Jump to content

jastey

Gibberlings
  • Posts

    13,681
  • Joined

  • Last visited

Everything posted by jastey

  1. I'll sticky this: Feel free to write for your mod (that's a general "you") as much crossmod to bgqe as you want.
  2. Please check for the new version: In c#05001.tra, line //Rasaad @185 = ..~ Was changed to //Rasaad @190 = ~..~ (Text stayed the same). The .d-file was corrected, accordingly. In c#q07001.tra, the following line was adapted slightly: //[Jaheira] @82 = ~His parents are both of human appearance? Some... accidents of nature are hard to explain.~ Also in c#q07001.tra, the spelling error for Dorn ("half-ord") was corrected.
  3. Great! Thank you very much! If you have any suggestions concerning the authenticity of NPC-reactions, let me know!
  4. Indeed, v9 (beta available here) is. I forgot to put it into the list of changes in the other thread.
  5. It's very nice to hear this, thank you! But I do insist that modding wouldn't be any (well, not much) fun if there weren't people playing the mods!
  6. Thank you for playing the mod, and for reporting!
  7. Argh. Thank you very much for this bug report. [Did I really code that? ...] The script blocks are always firing and I can't even give you a cheat variable to shut them down. If you don't have the possibility to reinstall the mod (not recommendable for a running game), here is the corrected c#ajan.bcs: Download c#ajan.bcs.zip. It is for classic BGII but it should work for BGII:EE and BGT, too. Open the archive and put the c#ajan.bcs into your override folder (replacing the old one). This does the trick, hopefully. Or you dump him.. The download is also updated to v6.
  8. -I think this is outdated. Call for more translations if at all then at the end of this thread. -------------- Since v9, there is new content. It's more than just a few lines, I am afraid. I would be very grateful for translations of the new content (including changes of the readme) in the languages: -Italian -Spanish -> will be available in v26 -Polish (is being worked on:Zed, Cahir ?) Until then, only the completed language versions will be available. Thank you very much in advance!
  9. Thank you very much for the praise! It makes me happy to hear this.
  10. And I forgot to put here: Mod Updated to v5, now BGII:EE compatible! The alternate portraits are now in a separate mod package (different mods for original / BGII:EE versions) and can be found at the Downloads page at Kerzenburgforum There is a separate BG(II):EE download section at Kerzenburgforum, but for this mod it's the same package as the original BGII-mod (even though the archive is called xxx-EE.zip - that is due to techincal reasons.) Link to the BG(II):EE download section at Kerzenburg Forum Changes: -BGII:EE compatibility, -RE reactions (some, for a start: Bjornin, Solaufein, Talak, Laran) -Anomen Tweaks deactivated (didn't belong here, anyway) -corrected Imoen's DV for BGT version (Irenicus' Dungeon, one interjection into a mod introduced dialogue of Minsc) -minor tp2 code updates -update to WeiDU v236 -change of mod name to "ajantisbg2" -The alternate portraits are now a separate modification
  11. Thank you very much for the words of praise! ToB part is ~90% done BUT as a mix of English-German. It is not on hold but I tend to mod in cycles for my (much too) many projects and currently I was hoping to get BGQE new version out soon (and also the new BG1 Romantic Encounters mod... teasing teasing teasing). The huge problem with ToB is (beside RL, of course) that I changed and adapted my dialogue path outlines at least two times because of the rigidness of the plot. I had wonderfully designed dialogue paths featuring Ajantis' dealings with his godly-powerful wife - only to see in the game that there is absolutely NO TIME to get all the dialogues in there when they should. This lead to hilarious moments where Ajantis wanted to talk about one of Solar's tests - and the PC's mother - and Saradush's fall - all at once because there was no time in between. I definitely have to play the whole ToB part with the mod again to see whether what I scripted now makes any sense at all. I do have the dialogues now coded in a way I hope they will work, though. Missing is: -epilogues (I don't know why they are so hard to write, but it's a fact) -most of the Ajantis-NPC banters (they will be written while I playtest, once I start thinking about it it tends to flow quite easily) -upgrade of the custom items (shield and sword) so they make any sense in ToB -PIDs have to be spiffed up -most interjections, but the will come when I playtest. -Last but not least: purification of the translations - and that is really tideous, although the texts are not as much as for the SoA part, thank God. Thank you very much for your interest! I am not happy about how long it takes me to finish this but I sincerely hope the result will be worth the wait.
  12. Mod is updated to v4. Thank you again katerinafm for the report and suggestions!
  13. It was kind of a conflict, but it wasn't due to your install order, don't worry. I was checking for a timer that might not have been running at all.
  14. Thank you for reporting! I am still puzzled as to why my changes prevented the triggering but it is a fact, obviously, so in v4 my former changes will be removed (solved).
  15. I also tweaked the lines about intimacies at the Sword Coast a little, this will be included in v4. Now it shouldn't sound as if Ajantis suffers from memory loss.
  16. Are you saying the night talks work now with the changed file I linked? And it's in v3 because this didn't change from v2 to v3 (and I changed something for v2), sorry for the confusion. to the quest: If you got him out of jail then you passed all needed evidence, I think. You can meet the happy couple one last time in Garren Windspear's hut, but that would be all.
  17. That's a very good idea! And the night-talks is a bug I introduced in v2, I am afraid - or at least I hope so, because if it isn't then I don't know what the problem is. For fixing, please download the following archiv, and put the c#ajand.bcs inside into your override folder (replacing the existing one). There should be nighttalks upon resting then. Please let me know whether it works: http://kerzenburg.ba...tey/Ajantisscript.zip
  18. Hi katerinafm, thank you for the kind words and welcome to G3! Yes, that is definitely a bug. Which version of the mod are you playing? You can see the version number in the weidu.log file in your BGII main folder (open with editor and paste the contents here). I thought I corrected a bug concerning this, but maybe I introduced one in that instance - I would have to check. As for the second question: I was trying to find words that fit in both cases, since I cannot check for the choice the player did in BG1, but I am aware that it is not perfect. Was it Ajantis' wording that you found inappropriate or did you miss an answer option? I am open for suggestions.
  19. A wise paladin won't attack if he knows it's certain death - if there is no innocent in danger, he surely wouldn't risk the lifes of his companions. I would say it is no dishonor to face Firkraag after freeing the child and not attack him instantly. Not to sneak up to the enemy does not imply running at him unprepared. Maybe your paladin can be convinced this way.
  20. Hi Amgot, thank you for your interest! 1. No release date. Still missing is epilogues, PIDs, interjections and most NPC banters. The biggest problem is that it's a German English mix currently, so even if I'd finish a runing install soon, it won't really help you (I assume). Translating will take a while; it's not as much text as for the SoA part but it is tedious and will take me a good while to do it. 2. Hm - I fear I will not only release a ToB part but the whole thing in one package, so you would have to deinstall the mod (meaning all mods that where installed after will get dinstalled and then reinstalled) before installing the new version. I might consider offering a ToB-part only before combining them. Installing another mod to a running game is no problem, principally, but if we are talking about a Megamod install there are instances where the biffing / whatever might make a change to the mod install difficult. 3. The quest to retrieve Ajantis does not include any heavy fights so from this point of view you can go any time you want. Ajantis has reactions to Mazzy (at least I recall adding something in case the PC doesn't want to free her and I think I added another remark as well) so maybe picking up Ajantis first gives you more content. 4. For the quest, you don't have to face Firkraag. You have to enter the dungeon in the Windspear hills, but only up to the stairs in front of the dungeon in which Garren's child is held prisoner. The quest starts from there. But of course, if the PC entered the Windspear Hills the Garren quest unfolds and the child has to be saved, and if the child is freed the PC has to face Firkraag, and if your paladin feels like having to fight him directly - tricky. [i never played as paladin myself so I don't know how the quests go.]
  21. Hm, you mean Aklon would actually give a reason for me (!) to take Jaheira along in BGII? (Not a Jaheira fan, me). Yay to progress!
  22. Some more useful info: http://forums.pocketplane.net/index.php/topic,28596.0/topicseen.html Putting this here because this thread I will find if I need it..
  23. The tutorial needs to be updated concerning variable handling / storage: LOCALS do not get stored in the save game, i.e. will be gone upon reload. GLOBAL are limited to 1024 for BG(TotSC) and 512 for plain BG. This leads to serious difficulties to finish a modded game. For this, the BG1 engine FIX - extending limit of maximum GLOBAL variables alters the exe to increase the amount of GLOBAL variables to 4096. Thank you again, Zed for your work and Lava for pointing this out to me!
  24. I have to admit I didn't check for new posts after I gave you the link to the mod. If that is the case, apologies, I will go and have a look (and thank you!).
×
×
  • Create New...