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jastey

Gibberlings
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Everything posted by jastey

  1. @Jazira Thanks for your investigation! I'll note it down.
  2. jastey

    Bug Thread

    @Kitanna I didn't check but my guess is that the actions of the character (AMCLER01.dlg state 8 ) include actions e.g. EscapeArea() which are meant for the character. But because of the I_C_T they are transferred to Calin. Solution is a so called passback line which lets the original character have the last word. Then the actions will be executed by this character as intended: I_C_T AMCLER01 8 KKcleric == KKCAL25J IF ~InParty("KKCalin") InMyArea("KKCalin") !StateCheck("KKCalin",CD_STATE_NOTVALID)~ THEN ~You did a wonderful thing, I only hope it helps ease this poverty.~ == AMCLER01 IF ~InParty("KKCalin") InMyArea("KKCalin") !StateCheck("KKCalin",CD_STATE_NOTVALID)~ THEN ~Thank you.~ END
  3. The only thing I could imagine is if a mod adds some song entry to the song list on slot 0. I don't know any mod that would do that. Grey Clan was also installed and played together a lot of times with no problems.
  4. Seeing how BG1NPC was installed, and played, multiple times on the EE without wrong music playing I do fear this is a local problem on your install.
  5. One more thing: also include InParty() checks or the interjection would also try to fire if the NPC was kicked out near the character (and wouldn't work because then the dialogue is no longer the joined one). Don't hesitate to post your updated code here if it still doesn't work.
  6. @Mahatmah journal entry handling in Bg1NPC is not optimal for all quests yet. It's on the todo list. Thanks for reporting! @Jazira did you install the BG1NPC directly to EET or to the BG:EE game, first? Did you start with a completely new install or could traces of an attempted installation of the music pack be in there still? BG1NPC calls all NPC dialogues with a music call, but without the music pack, there should be no music that matches the name. The only thing I could think of is if EET has a music entry at slot "0" because what BG1NPC does it calling e.g. "PlaySong(0) PlaySound("dyrom1")". I need to investigate.
  7. Congratulations to the release! I am not playing currently (I'm modding...) but the mod looks really interesting.
  8. I see two things in your example code: -after the == it is indeed the joined dialogue file. Not the NPC's Death Vaeiable or somesuch. -inside the InParty etc. checks to call the interjection, you need to check for the NPC that is supposed to interject, not the one you are interjecting into. (Because the one you are interjecting into is doing the See() InParty() etc. checks here). This is for all lines you are adding, regardless whwther you add passback lines for the character you are interjecting into. The way you do it currently - the one checks for the other and vice versa - is not how this works. And also, did you patch the pdialog.2da wirh your joinable NPC's dialogue files?
  9. @heeb you need to run the BGT-music.exe after the BGT to prevent this. In case this was not your question: I don't know how PI handles this.
  10. Thanks for your answers! I changed both gender and sex to "OTHER" for the current version, and will see whether it leads to any problems.
  11. Thanks for the heads up! In case someone knows what sex and gender are for and why they are two different slots in the cre file (we are talking 1998 here) I'd be interested.
  12. Definitely! No worries, Verr'Sha shouldn't have to try on Grey's armor ever again.
  13. Gibberlings Three Grey the Dog NPC Original idea for a dog companion, first kit draft with special abilities, first portrait: Rabain Everything else: jastey Grey is a full-fledged joinable NPC, but still a real dog. The only magic on him is his magically enchanted items. He has sensible interjections (Woof!), NPC banters (mostly NPC dialogues about him with the PC), a click dialogue (PID) if the PC feels like playing fetch or just needs someone to talk to. There are dialogue options that reflect the game story and I'll promise: Grey will always listen to your PC's woes. Grey initiates no dialogues so there is no friendship track and - I am really sorry, but no romance. Not even for Shapeshifters. In BG1 there are two small quests, both available in BG city. The quests are also available and solvable without Grey in party. Where appropriate, Grey can be told to "search" for missing persons, in BG1 Brage and farmer Brun's son, in SoD the five missing refugees. This is realized so it doesn't spoil the quests too much, though, so do not expect too much help. Grey can follow the group as a "7th party member". There are some quirks with this mode and also levelling up needs to be done by letting him join from time to time (please refer to readme), but it works great if you need the slot for another NPC without having to send Grey back home. Please note: So far, the mod officially contains BG1 content only. Grey should already be fully functional in SoD, but BGII content is not finished yet. v2 comes with some bug fixes. Changes: -fixed install of other mods caused by this mod's item because of "read out of bounds" (offset ca (dice size/minimum level) at opcode #12 to "0", was at "-1" for some of Grey's tooth enforcer) -changed item category from "potion" to "food" for Grey's chew toys -unified Grey only items to exclude all normal NPC races, only (no classes are excluded. Verr'Sha should not be able to use War Dog's studded leather armor.) -changed Grey to "Other" (sex/gender in cre file) so he will not be picked for SharTeel's fight if he is the strongest "male" in the group. -added c#greythedog.ini with mod info -added folder libiconv-1.9.2-1-src.7z with iconv licence info Project Page Forum at G3 Readme: English Download at G3 Download directly at GitHub
  14. Grey the Dog Mod NPC updates to v2 with bugfixes. Changes: -fixed install of other mods caused by this mod's item because of "read out of bounds" (offset ca (dice size/minimum level) at opcode #12 to "0", was at "-1" for some of Grey's tooth enforcer) -changed item category from "potion" to "food" for Grey's chew toys -unified Grey only items to exclude all normal NPC races, only (no classes are excluded. Verr'Sha should not be able to use War Dog's studded leather armor.) -changed Grey to "Other" (sex/gender in cre file) so he will not be picked for SharTeel's fight if he is the strongest "male" in the group. -added c#greythedog.ini with mod info -added folder libiconv-1.9.2-1-src.7z with iconv licence info
  15. Sharteel in BG1 picks the "StrongestOfMale" of the group for her challenge. If this turns out to be Grey the Dog, the whole incident gets kind of rediculous. So @Acifer had a brilliant idea: what if I tagg Grey as something else than "male". I mean, we all know he's male. I just want the game to ignore it if it's picking a "man" from the group. So, what would I have to change in the cre-file: sex, or gender, or both? And what would I change it to? Extra1-10, Other, ... And what other unforeseen or unwanted consequences this could have?
  16. @grainne6 Thanks for the kind words! I found my mistake, not to call it bug. For your game, best you use the cheat console to set SetGlobal("C#AjantisPCTalk","GLOBAL",25). Then the friendship talks will go on where the romance broke off. This will be fixed in the next version. Thank you for your interest in the mod!
  17. I explained here why patching interjections of one mod NPC via I_C_T (+passback line) and another via I_C_T2 leads to a doubling in quest rewards/execution of transactions if the mod using I_C_T2 is installed later. It seems to work if the mod using I_C_T2 is installed first but this cannot be the solution, either, as it would break nontheless if there are two mods using I_C_T2 which moves the transactions into the calls of the interjections of both NPCs. What would be the solution for this? Right now, the only compatible solution I see is making it standard to only use I_C_T (+ passback line). I know passback lines are stupid and if there are 5 mod NPCs in the group reading 5 "and *now* lets really start the fight" passback lines is tedious, but getting the quest rewards doubled is also bad, plus doubling the actions could also break the game in case the transaction included a "IncrementGlobal" type of action. Also, I_C_T2 comes always with a risk anyhow since it is possible another mod already added more reply options/transactions with different actions, which breaks I_C_T2.
  18. I think this is a principle thing we need to solve in the community by defining a standard for interjections or a very good install order. EDIT: here is the general discussion. @Glam Vrock you use for all your interjections I_C_T2, probably to spare passback lines. Problem arises if your NPCPack is installed after another mod NPC that adds interjections using I_C_T with a passback line, as the transactions (reward, journal entry) is then doubled: the first NPC mod moves it until after the new dialogue state of the "passback line". But your I_C_T2 moves the transactions into the transaction where your NPC's reaction is called, leading to the quest NPC handing out the reward doubled. An example: After giving Tiber the body of his dead brother in Cloakwood, Littlun has an interjection. So has Breagar. If Breagar is installed before your NPC pack, the situation goes like this: -Breagar adds the interjection and a new dialogue state for Tiber with the reward. -Littlun adds the interjection and copies the rewards into the transaction to her interjection. -So in the game, the player first gets the reward before Littlun says her line, and then after Tiber reacts to Breagar's line a second time. In code, this looks like this: Tiber state 4, Littlun interjects with giving out the reward directly: IF ~ PartyHasItem("MISC90") ~ THEN BEGIN 4 // from: SAY #10283 /* ~Chelak! Oh, Chelak. How will I ever tell my mother? I was so stupid! I should have stopped this stupid idea. Such a waste... such a waste. You can keep the damn sword—it's been more of a curse than anything else. I thank you for bringing my brother's body. There was little you could have done.~ */ (... other transactions removed) IF ~Global("GV#LITTInterjectTIBER1","GLOBAL",0) InParty("GV#LITT") InMyArea("GV#LITT") !StateCheck("GV#LITT",CD_STATE_NOTVALID) ~ THEN DO ~SetGlobal("GV#LITTInterjectTIBER1","GLOBAL",1) AddexperienceParty(800) ApplySpellRES("OHMISC90",Myself) TakePartyItem("MISC90") EraseJournalEntry(27486) EscapeArea() ~ EXTERN ~GV#LITTJ~ 72 END From Littlun's dialogue, Breagar's interjection is called and leads to a last line from Tiber where the rewad is handed over again: IF ~~ THEN BEGIN 7 // from: SAY #75188 /* ~Ja, und danke nochmal!~ */ IF ~~ THEN DO ~AddexperienceParty(800) ApplySpellRES("OHMISC90",Myself) TakePartyItem("MISC90") EraseJournalEntry(27486) EscapeArea() ~ SOLVED_JOURNAL #27487 /* ~Spiders in the Cloakwood For recovering Chelak's corpse from Centeol's lair, Tiber gave us the sword known as Spider's Bane.~ */ EXIT END My first conclusion from this is: A. I_C_T and I_C_T2 should not be used together for different interjections into the same dialogue state unless B. the interjection using I_C_T2 is installed first. (then it works as intended, I checked). But: I_C_T2 really only works properly if the dialogue states it interjects to has only one transaction with the same actions and not several. Since you cannot know whether another mod did not add other transactions, it would be safer in general if you'd switch to using I_C_T (with passback lines) in your mods.
  19. @grainne6 The friendship dialogues starting from the start should not happen, I integrated a whole bunch of script blocks to prevent that - which obviously did not do what they were supposed to. Would you send me a safegame after ending the romance to my username at web.de, or would you please tell me the values of the following variables: GetGlobal("X#AjantisLoveTalk","GLOBAL") GetGlobal("X#AjantisRomanceActive","GLOBAL") Rasaad: thanks, I thought I restricted Ajantis' reaction until after Rasaad's first LT but I see I made the trigger too widely. Will be fixed in the next version.
  20. If this is the complete DEBUG then it just stopps somewhere in the middle of an execution, which is weird. You said v1-RC11 worked, otherwise I'd ask whether it might be your OS or antivirus interfering. Did you try copying the BGII:EE folder somewhere not in C:Programs before modding it?
  21. jastey

    Calin NPC Mod

    Congratulations!! And sorry to hear it was hard. I hope you will be fine and find peace! I'm proud of you!
  22. Post any bugs or issues with Bg1NPC here. Please specify which game version you are playing and which version ov BG1NPC you have installed.
  23. BG1NPC updates to v24.4! Changes: Coran Romance: variable "Global("P#Briel_Stay","GLOBAL",1)" should be set correctly if book was brought to Briel although Jaheira interjects into dialogue. Typo corrections.
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