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jastey

Gibberlings
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Everything posted by jastey

  1. Interjecting into dialogues of another mod is not ok, as it will always be seen as content of the other mod. But having own dialogues from your mod NPC referring to other mod's content is a grey area I think is ok as long as your mod does not try to outwit/ridicule the other mod, or as I said above pretends to be content of it. If we are talking of another NPC mod then it would be not ok to introduce dialogues with this NPC that are not authorised (either directly or by a general author consent as it exists e.g. for Kelsey). In case of the Edwin Romance mod, this is not possible as Edwin is a BioWare NPC and the PC is representative of the players' decisions. It's clear that you have an own interest in your mod's NPC romance to play out so if you are not able to reach the author of the Edwin romance mod I'd say it's justified to have a point of "player needs to decide" which romance continues. For the player's interest (and your own), I would definitely let the PC, i.e. the player decide which romance he/she wants to be continued. That would mean a dialogue with PC replies in your mod but this way, noone can imply that you are putting your mod before another.
  2. @Ulb Making an EET-only version is not a technical update.
  3. Anne's encounter was written by gertjanvh. I could offer to make this an own thread and maybe if he browses the forums again he could have a look at why he chose these reactions
  4. It's a good question, actually. I knew only one modder who would have forbitten another mod to even refer to his/her mods' content without consent. Normally, I would say you are allowed to refer to happenings of other mods as long as you do not add content to it. In this case, I'd say having Edwin and Minyae talking about Edwin's feelings towards the PC and Minyae would be alright, as long as you do not add a dialogue with PC reply options that sounds as if it's content of the Edwin romance, if it makes sense.
  5. Thank you all for the info! I didn't know about the visibility issues due to the huge trigger areas. So far, using OR(6) Player1-6 works for my purpose, and that's also acceptable.
  6. Native compatibility means just the possibility to install the mod directly to a prepared EET game. That Roxanne offers inofficial PPG mod versions with EET compatibility on her private site the original author is not happy about is another story.
  7. I'm adding script blocks to SoD's bdrom01.bcs which should be triggered by any party-related creature, hence I am using [PC] for detection. But neither "Detect([PC])", "IsOverMe([PC])", nor "Range([PC],20)" makes the script do anything if my party is on it. Is this a known thing or am I doing something wrong? IsOverMe(Player1) works. I could live with an OR(6) for all party members, but I know there are area trigger scripts in BGII that use "Detect([PC]) Range([PC],20)" (for example "VAMPSTTP.bcs") so I thought it should be a valid trigger if I also want familiars or charmed creatures to activate the trigger.
  8. Changes in v18: in LC_NOOBER.tra I changed "wife" to "sister": @36 = ~Noober?! You know, one would think I'd do anything to get a small sum of gold. But Noober I wouldn't take in for all the gold in the world. You can't expect me to do this to my sister, who'd be the one listening to that endless babble!~
  9. You could shape the discussions's conclusions up and post it in the tutorials section. It is useful advice for new mods, and not all (new) modders are aware of it. Also for existing ones, too.
  10. You are right about those points, I already asked a few times which choices the player made, and also testing the mod and re-installing several times gets a bit on my nerves. It was an honest thought, though. The mod is working now and seems not to have too many bugs left, so I'm not sure I'll start rearranging the whole installer now without a greater reason.
  11. Good thoughts, I also thought about making the class change another component with plain paladin being the default (i.e. installing cavalier instead would be the component's conetent), not sure I'll include other paladin kits, though. And yes, if the lovetalk timer will become an own component, I'll probably set a default in the main component and only give other choices for players that want them. But then, as Ajantis isn't on GitHub and I am not sure I'll put him there, you tool won't support the mod anyway, so why would I put work into this?
  12. What would I use for bg1re to replace the functionality. In bg1re, the first ("0.") component determins which of the other components get shown / installed by setting marker files, and also installs ingame scripts to toggle the amount of so called description texts. The player makes the choices by selecting via ACTION_READLN two times accordingly. I need the marker files installed by this first component for the rest of the components. Having the option to [n]ot install this required component should lead to quitting the installation as all other components would be skipped.
  13. I am not offering to code for you, but I would like to stress that finding someone willing to do so might increase exponentially with the degree of your dialogue writing being already in WeiDU-equivalent structure and style. So, instead of thinking of your own way of drafting "NPC line -> PC reply 1 leading to NPC line 2, PC reply 2 leading to NPC line 3" etcpp, please have a look at simple weidu dialogue examples and try to use it. It's not only a time saver for coding up the dialogues, it's also rather well-arranged for reading through the different dialogue paths. Other than that, experience shows that finding a coder is rather hard as everyone who can code is already working on their own stuff. But you never know.
  14. It should. One thing I noticed with 3 7th party members is that the party formation places them arbitrarily around the group if I click onto a new destination. The first is usually behind the last group member, but if it gets more they seem to be randomly placed farther away. EDIT: This was with three private projects all working like Solaufein, not Argent's mods.
  15. jastey

    ToB news

    "Has taken over" without consent of the original author, as far as I know. There would be other words for that, but I will not write them.
  16. Not in the terms of "includes devoted intimacies", no. The topic can actually be discussed with him by the PC to a certain extent. Solaufein only knows the frivolous and brutal ways of the drow, and he wasn't interested in any of this in the original game, so in my characterization he doesn't connect physical intimate actions to love. He does open his mind and heart, though, as a true friend. Which, in his eyes, is the real love (for him).
  17. But Cam! That's what the hidden forums are for. (Just in case: That was a joke.)
  18. No problem. I don't know why it took me so long to see this in the DEBUG. Especially since I was searching for the info yesterday as well, but somehow missed it. Next version will have a REQUIRE_PREDICATE GAME_IS added.
  19. And, please tell me exactly what game you are trying to install to. From the DEBUG: bgqe is for BG1. So, you can install it to BG1:TotSC, BGT, BG:EE, SoD, Tutu, and EET. Not BGII.
  20. Please do not make fun of old users. Even [old user] has a right to be forgotten at some point. And the young folks don't even get the joke. (Now I wonder whether I added to it, actually.)
  21. For some reason your computer cannot read in the temporary variables. (Yes I know I'm repeating mself.) I have no idea why this would be the case. Did you install other mods as well? I also downloaded and installed the current v18 to my SoD game and it works fine. I don't know how this can happen, I'm just wild guessing: do you have your game folder in the C:Programs folder of Windows? Do you lack any admin rights of sorts where you are trying to install the mod?
  22. Hi Gwendolyne, thanks for the offer, I'll keep it in mind but making all new bgqe quests compatible with BG1(:TotSC) isn't high on my list currently.
  23. That's weird. For some reason the install didn't read in the temporary variables in your case. Did you try it several times? Did you download the mod anew?
  24. In case you encounter it again, please quote some of the lines. It would help identifying the source.
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