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jastey

Gibberlings
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Everything posted by jastey

  1. Wow, very impressive! (I mean the update, not the emoji.)
  2. @Lava new try: I will put up a package for our Skie-Ajantis crossmod for integration, too.
  3. Cool. Just an idea - if you change this to @000 (for SoA) and @001 (for ToB), maybe it's easier to search/replace the numbers across files? There is crossmod for @Lava's* Skie and my Ajantis, I'd like to move this here, too. * I don't get this to highlight, no matter what I do. Maybe it's offended because the "@000" gave nothing?
  4. Thanks for re-checking. I do have Fixpack and IA installed, but I'm only mentioning it but not to point the blame in any way. I am sure it's something local on my end, only that when I tested it on AR0700 my mod doesn't touch that area. I'll keep looking.
  5. Things I would do to track down the problem: -Have a look at SK#Neht.bcs with NI: are the new script blocks attached? -add some DisplayStringHead to the script blocks to check whether it's the script that doesn't get executed or whether the dialogue isn't triggering
  6. What are the script blocks that do not trigger?
  7. Hm, you are right, it seems to be missing. I am still completely overwhelmed by the new site layout and how to upload stuff so I hope an admin will take care of this for now, thanks in advance!
  8. I applied the above code to patch AR0700.are in my game, too, and it leads to a CTD of the area, as well. If anyone has an idea...
  9. Unlike for the .d-files, where you specify inside the file to which dialogue (dlg) the content should be patched to, the .baf-files are worked in as a whole. So, either they (the whole file) get patched to an existing bcs by EXTEND_TOP / EXTEND_BOTTOM, or they create a new bcs with the same name as the baf-file if just compiled via COMPILE. I have the suspicion that "KKNeht.baf" is just the name of the baf-file you have the romance conflict script blocks in that should be added to Neth's script, so you do not need the "KKNeht.bcs" that would be created by the COMPILE ~Calin/Crossmod/KKNeht.baf~ line.
  10. If ~SK#Neht.bcs~ is Nethaniel's script and KKNeht.baf contains the quoted script block then it should indeed make him react if the Global("KKNehReacts","GLOBAL",1) is set. (Doing COMPILE ~Calin/Crossmod/KKNeht.baf~ will only create a script "KKNeht.bcs", not sure that is what you intended.) But EXTEND_TOPing to Nethaniel's override script should do the trick. EDIT: What I mean is I don't see an error right away, if you need another pair of eyes you could attach the package.
  11. Thank you very much for checking. Hm(ph), this means I have no clue what is wrong with the area - probably a mixup that only leads to a CTD once I edit the door in. In case anyone has an idea where I should start looking / debugging I'd be grateful.
  12. I use the following in the tp2 to add a door to my custom mod area (secret door, cannot be detected, will not close when opened). The area loads fine without this, the door looks ok in NI (as far as I can tell). With the door, the area CTD upon loading. Can anyone point me to the obvious or has an idea why it leads to a crash? LPF fj_are_structure INT_VAR fj_flags = 0b010100000 //locked, cannot close, secret door // fj_open_box_left = -1 // fj_open_box_top = -1 // fj_open_box_right = -1 // fj_open_box_bottom = -1 fj_closed_box_left = 1998 fj_closed_box_top = 1440 fj_closed_box_right = 2036 fj_closed_box_bottom = 1512 fj_cursor_idx = 30 fj_open_loc_x = 2003 fj_open_loc_y = 1509 fj_closed_loc_x = 2042 fj_closed_loc_y = 1469 // fj_door_open_vert_0 = 520 + (826 << 16) // fj_door_open_vert_1 = 527 + (830 << 16) // fj_door_open_vert_2 = 545 + (798 << 16) // fj_door_open_vert_3 = 545 + (727 << 16) // fj_door_open_vert_4 = 539 + (724 << 16) // fj_door_open_vert_5 = 520 + (750 << 16) fj_door_closed_vert_0 = 1998 + (1487 << 16) fj_door_closed_vert_1 = 2031 + (1512 << 16) fj_door_closed_vert_2 = 2036 + (1470 << 16) fj_door_closed_vert_3 = 1998 + (1440 << 16) // fj_cell_open_vert_0 = 32 + (68 << 16) // fj_cell_open_vert_1 = 33 + (67 << 16) // fj_cell_open_vert_2 = 32 + (67 << 16) fj_cell_closed_vert_0 = 123 + (118 << 16) fj_cell_closed_vert_1 = 123 + (119 << 16) fj_cell_closed_vert_2 = 123 + (120 << 16) fj_cell_closed_vert_3 = 123 + (121 << 16) fj_cell_closed_vert_4 = 123 + (122 << 16) fj_cell_closed_vert_5 = 124 + (119 << 16) fj_cell_closed_vert_6 = 124 + (120 << 16) fj_cell_closed_vert_7 = 124 + (121 << 16) fj_cell_closed_vert_8 = 124 + (122 << 16) fj_cell_closed_vert_9 = 124 + (123 << 16) fj_cell_closed_vert_10 = 125 + (120 << 16) fj_cell_closed_vert_11 = 125 + (121 << 16) fj_cell_closed_vert_12 = 125 + (122 << 16) fj_cell_closed_vert_13 = 125 + (123 << 16) fj_cell_closed_vert_14 = 125 + (124 << 16) fj_cell_closed_vert_15 = 126 + (121 << 16) fj_cell_closed_vert_16 = 126 + (122 << 16) fj_cell_closed_vert_17 = 126 + (123 << 16) fj_cell_closed_vert_18 = 126 + (124 << 16) fj_cell_closed_vert_19 = 126 + (125 << 16) fj_cell_closed_vert_20 = 127 + (122 << 16) fj_cell_closed_vert_21 = 127 + (123 << 16) fj_cell_closed_vert_22 = 127 + (124 << 16) fj_cell_closed_vert_23 = 127 + (125 << 16) fj_cell_closed_vert_24 = 127 + (126 << 16) fj_cell_closed_vert_25 = 128 + (123 << 16) fj_cell_closed_vert_26 = 128 + (124 << 16) fj_cell_closed_vert_27 = 128 + (125 << 16) fj_cell_closed_vert_28 = 128 + (126 << 16) fj_cell_closed_vert_29 = 128 + (127 << 16) STR_VAR fj_structure_type = door fj_name = Door11 fj_door_wed_id = DOOR11 END BUT_ONLY
  13. jastey

    New engine

    @CamDawg If it can't be helped then it's fine, I was just hoping there might be ways to render it to a tag. Thanks!
  14. jastey

    New engine

    If I type a user name and add the "@" afterwards, it isn't converted to a tagg, like this: @jastey. Is there a way to make this happen? (Because I'm lazy). Also, there is a lot of external scripts/graphics etc. imbedded: fonts.googleapis.com, secure.gravatar.com, fonts.gstatic.com, i.imgur.com, content.invisioncic.com, twemoji.maxcdn.com, www.shsforums.net (the last one sounds especially dubious ), are we sure we need all of those and they do not grab info they are not supposed to pass on? And a question: how do I make it that it jumps to the last unread post if I click onto a thread title, e.g. from the "Latest Posts" list? EDIT: Ah, found it myself, I need to click on the "dot" next to the thread title.
  15. Awesome. Thank you very much for your work on this!
  16. jastey

    Ajantis for BG2

    This modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into the SoA and ToB part of the game. It is compatible with BGII, BGT, BGII:EE, and EET. With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must first solve a quest to free Ajantis from Firkraag's ransom. The modification contains a fully developed engaged romance path, which continues the Ajantis Romance from the BG1 NPC Project, a new beginnings romance, and a friendship path. Contentwise, the mod assumes that Ajantis travelled with the PC in BG1 for some time. It was there that Ajantis gained enough honor to be knighted. For EET and BGT in a continuous game Ajantis will not spawn in BGII if he died in BG1 or never joined the goup. In ToB, Ajantis will not travel with an evil aligned PC. For the EE games (BGII:EE and EET) the second optional component will install the BeamDog inventory BAM for Ajantis' family shield (green dragon on golden ground). If not installed, the BG1NPC Project shield graphic will be used. A third optional component will install crossmod content included into this mod. Summary of Content Quest "searching for Ajantis" with custom indoor area More event triggered dialogues Interjections to game events At Garren's place, the PC and Ajantis will meet Eila, Garren's niece who knows Ajantis from their childhood. To this, a small quest will start later in the Government District. Ajantis has at least two banters with every non-evil BioWare NPC. With some evil-aligned NPCs, he has only one. Ajantis will not stay in the group with Dorn or Hexxat. Ajantis has his family shield (from BG1 romance), which can be upgraded by Cromwell and Cespenar. The first Mae'Var quest, stealing from a temple, was extended so the item doesn't have to be stolen to finish it. Just talk directly to the highest priest in the temple (Wheathermistress Ada / Dawnmaster Kreel). This quest extension is available independently on whether Ajantis is in the party. The mod Alternatives offers the same content, the mods are compatible. Complement Mod: Ajantis Portrait Pack Available as a separate download, the Mod gives a choice of custom portraits for Ajantis. The Ajantis Portrait Pack is compatible with BG1, TotSC, BGT, Tutu, BG:EE, BGII:EE, and EET. It detects the game install automatically. For the BGII part of the game, the portrait is meant for the Sir Ajantis NPC for BGII mod, but can be installed independently. NOTE: For all games, the portraits have the same naming convention as the BG1 default portrait since with v15 and up, the Sir Ajantis for BGII mod uses the game portrait (which is also present in all BG2 games). This means, that if you installed an Ajantis portrait from another source the same portrait will be used as well in the BGII part of the game without need of further action. Many thanks to the artists for granting permission to include them as alternatives for Ajantis: Amaurea, Azguz aka Azze, berelinde, Casul, Catlepha, Domi, Miloch, Plasmocat, Rabain, Senka and wonnimchunha! You can view previews of the portraits in the gallery, or view the readme (English, German) or head straight to the download page.
  17. jastey

    Ajantis

    This mod expands on the paladin of Helm Ajantis, the original BioWare NPC. It is compatible with original ("vanilla") Baldur’s Gate 1:TotSC, Tutu, Baldur’s Gate Trilogy (BGT), Baldur's Gate Enhanced Edition (BG:EE), and Enhanced Edition Trilogy (EET). For original BG1:TotSC, the mod adds a friendship track and the BG1NPC Project romance for Ajantis. The original BG1NPC Project romance was adjusted slightly with regard to the restrictions of the BG1 engine, although overall the content stayed the same. For Tutu, BGT, BG:EE, and EET, the mod adds a friendship track and more romance content for the BG1NPC Project romance for Ajantis. Content-wise, the mod is meant as an addition to the BG1NPC Project, but technically it can be installed and played without the BG1NPC Project. If the player started and interrupted Ajantis's BG1NPC Project romance, the friendship sequence should initiate after that depending on how far the romance went. If you do not have the BG1NPC Project installed, the friendship talks become available immediately. For EE, the mod also adds several banters with Rassad and one with Baeloth, as well as a Rasaad-Ajantis romance conflict. For SoD, the mod adds farewell dialogues before Ajantis leaves. In romance case the PC will get three letters from Ajantis along the SoD campaign. In romance case his original farewell "DisplayStringHead" lines in Korlasz' Crypt will be deactivated. For non-romance case his original farewell lines about going to Waterdeep were tweaked in consistency with BGII: Ajantis will now say that he will travel to the Order in Athkatla. For BG:EE and EET there is a second, independent component with the option to use the existent BG:EE BAM for Ajantis' shield (green dragon on golden ground), if BG1NPC is installed. Complement Mod: Ajantis Portrait Pack Available as a separate download, the Mod gives a choice of custom portraits for Ajantis. The Ajantis Portrait Pack is compatible with BG1, TotSC, BGT, Tutu, BG:EE, BGII:EE, and EET. It detects the game install automatically. For the BGII part of the game, the portrait is meant for the Sir Ajantis NPC for BGII mod, but can be installed independently. NOTE: For all games, the portraits have the same naming convention as the BG1 default portrait since with v15 and up, the Sir Ajantis for BGII mod uses the game portrait (which is also present in all BG2 games). This means, that if you installed an Ajantis portrait from another source the same portrait will be used as well in the BGII part of the game without need of further action. Many thanks to the artists for granting permission to include them as alternatives for Ajantis: Amaurea, Azguz aka Azze, berelinde, Casul, Catlepha, Domi, Miloch, Plasmocat, Rabain, Senka and wonnimchunha! You can view previews of the portraits in the gallery, or view the readme (English, German) or head straight to the download page.
  18. (This is a reply to the various "does this apply to SHS, too" questions.) Yay to the planned move!
  19. I have nothing to say to your question, but wanted to comment that it does have a certain comic value to see more than one thread with the same question from "noober" on the new content page.
  20. Just for your info: "BGEEFAKE" is a dialogue file I use for all interjections of EE NPCs (Neera, Baeloth, Dorn, Rasaad) in some of my mods (bgqe, bg1re) for non-ee games. Since the InParty() checks will turn false, these interjections will never show and the BGEEFAKE.dlg will never be called. I am not sure why DLTCEP would list it as invalid links, maybe because there is no cre attache to it.
  21. Yes, please - everybody please do not speculate. So far, there is no Roxanne alt on G3 we know of. If you mean weigo's version from here then weigo's your man! (EDIT: this is also why communicating with the mod author/maintainer from the start is a good idea, because he can actually fix the bugs in the mod package!)
  22. Thank you for the kind words! I liked writing the Brage component, it was fun to think of a way to combine all the incidents in Nashkel to one Uberplot. (Brage's story always made me wanting to know more about what happened.)
  23. Oh, thank you for drawing my attention to this. For the BG:EE version the identified description needs to be adjusted, as currently it's the one for an unidentified sword. Fixed locally!
  24. Ah, I see. I didn't write any, though, berelinde was one of those who did most of the work (not meaning to point the blame, on the contrary).
  25. For the debug you could also link to the thread at SHS where you attached it. (I have no idea whether 15 MB is normal, considering it's a textfile it's... huge.) Since you used the EE Setup Tool from Roxanne (I missed this earlier) you could also scan her forums whether there's a similar report there: http://baldursextendedworld.com/Vanilla_Forums/categories/install-tool-help
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