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jastey

Gibberlings
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Everything posted by jastey

  1. Ah, no that is alright. For reasons I do not know the dialogue of the merchant does not and will not fire for you, but you can pretend it did by setting the variable and letting your PC know what the merchant was supposed to say which I quoted above. With the variable at 7, the quest will now proceed, meaning you need to search the merchant of cursed items Borda inside/outside the lotus tent at Nashkel Carnival.
  2. Due to compatibility reasons the install order for bgqe and bg1 npc is bgqe first. Since version 16 there are some new components. Before direct EET compatibility was added to BG:EE, it was on the EET Compatible Mod list for "supported mods installed on BG:EE". My questions: Would this still be the case or could there be difficulties in any way due to new content? Did/do you have to consider the mod's presence in the EET transformation code somehow to ensure the correct transformation of the mod to EET?
  3. Unfortunately, I don't see why the reply options do not show for you. I need to check whether this could be related to the BG:EE-> EET transformation of the newer mod content. To help you for the quest, open the cheat console and type: C:SetGlobal("C#q13Brage_FakeMerchant","GLOBAL",7) What the merchant should have told you was: ~What?! How dare you... Ah, but I am wiser than to provoke such heavily armed people like you. Yes, I bought the potions from a travelling merchant I hardly know... but that doesn't make *me* a criminal! My potions aren't cursed, they're just, well, special. I don't know the man, I swear!~ and: ~Well, the only thing I can tell you is that he went to the black lotus tent last time he was here, but whether for his own joy or to look out for more buyers I can't tell.~ This is also the next hint how to proceed.
  4. Sorry, I corrected the cheat code above, please read it again if you already did.
  5. OK, this dialogue state should be covered in theory. In EE(T), to open the cheat console while playing the game, press Cntrl+space. Then type in: C:GetGlobal("C#q13Brage_FakeMerchant","GLOBAL") It should give you the value the varaible is at. Alternatively, you could send me a savegame to my usename at web.de and I'll have a look at it. In this case it would be helpful if you attach or post the content of your weidu.logs (both in case you also modded the BG:EE game the EET was built with).
  6. If you let me help you debug this we might discover a bug in the mod I could fix. Can you tell me what the variable "C#q13Brage_FakeMerchant" is at? (Either by cheat console of via NI - let me know if you are not familiar with either.) Which is the line the merchant tells you that he doesn't want to speak to you, or does he just say nothing and the game tells "xxx has nothing to say to you"? What game are you on, classic BGII or the enhanced edition?
  7. It's the merchant selling those weird potions in one of the tents (the most south one, AR4905). After talking to Laryssa, you should be able to ask him "~We are looking for a merchant who offers cursed items and potions. He was last seen here at the carneval. Your potions look an awful lot alike, so better talk quickly.~" which gives the information about his delivery man.
  8. There are two new strings in the ajantis_nbromance.tra:
  9. The Gibberlings Three Another Anniversary Update, Alternatives is now available in version 13.4! This mod offers alternative pathways for choosing allies in your Baldur's Gate II, BGII:EE, or Baldur's Gate Trilogy games. Already in version 13.1 a little but important rearrangement in Aster's path was introduced: the PC can now ask about the tasks before agreeing to do them. Changes for v13.4: (German version) changed Aster's dialogue slightly to make it clear that Zahl is waiting downstairs When accepting either Aster or Maleficus no more guild fights should happen in the streets (SetGlobal("VampShadWar","GLOBAL",6)) After accepting Aster the poison vendor for Maleficus won't be present any longer. Note to readme added: Edwin can only be recruited if the quests for Renal Bloodscalp are completed before accepting an alternative to Brynnlaw. Installer updated to WeiDU v246 Learn more about the mod View the Readme Visit the Forum Download the mod
  10. Version 13.4 is available! Changes: (German version) changed Aster's dialogue slightly to make it clear that Zahl is waiting downstairs When accepting either Aster or Maleficus no more guild fights should happen in the streets (SetGlobal("VampShadWar","GLOBAL",6)) After accepting Aster the poison vendor for Maleficus won't be present any longer. Note to readme added: Edwin can only be recruited if the quests for Renal Bloodscalp are completed before accepting an alternative to Brynnlaw. Installer updated to WeiDU v246
  11. The Gibberlings Three We do not neglegt the small updates in our Anniversary Releases! bg1re v2.7 comes with a minor fix for the German version and improved readme. bg1re, the Baldur's Gate version of the popular Romantic Encounters mod, adding several encounters and quests all over the game, aims at populating the game with romantic encounters, intense dialogues, unexpected private dinners, romantic traces of long lost times, and real quests that all deal with true love, fulfilled or unfulfilled. The mod installs on BG w/TotSC, Tutu, BGT, BGEE, and EET. Changes: (German version) "The Messenger": text of Dawn Priest Blaise does not display lines from setup.tra List of Serious Encounters and Quests added to readme readme renamed to unique name "bg1re.readme.english.txt" update to WeiDU v246 Learn more about the mod Readme Visit the Forum Download
  12. Version 2.7 is up. CHanges are: -(German version) "The Messenger": text of Dawn Priest Blaise does not display lines from setup.tra -List of Serious Encounters and Quests added to readme -readme renamed to unique name "bg1re.readme.english.txt" -update to WeiDU v246
  13. The Gibberlings Three - Kerzenburgforum Another anniversary release, Ajantis BGII Version 18 comes with some minor bugfixes. The Sir Ajantis NPC for BGII 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. Ajantis Forum at G3 Download Ajantis at G3 Mod's Page at G3 Download Sir Ajantis NPC for BGII at Kerzenburgforum German Discussion Thread at kerzenbrugforum
  14. Ajantis BGII was updated to v18. Changes are: -changed trigger from "Detect(Player1)" to "InMyArea(Player1)" inside temple after Ajantis finished his atonement -PIDs for engaged path should not give "No Valid Links or Replies" error even if they are cklicked before the "Are you still my love" first romance dialogue. -new beginnings romance: messenger after the Undedark should leave after bringing the message -New Beginnings Romance: if PID about "queen of love and beauty" was chosen, there will be a follow up after exiting the Underdark. -(crossmod) "Skie Cost of one Girl's Soul" Ajantis should not talk about the costs before PC knows them. -update to WeiDu v246
  15. In v16, the items will be given to the other party members instead of being dropped. (This will only help if there is still space in the inventory, now that I think of it.) Thank you for the suggestion!
  16. This should be fixed in v16, the cre now has full HP. Thank you for the reports!
  17. I assume you mean the BWPFixpack. If I read "Fixpack" I think of the BG2 Fixpack, so maybe this needs to be made clearer?
  18. That's another of the genius things about EET design! I tested it for another local NPC mod yesterday, if you want any testcase let me know.
  19. Hi k4thos, the points addressed in the first post are still there for RC11. (Not to write "*bump*")
  20. The trigger for this dialogue are: GlobalLT("bd_plot","global",240) GlobalLT("bd_enlightment","locals",3) Global("bd_vichand_talk","bd2000",0) It should also be the first dialogue if you talk to him directly. He gives another talk in case of "Allegiance(Myself,REALLYCHARMED) GlobalLT("bd_plot","global",240)": ~How may I assist you?~ Btw, my motivation to spend my free time going through game ressources for you decreases with every answered question I don't get something like a "thank you" back as some sort of emotional compensation. Just a hint.
  21. Spellhold Studios Northern Tales of the Sword Coast (BGT, BG:EE, EET) The updated mod package is now available from the official download site at SHS in version 3.0.0! 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 3.0.0 comes with some minor improvements and a tp2 that is renamed to ntotsc.tp2 for compatibility reasons. Changes: -additional comrades to Lamalha will only spawn together with Lamalha and not be present before -ntotsc.tp2 changed back the name for compatibility reasons -dungeon under Firewine Bridge: added solved journal entry and 500 xp if cleared (detected if loot from ar53pb.are is taken) Download NTotSC from SHS Diskussion Thread at SHS Download NTotSC latest Release from SpellholdStudios's GitHub
  22. The mixed-up name was because it was an older save, then. In a newly started game, his name should be Sir Ajantis. He has a PID option "your voice is strange" (or something similar). If you click on that his name should be set to Sir Ajantis in an older save, but if it's really a completely new install (i.e. a save from another modded game) then there are other text mixups (e.g. for items etc.) because that's how the IE engine deals with texts in the game. For a new game, as soon as Imoen joins the PC she will initiate a dialogue where she starts talking about the old companions, inquiring about Ajantis. In this dialogue, the reply option "Ajantis is my betrothed" needs to be chosen. Then the engagement ring will be on the table in the room behind the Druegar smithy in AR0603.are (Irenicus' Dungeon second level). Imoen's romance choice dialogue does only show for a PC that fulfills the romance criteria: -Female, -Not a single-class thief -Alignment good, neutral or lawful neutral -Druids of all alignments -All races except half-orc. If all this doesn't work in your game although the mod is installed, PC fulfills criteria and you are starting a new game then I don't know what's going on. It works fine for me and all my playtesters.
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