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jastey

Gibberlings
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  1. ==>Link to the cre-File Patching List with Mod Names<== This is a list with all cre-file names that are patched by mods with regards to: death variable/script name; one of the creature scripts slots, and the creature's dialogue. For now, the cre names are shown in alphabetical order with their BG1 / BG:EE file names. The second column displays the file name in unified OUTER_SPRINT variable naming as described in cmorgan's tutorial "Crossing the Great Divide" and defined in the relevant cpmvars.tpa. The assumption is that you are familiar with the concept of crossplatform coding for BG1. The idea is, that if you are working on a mod and want to give an existing game creature a script name /death variable (DV), have a look here whether another mod already uses one and use this, too, for compatibility reasons. If you add a script name (DV) to a cre-file that is not on the list yet, please post here so that it can be added. My suggestion for new cases not on the list yet would be to use the file name for the DV, not the ingame character name. It is the safest way with BGT and EET around, not to end in incompatibilities between the game ressources of the two games If you need to patch a creature with a custom script, have a look here whether there is still a free script slot or whether it might be overwritten by another mod. Please note: mods patching scripts usually override any other script that might have been there (even if it had the same name). If you need to patch a creature with a script and see from the list that no slot is available, please post here so we can sort out the incompatibility. The so far considered mods are not all BG1 mods available, and I didn't look at any BGII mods yet. There is no specific reason why I didn't look at the mods that are not considered yet other than that I started with the ones I deal with more often and it took several days until the list was finished the way it is now already. Feel free to provide info of mods that are not considered yet. Considered mods: Ascalon's Breagar v7.0.6 (Breagar) [Tutu/BGT/BG:EE/SoD/BGII/BGII:EE/EET] Ascalon's Questpack v2.05 (no cre patching) Baldur's Gate Romantic Encounters (bg1re) v2.7 [BG1:TotSC/Tutu/BGT/BG:EE/SoD/EET] BG1NPC Project (bg1npc) v24 beta [Tutu/BGT/BG:EE/SoD] BG1 Unfinished Business (bg1ub) v16 [BG1:TotSC/Tutu/BGT/BG:EE/SoD] Baldur's Gate Mini Quests and Encounters (bgqe) v18 [BG1:TotSC/Tutu/BGT/BG:EE/SoD/EET] Brandock the Mage NPC vBeta6 [BGT/BG:EE/EET] Dark Side of the Sword Coast (DSotSC) (EET/BGT) v3.0 beta [BGT/EET] Drake NPC v1.21 (no cre patching) Gavin BG1 v14 [Tutu/BGT/BG:EE/SoD/EET] Grey the Dog NPC v5.1 [BGT/BG:EE/EET] Isra v2.3 (no cre patching) Lure of Sirine's Call v15 (LotSC) [BG1:TotSC/Tutu/BGT/BG:EE/SoD/EET] Norther Tales of the Sword Coast (NTotSC) v3.1.0 [BGT/BG:EE/SoD/EET] Verr'Sza v5.2 [BG:EE/EET] Vynd v2 [Tutu/BGT/BG:EE/SoD/EET] Not considered, because these mods also replace existing cres (so I didn't want to go there): Jarl's Adventure Pack (BGT) DSotSC (BG:EE version) So far, all death variables (script names) are in accordance to what is already given in BG:EE, as far as I could see. Some nomenclature that might not be obvious: TotSC - original BG1 with TotSC SoD - a game with BG:EE and SoD BG:EE - BG:EE game without SoD ==>Link to the cre-File Patching List with Mod Names<==
  2. Hi @K4thos, I guess you are aware of RawGit announcing to shut down? https://rawgit.com/
  3. jastey

    Progress

    Thank you! (And here I was, thinking with the EE the need for an Xex is no longer there!)
  4. jastey

    Progress

    I am hearing EEex for the first time. Do you have a short description and a link?
  5. jastey

    Can't find Aster

    There will be a messenger approaching the PC, after that Aster will be there. (Note to self: remover timer of messenger spawn).
  6. In the ini, I include description of the individual components to teh mod description if I think it's important for player decision, but apart from that, I'm assuming the tool can display the components with their names for the player to chose from.
  7. jastey

    ToB news

    I saw the "Name("NONE",Player2)" in the Corthala Romantique in a LT where the PC can declare her love for the romancing NPCs, various mod NPCs or "none" if in slot Player2-6, but appearently I didn't understand what it was referring to.
  8. Gibberlings Three Corthala Romantique This mod introduces a romance and additional content for Valygar Corthala and is available for BG2, BG2EE, BGT, and EET. Originally a part of the TeamBG mod 'Tortured Souls', the romance had a short-lived history as stand-alone part of said mod. It's since been reworked with lots of additional content and revisions and is now ready as a separate download. The Corthala Romantique adds a romance for female PCs (no short races) of good or neutral alignment (no chaotic neutral) or female druids. To proceed with the romance, the reputation has to be above 13. The mod also adds friendship talks for the SoA part of the game for PCs that do not fulfill the romance criteria. For ToB, all dialogues added are for romance, only. Version 2 comes with bugfixes and compatibility with IEP Valygar Friendship mod! Compatibility with IEP Valygar Friendship is as follows: if the PC qualifies for the CR romance, IEP friendship talks will not trigger. If there is no romance and both mods are installed, then the friendship talks of CR will not trigger in favor of the IEP Valygar Friendship talks. Changes: compatibility with IEP Valygar Friendship if both mods are installed: CR Romance kills IEP Friendship, but IEP Friendship kills CR friendship talks in case of no romance. fixed bug where Valygar's "Tree of life" dialogue would fire randomly elsewhere (ToB) Forest talk about not being on Amketharan's dusty streets any more will only fire after party was in Amkethran Valygar will no longer mention the name "Veldrin" before Adalon says it typo corrections renamed setup-corthalaromantique.tp2 -> corthalaromantique.tp2 added corthalaromantique.ini with mod info update to WeiDU v246  Project Page Download Readme Discussion Thread
  9. The mod updates to v2, with bugfixes and compatibility with IEP Valygar Friendship mod! Compatibility with IEP Valygar Friendship is as follows: if the PC qualifies for the CR romance, IEP friendship talks will not trigger. If there is no romance and both mods are installed, then the friendship talks of CR will not trigger in favor of the IEP Valygar Friendship talks. Changes: -compatibility with IEP Valygar Friendship if both mods are installed: CR Romance kills IEP Friendship, but IEP Friendship kills CR friendship talks in case of no romance. -fixed bug where Valygar's "Tree of life" dialogue would fire randomly elsewhere -(ToB) Forest talk about not being on Amketharan's dusty streets any more will only fire after party was in Amkethran -Valygar will no longer mention the name "Veldrin" before Adalon says it -typo corrections -renamed setup-corthalaromantique.tp2 -> corthalaromantique.tp2 -added corthalaromantique.ini with mod info -update to WeiDU v246
  10. Kerzenburgforum Ascalon's Questpack During the course of the game one is often inspired with smaller or bigger ideas for side-quests or stories that take place parallel to the story of the bhaalspawn. This modification is a collection of my ideas: Several quests of differing dimensions. Some are humorous, others of the tragic kind. There are puzzles and combat challenges. Several require a diplomatic touch. A few are race- and class-specific. (Ascalon) The mod adds quests to both BG1 and BGII. It can be installed directly to BG:EE, BGII:EE, EET, BGT, Tutu (w TotSC), and BGII. Language versions German, English. Ascalon's Questpack updates to v2.05 with some bugfixes! Changes: "The Serpents of Abbathor": journal entry should not be set upon entering the Undercellar if quest is finished; shadows in the mines now give XP; "The Lost Son": in case the son was saved before talking to the mother the first time, she will recognise his presence and the quest will not be given first; the son should leave with the mother and not remain at the Friendly Arm Inn "Of Wolves and Men": quest should now be solvable regardless of whom the PC meets first; quest can still have happy end if werewolf was killed before talking to Aiwell; corrected misspelled name "Tonder" in Setup-AC_QUEST.tra; more journal entries added; PC can offer the werewolf's corpse to Thalantyr regardless of quest status; sword in the chest will have the correct description text. description for SLNG04.ITM corrected, items will only be installed if not present (instead of checking for BG:EE) adding ac_quest.ini renaming setup-ac_quest.ini to ac_quest.ini update to weiDU v246 German Discussion Thread at Kerzenburgforum English Discussion Thread at BeamDog Forum Download from Kerzenburg Download Site Download from Jastey's GitHub
  11. Yes. EVALUATE_BUFFER just makes sure the %xxxx% OUTER_SPRINT variables are replaced with whatever they were supposed to mean. It doesn't hurt to use it if there is no variable, but you don't need it then, either.
  12. Pocket Plane Group de'Arnise Romance De'Arnise Romance is an add-on for Baldur's Gate 2. The mod adds a romantic relationship between the player character and Nalia de'Arnise, one of the game's original NPCs. At present, the mod only adds content to the Shadows of Amn portion of the game. Version 6 comes with EET compatibility and minor fixes. Changes: EET compatibility typo corrections deleted unnecessary archive "libiconv-1.9.2-1-src.7z", "areas/pgdarn.baf", "areas/PGDARN.bam.gif", "areas/pgdarndoorc.bmp" use of pvrz for the EE games (all fixes from BWP Fixpack integrated) renamed setup-deArnise.tp2 -> deArnise.tp2 to support ALIEN's "Project Infinity" added deArnise.ini to support ALIEN's "Project Infinity" Updated to WeiDU 246 Forum Download
  13. Pocket Plane Group Back to Brynnlaw Back to Brynnlaw 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 mod takes place in Chapter 6, when a messenger finds you next to the Adventurer's Mart. You meet a rogue Cowled Wizard and set out with him to help another victim of Irenicus' experiments. Of course, the Cowled Wizards are not too happy about that, and in the meantime, the victim has her own plans... Version 7 comes with EET compatibility and Bugfixes. Changes: EET compatibility Coodinates of spawn of salamander in final fight with Berlin slightly shifted so it will not appear inside one of the tubes German install (and all other language versions) fixed item fixes: Boots and bracers of Defense no longer have healing exploit, wind stone now uses opcode 126 (Increase Moving Speed) instead of Haste area fixes: some small fixes regarding animations, exit orientations, and container vertices as reported by CamDawg (http://forums.pocketplane.net/index.php/topic,29476.msg338669.html#msg338669) deleted unnecessary files: handle_charsets.tpa, iconv/libiconv-1.9.2-1-src.7z, empty backup folder readme call at end of install removed (all BWP Fixpack fixes integrated) renamed setup-BackBrynnlaw.tp2 -> BackBrynnlaw.tp2 to support ALIEN's "Project Infinity" added BackBrynnlaw.ini to support ALIEN's "Project Infinity" Updated to WeiDU 246 Forum Download
  14. Pocket Plane Group Branwen NPC Mod for BGII This is not just an NPC mod for BG2 players. It is also an NPC mod for modders! If you want to create an NPC mod, but don't know how, Branwen's files will help you and teach you. Of course, you can play her, too. Version 4 comes with EET compatibility and bugfixes. Forum Download Coran NPC Mod for BGII Coran NPC MOD for Baldur's Gate II (Coran 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. Coran, a non-player character from the first game in Baldur's Gate series, is a elven fighter/thief, a romantic and an adventurer. Notable quotes: "Luck be a lady." Starting with version 6, the mod is compatible with BGII, BGT, BGII:EE, and EET. Forum Download
  15. Back to Brynnlaw http://www.pocketplane.net/mambo/index.php?option=com_content&amp;task=blogcategory&amp;id=186&amp;Itemid=125 Branwen NPC http://www.pocketplane.net/mambo/index.php?option=com_content&amp;task=blogcategory&amp;id=113&amp;Itemid=84 Coran NPC http://www.pocketplane.net/mambo/index.php?option=com_content&amp;task=blogcategory&amp;id=113&amp;Itemid=84 deArnise Romance http://www.pocketplane.net/mambo/index.php?option=com_content&amp;task=blogcategory&amp;id=119&amp;Itemid=118
  16. Man, I don't know how many times I'll use this smiley on you but you really deserve it. Awesome.
  17. Oh, yes, that's a good note indeed. All joined dialogue is combined to one so any case of "I don't need to close the dialogue's variable because it ends in SoA" will lead the player stuck with the same dialogue in ToB - SoA PID being the most favorite candidate. You compile it using EVALUATE_BUFFER and it will give the correct chapter number for all games (with the according tp2 block).
  18. OMG what a crappy piece of scripting, who does something like this?! Seriously, though, thank you for pointing that out - I had a bug report with this dialogue showing up in Irenicus Dungeon so I really screwed this up. And yep - looking into the mod, this is what I used: /* prevent original interjection to run if romance ones do */ ADD_STATE_TRIGGER PLAYER1 36 ~!Global("H#ValygarRomanceActive","GLOBAL",2)~ EXTEND_BOTTOM PLAYER1 36 IF ~InParty("Valygar") InMyArea("Valygar") !StateCheck("Valygar",CD_STATE_NOTVALID) Global("H#ValygarRomanceActive","GLOBAL",2)~ THEN GOTO TreeOfLife END I think I meant to use "ADD_TRANS_TRIGGER" here. This is not embarrassing at all.
  19. The basics is really easy if you've already done it, so don't spend too much time searching. This is what I wrote somewhere else with regard to making a BGII:EE NPC mod EET compatible: If you look at e.g. Amber v5 and search for ~eet~ in the tp2 you'll see the according script blocks that need to be added to the tp2.
  20. If you have BGII:EE compatibility, adding EET is not very complicated (if you know how). Let me know if you want help!
  21. Spellhold Studios Arath NPC mod for Baldur's Gate 2: SoA & ToB "When asked about his past, ARATH smiles and artfully avoids the question. From what you can gather, he was born in Athkatla, the son of a wealthy nobleman, and grew up in relative peace until he discovered his father's ties to the slave trade. Furious at his father's involvement in people-trafficking, he ran away, eventually joining the local Druid Grove and studying to become a druid himself. Arath is quick both on his feet and in his speech, words tumbling out often before he can finish the last, and has a marked appreciation for the beauty of nature. Though he is in his mid-twenties, he exudes a confidence and charisma of one far older than his years would suggest. His eyes sparkle as you probe him with questions, but he does not answer them, saying only that he feels no need to recount the past when the present is so much more interesting." Arath is a complex, self-assured, humorous and somewhat hedonistic druid who, on the surface, cares for little else beyond himself and his love for nature. He loves the human form, both male and female, and isn't afraid to be direct about what he wants -- though he's not always successful in getting it, much to his chagrin. He has a passionate hate for aberrations, the undead and anything else that falls beyond the natural scheme of things, and he has some rather complex and occasionally contradictory beliefs. The mod is now compatible with BGII, BGT, BGII:EE, and EET. Changes of v4: Fixed instance where romance would not set to committed in the morning after dialogue Removed timer check in the resttalk in an inn to reduce player confusion why it does not trigger aftr Arath just suggested it Arath will no longer refer to Imoen as "his" sister if PC is female (in first Imoen banter) ToB: Summoning via fate spirit will be deactivated if Arath was in the party during ToB transition ToB banter with Jaheira will no longer be started (wrongly) with SoA banter dlg Added "Continue()" to the script block that are patched via EXTEND_TOP Optimized ids patching Small optimizations in the tp2: use of DECOMPILE_AND_PATCH, removal of unnecessary ToB checks, use of fj_are_structure for area patching PRVZ tis (v2) for the EE games provided Added EET compatibility Added HANDLE_CHARSETS to prepare for possible language versions Added arath.ini with modinfo Updated to WeiDU v246 Forum Download (Windows) Download (OSX) Download (Linux)
  22. Spellhold Studios Baldurs Gate Trilogy (BGT) We are happy to announce that BGT, one of the modding staples since the dawn of times, has finally received yet another update after almost six-year long hiatus. Thanks to the efforts of CamDawg, the mod has got improved compatibility with BG2 FixPack and as of now incorporate all BGT fixes so far employed in BWP FixPack. Changelog: Installation changes Resolved a minor compatibility issue with BG2 Fixpack Incorporated the following fixes from the Big World Fixpack Fixed locked chest in Duchal Palace that couldn't be opened Cleaned up junk references in the rest spawn block of the Cloakwood Mines One of the piles in the werewolf caverns was using a bag container icon Added a delay for the playing of the BG sunrise/sunset movies to avoid repeats Imoen not gets her soundset fully moved over in BG2 Ender Sai should now move to the door and leave more effectively The Sirine Queen will now leave after handing over Evalt's body BG area music is now assigned dynamically Compatibility fixes for TDD Fixed dialogue bug with Therella The BG-BG2 transition now sets variables before the movie to be a little more robust Due to a typo, BGT was not pulling over Polish soundsets Forum Download
  23. Spellhold Studios Northern Tales of the Sword Coast (BGT, BG:EE, EET) The mod adds several quests to the BG1 part (with TotSC) to the game and is compatible with BGT, BG:EE, and EET. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other. One large quest is given to you by Duke Eltan (before you go to Candlekeep). One of the longest quests also starts before Candlekeep: Talk to the lady outside the Sorceror's Sundries. One quest can be started by talking to Yness in Ulgoth's Beard. Version 3.1.0 comes with rebalancing fixes by Angel, and some more fixes and minor tweaks. Changes: Angel's rebalancing fixes: -Officer Tytus, Haeball, the Black Hand cultists and General Ghotal now have appropriate stats for their levels, especially in HP and AC -Haeball has been given a proper spell list and script -General Ghotal will now actually be able to hit back much more often than once every two rounds -Tytus will no longer have guaranteed hits every round as his THAC0 has been fixed. -removed some items (one robe that was just too good for BG1, a potion that was utterly useless in BG1, and the duplicate ankheg plates), -added a few new ones (one original, the rest IWD imports) -tweaked a few existing ones (mainly those in Firewine). -included a few fixes for install issues on Linux, mainly the installer not being able to install tilesets properly on EE, resulting in black lines between the tiles. jastey's bugfixes and changes: -Giving Ordolath his candle will now give exp, always -added reply option to decline Lobar's offer eben though the PC has the gold -several traps are now detectable (flagg was missing) -added ntotsc.ini Download at SHS (Windows) Download at SHS OSX Download at SHS (Linux) Diskussion Thread at SHS Download NTotSC latest Release from GitHub
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