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jastey

Gibberlings
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Everything posted by jastey

  1. If you have the scroll that talks about making the invisible visible then you are ready to use the laboratory equipment in the small room inside the mirrored Fierkraag's lair hall (entrance is on the left side). Inside, you should find a powder and an invisible rune. Hint: It's invisible so make sure to hover the cursor inside the container until you can read the description of the fields. With these items and the second note in you inventory, use the elaboratory table. With the now visible rune, enter the mirrored "Garren Windspeer's hut". This time, the loop will break. Another hint: to finally leave this place, you need Fierkraag's journal, as well.
  2. Looks alright - all lines have an attached string reference line, so I wouldn't know why the dialogues show up empty. I think it's most useful if you move the rest of your questions into the GemRB forum.
  3. What do you mean with missing dialogue windows? I don't think the Ajantis mod would interfere with anything else than the component it is directly conflicting with, if at all.
  4. Oh, you are right. You need to go back into the Undercity and then the transition into Korlasz's tomb is supposed to trigger somehow. I don't know how exactly, though. Is there no clue at all in the mod's readme? The area code for the first SoD area would be bd0120 but I am pretty sure this will not start the SoD part in your EET game officially. Might well be you would be able to play through the SoD campaign but I would be afraid it might come back at a later point and lead to problems.
  5. I think you need to talk to Duke Belt in the Duchal Palace to start the transition to SoD in this case. At least that's what the outline of the mod was iirc. It's always a bit tricky to combine such features/tweaks with an NPC mod. I prefer keeping things like that separate.
  6. Thanks for the feedback and your interest in the mod! Yes, the "line" thing graphic glitches is due to the old engine area file format on the EE games (since v2). I was hoping BeamDog would fix it with the update but I guess that won't happen any more, so I will need to tackle this in a future update. Sorry for the inconvenience, it will be fixed at some point.
  7. Thank you very much for your quicl work on this! Does this might include any problem of users' compter being infested?
  8. I meant the "PartyRested()" trigger only gives true if the script block is called the moment after the party rested, but not some instances later.
  9. Maybe it's the "PartyRested()" trigger which gives only true right after the rest ends so if it's at the beginning of the baldur.bcs it gives true but if it's at the end of the script the time passed might be too long already - or something. Keep in mind that other mods might add to the top after yours, so there might be a risk that the script block might not get executed in a mega mod install.
  10. Would it really be done by just moving the transition to the Duke? I fear there would be quite some references to Sarevok being in the maze in the areas. In BGT, the ENDOFBG1 variable was used to toggle between before (0) and after Sarevok's death (1) and BGII (2). In EET, the ENDOFBG1 = 1 is reserved for SoD, I'm afraid... But yes, it would be great to have the opportunity to wander around and finish open quests in BG:EE as well, and only move on to Korlasz's dungeon when the player feels ready.
  11. Compatibility of different mods adding to Thalantyr should be easily feasible by EXTEND_BOTTOM a reply option to his dialogue state 1 (with the True()) trigger) (and mabe also state 2 if you want), at least that's how it is done in Ascalon's Questpack and bgqe. Note: for BGT, the same reply options need to be added to a state "35" which is introduced by BGT as the final all-true greeting dialogue state. Out of personal interest for a so far private porject I would also appreciate if Thalantyr keeps his original dialogue instead of an "temporarily true" greeting dialogue since it could hijack my quest where Thalantyr is supposed to speak to the PC once about something.
  12. Great! Thank you in advance.
  13. Hm, I'm not aware of any. Just to make sure: this was not a journal entry, but a mere message in the text box, yes? The really only other thing that comes to my mind is a wrong text string attached to the Amande creature file - but that is something I'd expect for a mod cre, not an original game file. I had this with one of my NPC cre files that wrong string numbers were attached to some of the random lines character say, and it didn't show in the classic games but in the EE the NPC suddenly started making text-box comments with random mod lines. Anyway, I don't think this is a problem with BG1NPC, so there is nothing we have to - or can - do from this side. Still, thank you for identifying BG1NPC and reporting here!
  14. That is if you want to encounter Smiling Imp's (non-fleshed out) Ajantis, too. If my Sir Ajantis mod is installed first, Smiling Imp's Ajantis component yields. My mod's story bases on Ajantis being held captive by Fierkraag and the knights in the Windspear Hills being an illusion, so this component of PPG's Quest Pack is not compatible content-wise, and I also don't know how it would play out in-game since the Sir Ajantis Mod also adapts the scene in the Windspear Hills a little. It might well be it is technically compatible, but I never looked at it closely. On the contrary. It says "fully compatible" with these three mods /components. I spent some time to make these compatible with each other.
  15. There seems to be this error message with BWS and BGIIFixpack v12. I have absolutely no idea, what it means. It doesn't happen for v10.
  16. That message is from BG1NPC take on Kargain's quest and should only show in a completely different context. Since it is not applied to anywhere else, this sounds like a text mixup in your game, I'm afraid. Did you start a new game after the 2.5 patch was applied?
  17. The first one is new content of the 2.5 BG:EE version. AstroBryGuy is working on a new version of BG1NPC to reflect the NPC reactions introduced by the 2.5 patch. Thank you for reporting, nontheless.
  18. jastey

    ToB news

    You are aware that the EE Setup Tool is maintained by Roxanne, yes?
  19. I was referring to a hand-made cre file of some sort. In your case, maybe assigning the class is not "enough" to make it a real thief with all the buttons etc., and as soon as the engine reassembles the cre file it is corrected. (Same for kicking out of teh group and rejoining etc.) But I don't know enough to really help you. The only thing I could think of is a workaround: spawn your cre in another area and let it EscapeAreaMove to where you want it.... But that's a very unprofessional hack and only makes sense if the NPC isn't in teh party already, of course.
  20. jastey

    ToB news

    I am speculating with my knowledge as G3 staff. I am also speculating because Roxanne did nowhere write that she has permition from the original authors. Which is part of why I am speculating that she doesn't have it.
  21. Oh, I wasn't even aware OnCreation() can be used for a newly created cre. Heh. To the cre question: I can only speculate. Maybe the class with according attributes is not properly assigned to the cre and therefore the buttons only show after the game reassigned the cre in some way after moving it to another area - but I don't know.
  22. 1. I use both to make a familiar out of my "normally spawned" NPC. (Private project) 2. It is better to use EXTEND_BOTTOM. If for some reason you need it to be EXTEND_TOP, always (like, ALWAYS) add a "Continue()" to the end of your script. In your script above you use "OnCreation()" which only gives true if the area is newly loaded. You might want consider using a unique checkvariable instead.
  23. I don't know, and I can't open the readme (it shows blanc for me). You'd need to ask k4thos. This is what it says in the tp2:
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