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jastey

Gibberlings
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Everything posted by jastey

  1. 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
  2. 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
  3. Iylos NPC http://www.shsforums.net/files/file/539-iylos/
  4. 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)
  5. 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.)
  6. Yes, I thought why not. Aaaand update to 8.0.1 to fix the introduced install bug if Ascalon's Questpack is already installed.
  7. 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.
  8. jastey

    Calin NPC Mod

    Maybe it will change once you get the modder tag. I'll tag @CamDawg for this.
  9. 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.
  10. 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.
  11. 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.
  12. jastey

    Calin NPC Mod

    Get well soon! (Gute Besserung!)
  13. 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
  14. 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:
  15. jastey

    Congratulations!

    Congratulations to the release!
  16. 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")
  17. Oh, you are right! Now I see that he last EXTEND_BOTTOM was missing an END, indeed. Man, and I looked at that really carefully. Oh well.
  18. There is a support link in the first post which brings you to where Roxanne is still active.
  19. In soa-dlg.d: // Romance interests can comment on PhaereInnuendo in chapter 6 if they were not in the party during chapter 5 (the bigg) (see aerie.bcs, aeriej.dlg, jaheira.bcs, jaheiraj.dlg viconia.bcs, viconij.dlg) ADD_STATE_TRIGGER ~AERIEJ~ 119 ~Global("Chapter","GLOBAL",5)~ 124 126 (...) // Romance interests can comment on PhaereInnuendo in chapter 6 if they were not in the party during chapter 5 (the bigg) (see aerie.bcs, aeriej.dlg, jaheira.bcs, jaheiraj.dlg viconia.bcs, viconij.dlg) ADD_STATE_TRIGGER ~JAHEIRAJ~ 437 ~Global("Chapter","GLOBAL",5)~ 441 447 (...) // Romance interests can comment on PhaereInnuendo in chapter 6 if they were not in the party during chapter 5 (the bigg) (see aerie.bcs, aeriej.dlg, jaheira.bcs, jaheiraj.dlg viconia.bcs, viconij.dlg) ADD_STATE_TRIGGER ~VICONIJ~ 97 ~Global("Chapter","GLOBAL",5)~ 106 108 And in the tp2: // Romance interests can comment on PhaereInnuendo in chapter 6 if they were not in the party during chapter 5 (the bigg) (see aerie.bcs, aeriej.dlg, jaheira.bcs, jaheiraj.dlg viconia.bcs, viconij.dlg) COPY_EXISTING ~aerie.bcs~ ~override~ ~jaheira.bcs~ ~override~ ~viconia.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~\(!Range("Phaere",6)\)~ ~\1 Global("Chapter","GLOBAL",5)~ END BUT_ONLY I'm not sure where to put this, it seems to be a problem with BGT. Fact is: the patching worked fine for BGII, but in my BGT (v1.18) the script blocks do not have the Chapter check and this leads to a stutter if romance interest is swapped in chapter 6: Since there seems to be a similar problem with another BGT install here so something happened during the BGT transition? I didn't spot any occurrence of the scripts being overwritten by looking at the BGT package, though. I am confused. Fact is: the script patches of the Fixpack are in my BGII but not in the BGT I created out of it (v1.18), and I don't seem to be the only one (at least not the only one having stutter issues with these script blocks, although I don't know whether the user reporting the stutter at SHS had the Fixpack installed). Can anyone confirm? This should probably be a bug report for BGT, but since @CamDawg you are updating both...
  20. I'm not sure. My inlined .d-files start like this: <<<<<<<< ...inlined/ja#gervis_bg1npc.d (...) >>>>>>>> COMPILE EVALUATE_BUFFER ~...inlined/ja#gervis_bg1npc.d~ In case your syntax is also valid, is there any more info with regard to the error, and / or a line number etc.?
  21. Dace (NPC for BGII) http://www.shsforums.net/files/file/1038-dace/
  22. Spellhold Studios Dace Dace Linton is a Chaotic Neutral human female bounty hunter, about 33 years old. She will come over and speak to your PC if you leave or enter through the lower archway of Waukeen's Promenade, where you can find her standing on the steps. Dace is a slight, wiry woman with short brown hair and clothing of a decidedly nondescript colour and practical cut. She speaks in an unremarkable contralto voice, clipping some words strangely and finishing others with a slight lilt. She has a somewhat crooked grin, as though some emotion other than amusement always manages to twist her smile slightly at the last minute. Dace seems very fond of the notion of practicality but doesn't always practice what she preaches, and occasionally shows a streak of whimsicality that borders on ridiculousness. Ninety percent of the time she is operating on Full-Sarcastic, Half-Obnoxious mode, but she is also capable of brief moments of unique insight and kindness. v3 comes with additional native EET compatibility and a lot of major bug fixes! Changes: last line in "clean your face" flirt restored (wrong tra reference) Edwin's Nether Scroll quest: Edwin will no longer turn hostile after Dace's interjection (added passback line to original character) fixed Dace-Sarevok interaction in ToB moved interjection from end-Melissan to earlier dialogue state so it doesn't screw the cutscene kickout and rejoin dialogue should work optimized dialogue trigger scripts (no timers in the dialogue triggers, !See([ENEMY]) etc in the activation script block, etc) optimimized order of actions in dialogues (EscapeArea() at the end of actions etc.) switched mixed-up DAMAGE and HURT lines removed Yoshimo's sound references from Dace's cre files Dace's higher level cres now use THIEF_FEMALE_HUMAN avatar, too first lines of banters weren't traified last Viconia's banter didn't use the correct dlg removed Undroppable flag from cre files Hellcat item reference (Dace should be able to equip the weapon after she died). Watcher's Keep interjections should trigger correctly and not end abruptly added STATE_NOTVALID trigger to dream script so hopefully CTD upon resting with Dace dead in Party doesn't occur again added "See("xxx")" to all interjections added "Global("T#Dace_WasInParty","GLOBAL",1)" if Dace was in party and changed her reappearances to MoveGlobal in case she was in party before. interjection into Illasera if in party will no longer end abruptly the whole "Dace and Illasera" scenarios should work as intended if not in party and not friendly: cutscene will spawn Dace near Illasera to prevent her from walking while Illasera is already attacking the PC fixed wrong DV call "Dace" for check whether Dace can talk (banter and rest talks) epilogues fixed (EXTEND_TOP + Continue()) fixed references to t#dace25.cre and corrected tob dlg and script patching added missing copy of t#dace14.cre EET compatibility added updated ids patching added REQUIRE_COMPONENT ~dace.tp2~ to optional portrait component added dace.ini with mod info metadata update to WeiDU v246 Download (all OS) Forum
  23. Thanks! Will add it to the list for the next update. EDIT: Done
  24. @subtledoctor The list is relevant to all mods, not just NPC mods. Any time a mod touches an original game cre, for example to make them a questgiver, check for their death etcpp and therefore patches a script name (DV) or a script to a cre that doesn't have this in the original game, it is a possibility for incompatibilities with other mods that might use that exact cre for own purposes and - as an example - patches a different DV, breaking the first mod. The list deals with changes to original game cres by mods, only. As far as I am aware, there is no instance of a mod patching other mod's cre files (except for adding dialogues or script blocks to an existing script, but that's not patching as I am referring to here). EDIT: I'm going to stress this in case it's not clear: the list is a summary of what is already done by the existing mods listed above. It's not suggesting anything new. It is a modders' ressource for compatibility between mods.
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