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jastey

Gibberlings
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Everything posted by jastey

  1. New version 8 with fix for this is up.
  2. 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.
  3. 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~
  4. 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
  5. 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.
  6. 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")?
  7. Let me know if you get an install error, if I write code without testing it there is usualy still one inside.
  8. @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")
  9. 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.
  10. 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.
  11. 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.
  12. 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~
  13. @101 and @102 seem to be the PC replies, either "let's see what you have" or "maybe later".
  14. 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.
  15. 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.
  16. @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.
  17. Congratulations on the release! Yoshimo's story is one of the most tragic in BGII.
  18. 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
  19. The function is called with two different DVs.
  20. I'm using this thread for another question. I am using @CamDawg's genius code to add two fate spirit entries for EET, one romance case and one none-romance case. If I do the normal one, i.e. this: I get the correct entries including the summoning for a new ToB game: But, if I do the following: generating two entries, one for a fake DV and one for the real, then patching the fake DV to the real one (plus disapling the doubled script blocks): Then in the resulting ar4500.bcs, for some reason the block for summoning for a new game is missing: Considering my luck with using the function properly, did I miss something obvious? It's not a real problem since I'll just remove the False() patching, leaving the doubled script blocks in since only one will run, but still?
  21. @AL|EN Look at what's happening around the world. We left reality a while ago. On a serious note, I don't think one needs permission to write a mod for SoD that tries to catch the characterization of an NPC addon-mod for BG1. What would be critical is if the author would try to sell it as an official extention of BG1NPC.
  22. I don't think you'd need permission to write a mod that continues Dynaheir's characterization from BG1NPC into SoD. I think Domi wrote a lot for Dynaheir, but she's no longer active.
  23. Do not worry. You need to give her at least 9 letters for her to acknowledge her still present love for him when the PC talkes to her after bringing the books. It needs to be at least 5 letters to get the happy ending scene back in Candlekeep. So, all good. Only thing for the quest to proceed is that your PC needs to urge her to make a decision before you leave for Candlekeep so the quest can continue. Just in case you are curious: the missing book in the Cloakwood Mines has the item code "TITOME10.itm".
  24. Not sure what you are referring to. Minsc tells about Dynaheir's death before and upon joining. I never experienced a cutscene where he finds Dynaheir's body in ID.
  25. Thanks should go to @K4thos. Sorry it took so long to foreward the new versions.
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