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jastey

Gibberlings
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Everything posted by jastey

  1. All protection he gains as 7th party member should be removed when he rejoins the party, yes. That should work as intended with the original spells as they use a second spell type kind of thing. As for what happened in your install I'll investigate. Thanks for the report!
  2. @Lauriel keep in mind that Ajantis SoA was proof read (and rephrased) by many helpful people. ToB not as much but it was at least typo fixed at some point. In case you are also referring to the other mods you proofread I do make shameless use of a dictionary and thesaurus. Thanks for your work and also the kind words (which I have problems to accept though but that hardly shows)
  3. Interesting, thank you very much. This is definitely not the original behavior of the spells used in the Grey mod. I'll attach the original spells to this post, if you replace them with the ones in your override folder then they should only be applied to Grey as originally intended (they might have funny names, though, because their name is not patched properly in your game.) I'd let Grey join the party before that, though, so hopefully the protection spells are no longer active. Also, I'd suggest not replacing the existing ones but renaming them to something else just in case using the raw spells doesn't work as intended. c#min0hp.spl c#min5hp.spl
  4. It's the folder with the bgmain.exe. I'd suggest copying the whole game folder (once you found it) to another place than C:Programs. As Jarno pointed out, Windows tries to protect the software in the Programs folder from manipulation. The copy you can mod any way you like and start the game by double clicking the bgmain.exe inside it.
  5. And please, post your weidu.log. Just in case another mod made change s to spells in general. Happy Easter!
  6. Weird, that's the first time I get that report - not saying that it can't be true. Which game are you on?
  7. The game directory is the one with the chitin.key file in it.
  8. Yes, I fear several interjectiosn were cut in the current version. Next version will fix this.
  9. Didn't we all think this. As we say in German: "thinking is a matter of good luck."
  10. No, it's not just Amber. It's almost every mod the EE Setup Tool uses. Downloaded from an inofficial GitHub repo, Dropbox account or her web site. Including changes not approved by the authors. Which is the reason for the hidden inofficial downloads. This makes the whole "this mod is buggy" and "that mod is incompatible with that mod" proclamations from Roxanne so hilarious, because she is basically talking about her own inoffcial versions.
  11. @Blash2 ha, I missed the part about the following post. Probably compatible: probably not: 49. Nephele NPC Mod for BGII: SoA & ToB 50. Alternatives No idea: 44. A Quest in the service of Oghma 45. Ulrien of Cormyr - SagaMaster 57. Deepgnomes of the Sword Coast for EET 60. Corwin NPC - if that is a BG1 mod as I recall, then it would be compatible. Keep in mind that I am judging content compatibility, not technical one: I guess all mods could be installed with I4E without technical problems. One more thing: Please, use the original mod. It's updated for EET, no need to use Roxanne's rip-off. Same for Arath, Dace, Nephele, Ninde.
  12. Great news indeed! Thanks for your work. I'll try to have a look at compatibility with I4E.
  13. Hi @Blash2 thanks for the kind words! If a mod is not mentioned here, all I can give is a good guess. So I guess I4E is compatible with the following mods, because they are either quest mods or ToB only: I guess I4E is not compatible content wise with the following, because they probably all talk with Imoen as if she already was in Spellhold: And for the following ones I can't even guess because I don't know the mods: 17. The Broken Lanthorn 41. Shards of Ice
  14. @Gwaihir you turn this: IF InParty(Myself) See(Player1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) Global("E3FADEFRIENDSHIP","GLOBAL",1) GlobalLT("E3FRIENDTALK","GLOBAL",9) RealGlobalTimerExpired("E3FADEFRIEND","GLOBAL") THEN RESPONSE #100 IncrementGlobal("E3FRIENDTALK","GLOBAL",1) END IF InParty(Myself) See(Player1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) Global("E3FADEFRIENDSHIP","GLOBAL",1) GlobalLT("E3FRIENDTALK","GLOBAL",10) RealGlobalTimerExpired("E3FADEFRIEND","GLOBAL") THEN RESPONSE #100 StartDialogueNoSet(Player1) END Into this: /* IF InParty(Myself) See(Player1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) Global("E3FADEFRIENDSHIP","GLOBAL",1) GlobalLT("E3FRIENDTALK","GLOBAL",9) RealGlobalTimerExpired("E3FADEFRIEND","GLOBAL") THEN RESPONSE #100 IncrementGlobal("E3FRIENDTALK","GLOBAL",1) END IF InParty(Myself) See(Player1) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) Global("E3FADEFRIENDSHIP","GLOBAL",1) GlobalLT("E3FRIENDTALK","GLOBAL",10) RealGlobalTimerExpired("E3FADEFRIEND","GLOBAL") THEN RESPONSE #100 StartDialogueNoSet(Player1) END */ (Note the /* and */ ) Hm, or you could also just delete the blocks. Then press "compile" in NI and save the script. To trigger the dialogues by hand, you need to type in the cheats while playing (for old BGII, the cheat starts with CLUAConsole:) and klick talk Fade: First dialogue: C:SetGlobal("E3FRIENDTALK","GLOBAL",2) Second dialogue: C:SetGlobal("E3FRIENDTALK","GLOBAL",4) Third dialogue: C:SetGlobal("E3FRIENDTALK","GLOBAL",6) Last dialogue: C:SetGlobal("E3FRIENDTALK","GLOBAL",8)
  15. Thanks, Yovaneth! I think the decision of the people using stolen artwork not to take their mod down gives more insight than anything we could say about this. We will continue working on the mod and make it a good one!
  16. Maybe because I'm ESL but I see technical bug updates not included in "may not be sold, published, compiled or redistributed in any form", if the mod is still on G3's download's page afterwards. Did you try reaching out to Kish?
  17. At least the problem for BG1NPC doesn't apply to bgqe, so I have no clue why they wouldn't fire. (Maybe they were tired.. OK, stopping these kind of jokes now.)
  18. I don't have a Tutu install to check whether the joined dlg files are correctly assigned, but they should. No idea why they didn't say anything. Maybe they didn't feel like it with Montaron and Xzar around.
  19. Hm. What game were you on when you noticed?
  20. Hi @DavidW, for BG1NPC I used the function in the following way: include the function definition in the ALWAYS block (inside "bg1npc_always.tpa"): INCLUDE "bg1npc/lib/lib_interject.tpa" INCLUDE "bg1npc/lib/alter_dlg.tpa" Then calling the function to compile the files with the multiple interjections "x#ict3.d" (function call in "bg1npc_phase2.tpa"): WITH_TRA "bg1npc\tra\english\x#ict3.tra" "bg1npc\tra\%LANGUAGE%\x#ict3.tra" BEGIN LAF compile_with_ict_handling STR_VAR dialog="bg1npc/Phase2/dlg/X#ICT3.D" END END When looking at the game files after installing the mod (component "Quest, Banters and Interjections"), there are some interjections missing in the game. For example, Branwen and Quayle's interjection into GAZIB.dlg (tested in BGT). This is what the I_C_T3 inside the "x#ict3.d" looks like: /* Great Gazib, the */ /* passback not required - trans action is CreateCreature() */ I_C_T3 ~%tutu_var%GAZIB~ 1 X#GAZIB1 == ~%BRANWEN_JOINED%~ IF ~InParty("branwen") InMyArea("branwen") !StateCheck("branwen",CD_STATE_NOTVALID)~ THEN @699 == ~%QUAYLE_JOINED%~ IF ~InParty("quayle") InMyArea("quayle") !StateCheck("quayle",CD_STATE_NOTVALID)~ THEN @700 END Compiled using the function as described above, the GAZIB.dlg looks like this - no interjections are added to state 1: If I disable the function and compile the file directly, the GAZIB.dlg looks like this, now the interjections are added to state 1: Maybe I am using it wrong, but from what I see currently it seems the function removes interjections completely.
  21. @Greenhorn good find! I know why the interjection is not showing, I'm not sure how it happened, though.
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