Jump to content

jastey

Gibberlings
  • Posts

    13,732
  • Joined

  • Last visited

Everything posted by jastey

  1. You called the dialogue file of Artemus ~PEARTEMU~ , so in my template code you need to replace ~Artemus~ with ~PEARTEMU~.
  2. The text "README" does not appear in this tp2. Is this the one that produced the above error debug? But I spot something. I do assume that here: AT_INTERACTIVE_EXIT ~VIEW Kaya/ModKaya.txt~ there is a tilda (~) at the wrong place. I guess it should be (I'm not sure how to use AT_INTERACTIVE_EXIT , though). AT_INTERACTIVE_EXIT VIEW ~Kaya/ModKaya.txt~ Is this the readme, though? Standard is to call the readme at the beginning and also add the version number os it is displayed in the debug file - spares a lot of hassle: VERSION ~Beta 4~ //pre README ~c#brage/readme.c#brage.%LANGUAGE%.html~ ~readme.c#brage.english.html~ right after the AUTHOR tag. btw: the AUTHOR tag is supposed to give a place where people can get help if they run into install errors with your mod, it will be displayed if installation terminates due to an install error. That would be an email address or a forum link, usually. In case you weren't aware.
  3. I use "fj_are_structure", what is the difference to "fj_add_are_structure" or is this a typo? I used this for a hidden trigger area. (I do not assign a script in the mod, but it should work this way): /* area patches: give caravan site detection trigger (AR4100 Archaeological Site) */ COPY_EXISTING ~%ArchaeologicalSite%.are~ ~override~ LPF ~fj_are_structure~ INT_VAR fj_type = 0 //trap fj_box_left = 3618 //smallest x fj_box_top = 2087 //smallest y fj_box_right = 3827 //biggest x fj_box_bottom = 2240 //biggest y fj_loc_x = 3700 //between smallest and biggest x fj_loc_y = 2100 //between smallest and biggest y fj_vertex_0 = 3690 + (2240 << 16) fj_vertex_1 = 3805 + (2236 << 16) fj_vertex_2 = 3827 + (2129 << 16) fj_vertex_3 = 3722 + (2087 << 16) fj_vertex_4 = 3618 + (2185 << 16) STR_VAR fj_structure_type = region fj_trap_detect = 100 fj_trap_active = 1 fj_trap_status = 0 fj_name = c#becara //<- script name of the trigger area fj_reg_script = c#becara //<- this would be the assigned script name END
  4. Always do JoinParty() last in the action list. The SetGlobal should be before that, or it will not be executed, at least not reliably. These actions should always be last (there might be more): -JoinParty() -EscapeArea() -EscapeAreaDestroy() -MoveBetweenAreas() For you this means, use this and see whether it might solve your problem: IF~~THEN REPLY ~No. It’s just a mistake. Come, we should be moving.~ DO ~SetGlobal("Z9MAIEVJoin","GLOBAL",1) JoinParty()~ EXIT
  5. @pierpoljack The quest Babysitting in Nashkel does not add a character to the South Beregost Road area, and it only uses custom cres. If there is a mixup of dialogue I am not sure how it happened in your game. Since you are on BG:EE you can look at the girl's stats via cheat console. Assuming you have the cheats enabled, put the cursor on the girl, then press ctrl+m. Post her script name and dialogue file name here. Please also press "x" and put the area code and coordinates here, just in case.
  6. Gibberlings Three Angelo NPC for Baldur's Gate II Angelo Dosan is the fighter-turned-mage who served as your brother's henchman in Baldur's Gate. You may remember that he sentenced you to death and fought against you in the Undercity, and if you were lucky enough to mine the content, you may remember that he is Shar-Teel's father. Most likely he didn't survive your game, but people in this world seem to have a knack for not staying dead. In the Angelo NPC Mod, Angelo tracks you down in the Graveyard District to make you an offer you can't refuse (though perhaps you will). Version 8 comes with a bugfix to prevent a cutscene to trigger if the quest character is already dead. Changes: Added check for !Dead("ADSawara") to ar1000.baf timer and cutscene start: party should not be teleported to Sawara if she is already dead. Learn more about the mod View the Readme Visit Angelo's Forum Download Angelo
  7. New version 8 with fix for this is up.
  8. That would definitely explain why she isn't there, heh. OK. Note for debugging: will add !Dead("ADSawara") check to AR1000 script. Help for you: set via cheat before going to the Government District: CLUAConsole:SetGlobal("ADAngelTeleportedTo","GLOBAL",2) This will prevent the cutscene. I am not sure whether you hit an unintended dead end with regard to the quest, though.
  9. I'm not good with COPY_EXISTING_REGEXP, sorry. I'd just use COPY_EXISTING ~gorsal.cre~ ~override~ ADD_CRE_ITEM ~scaler~ #0 #0 #0 ~NONE~ COPY_EXISTING ~dracblac.cre~ ~override~ ADD_CRE_ITEM ~scaleb~ #0 #0 #0 ~NONE~
  10. Kerzenburgforum Gibblerings Three Baldur's Gate Mini Quests and Encounters Baldur's Gate Mini Quests and Encounters Modification (BGQE) is a mod for "vanilla" BG1 (with the add-on Tales of the Sword Coast), BG1Tutu v4, EasyTutu, BGT, BG:EE, and EET, adding several small quests and encounters to the game. Vanilla BG1 without TotSC is no longer officially supported, but it should still work for it. Version 19 comes with some bugfixes and improved compatibility. Changes: -"Slimequest": Tulbor should give the antidotes after the PC bought them; "neutral" ending gives solved quest entry now, too. -"A warm place for Noober": added a general question to Joseph's wife to make it less awkward that the PC cannot ask about help for Noober if woman is spoken to first time - not to overwrite her first dialogue. This will lead to receiving the quest about her husband. If spoken to again, the Noober quest will proceed. -typo fixes -added REQUIRE_PREDICATE GAME_IS just to make sure. -added DESIGNATED numbers to components to detect Brage's Sword correctly -"Brage's Sword" is now unified with the quest content of the mod "Brage's Redemption" and also detects the mod "Brage's Redemption" in case it is already installed. Install this mod before bg1npc project. Otherwise, some reply options are gone. Visit the Mod Page at G3 Forum at G3 Download at G3 Discussionthread at Kerzenburgforum (German) Download at Kerzenburgforum
  11. The mod updates to v19! Changes: -"Slimequest": Tulbor should give the antidotes after the PC bought them; "neutral" ending gives solved quest entry now, too. -"A warm place for Noober": added a general question to Joseph's wife to make it less awkward that the PC cannot ask about help for Noober if woman is spoken to first time - not to overwrite her first dialogue. This will lead to receiving the quest about her husband. If spoken to again, the Noober quest will proceed. -typo fixes -added REQUIRE_PREDICATE GAME_IS just to make sure. -added DESIGNATED numbers to components to detect Brage's Sword correctly -"Brage's Sword" is now unified with the quest content of the mod "Brage's Redemption" and also detects the mod "Brage's Redemption" in case it is already installed.
  12. Oh, that is unexpected. I did assume the "ADSawaraIsNotHome" might be at "1" which would mean she's not in that room to initiate dialogue and that's the reason why the cutscene hangs. EDIT that is "AD Sawara Is Not Home" btw, with a capital "i" Okay, do you have a mod item katana "The Soul of the Deep" in the inventory, and at which value is Global("ADAngelTeleportedTo","GLOBAL")?
  13. Let me know if you get an install error, if I write code without testing it there is usualy still one inside.
  14. @Karlstegger I need you to look up the following variables, e.g. via cheats and post the value here: CLUAConsole:GetGlobal("ADSawaraBetray","GLOBAL") CLUAConsole:Global("ADSawaraIsNotHome","GLOBAL")
  15. Hold the horses!I think you are right, this might be Angelo. I looked everywhere but not in the actual area script, ahem. I'll have a look at this.
  16. I read Athkatla without noticing, now what does that say about me? I don't think this is Angelo. I see two instances where a cutscene-like moment is created in any of the city areas, but without teleport to another area, just spawning of some creatures. You could post the content of your weidu.log for starters. If noone is able to identify which mod would do this, I fear the only good way to debug this is on your side - by installing the Stutter Debug Tool (which will give the name and script block number of the script starting the cutscene - hopefully you can see it before the cutscene starts), and then by looking up that script with Near Inifnity and posting the content of the block with the appropriate number here.
  17. I understand about 40% French but I'm not sure that's what you meant. The d-file without comments. Replace ~xxArtemu~ with whatever the name of Artemus' dialogue file is: BEGIN ~xxArtemu~ // presentation Artemus IF ~True()~ THEN BEGIN 0 SAY @100 + ~OR(4) !InParty("Jan") !InMyArea("Jan") StateCheck("Jan",CD_STATE_NOTVALID) Global("xx_janchain_run","LOCALS",0)~ + @101 DO ~StartStore("xxArtst",LastTalkedToBy(Myself))~ EXIT + ~OR(4) !InParty("Jan") !InMyArea("Jan") StateCheck("Jan",CD_STATE_NOTVALID) Global("xx_janchain_run","LOCALS",0)~ + @102 + au_revoir IF ~InParty("Jan") InMyArea("Jan") !StateCheck("Jan",CD_STATE_NOTVALID) Global("xx_janchain_run","LOCALS",0)~ THEN DO ~SetGlobal("xx_janchain_run","LOCALS",1)~ + jan_chain END IF ~~ THEN au_revoir SAY @103 = @104 IF ~~ THEN EXIT END CHAIN IF ~~ THEN ~xxArtemu~ jan_chain @105 == JanJ @106 == ~xxArtemu~ @107 == JanJ @108 == ~xxArtemu~ @109 == JanJ @110 == ~xxArtemu~ @111 END ++ @101 DO ~StartStore("xxArtst",LastTalkedToBy(Myself))~ EXIT ++ @102 + au_revoir In the tp2, the patching of the STATE.IDS needs to be done before compiling the .d-file, so the installer can resort to the definition: APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~ UNLESS ~CD_STATE_NOTVALID~ // Dialogues COMPILE ~Artemus/dialogue/Artemus.d~ If you don't want to add more dialogue, then forget what I wrote about APPEND etc. But if you'll write more dialogues in the future and get a parsing error after using CHAIN, maybe you'll remember that there was something to remember.
  18. This is how I would do it. Please note: after using CHAIN if you want to continue with the normal dialogue states, you need to wrap them in APPEND dlgname ... END I'd suggest you use a prefix and used "xx" for now. Link to the prefix list is here. BEGIN ~xxArtemu~ //max 8 letters // presentation Artemus IF ~True()~ THEN BEGIN 0 //I'd recommend a state name instead of fixed numbers in your .d-file SAY @100 + ~OR(4) !InParty("Jan") // Jan not in party !InMyArea("Jan") //Jan not here - can't speak StateCheck("Jan",CD_STATE_NOTVALID) //Jan is there but can't talk Global("xx_janchain_run","LOCALS",0) //Jan already spoke with Artemus ~ + @101 /* ~Salut à vous, messire gnome. Regardons donc ce que vous avez.~ */ DO ~StartStore("xxArtst",LastTalkedToBy(Myself))~ EXIT + ~OR(4) !InParty("Jan") // Jan not in party !InMyArea("Jan") //Jan not here - can't speak StateCheck("Jan",CD_STATE_NOTVALID) //Jan is there but can't talk Global("xx_janchain_run","LOCALS",0) //Jan already spoke with Artemus ~ + @102 ~Peut-être une autre fois.~ */ + au_revoir IF ~InParty("Jan") InMyArea("Jan") !StateCheck("Jan",CD_STATE_NOTVALID) Global("xx_janchain_run","LOCALS",0)~ THEN DO ~SetGlobal("xx_janchain_run","LOCALS",1)~ + jan_chain END IF ~~ THEN au_revoir SAY @103 /* ~Comme vous voulez.~ */ = @104 /* ~Revenez bientôt!~ */ //I'd suggest shorten the exit a bit. The player has to click through it every time. IF ~~ THEN EXIT END /* Here is the Jan-Artemus exchange. For CHAIN, the syntax is slightly different than for normal dialogue states. */ CHAIN IF ~~ THEN ~xxArtemu~ jan_chain @105 == JanJ @106 == ~xxArtemu~ @107 == JanJ @108 == ~xxArtemu~ @109 == JanJ @110 == ~xxArtemu~ @111 END ++ @101 /* ~Salut à vous, messire gnome. Regardons donc ce que vous avez.~ */ DO ~StartStore("xxArtst",LastTalkedToBy(Myself))~ EXIT ++ @102 ~Peut-être une autre fois.~ */ + au_revoir To use the "NPC cannot talk" state check you'll need to include this into your tp2: //CamDawgs CD_STATE_NOTVALID APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~ UNLESS ~CD_STATE_NOTVALID~
  19. @101 and @102 seem to be the PC replies, either "let's see what you have" or "maybe later".
  20. What do the 101 102 103 stand for? I am slightly confused. Also, which is a PC reply and which is supposed to be spoken by Artemus. I understand the Artemus / Jan interlude if Jan is present, but not exactly the GOTO 102 not interested 103 104.
  21. This tool needs to be updated to use the official mod versions available. Namely Arath, Dace, and Haldamir have official EET-compatible versions. Stop spreading your inofficial versions.
  22. @Vlan As I understood that's already considered. If you romance Yoshimo, you will not get the Remorse content, for see this you should not romance him. That means you should be able to install both mods together.
  23. Congratulations on the release! Yoshimo's story is one of the most tragic in BGII.
  24. Spellhold Studios Fade NPC Fade is a shadow thief, under the employ of Aran Linvail. With her crimson hair, crimson eyes and lashing tail, she is definitely not your regular elf-on-the-street; she is a fey'ri, a part succubus with a temper to match. At first, her reasons for joining the party are unclear - is she a spy? Or something else... Version 5.2 comes with improved EET compatibility and bugfixes. Also, the dialogue scripting should be more stable now, with no longer skipping of romance talks. Changes: -Even more EET-friendly code by Jastey -Fade should interject in Watcher's Keep in SoA, interjections at Watcher's Keep should not end the dialogues in ToB -Slaver quest should not start if Fade is not romanced -Change to HANDLE_AUDIO -Replaced STATE_SLEEPING check for scripts with CD_STATE_NOTVALID -Added InMyArea("E3Fade") to interjections in ToB -Added See("E3Fade") !StateCheck("E3FADE",CD_STATE_NOTVALID) to interjections in SoA -Changing instances of "…" to "..." and "`" to "'" in fade.tra -Adding map note text of E3AR0500.baf to fade-setup.tra -First call of setup-fade.tra goes to "Fade/Tra/classic/english/setup-fade.tra" so doubled setup.tra in the "autotra" folder is not needed. -Added InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) CombatCounter(0) !See([ENEMY]) to banter. -Dialogues trigger more stable, no more skipped dialogues, no more "empty" start of romance music. -Viconia's romance conflict dialogue should always trigger. -Improved compatibility: Using COPY_TRANS after first INTERJECT into ARAN.dlg. Download Forum Mod Page
  25. The function is called with two different DVs.
×
×
  • Create New...