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jastey

Gibberlings
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Everything posted by jastey

  1. v21 is out and should address all the above reported bugs.
  2. Gavin v21 is out. Main changes besides bugfixes are BGII:EE- and EET-versions.
  3. Sorry for being dumb. Thanks for the update!
  4. berelinde's Keldorn Romance is now available from the official download section. This mod introduces a romance for the original BioWare NPC Keldorn. It is compatible with all BGII games: original BGII, BGII:EE, BGT, and EET. He's loyal. He's brave. He's... single? Life is an uncertain thing, and changes come when we least expect them. This mod offers a chance to romance Athkatla's newest... and most reluctant... bachelor. All relationships take work, and this one takes more than most, but the rewards are great, for those patient enough to endure the trials. This romance is not for everyone. It is certainly not a romance for the hasty. When it begins, Keldorn is grieving after the collapse of his 20-year marriage, and it takes him a long, long time to recover. It deals with mature themes, the real consequences of rejection and recovery, and some players may not want to go through all that, no matter how devoted the would-be love interest becomes in Throne of Bhaal. It is also very, very long, with 35+ talks in Shadows of Amn, though the talks are spaced more closely together to compensate for this. To begin the Keldorn Romance, you must allow Keldorn and Maria to reconcile. He will only consider himself free if his marriage to Maria is legally ended, and imprisoning Maria will only separate them, not divorce them. Also, Maria's incarceration might present childcare issues that would be impossible to overcome. The mod also features a quest for all PCs, romanced or not, though that, too, requires a reconcilliation between Keldorn and Maria. Official Discussion Thread Download berelinde's Keldorn Romance
  5. berelinde's Keldorn Romance This mod introduces a romance for the original BioWare NPC Keldorn. It is compatible with all BGII games: original BGII, BGII:EE, BGT, and EET. He's loyal. He's brave. He's... single? Life is an uncertain thing, and changes come when we least expect them. This mod offers a chance to romance Athkatla's newest... and most reluctant... bachelor. All relationships take work, and this one takes more than most, but the rewards are great, for those patient enough to endure the trials. This romance is not for everyone. It is certainly not a romance for the hasty. When it begins, Keldorn is grieving after the collapse of his 20-year marriage, and it takes him a long, long time to recover. It deals with mature themes, the real consequences of rejection and recovery, and some players may not want to go through all that, no matter how devoted the would-be love interest becomes in Throne of Bhaal. It is also very, very long, with 35+ talks in Shadows of Amn, though the talks are spaced more closely together to compensate for this. To begin the Keldorn Romance, you must allow Keldorn and Maria to reconcile. He will only consider himself free if his marriage to Maria is legally ended, and imprisoning Maria will only separate them, not divorce them. Also, Maria's incarceration might present childcare issues that would be impossible to overcome. The mod also features a quest for all PCs, romanced or not, though that, too, requires a reconcilliation between Keldorn and Maria. Visit the mod's homepage Read the Readme Download berelinde's Keldorn Romance
  6. OK, that was quick. v11 is up. Changes are: Removed default portrait from the "Alternate Portrait" component (is already installed by the main component). Removed portraits with unclear Copyright status and expanded the Credits and Copyright Information section in the readme. Fixed missing tp2 lines for German version
  7. v10 is up. Changes are: Corrected kit.ids patching using *[ %TAB%] Tagged ids patches for non-EE games only Integrated compatibility fix for BG Graphics Overhaul from BWP Fixpack Deleted unused b!stats.tph from mod folder Added cover-all-other-races to BGavLT14 (b!gavinlovetalks.d) in case the BG:EE subrace mod (or similar) is installed. This assumes equal lifespans for PC and Gavin. Fixed "endless curing by engagement ring" exploit Set flag 22 for b!Gavin.cre (I hope) (BG:EE) fixed missing spawn of Gavin's parents Optimized tra handling to prevent doubled "setup.tra"s Fix unlocking of Door1007 in AR1000 (Ulgoth's Beard) Moved icons into folder "install" Update to WeiDU v240
  8. Faldorn has an interjection with Izefias, a dark druid in Cloakwood (?). He tells her to take care of the wyvern trainer in one of the caves. BG1NPC introduces some quest reward if the PC returns to him with Faldorn in the party after killing the wyvern trainer. Problem is, that the quest reward can't be collected because Izefia does an EscapeArea() after the first meeting that is in his original dialogue (state 7). To fix this, I propose the following changes: changes to x#faint.d: Remove the EscapeArea() to make Izefia remain. One possibility would be to use ALTER_TRANS: ALTER_TRANS %tutu_var%IZEFIA // file name BEGIN 7 END // state number (can be more than one) BEGIN 0 END // transition number (can be more than one) BEGIN // list of changes, see below for flags "ACTION" ~~ END If this is too destructive, the variable from the I_C_T "X#FALDORNIZEFIA1" could be used to re-spawn Izefia ("X#FALDORNIZEFIA1" is so far unused). Furthermore, I propose the following changes to x#faint.d to smooth the Izefia encounter a bit: Currently, the party has to answer "not yet" if Faldorn is not in the group, even if the wyvern trainer is defeated. I suggest to change this: /* Faldorn Izefia Quest Done BUT Faldorn Not OK/In Party */ CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) Dead("peter") OR(3) !InParty("faldorn") !InMyArea("faldorn") StateCheck("faldorn",CD_STATE_NOTVALID)~ THEN ~%tutu_var%IZEFIA~ X#IzeFaldoNotYet1 @58 /* ~How did it go?~ */ END ++ @151 EXIT /* ~No, not yet. We'll go look for him right now.~ */ to this: /* Faldorn Izefia Quest Done BUT Faldorn Not OK/In Party */ CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) Dead("peter") OR(3) !InParty("faldorn") !InMyArea("faldorn") StateCheck("faldorn",CD_STATE_NOTVALID)~ THEN ~%tutu_var%IZEFIA~ X#IzeFaldoNotYet1 @175 /* ~Be strong! Go with the Nature's blessings.~ */ EXIT After finishing/collecting the quest reward, Izefia could do EscapeArea() as originally intended. I suggest adding it here: This would need the following tp2 changes to give the izefia.cre a DV: COPY_EXISTING ~%tutu_var%IZEFIA.cre~ ~override/%tutu_var%IZEFIA.cre~ EVALUATE_BUFFER WRITE_ASCII 0x280 ~IZEFIA~ #32 // set DV for Faldorn wyvern interjection
  9. EDIT: the problem goes a bit deeper than I thought. The code would be "B!EVIE" for the mother and "B!DARLOS" for the father, but I think they do not get installed for BG:EE. This will be fixed for v10.
  10. That was reported already, but I was hoping it was a local glitch, ahem. I'll look into it. Thank you for reporting!
  11. I decided to use additional reply options for ~!Race(Player1,HUMAN) !Race(Player1,ELF) !Race(Player1,HALF_ELF) !Race(Player1,HALFLING) !Race(Player1,DWARF) !Race(Player1,GNOME) !Race(Player1,HALFORC)~ assuming similar lifespan for the PC and Gavin. I know this is not perfect but considering all the subraces from the subrace mod would be a lot of work. If the subrace mod gets more popular this can still be done in later versions. cmorgan: Thank you for your input (sorry for the late reply). If Beamdog introduces subraces, maybe it would be possible they make the triggers Race(Player1,HUMAN) etc. still work. Otherwise, it would eat the existing game-triggers, too, and I don't think BeamDog would want to rework all of those.
  12. Apart from EE:NPC-Ajantis content and continuity for BGT and EET, bugfixes, improvements in coding and small additions, v15 will also contain the following changes: Reworked PID system: This will hopefully increase playability and usefulness of the serious dialogues triggered via PID, which in former versions kind of get lost in the random flirting options.All serious dialogues will be bundled in the option 'I would like to talk to you'. This option only appears if there are active questions/topics present. Ajantis gives a DisplayStringHead 'I am ready to answer new questions' if new PIDs options are available in the 'I would like to talk to you' section. Any dialogue started via this option will cycle back to the 'I would like to talk to you' section, so all active questions can be asked in one go without having to activate the PID again and again (this might turn out to be a nuisance for instances later in game if there might be only one question active, though) Reworked 'free Ajantis' quest: After completing the quest the party will return to the area they started in (although not exactly the same spot, but reasonably placed) Changes and Improvements to the Romance Path:Reworked 'thinking' cycle after decision of his parents. In the old version, Ajantis would judge by reputation and number of what he thinks are bad decisions of the PC. In the new version, the player will have control over the future of the relationship. There is an internal counter regarding the PC's replies, though. Ajantis will judge her replies and offers to release her from her vows of marriage if the PC gives the impression to be unhappy about the situation. Added the possibility to wait with the wedding until Imoen is freed. The possibility to postbone the wedding until after the Underdark was already implemented, but now the PC has the possibility to actively wish it that way.
  13. Yes, I guess for EET and Ajantis dead in BG1 it makes sense. (It would also make sense for EET to include the check directly, in consistency with the other appearances of BG1 NPCs in BGII.)
  14. EET does not take care, as Ajantis (without your mod) would not spawn in BG2 and the Windspear creatures have other script names. Anyway, the whole scene there is a farce staged by Firkraag, so the scoundrel may as well animate some dead companions. I was thinking whether Keldorn's and Anomen's remarks* after the Windspear Hill fight get suppressed if Ajantis died in BG1 (it's the only way to notice Ajantis would be one of the knights, anyway). Anomen's is buggy in original BGII, anyway, because Garren appears too early. BGII:EE introduced a Wait(1) so there it should show.
  15. I am working on a continuos verision for BGT (and, later EET) atm. For BGT, continuous means in the sense of romance status from BG1NPC romance. It does not mean same stats and items as in BG1, because it's too much work (including the needed testing). It also means that the Ajantis BGII quest and joining will not happen if Ajantis was left dead in BG1, turned hostile, or never joined the group at all. The latter, too, is due to the fact that I wrote the mod with the background of Ajantis fighting alongside the PC in BG1 in mind, and will not spend more work into making it compatible for the case of "never joined in BG1". I will not disable the original encounter at the Windspear Hills, Ajantis is not the only BG1 NPC making an appearance although maybe killed in BG1. Fierkraag just doesn't show any intentions on abducting the knights in this case, so no quest, no rescue, and no living Ajantis. I don't know of any ingame explanation for this that isn't 4th wall breaking, but the game itself is guilty of that, too (think of the two different endings of Anomen's murder hunt). And, honestly, I don't think there are so many players out there not taking Ajantis in BG1 but wanting him in BGII, so. For EET, I am thinking about making it really continuous, as in same stats and items, and also disabling Ajantis being one of the knights in the Windspear Hills if he already died in BG1 (unless that is already taken care of in EET). There is no ETA for the EET version, though.
  16. Sad, but I understand the decision. I, too, am very happy you hold on for so long.
  17. No worries. It's new that it installs fine but stops launching the game. Not all mod readmes are updated yet.
  18. berelinde's Keldorn Romance is (should! I didn't test it, only implemented your changes) be compatible with EET.
  19. You probably have SoD from Steam or GOG. Run the modmerge before installing mods.
  20. If you have SoD from Gog or Steam, please run the DLC Merger before installing mods. This is needed for the mod installer (WeiDU) to be able to access all needed files. Modmerging is not needed if your SoD comes directly from BeamDog. (There is also modmerge but DLC Merger is to be preferred as it can be deinstalled like a mod and detected by installers etc.) If the mod thinks that modmerge is required then it detects something that makes it think that modmerge should run, i.e. your game is not correctly modmerged. This can happen e.g. if you let the game resources be refreshed by redownloading a "clean" install of a game that was modmerged before. After that, running modmerge again will not modmerge the game, despite modmerge telling otherwise. To revert an SoD-install to a fresh game, it is not sufficient to uninstall the mods and let Steam check the installed files. There will be remnant files that will make the modmerge tools to give false-positive results if you apply them again, and you will encounter problems in your game. To revert your SoD game from Steam / GOG to a fresh install in terms of modding, you need to do the following (taken from here by @argent77) :
  21. If you have SoD from Gog or Steam, please run the DLC Merger (or the older modmerge ) before installing mods. This is needed for the mod installer (WeiDU) to be able to access all needed files. Modmerging the SoD game is not needed if your SoD comes directly from BeamDog. Please note: to revert an SoD-install to a fresh game, it is not sufficient to uninstall the mods and let Steam check the installed files. There will be remnant files that will make the modmerge tools to give false-positive results if you apply them again, and you will encounter problems in your game. To revert your SoD game from Steam / GOG to a fresh install in terms of modding, you need to do the following (taken from here by @argent77) :
  22. Welcom back! And I am very tempted to "wish" you no renewal of your job contract... But I hope it turns out the way you want!
  23. For v3 there are changes in the texts as listed here. -------- For v1.5, there was a slight change in text: c#_thalantyr.tra: @329 was split into two states. The sesond sentence went into new line @420. lines @419 (and @420) were added.
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