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jastey

Gibberlings
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Everything posted by jastey

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. 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.
  6. 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!
  7. 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
  8. 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
  9. 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.
  10. Good find! I reported it: http://www.shsforums.net/topic/56026-almaterias-restoration-project/?p=603181
  11. 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"
  12. 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
  13. 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.)
  14. 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
  15. 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
  16. 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.
  17. 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.
  18. jastey

    The IESDP

    Current IESDP is at https://gibberlings3.github.io/iesdp/index.htm
  19. Oh, good catch. The variable doesn't get incremented so the reaction dialogue loops. Thank you! This is a local variable, i.e. one for Gavin only: after the dialogue is done, the Global("B!GavREAda","LOCALS",2) needs to be at "2". If you set this local variable to "2" the loop should stop. I am not sure EEKeeper handles local variables as I never really worked with this tool. Local variables can also be changed by cheats during the game by opening the cheat console, putting the cursor over Gavin and typing: C:SetGlobal("B!GavREAda","LOCALS",2) Will be fixed in the next version.
  20. Would someone be so kind to post this request from maus into the prefix reservation thread at Blackwyrm Lair:
  21. Indeed, EET-Tweaks has a similar component.
  22. That's the reason why in BWS (not Roxanne's fork) I removed the EETMoveItemsSoA mod from the preselection "Recommended" and "Standard" a month ago, and left it in "Tactical" (and "Expert") because it is a mod that chnages the flow of BGII beginning quite a bit, giving the opportunity to collect 20,000 gp in a day by selling some of the stuff. In Roxanne's fork, this mod is preselected for EET afaik (which would not be surprising as it is one of her own.) The only solution I could think off would be "don't pick it up".
  23. Version 2.6 is up. Changes are: -"Girdle of Gender Reactions" fixed Kivans PC M->F reaction. TotSC: All interjections of other NPC will show for Minsc's girdle change -"The Honest Lies of Two Riversides" journal entry about Brage will no longer be doubled (entry added by mod matches the original one). Stone pepple now gives the real spell "Blur" with AC and saving throw bonuses, for 120 s. -(TotSC) "Sil's Blessing" Sil can only be talked to once for her blessing. -(TotSC) "The Messenger" All lines of Dawn Priest Blaise will now show in dialogue (rearranged CHAIN syntax a bit) - "Husam's Personal Preparation" Husam will disappear after PC descended into the maze to follow Sarevok (is in changelog for v2.0 but wasn't present yet)
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