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jastey

Gibberlings
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Everything posted by jastey

  1. Clicking on the list link gives me " TypeError: NetworkError when attempting to fetch resource. "? And a new entry: Nephele http://www.shsforums.net/forum/608-nephele/
  2. Spellhold Studios Nephele NPC Adding a touch of humour and hopefully a hint of originality and interest, Nephele is a new NPC for BGII: SoA and ToB--a halfling cleric of Yondalla, mother of seven and a compulsive adventurer. A woman of many stories, she has lived a long and sometimes dangerous life, been married, had children (and grandchildren), and dealt with her demons. Nephele has no earth-shaking quest, no troubling issues and requires no therapy. That's not to say that she won't pipe up with her opinion at every juncture, and do her best to make you into the best young man or woman you can be! Version 2.4 comes with additional native EET compatibility and bugfixes. Changes: - EET compatibility added - Epilogues should show correctly - Banter triggers changed to GLOBAL. - tp2: SUPPORT tag added with link to forum at SHS - HANDLE_CHARSETS added and inconv.exe - corrected trigger for interjections: See("Nephele") added, interjection into Solar should not happen if Nephele cannot talk. - Optimized triggers for dialogues (added CombatCounter(0) and !See([ENEMY]) to activation blocks etc.) - added InParty() trigger for NPC who starts the banter (probably not necessary but better save than sorry) - (all fixes from BWPFixpack integrated) - wrong sound references removed from lk#neph.cre - Fixed EE kit issues - nephele.ini with mod info metadata added - Update to WeiDU v246 Forum Mod's Page Download (all OS)
  3. @AL|EN LABEL is very interesting, I didn't even know about it, ahem. Thanks!
  4. I guess it's more of a principle thing. Crossmod banter pack checks for the dlg files directly, not the mod component, Tweaks Anthology checks for a component number of bg1npc project that is no longer present in v24 (so there is no conflict there). I need to correct one check in Jarl's Adventure Pack for bg1npc v24 component 10 (former 1) but that could have happened anytime and is only remotedly connected to the ACTION_READLN replacement. In case it counts as an example: I'd have to readjust every check for the base component in my own mods, with regard to the already existent optional components if I'll change it to the main component having several component numbers potentially. Nothing grave, but I just decided that for my purposes, making the extra choices optional components has several advantages, this being one, and also the possibility to change the choice (of timers, portraits...) back during playthrough sounds interesting too. Hm, but that would be one reason not to make Ajantis BGII's kit choice an optional component, actually, as it wouldn't change anything later. Still pondering about this... To everyone who is modding: I can only stress the importance to use DESIGNATED to give your components specified - fixed! - component numbers that you won't change in the future (does not need to be 0,1,2,3,... - can also be 0, 10, 20, 30,.. if you want to make sure there is still possibility to add components "in between".)
  5. I know I'm late, but I just noticed it does make sense to offer the default value (that is installed with the main component) in the optional component: If, for example, the player want to revert to it by deinstalling another timer they installed (without having to reinstall the whole thing). Another thing remotedly related: If we are dealing with replacing the ACTION_READLN for a mod that is already around for a while and might be checked for crossmod or conflicts, offering choices for the main component via SUBCOMPONENT has the disadvantage that checking for "mod.tp2" "0" will not be true for all cases if the player choses one of the other options.
  6. Erm, well... doh... Thanks, I needed a second pair of eyes, although this is embarassing. The compilation of the script was indeed after the EET_NPC_TRANSITION syntax. (I should stop modding after 11 pm.) Thanks! It worked, though, maybe because it's only one langauge up to now. Added.
  7. I have RC11.3 currently but it seems not to add the "SetGlobal("NEPHELEPartyBG2","GLOBAL",1)" setting to the NPC's script, only to AR4000.bcs. Did I do something wrong again or would you see a reason why it is not patched to the NPC's SoA script file? Here's what I use: LAF ~EET_NPC_TRANSITION~ INT_VAR type = 2 default_ToB = 1 STR_VAR dv = "NEPHELE" override_SoA = "LK#NEPH" override_ToB = "LK#NE25" dialog_ToB = "LK#NE25" SummonedVar = "LK#NepheleSummoned" SpawnPlaneVar = "LK#NepheleSummoned" cre_ToB = "LK#NE25" traFile = "nephele/tra/%LANGUAGE%/fatesp.tra" string = "@0" stringPosDV = "Quayle" END END ELSE BEGIN COMPILE ~nephele/dialogue/fatesp.d~ // only compile this for non-EET installations END
  8. Assassinations http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121 Xan BGII http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=164&Itemid=113
  9. Pocket Plane Group Xan BGII Xan NPC MOD for Baldur's Gate II (Xan for short) is an add-on for the game Baldur's Gate II, with or without the Throne of Bhaal expansion pack. Throne of Bhaal content is present. It brings Xan, a non-player character from the first game in Baldur's Gate series and a depressed elven mage - enchanter as joinable NPC into BGII. Notable quotes: "We're all doomed." "Life is so hollow." "It is hardly worth the effort of trying." "What is the point?" "Our quest is vain." "Onward, to futility!" Version 17 includes additional native EET compatibility and bugfixes. It also includes an install issue which is not the mod's fault: if the optional soundset component is installed and you want to uninstall it, you need to reinstall the main component to revert the sound set back to the default one. Changes: - EET compatibility by k4thos - (EET) Xan will no longer think he is still in hell if ToB started - (English) setup-xan-ee.tra now matches EE description style - corrected item descriptions (speed factors) - added Continue() to ar0400.baf - removed unnecessary archive "libiconv-1.9.2-1-src.7z", "handle_charsets.tpa" - updated songlist.2da entry - changed tob checks to GAME_INCLUDES - made components dependent on the main component via REQUIRE_COMPONENT (so they are removed automatically if the main Xan NPC is deinstalled) - renamed setup-xan.tp2 -> xan.tp2 - added xan.ini with mod info metadata - Updated to WeiDU 246 Forum Download / Mod's Page
  10. Pocket Plane Group Assassinations Become one of the best assassins in Athkatla! Work for a mysterious employer! A bonus romance for male protagonists! Ten new missions! Crime and punishment! Immersion and interactivity! Assassinations MOD for Baldur's Gate II is an add-on for the game Baldur's Gate II, with or without the Throne of Bhaal expansion pack. The adventure starts for non-paladin protagonists with non-heroic reputation. Talk to Bernard in the Copper Coronet. Version 13 comes with native EET compatibility and bugfixes. Changes: - EET compatibility by k4thos - Lynn can no longer be reported to Brega or Renal if she is dead - Daton should always go near the smithy if he says so (removed the EscapeAreaMove and put his spawn into area script instead) - replaced Escape AreaMove for Qyr as well (will be spawned via AR2000.bcs) - Prelate can be asked about Sir Alexis in chapter 6 after Bodhi is dead, too. - Expanded time interval to ask Barkeep about Melyin (Time(18) to Time(23)) - O#Lynn.cre tuned down a bit (HP, THAC0, attacks per round) to make the fight against her less hard - removed unnecessary archive libiconv-1.9.2-1-src.7z and file handle_charsets.tpa - removed unnecessary folder backup - added oggdec for Linux and sox for OSX - (German) Edits from Textpack integrated - in tp2 corrected: infer_charset -> infer_charsets - renamed Setup-Assassinations.tp2 to Assassinations.tp2 - Updated to WeiDU 246 Discussion Forum Mod's Page and Download
  11. Iylos NPC http://www.shsforums.net/files/file/539-iylos/
  12. Spellhold Studios Iylos NPC This mod adds the monk Iylos Mirdan to the game. He is a joinable NPC sent by Balthazar to ascertain the main character's intentions and motivations. You can find Iylos in the Saradush Inn, where he will approach you. Version 2.6 comes with direct EET compatibility and bug fixes! Changes: EET compatibility added Text mixup for extended friendship track (component 2) fixed. Fixed sound references for his happy / annoyed sound set. Cre-file: corrected assigned effects. Changed weapon proficiencies to BGII style. Alternative portraits: file names fixed so they show in the game. tp2: SUPPORT tag added with link to forum at SHS HANDLE_CHARSETS added and inconv.exe component "How much time would you like in between Iylos' PC dialogues?": coded in a more stable version, times can now be changed back and forth by reinstalling the component. changed all sound references to small letters so they will be played in Linux removed unused files: scripts/lk#iylo.tra; translations/english/iylos.tra Readme update (links, compatibility description, version history) iylos.ini with mod info metadata added. Update to WeiDU v246 Visit the Forum Mod's Page Download Iylos (all OS)
  13. Heh. Well, I surely hope they do not take my Ajantis BGII as a guide. That mod is not a good coding example. (It's next on my list for ACTION_READLN removal, though, btw.)
  14. Yes, I thought why not. Aaaand update to 8.0.1 to fix the introduced install bug if Ascalon's Questpack is already installed.
  15. Found my mistake - it's not what I posted here. Move on, nothing to see here... If IF_FILE_EXISTS_IN_GAME detects a file but then this file cannot be patched because it's not in the game - where did it find it? I suppose a file with the same name is somewhere in the mod folders? This is the example: It prints the line, and then fails to patch the dlg it just detected somewhere. Thing is: I have yet to find this ACVIRGI.DLG it is detecting.
  16. jastey

    Calin NPC Mod

    Maybe it will change once you get the modder tag. I'll tag @CamDawg for this.
  17. jastey

    Calin NPC Mod

    Good point, I moved the topic into the Calin forum! @Kitanna btw you should have moderator rights in this subforum, so you could pin the FAQ thread if you want etc. Above the thread there should be a dropdown menue called "moderator actions" where you can chose from.
  18. Thanks. It was reported to me and sounded like it needs changing in the mod. I prefer it being a glitch in your game though.
  19. Cygarniczka quoted this suggested fix for dialogues that do not get triggered from a Discord discussion: Is this a solved topic or are you still discussing? I'd be grateful if someone would elaborate, especially whether this means all mods using it should be updated.
  20. jastey

    Calin NPC Mod

    Get well soon! (Gute Besserung!)
  21. Kerzenburgforum Ascalon's Breagar This modification introduces Breagar of Clan Bardormar as a joinable NPC into Baldur's Gate 1 and II. Breagar is of lawful good alignment and comes with an own kit: "Dwarven Blacksmith". There are dialogues, creatures, items, and quests added for both BG1 and BGII games. For BGT and EET, Breagar works as a continuous character all through the trilogy. For BG:EE, Tutu, BGII, and BGII:EE, only the according content of the game will be installed. The mod is still mainly in German. Version 8 comes with a lot of bugfixes and improvements. It also offers two more optional components for the choice of dialogue timers and the alternative portrait, the former needed player input upon installing the main component was removed. Download Breagar German Discussion Thread at Kerzenburgforum Discussion Thread at G3 Changelog for v8.0.0: -Breagar-Solaufein crossmod should now compile without errors also if crossmod component is installed separately -crossmod banter with Amber and Auren should also play for BGII/:EE (did only for BGT/EET) -Tobin should not have "nothing to say" if the PC didn't go to the cemetary the first time he was spoken to, and also bring the PC to the cemetary in BGII (for EET) -audio references should play correctly in Linux (i.e. case-sensitive OS) -splitted script blocks into BG1 / BGII parts to prevent stutter bug in BG:EE -if PC loses the untainted ore, Breagar will not complain right away but after a little timer (in case it was "dropped" because of NPC death -Breagar will no longer suggest to visit the Halfling's village in Gullykin if the party entered via the tunnels from Firewine Bridge -after Breagar's incident in the smithy: party will be teleported back to Thunderhammy Smithy, including the ground pile with Breagar's stuff (player should not miss Breagar's stuff in the temporary area) -Borsks Zauberrobe now gives AC 5 -assigned missing area script to ACCEM1.are -Removed wrong area script from AC2001.are -(German) corrected use of <PRO_MANWOMAN> -(German) typo corrections -(BG:EE/SoD) Lich will defend itself -areas have no black lines for EE (using of pvrz tis format) -(EET) BG1 areas flagged as BG1 areas (~AREATYPE~ ~BG1AREA~) -new component: choice of dialogue timer -new component: choice of alternate portrait -ACTION_READLN removed, two new components added instead -renamed setup-acbre.tp2 into acbre.tp2 -added ACBre.ini with mod info metadata -update to WeiDU v246
  22. Update to v8.0.0! Main changes in short: -mod has two new optional components for choice of dialogue timers and alternative portrait (formerly needed player input upon installation of main component) -All reported bugs fixed -no more black lines in the areas for BG:EE/BGII:EE/EET -compatible with @AL|EN's Project Infinity (i.e. install procedure changed from ACTION_READLN to optional components) Detailed Changelog:
  23. jastey

    Congratulations!

    Congratulations to the release!
  24. Yes, that somehow doesn't work any more, I'll have a look at that for the next version. The real antidote: C:CreateItem("C#Q01003") The cheap alternative: C:CreateItem("C#Q01004")
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