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jastey

Gibberlings
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Everything posted by jastey

  1. First, you need to include and read in the definitions, e.g.: ACTION_IF GAME_IS ~bgee~ THEN BEGIN INCLUDE ~AjantisBG1/lib/g3_bgee_cpmvars.tpa~ END ACTION_IF GAME_IS ~eet~ THEN BEGIN INCLUDE ~EET/other/cpmvars/eet_cpmvars.tpa~ END Second, you need to tell the installer to evaluate the variables by adding EVALUATE_BUFFER, e.g.: COMPILE EVALUATE_BUFFER ~AjantisBG1/Friendship/Ajantis_friendship_d.d~ EXTEND_TOP ~%tutu_var%ajantis.bcs~ ~AjantisBG1/ee/Ajantis_ee.baf~ EVALUATE_BUFFER
  2. @TotalMilk90 I can only recommend you have a look at the "Crossing the great divide" modding tutorial - not so that you can consider Tutu and BGT, but to see the principle of how to consider BG:EE and EET in one set of files. That said, what you'd do is read in the cpmvars.tpa files with the definition of the NPCs' joined dialogue files, and then just use %AJANTIS_JOINED% for his dlg. And another thing, if you want to see what the dlgs for the NPCs are, they are listed in the pdialog, 2da for BG1 & BGII / bpdialog.2da for SoD (POST_DIALOG_FILE; JOIN_DIALOG_FILE; DREAM_SCRIPT_FILE) and interdia.2da (Banter dialogue file). They might differ for the games, that is why we use the cpmvar.tpa definitions. You can find those in almost all BG1 mods under "lib"; the ones for EET are included in the EET package itself.
  3. Yes, that sounds good. The BGII part coming early(er) has two reasons: so other NPC mods can detect the story change by I4E, and that all questions regarding Imoen are successfully tagged before other NPC mods move them to their own interjections. The SoD part coming after my other SoD quest mods is so that I4E can detect them and install crossmod stuff. I think with your approach above you can fulfill both conditions without having to separate the install process of I4E.
  4. Here is another site that would need a do-over with regard to ALL the "features" one gets when using the EE Setup tool: https://baldursgate.fandom.com/wiki/Big_World_Setup A good link would be for example this one:
  5. Yes, but still only for a new game. Still, thanks for the heads up. What is the problem? If it's just tagging a new release, I could do that.
  6. Just in case you are not aware, there is also stand-alone mods for BG1 NPCs to bring them to BGII. Some are more flashed out than in BG1NPCs for SoA&ToB, and some have a little other characterization. BG1NPCs for SoA&ToB yields to them if you install it after, so if you want to see BG1NPCs for SoA&ToB's version, do not install the stand alone BG1 NPC mods. The standalone mods might be interesting if you liked the NPCs characterization in BG1NPC Project, since some are written by the BG1NPC Project authors (e.g. Ajantis, Branwen, Coran, Kivan, Xan).
  7. Imoen4Ever SoD components should go after the Boareskyr Bridge Scene for crossmod and generally be treated as an NPC mod. There is really no need to install the SoD components that early.
  8. If you want to put BG1NPCs for SoA&ToB into the "NPC mod" section you best start with a fresh install and start a new game, yes. If you want to risk putting it right before EET_End to keep your current game, items from the mod will not be tweaked. Meaning, maybe a weapon can't be used by an NPC although you installed a kit that would allow them to, maybe you have a tweak that makes bags of holding bottomless but if there comes one with the mod it will have the usual limit, etc. But it should work, all in all. - There is always a risk, but then, modding the game always come with the risk of encountering issues. -There is one thing though that could be a problem. Usually, changes to teh worldmap will not show in a running game. @Austin does BG1NPCs in SoA&ToB add areas to the EET worldmap? - If yes, then I'd not add the mod to a running game.
  9. @Holden you could consider installing the Crossmodpack for this mod, too: https://github.com/SpellholdStudios/SmilingImpCrossBanterMod/releases It would go after the BG1NPCs for SoA&ToB mod and before EET_End.
  10. I think the main issue would be characters added by the mod not using SCS's improved scripts and items not patched to be useable by new kits and things like that. For what you wrote the install sequence would be ok, since the other stand alone NPC mods would be detected. But like I said, if we see the weidu.log and maybe Austin can have a look himself.
  11. No. Chances that this will scramble your save is too high. I would try to install it like you said, only deinstall EET_End, install the mod, then reinstall EET_End. Maybe @Austin could also give a recommendation. It would be helpful if you would post the contents of your weidu.log to see what you have installed. And ah, BG1 NPCs in BGII (SoA&ToB) mod, yes, I know that one.^^
  12. If the mod in question and your other mods allow to install it last, then doing what you suggested - uninstalling EET_End, install the mod, reinstall EET_End would be possible and you would be able to continue your save (as long you didn't reach areas in your save the mods makes changes to). Possible problems could be: the mod introduces items that will not be tweaked by kit or tweak mods; the mod has a dependency to another mod you installed where it is supposed to go earlier, there is another mod that needs to be installed after the mod you want to add, etc. That said, I never heard of an "BG2 NPCs in BG1 mod". Which one would that be?
  13. Great! The variable should have triggered the dialogue from her script, since that didn't happen is the reason I said that something is off. But the variable is also the one that is true for the dialogue, that is why you could trigger it via klicktalk.
  14. After you set the variable, you should be able to trigger the dialogue by talking to Skie directly via "klicktalk". Eldoth does not need to be in party, no. There is something off with Skie's script in your game; that or you are using an older version of bg1re before I tuned her reaction.
  15. @geh4th With the letter to her in inventory, set per cheat: C:SetGlobal("T1M2SkieLetter","GLOBAL",1) If this doesn't trigger a reaction to the letter from Skie, then you have a bigger problem.
  16. What happens without the EVAL during compilation is that the installer writes "%DurlagsTower_D1%" as the variable type. Since this doesn't make sense (type not defined), "no" variable is set and the script starts looping. I'd suggest for a game that was already started, replacing it with "MYAREA", that should do the trick, i.e. IF Global("GV#CORPSExists","MYAREA",0) THEN RESPONSE #100 SetGlobal("GV#CORPSExists","MYAREA",1) CreateCreature("gv#corps",[1660.1430],0) Continue() END
  17. You could open the script in NI and edit it accordingly.
  18. That's what I heard when knowledgeable people talked about it. Because UB existed when ARP was created. I think? EDIT: Yes, confirmed by ARP's author: first UB, then ARP.
  19. Yes, if it changes also story elements in ToB it should come before NPC mods.
  20. Regarding your question: all 4 HTM components are listed as installed. - I just read that Infinity UI++ is still more in beta and not supported by some other mods, so better not to be used in EET. ARP (Almateria's restoration Project) better after UB (Unfinished Business). I don't know how well S&S, RR, and IWDIfication work together? - Ascension is usually recommended early, you put is quite late.
  21. I'd first check whether the file in question was compiled using EVALUATE BUFFER so the "%DurlagsTower_D1%" was actually translated to the area code (and the variable was actually set). Or, why would an area variable cause a lagging?
  22. What does the weidu.log say to this? It lists all mods+components that are installed.
  23. Congratulations on the release! And welcome to G3.
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