to look into. I would say he is decent stable in BG1, can be left standing in SoD in case he glitches, and is well integrated into the beginning of BGII and until the PC did the Planar Sphere quest. And it's a really awsome mod, of course. I'm absolutely not biased or anything. I did some adjustments to the CR for v1 to make the flow of the talks more forgiving, but the mod is based on the original material and with Domi's blessing. I thought the flow and content of the romance fits well and also explains how he can love again although he vowed never again to, but that depends on your view on his character, of course. He is quite verbose with the romance of course, but I never had the feeling it contradicts his personality. The CR should be compatible with the Friendship mod: the Friendship mod yields to the romance from CR, but the friendship talks from CR (if no romance) yields to the Freindship mod. I wrote the mod because I did not agree to Weimer's characterization, awesome as his mod is. My Solaufein is not a depressed lyric still in love with Phaere. My Solaufein is bitter, knows that he did evil deeds, struggles to overcome his centuries of drow culture to find trust and friendship with the PC, and he despises Phaere for centuries of mistreatment. I think this charcteriziation fits the original Solaufein perfectly but since I'm the mod author that statement is to be expected. There is no use in me giving an estimate about when the translation might be complete, but if you make your install soon it might be worth to include it and play the beginnings quest which is fully in English. It is written by the same author as the BG1NPC Xan romance (Kulyok) and is designed to add to Xan if the PC does not fulfil the romance criteria, so I'd say that's a definite yes to both questions.
  2. It does in the mod, if the PC listens to the mumblings of the djinni. Hm, if the traps are indeed removed then probably, then also Range("trapname",1000) should suffice to detect them.
  3. If you tell me how I will update Iylos NPC accordingly if needed for compatibility.
  4. Interesting. Thanks for the info. I don't know about any possibility to check whether a trap was disarmed or not. Checking for the SCS component during install wouldn't work because of two reasons: 1. SCS is installed after EBG1, and even if not then, 2. the player could deinstall it midway, leaving the traps inside the Undercity temple. I could, however, rephrase what the FF scout says from "disarm the traps" to "disarm any remaining traps", then that should be covered. I do not understand "I like a bit less not being able to use a perfectly functional sword wield in the last BG1 battle by Sarevok", please rephrase. The EBG1 component does two things: it lets Sarevok drop a sword item the player cannot equip to anyone, and it lets this sword item be stolen the moment the group exits the thieves maze after defeating Sarevok. What the component does not is changing the actual sword Sarevok is using in the battle (which is undroppable). Some more backstory: The "Sarevok's Sword" component from EBG1 is a story that is told in accordance with what the Djinni in Irenicus Dungeon tells the PC when he gives the sword back (that it was taken from the PC by the PC's "capturer"). For BGT, this component would not have been necessary. Would it be only BGT with the transition to BGII, I probably would have just let Sarevok drop the Chaos Sword myself. But: EBG1 also takes the happenings of SoD into account. And here, the story is that the sword was stolen *before* the PC was kidnapped. That is why I coded in the Djinni. I learnt *then* that in SoD the story is that it is stolen out of the Ducal Palace without the PC knowing about it. The inconsistency between this and the original remark of the Djinni is one of those little slips in SoD from the original story I will not talk about further. But that made me change the component for SoD, where now the PC can hand over the sword to the Dukes to get a reward. For BGT, I left in the Djinni incident because it was already coded. The player has to decide upon installation whether they want to see the story of the EBG1 component, or whether they want to be able to use the Chaos Sword after Sarevok's death until the BGII transition, and install the appropriate mods. I will not, however, mix this component with content of other mods.
  5. @Laurentius thank you for the kind words and for reporting the typo. It is much appreciated!
  6. I'm sorry but I do not feel like playing hide and seek games to get the information. I might do that in case there won't be any more information, but it's not the most effective way for a bug report and I am ESL, so maybe I won't even see it - or won't know what the correct phrase would be.
  7. @Laurentius I know you mean well and I thank you for the report. But please point out what the typo is.
  8. Yes, that is what EET does. They do, but mostly because they were coded before times of BGT and EET and "GlobalMove the cre from BG1" wasn't an option, and now we are stuck with different DeathVariables for BGII as well which make a quick change to continuous NPC handling impossible (including all crossmod content in other mods etcpp.)
  9. Wait, I think I misunderstood. You meant if the NPCs are dead, whether the cameos are removed then? I do believe so, yes, but I am not sure about Coran&Safana etc. I think Xzar makes an appearance in all cases because he is a quest giver.
  10. One addition: I think Xzar also makes a reappearance for his cameo as a quest giver.
  11. I think there's a misunderstanding here? EET does not spawn or "transports" any NPC into the next game that are not supposed to be there originally. You will not have one specimen of original NPC X in your group in Irenicus Dungeon because he was in the group at the end of SoD. This also means that no, EET does not remove any cameo appearances as they are the way the NPCs are meant to reappear in BGII. No, unless the mod considers it. EET doesn't change mods' contents. No, unless it is considered by the mod author as you already assumed. Currently, I think Breagar is the only NPC mod that has a "continuous" cre structure. My mods Grey, Brage, and Brandock the mage will too but they do not have official SoD+BGII content yet. Other mods, especially the ones that were written when the games were still separated work with different cre files for BG1 and BGII.
  12. I don't know about the portraits. I think unmodded EET changes to the portraits that are common for the campaign but I don't know how. Maybe by switching the portrait name of the NPC to the one used in the campaign (for SoD for example the portraits have a BD prefix) like it is done for Anomen or per script. The NPCs are realized as continuous NPCs. This means the way you left them in BG1/SoD you will meet them again in BGII. This also means that NPC who died will not reappear agin, except for I think Imoen, Edwin , and Xzar because they are quest givers. EDIT: Does that answer your question or where you aiming at a more technical answer?
  13. In EET, no original NPC gets carried over as a silent NPC (unless you find a tweak for it). Since with SoD you have two points were the group gets emptied, it is prevented that NPCs are still in the group during the relevant transitions. In addition, be aware that NPCs that die in BG1 (SoD?) will not appear in BGII for EET, except for Imoen and Edwin.
  14. @4udr4n is trying to get fired so he can play and mod full time! Pizza sounds good, though.
  15. Well, this thread went from the topic title to install help for Sandrah Saga with the EE Setup Tool to best GitHub release practices to feature requests for Project Infinity. I think we better get a good cup of hot tea and maybe some popcorn, just in case.
  16. Lure of Sirine's Call was updated too, just in case you didn't notice.
  17. The mod updates to v4.1: -added Jazira to the French translation credits! -two more components to French version added: "Mikala the Monk" and "Cloakwood Lovers"
  18. Would this be something for a feature request? Or is it an installer restriction? (Does anyone know?)
  19. I meant something like this: BEGIN @5015 /* ~jastey's Version~ */ DESIGNATED 8 LABEL EBG1_ElminsterAppearance_jastey SUBCOMPONENT @5007 /* ~Elminster makes an Appearance~ */ [yadda] BEGIN @5016 /* ~Restored BG1 Text~ */ DESIGNATED 9 LABEL EBG1_ElminsterAppearance_restored SUBCOMPONENT @5007 /* ~Elminster makes an Appearance~ */ [yadda] I am not sure what you mean with main component here, unless you mean putting the LABEL behind the actual SUBCOMPONENT declarations?
  20. The Gibberlings Three bg1re, the Baldur's Gate version of the popular Romantic Encounters mod, adding several encounters and quests all over the game, aims at populating the game with romantic encounters, intense dialogues, unexpected private dinners, romantic traces of long lost times, and real quests that all deal with true love, fulfilled or unfulfilled. The mod installs on BG w/TotSC, Tutu, BGT, BGEE, and EET. v4 comes shortly after the last update with a partial French translation: Traduction par les d'Oghmatiques : Le Marquis, Zooloo, Shaywen, Galathée, Lothringen, relecture par Graoumf! Changes: -Partial French translation added: Traduction par les d'Oghmatiques : Le Marquis, Zooloo, Shaywen, Galathée, Lothringen. Relecture par Graoumf -infer_charset corrected to infer_charsets in tp2 -component "No Regrets" German title changed to "Ich bereue nichts" Learn more about the mod Readme Visit the Forum Download
  21. bg1re upsdates to v4, with a pertial translation by les d'Oghmatiques : Le Marquis, Zooloo, Shaywen, Galathée, Lothringen. Relecture par Graoumf! Changes: -Partial French translation added: Traduction par les d'Oghmatiques : Le Marquis, Zooloo, Shaywen, Galathée, Lothringen. Relecture par Graoumf -infer_charset corrected to infer_charsets in tp2 -component "No Regrets" German title changed to "Ich bereue nichts"
  22. Pocket Plane Group The Lure of the Sirine's Call The mod itself takes place in the coastal area south of Candlekeep, and involves the lighthouse, the treasure cavern, the sirines dwelling along the beach, and worgs. Also pirates. Everyone loves pirates. At the end of it all you should have either a warm fuzzy feeling in your heart, or a bunch of loot. This quest will especially appeal to druids, though any class can play it without missing any content, dialogue, or equipment. Explore the southern part of the lighthouse map (AR3600.are) to start the quest. The optional component "Extended Lighthouse Area" replaces the area with a version without stones in front of the lighthouse entrance and adds doors that actually open. This component is not compatible with Tutu. By White Agnus. v16 comes with an addition to Cordyr's quest so it can also be finished if Sil is not dead, and some technical changes. Changes: - Cordyr's quest can be completed even if the Sirene's are not killed, by Weigo, Lumorus, and jastey. Translations by Cahir (Polish), fedearianna (Italian, Castillian), Le Marquis (French), prowler (Russian), jastey (English, German), hook71 (proof reading). - Switched to Weigo's Alter Searchmap Function SRmap_modding_tool for changes of the Lighthouse Area Search Map. - Added sirinescall.ini to support ALIEN's Project Infinity. - Renamed folder "install" to "readme", renamed the readme to "sirine_readme.english.html". Visit the Mod's Forum Visit the Mod's Homepage Download the Mod
  23. It was just a thought: my EBG1 for example has a component that makes Elminster appear one more time. There are two options concerning the texts. If another mod needs to check whether any of those subcomponents are installed (i.e. whether "the" component "Elminster appears" is installed), being able to use one LABEL to squash all at once would just have been handy.
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