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jastey

Gibberlings
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Everything posted by jastey

  1. 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?
  2. What does the weidu.log say to this? It lists all mods+components that are installed.
  3. Congratulations on the release! And welcome to G3.
  4. The SetGlobal needs to be added to each transaction separately, like this: IF WEIGHT #-2 ~ Global("P#KhalidMage","GLOBAL",2)~ THEN BEGIN KHMAGE1 SAY @0 ++ @1 DO ~SetGlobal("P#KhalidMage","GLOBAL",3)~ + KHMAPC1.1 +~!Class(Player1,FIGHTER_MAGE)~+ @2 DO ~SetGlobal("P#KhalidMage","GLOBAL",3)~ + KHMAPC1.2 +~Class(Player1,FIGHTER_MAGE)~+ @3 DO ~SetGlobal("P#KhalidMage","GLOBAL",3)~ + KHMAPC1.2M +~Class(Player1,FIGHTER_ALL) Race(Player1, HUMAN) CheckStatGT(Player1,16,INT)~+ @4 DO ~SetGlobal("P#KhalidMage","GLOBAL",3)~ + KHMAPC1.2F ++ @5 DO ~SetGlobal("P#KhalidMage","GLOBAL",3)~ + KHMAPC1.3 +~InParty("jaheira")~+ @6 DO ~SetGlobal("P#KhalidMage","GLOBAL",3)~ + KHMAPC1.4 END
  5. EET tries to stay true to the original game(s), but I'd assume that, by the fact that it runs on the BGII:EE engine, the mechanics will more be like in BGII:EE. I think you see some areas already marked on the worldmap, but they will be "not reachable" until it's time.
  6. First unlocking of the areas will be like in the original game(s): either the areas are accessible via the neighboring areas, or they are revealed by quest givers or when the story progresses (like in SoD). But, EET keeps the areas you already visited open so you can come back later - visit BG1 areas in BGII, etc. Only exception are the city areas of Baldur's Gate because of story reasons. Thus, open worldmap areas in EET means that they won't be locked after you visited them for design reasons like it is in the original game(s), especially SoD and BGII. What you are asking for (what I think you are asking for), opening up all game areas from the start of the game regardless of story or quest progression, would not only require heavy modding of the worldmap and how areas are revealed, but would also lead to interference with story and quest progression I wouldn't even know how to handle in a mod - you'd need to disable the story-related content if visiting too soon, some areas wouldn't even make sense (like the camps in SoD), etc. - that's not a trivial thing to wish for. Yes, Black Pits is not integrated into the main saga in EET, like it isn't in the original game(s). As far as I know, the IWD in EET attempts do not provide a continuous playthrough yet where the IWD stories are accessible ingame via a questgiver or somesuch. Meaning, what you get is the possibility to cheat your way into the IWD areas and play it disconnected from the BG story. Not all chests in homes trigger a hostile reaction, plus sometimes it also depends whether there is anyone near to see.
  7. Is there a HerThiMoney.DEBUG file in your game folder? The content of that should give a more detailed error message.
  8. Oof. I forgot to put any checks into the Sarevok lines. Er, no, they are not supposed to show (yet) but "it's working as intended" - will be fixed in the next version. Thanks for reporting!
  9. GibberlingsThree Another fine Hell, AfH is a mod for Siege of Dragonspear in a BG:EE or EET setting. The mod is still in development and will have BGII content in later versions, but content for SoD is finished. This mod introduces a new reason why the PC falls at the end of SoD and has to leave town. For this, events after the slayer-dream-sequence are altered accordingly. The mod does not introduce a new catastrophe or frame work, it just uses what is already happening at Dragonspear basement and gives said events a new focus in people's perception of the PC's power and possible posed threat in combination with their divine heritage. Version Alpha_230919 comes with an EET fix and a Spanish version, by ElGamerViejuno! Changelog: -Spanish version added, by ElGamerViejuno. -(EET) Last save at end should not overwrite Prologue Save. -Typo corrections. Project Page Mod Forum Download
  10. Another fine Hell updates to vAlpha_230919, with a Spanish version, by @ElGamerViejuno! Thank you for the translation! vAlpha_230919 also fixes the last auto save in EET. Changelog: -Spanish version added, by ElGamerViejuno. -(EET) Last save at end should not overwrite Prologue Save. -Typo corrections.
  11. That's the DEBUG file. The weidu.log would be a file of that name inside your game folder. - But I think I see all I wanted to know from the DEBUG: you are using v8, English version, on BGII:EE, correct? I have a suspicion what could have went wrong. The line after the one you mentioned contains a symbol: Keldorn talks about "a soirée". The EEs are sensitive to symbols having the wrong text format. A letter like this é in the wrong format would lead to a freeze like you encountered. But: I can't reproduce it. I don't see a mistake in the format handling (in v8.1 but there is nothing regarding this in the changelog), NI doesn't give me a format error if I install it to my BGII:EE, and I just cheated to this LT in my BGII:EE game and had the conversation without a problem. So, I'm stumped what happened to the text format in your game. What you could try: 1. Open Near Infinity. Search the string entry for this text line that starts with Edit the string to remove the scrambled symbol. This should make it possible to see the whole dialogue, hopefully. 2. Jump over this LT by setting per cheat console (EDIT: corrected the cheat code!): C:SetGlobal("B!KelLT","GLOBAL",23) -> This will directly trigger the next LT because the timer wasn't reset. I'm a bit nervous because I don't know what happened to your text format. I hope you won't encounter more problems like this. You can check the text encoding via NI to make sure: Tool -> Check -> For String Encoding Errors. Fingers crossed!
  12. What exactly do you mean with crashing? Please post your weidu.log here inside a spoiler.
  13. Stutter Debug Tool A help to identify looping scripts in IE games. The Stutter Debug Tool is to help debug script malfunctions in the game. For example, if an NPC "stutters", i.e. only walks a few steps and constantly terminates any actions, or if the NPC's PID (player initiated dialogue) pops up repeatedly. Also, if the game experiences a lag which could be caused by a looping script. The Stutter Debug Tool will patch every script block with a text stating which script and script block number is running. The text is shown in the textbox ingame and also right above the entity executing the script. Version 4.1 comes with a French translation by Selphira and a new paragraph in the readme about how to debug a stutter. Changelog: -French version added, by Selphira. -Added paragraph to the readme: HOW TO DEBUG A SCRIPT STUTTER. -Fix SoD detection for game info output. Download the Tool
  14. The Gibberlings Three BG Romantic Encounters 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. Version 11.0 comes with a completed Italian version by Zaramorte, proofreading by Janvitus. The German version now also includes the component "Husam's Personal Preparation", translated by Belryll. Thank you for the translations! It also expands the content of the teen version of "Husam's Personal Preparation". Changelog v11.0: -Italian version completed, by Zaramorte, proofreading by Janvitus. -"Husam's Personal Preparation": PC can also offer Husam intimacies in second encounter for Teen Version; Added more tracking variables for crossmod with Husam component; added German translation for this component, by Belryll. -Icon for the bag centered for BGT when dragged in the inventory ("Camryn and Tamah"). -Typo correction. Learn more about the mod Readme Visit the Forum Download
  15. bg1re updates to v11, with a completed Italian version by @Zaramorte and proofread by @Janvitus! The German version now also includes the component "Husam's Personal Preparation", by Belryll! Thank you for the translations! Changelog: -Italian version completed, by Zaramorte, proofreading by Janvitus. -"Husam's Personal Preparation": PC can also offer Husam intimacies in second encounter for Teen Version; Added more tracking variables for crossmod with Husam component; added German translation for this component, by Belryll. -Icon for the bag centered for BGT when dragged in the inventory ("Camryn and Tamah"). -Typo correction.
  16. GibberlingsThree Road to Discovery (RtD) A mod for Siege of Dragonspear in a BGEE or EET setting. Authored by jastey with one component from Lauriel's Themed Tweaks mod, RtD opens up roleplaying by allowing the player to discuss and reveal what they learn about Caelar Argent and her crusade with allies in the coalition and other NPCs throughout the campaign. Version v2.0 comes with a fix and a Spanish version by ElGamerViejuno! Changelog: - Spanish version, by ElGamerViejuno. - Fixed install error in case Jastey's SoD Tweaks were installed in other language. Learn more from the project page or readme, join us on the forums, or download RtD.
  17. Road to Discovery updates to v2.0 with a fix and a Spanish version by @ElGamerViejuno! Thank you for the translation! Changelog: - Spanish version, by ElGamerViejuno. - Fixed install error in case Jastey's SoD Tweaks were installed in other language.
  18. @JohnBob thanks for the suggestion! @argent77 thanks for the streamlined code, I'll use this!
  19. In "dlg/p#khalid.d", the variable "P#KhalidMage" needs to be increased to stop Khalid from repeating the dialogue: APPEND ~%KHALID_BANTER%~ IF WEIGHT #-2 ~ Global("P#KhalidMage","GLOBAL",2)~ THEN BEGIN KHMAGE1 SAY @0 ++ @1 + KHMAPC1.1 +~!Class(Player1,FIGHTER_MAGE)~+ @2 + KHMAPC1.2 +~Class(Player1,FIGHTER_MAGE)~+ @3 + KHMAPC1.2M +~Class(Player1,FIGHTER_ALL) Race(Player1, HUMAN) CheckStatGT(Player1,16,INT)~+ @4 + KHMAPC1.2F ++ @5 + KHMAPC1.3 +~InParty("jaheira")~+ @6 + KHMAPC1.4 END should have a "SetGlobal("P#KhalidMage","GLOBAL",3)" for all reply options.
  20. The main component of Transitions overwrites almost everything from EndlessBG1 that isn't touched by Transitions' optional components. If you install Transitions and EndlessBG1, you basically see Transitions handling of new transition to SoD (via the item), Korlasz' Dungeon in BG1, Imoen&Jannath, Belt's dialogue, etc. That said, I lost track of what bugs are reported and whether they are in the main component or in optional components of Transitions. There is also reports of crashes when using the item to advance to SoD, that would be the main component.
  21. Ah, then this looks like an issue with the DragonspearUI. I have nothing to do with this mod, it would be great if you could post the report there (or link to your reports here), or give me a link to a thread in case there is one here at G3 then I'll move the posts there.
  22. Transitions seem to have some issues that would need to be addressed. Unfortunately, I don't have time for it currently. It is on my list and I will look at it when I'll find the time. Thanks for reporting.
  23. I checked the connections in bg1re for this journal entry and I have no idea how it would end up under this title. What is your weidu.log?
  24. I moved this into an own topic. @subtledoctor I didn't notice the OP ramblings before or I would have said something. @RaaDeeK a little less attitude, please; this is a civilized forum and we usually all get along fine.
  25. lol? No offence, but right now, your comment is the funny one. Creating an own thread for a topic and, moreso, staying on topic is crucial for a forum, or it will lose clearness. Also, how are people supposed to find your question if it's buried in some other thread? GUI should come very early. Installing it late might break your install. Using old saves in a new install is not recommended. Using old saves with a new GUI is not even possible, I think. Two more things: -EE Fixpack is not released yet. You installed it on your own risk. -EEex needs to go early, not late.
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