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jastey

Gibberlings
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Everything posted by jastey

  1. Xulaye is officially updated to v2.0 with EET compatibility: http://www.shsforums.net/files/file/710-xulaye/ Please correct the link in the list - and take the inofficial EET version down. Thank you.
  2. Thanks! Just for info: Versions at Kerzenburgforum and Gibberlings are the same packages.
  3. @Truskawka11 One question, are you referring to v17 or did you encounter the listed problems with an older version, i.e. v15 or one of the betas?
  4. The "Ajants doesn't initiate dialogue after ressurection" bug I hoped was fixed in v17 but I will look into it again. The mentioned dialogues I didn't remove, but probably scrambled the triggers. Thank you for the list, I will look into it!
  5. Please specify which dialogues you are missing for v17, as this version does not have less dialogues but on the contrary the amount of dialogues and banters increased significantly starting from v15. Thank you for the praise although I would enjoy it more if I knew you would play the most current version where all my love and work went into to make it complete the way I envisioned it.
  6. Because this thread turned into a discussion about whether adding a line that specifies Mae'Var to be the one abducting the PC is a fix or a tweak: Roxanne now added this line to a supposedly neutral mod: "SoD Banter Restoration". Since it didn't work as a "fix", now it's supposed to be a "restoration", as it seems. In my view, it's neither, and I stated as such in the mod's thread at SHS.
  7. Thank you both! For my first question I am using ApplySpellRES (although ignoring the IESDP description of max 7 letters for now until I experience in game that an 8 letter name really doesn't work.) The second thing I realized is more complex to accomplish than I thought, so I will just leave it.
  8. I didn't post this to draw your attention to the R. "controversy" but to a misconception of some players at BeamDog Forums about what EET does and/or not does which aches me every time I see it mentioned because I do not know how active you were at those forums especially the last weeks. By no means I am expecting you to spend time with an EET thread at BeamDog's but rather see you invest your time into EET itself but if you do open such a thread it might well be you'll need to stress what I quoted above a bit more thoroughly than expected.
  9. I'd need help with the following problems: 1. My NPC has an innate ability which he should trigger if kicked out of the party. How do I script this? I tried "Spell(Myself,"c#brxxxx")" but (of course) it complains that "c#brxxxx" is not in the spell.ids. 2. I want to check whether a custom innate ability of my NPC was cast onto someone else. I tried "SpellCastOnMe("c#grey","c#grxxxx")" but it complaints that "c#grxxxx" is not in the spell.ids, either. I'm not even sure this would trigger/detect innate abilities at all. (And as far as I understood, I can't include those spells in the spell.ids because then it screws up the spell choice for the PC.) How would I script the use / detection of a custom innate ability?
  10. Oh, don't fret over that one. It's really only a timered talk with which Ajantis reminds the PC to return to an accessible area if the group is in inaccessible areas for too long. Inaccessible like the Underdark or somesuch where no messenger could be sent from. It's only there because I took it all a bit too literally when coding the romance. I don't think I'd include such a "check talk" again if I'd write it now. I don't think it ever triggered for anyone, to be honest. EDIT: And it's not needed for the romance to proceed.
  11. Unfortunately, be it unintentional or not, Roxanne worked a lot with her alt accounts at BeamDog Forums on the impression that "EET = lots of new content aka Sandrah Saga". There are players who were / are confused about the scope of what EET does and who think it changes + adds new content.
  12. Thank you for removing the CODE tag from that very long log! My browser totally gave up on that one. Unfortunately I can't help with this, but maybe my reply moving the post up again will lead to someone with the knowledge noticing it!
  13. Update to v18! Changes: -"A Warm Place for Noober": now gives 150 XP. Farmer Karp refers to her sister instead of a wife (English, German, French) - (BG1:TotSC) "Many little paws" Minsc's hamster dialogue should not trigger a second time instead of kick-out dialogue -renamed readmes to %LANGUAGE%.bgqe.txt -update to WeiDU v246
  14. 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 2.3.0! 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 2.3.0 comes with a lot of minor fixes and improvements (by MadeInHeaven, Dachrisma, and jastey), and also one new optional component with some of the fighting encounters formerly included in the main component. Download NTotSC from SHS Diskussion Thread at SHS Download NTotSC latest Release from jastey's GitHub
  15. Here is hope and expectation that k4thos will return once all EE-games are on 2.5 patch. So far only BGII:EE patch is officially released.
  16. Good find! I reported it: http://www.shsforums.net/topic/56026-almaterias-restoration-project/?p=603181
  17. The new content is integrated into the main package. new tra files: -ALDETH_SEACHARTS.TRA -BRAGES_SWORD.TRA -CALABALD.TRA -LOTHANDERS_GEAS.TRA -TREMAINS_SON.TRA -WASYLAR.tra -WAFARMBE.tra -WAFARM.tra new lines in bgqe_game.TRA: for item descriptions AND for journal entries, both marked with "new content v16" in setup.tra: marked with "new contents v16" new lines in C#Q10001.TRA: marked with "new for v 16" new lines in LC_NOOBER.TRA: marked with "new for v16"
  18. Update to v1.3. English version still not complete. Changes: -integrated proof-readings from Isewein (all files except c#solatra.tra) -some more lines translated to English -update to weidu 245
  19. Yes, GOG will also update to 2.5 but it takes a while longer until the patch(es) are available there. (Plus, you'll have to redownload and reinstall the game.)
  20. Gavin for BG2 Author: berelinde Gavin for BG2 is an NPC mod for Baldur's Gate II, the BG2 portion of BGT, BGII:EE, and (the BG2 portion of) EET. He is a Morninglord of Lathander and can be found in the Temple of Ilmater on the roof of the Copper Coronet in the Slums. The mod is the continuation of the Gavin BG1 mod. Version v23 fixes a looping dialogue for crossmod with the RE mod. Changes for v23: (crossmod) reaction to Weathermistress Ada (RE): variable should close the dialogue now properly. Updated installer to WeiDU v245 Learn more about the mod View the Readme Visit the Forum Download the mod
  21. New version 23 is up! Changes are: (crossmod) reaction to Weathermistress Ada (RE): variable should close the dialogue now properly. Updated installer to WeiDU v245
  22. jastey

    Gavin BGII:EE?

    This comes a bit late but just in case someone looked up this thread to get an answer: The current Gavin versions (both BG1 and BGII) are BG(II):EE and also EET compatible.
  23. The only credit addressed to me would be the Ajantis-Gavin BG2 crossmod content (and the Ajantis BG2 mod of course, thank you for your interest!) Everything else for and Gavin himself is berelinde's work.
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