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jastey

Gibberlings
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Everything posted by jastey

  1. Awesome! Thank you very much! Is there an easy Windows tool to lower all files names to lower case?
  2. This sounds great! I'd be happy if you would provide the needed code - as I have no idea how I would delete effects with weidu.
  3. Ah, compatibility would be great - just because I didn't drop it yet. (There are crazy people like @Greenhorn still playing the originals! ) I'd be totally fine with just using my versions for BG1, though. I'm not even sure they worked properly for original BG1, anyway. Thank you very much for your work!
  4. Kerzenburgforum / Gibberlings Three Ajantis BG1 Expansion Mod This is a mod for original ("vanilla") BG1(+TotSC), Tutu, Baldur’s Gate Trilogy (BGT), Baldur's Gate Enhanced Edition (BG:EE), and Enhanced Edition Trilogy (EET). For Tutu, BGT, BG:EE, and EET, the mod adds a friendship track and more romance content for the BG1NPC Project romance for Ajantis. Content-wise, the mod is meant as an addition to the BG1NPC project, but technically it can be installed and played without the BG1NPC project. For original BG1 (with TotSC), the mod adds a friendship track and the BG1NPC project romance for Ajantis. The original romance was slightly altered to adjust to the restrictions of the BG1 engine, although overall the content stayed the same. For BG:EE and EET there will be a second install option to use the existent BAM for Ajantis' shield (green dragon on golden back), if BG1NPC is installed. Version 14 comes with an additional after-Sarevok dialogue which will show for BGT and in the EE in case the Endless Bg1 mod is installed (i.e. the game remains in BG1 after Sarevok's death), a fix for the romance after-Korlasz dialogue in SoD, and a .ini with mod info. The mod is now also available from GitHub: Download Ajantis BG1 Expansion from the official G3 GitHub Site. Changes: + added after-Sarevok death dialogue which will only trigger if game remains in BG1 (BGT or EE with e.g. Endless BG1 Mod). + after Korlasz romance dialogue should trigger correctly + added ajantisbg1.ini with mod info + added folder libiconv-1.9.2-1-src.7z with iconv licence info Modpage Mod Forum German Discussion Thread at Kerzenburgforum Download at G3 Download at Kerzenburgforum Download Ajantis from GitHub.
  5. The Ajantis BG1 Expansion updates to v14! Version 14 comes with an additional after-Sarevok dialogue which will show for BGT and in the EE in case the Endless Bg1 mod is installed (i.e. the game remains in BG1 after Sarevok's death), a fix for the romance after-Korlasz dialogue in SoD, and a .ini with mod info. The mod is now also available from GitHub: Download Ajantis BG1 Expansion from the official G3 GitHub Site. Changes: + added after-Sarevok death dialogue which will only trigger if game remains in BG1 (BGT or EE with e.g. Endless BG1 Mod). + after Korlasz romance dialogue should trigger correctly + added ajantisbg1.ini with mod info + added folder libiconv-1.9.2-1-src.7z with iconv licence info
  6. SpellholdStudios Edwin Romance This is a Weidu mod for Baldur's Gate, Shadows of Amn, that allows the player to carry out a romantic relationship with Edwin Odesseiron, that insulting Thayvian wizard wearing red. An additional optional component for the romance is a new epilogue for romanced and redeemed Viconia, of a less tragic kind than the original one. Note that this will in no way affect the Edwin romance in itself, so if you prefer Viconia's original epilogue, simply bypass this component upon installation. This package includes the entire Edwin Romance (SoA+ToB), and is compatible with BGII, BGT, BGII:EE, and EET! The Edwin Romance mod updates to v2.11 with bugfix.es Read the Readme Visit the Forum (currently down) Download at SHS (currently down) Download from official GitHub Mirror at SpellholdStudios Changes: - PID flirts should not end abruptly but switch to PC's set dialogue as intended. - Removed the timer check from the LT trigger block (is already checked in initiation script block; morning after dialogues should not check timer). - Journal entries of Edwin's quest will be removed correctly (moved entries into game.tra and bundled them under one title for EE.) - compatibility with Ascension 2.0.8 (old comp code removed as it was no longer necessary).
  7. Very cool, thank you! I'll wait for your final ok.
  8. Here: https://github.com/Gibberlings3/BG_Quests_And_Encounters Thank you very much in advance!
  9. I know this is an unrelated problem but I wouldn't update to Windows 7 because it's no longer supported by Microsoft. Good luck with copying the game folder elsewhere. I have no idea why some mods install and some don't.
  10. Not yet, but this would be a good reason to finally put it there. I'll try to do so this weekend.
  11. Ooh. Please, feel asked! That would be awesome! This is intentional, the unbaked egg is actually quite powerful, maybe too powerful for BG1 (says the quest and dialogue modder) - but it only lasts for two ingame weeks before it will be destroyed. And thank you for the kind words!
  12. @Arthas The critical hit protection is an interesting detail I wasn't aware of. Thanks for the link!
  13. @Arthas Good to know! Thanks for your reply.
  14. I'll take that as a compliment, because I tend to "reward" quests and equip NPCs with items that are not really useful/powerful. Thanks for your feedback!
  15. I'd assume it's @Wisp currently. I'll see whether I can come up with something quick.
  16. Do you mean for writing a tutorial or for including such a tutorial into the WEIDU documentation? I am someone who uses CHAIN a lot, especially for PC-NPC dialogues if the NPC is supposed to say different lines depending on certain conditions. I could throw something together.
  17. Normal dialogue states should be wrapped inside APPEND dlgname ... END //APPEND (unless it's a completely new dialogue that starts with BEGIN Then you can use a CHAIN ... Then continue with APPEND - END. I don't know whether it's the most elegant way of of scripting dialogues, but it makes reading them much easier because this way the dialogue is inside the d-file in the order it appears in the game, and you do not have to hop from top to bottom to follow it. Have an example from my Brage mod: The reason I used CHAIN here in teh middle of the dialogue is that he has an extra remark in case the reputation of the PC is low. CHAIN is super handy if it comes to things like that. EDIT: oh, it happens I didn't see the second page of this thread.
  18. This sounds like a permission issue on your computer. Which is weird if you already installed other mods. The only thing I could think of is deleting the DEBUG and redownload the mod anew. In case you are modding inside the C:\Programs folder on Windows, I'd also recommend copying the whole game folder somewhere else so Windows stops protecting it, which can cause weird things to happen. If you are playing Tutu, you need to adjust the game paths inside the baldur.ini if you do that to play the copied game.
  19. I am pretty sure that is not true.
  20. Oh, there are a few. Especially as an BGT install with things like ToBEx, Infinity Animations, and Widescreenmod, the only thing missing is the mods not compatible with the old engine. EDIT: And maybe skipable cutscenes.
  21. There is a quite non-messy way to do this. If you want reply options only to show for certain conditions (i.e. in this case, if certain NPCs are not in party or can't speak), it's easy to give them according triggers. Your examüle above would become: CHAIN IF ~~ THEN DENKOD L_WARNARMOR @2017 /*~Oh! It's you again!~ */ = @2018 /* ~I have to say, be careful with wearing that. For a second I thought you're him! Nearly got out my dagger, I did.~ */ == %GARRICK_JOINED% IF ~InParty("GARRICK") InMyArea("GARRICK") !StateCheck("GARRICK",CD_STATE_NOTVALID)~ THEN @2020 /* ~Of course you were.~ */ == %DORN_JOINED% IF ~InParty("DORN") InMyArea("DORN") !StateCheck("DORN",CD_STATE_NOTVALID)~ THEN @2019 /* ~Hah!~ */ END + ~OR(3) !InParty("GARRICK") !InMyArea("GARRICK") StateCheck("GARRICK",CD_STATE_NOTVALID)~ + @2020 /* ~Of course you were.~ */ EXTERN DENKOD L_EXPLAINBODIES + ~OR(3) !InParty("DORN") !InMyArea("DORN") StateCheck("DORN",CD_STATE_NOTVALID)~ + @2019 /* ~Hah!~ */ EXTERN DENKOD L_EXPLAINBODIES ++ @2021 /* ~We could tell our lives were in imminent danger.~ */ EXTERN DENKOD L_EXPLAINBODIES ++ @2022 /* ~Warning noted.~ */ EXTERN DENKOD L_EXPLAINBODIES For the %GARRICK_JOINED% etc. you need to read in the cpmvars.tpa. The CD_STATE_NOTVALID gets patched to the state.ids.
  22. It's no problem to end a CHAIN with reply options. I am not sure I undestand what exactly you want to do. Should some of the reply options only show if the according NPCs are in the group (and the NPCs will say something if the reply options are chosen), or should they not show and the NPCs are supposed to talk instead but only if the NPCs are present?
  23. @lefreut Wow completely missed this! Uploading it again would be cool.
  24. @shaylo To talk to the mother again to complete the quest, set via cheats C:SetGlobal("ACQ22","GLOBAL",4) while being near to her. Bunger should spawn by her side and she should talk to you then. For debugging this properly so Bunger leaves te sewers I need a bit more time. Hope this helps.
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