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jastey

Gibberlings
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Everything posted by jastey

  1. I see only now that the Order of the Radiant Heart has the motto "The courage of one can change the destiny of many." (according to the Forgotten Realm Wiki). I am surprised I missed this up to now. This sounds like a phrase Ajantis should use repeatedly!
  2. I am still waiting for test reports for the compatibility update. While writing ToB, I noticed that Ajantis seems to identify with the PC quite a lot - no wonder about all the time they travelled together: It was just a hanging "y", of course, but it made me laugh nontheless.
  3. Actually, no. There's been two language updates (French and German), addition of all the portraits that are also in Ajantis BGII, and some little bugfixes (mainly for the vanilla BG players). Thank you for the interest! I wanted to do an anouncement for all my mod updates at once (I know - it's silly), but am waiting for the correct code concerning Tweakpack - Ajantis BGII.
  4. I put this at the end of the main setup-ajantis.tp2 (after installation of all game-related files, before the portrait choice), and it did not change Ajantis' coordinates in the AR0903.bcs. They were still at [1730.400]. EDIT: This was for install order Tweak pack first, Ajantis last. Since i get a CTD for entering the rotated NORH and have too many sensible mods installed for using your fix, I would appreciate someone could text this and tell me what is not working. I'll happily giva link to the modbeta. /* detection of Tweakpack turned NORH-building */ // ajantis compat code for flipped NORH ACTION_IF ((MOD_IS_INSTALLED ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ ~3220~) OR (FILE_EXISTS_IN_GAME ~oh6000.are~)) THEN BEGIN COPY_EXISTING ~ar0903.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~CreateCreature("C#KNIG05",\[820\.1500\],8)~ ~CreateCreature("C#KNIG05",[1548.1500],8)~ REPLACE_TEXTUALLY ~CreateCreature("C#Ajan\([01][0-9]\)",[1730.400],0)~ ~CreateCreature("C#Ajan\1",[638.400],8)~ REPLACE_TEXTUALLY ~CreateCreature("C#KNIG07",\[500\.410\],8)~ ~CreateCreature("C#KNIG07",[1868.410],8)~ END <<<<<<<< .../ajantis/inlined/dammit_cam.d REPLACE_ACTION_TEXT_REGEXP ~c#ajan[jp]?~ ~EscapeAreaMove("AR0903",1730,\([0-9]+\),0)~ ~EscapeAreaMove("AR0903",638,\1,0)~ >>>>>>>> COMPILE ~.../ajantis/inlined/dammit_cam.d~ END
  5. Thank you very much for your answers. CamDawg: I don't have a NPC-only item, I think. It was one of my theoretical questions. But the answer could be interesting for others, of course. New areas with new tis, sounds, etc: I don't have, either. This will be interesting for BG2:EE, in my case. But I do re-use existing tis for "new" areas (mainly to have them empty when needed).
  6. Thank you! I wouldn't mind seeing this tutorial. As soon as Wisp finishes the new journal-entry-function I would be very interested in knowing about it. A question to the "usable/unusable by" descriptions: But I guess the engine wouldn't know things like "only usabel by NPC XY"? So, if I use the OUTER_SPRINT for vanilla BG, adjust the item description and live with the fact that journal entries are not written into the journal, my mods would be directly compatible? No cre/itm/spl/are sort of compatibility problem, patching of 2das etcpp? I thought it's more complicated than that. What was the BG:EE compatibility problems the weidu beta versions were created for?
  7. Is there like a list of things that I have to keep in mind when making my mods BG:EE compatible (I don't dare to ask for a tutorial)? Just because BG2:EE is cancelled doesn't mean the BG1 mods shouldn't be compatible with BG:EE, right?
  8. SoA version update for Tweakpack compatibility is in the works. This will also fix the bug about "only multiple rest dialogues", hopefully.
  9. Ah, the code was for Ajantis and RE. That's cool of course. But a stupid question: I thought the game bcs and dialogue files do not get changed until the mod is fully installed? If I put the above code at the end of the ajantis-tp2, would it work as intended (I assume it does, but I don't understand why)?
  10. What are you referring to?So with the above code the Tweakpack changes Ajantis' and Bjornin's cooridnates accordingly? How would I prevent the mixup in case the Tweakpack is installed before Ajantis? Would I need some code that changes the .d and .baf before they get installed?
  11. Yes, RE Bjornin would have to be adjusted: his spawning (RE/Bjornin/C#AR0903.baf) is supposed to be in the meeting room with the long table (on the red carpet), and the cutscene (C#BJCUT1.baf) takes him and the PC to an empty mirror of the indoors NORH, and is supposed to take them into the little chamber that is the PC's if he joins the Order,I think, the one besides the quarters. For both locations, there is only little adjustment necessary, I think. CamDawg - Ajantis is a mess. I have him go back to the order several times if he leaves the group under different conditions. I think it is better if I look myself, although I appreciate your offer. What information would you like to have? Do you want me to point out all the instances in the .d-files? I let him do EscapeAreaMove("AR0903",1730,825,0) and EscapeAreaMove("AR0903",1730,400,0) - probably should adjust that to the same numbers. Is the Tweakpack supposed to go through the compiled c#ajanj.dlg, c#ajanp.dlg, c#ajan.dlg and replace it? There are also two script additions to AR0903.bcs: c#ar0903_rom.baf and c#ar0903.baf, with cre spawning in them.
  12. This will be integrated where and when, and how would I detect it? Because I would have to change Ajantis' coordinates, too, or he will wait in the prelate's office instead of the quarters.
  13. This looks really good. But it means adjusting all coordinates of spawned creatures etc. (Aomen's knighting, for example)?
  14. b!addtalks.tra: I think it should be "Your new friends" learns, I think.
  15. ajantispcregavin.tra: "I apologize if I my candor offends you." - I think there's an "I" too many. Either remove or add a dot at the end?
  16. Yes, especially since I managed to agree on the romance path and will not rewrite it a third time. For me, ToB part of this mod is a really, well, the German idiom would be "difficult childbirth", you get the idea.
  17. There is ToB progress: not yet finished are most of NPC-banter, PIDs, interjections, the custom items, alpha testing. Everything else is written and coded.
  18. No feedback to my Email yet, but I won't give up. Other question: Did anyone playing Ajantis Mod and RE get a night talk upon rest, like, ever? Because I identified a bug that would lead to Ajantis' rest dialogues only happen if the RE timer was expired (what I wanted to have was the complete opposite, of course: Only rest dialogue if the RE timer is not expired, to prevent multy, erm, loving.)
  19. That is opening the box of Pandorra, really. I have made such bad experiences with traify and un-traify that I am glad if I don't have to use it. I sent an Email to the one responsible for the forum. It's about time to hear what they are planning with it, anyway, me thinks.
  20. I am really sorry about this. The dialogue files are in tra (and it's several different files, too), and adding dialogue options leads quickly to some kind of mess, that is why I didn't do it at once (and I had some time where I didn't mod at all, and then I wanted to finish ToB part first, thinking your suggestions were save where they are.) And then I didn't dare to tell you, because I am really embarrassed after all the work you put into it. (And, above all, I was, and am still, hoping, that Rosenranken will return.) Maybe, if you install the mod and then try reading dialogues with NI or any other IE-editor, would you have the tree-structure then? I never do that, I always read the weidu code (but in trayfied form it is really hard, for me, too). Or, if you have the mod installed and extract the Ajantis-dialogue file with weidu, this gives at least the dialogues with the text lines. I coulkd send you those, if you don't mind reading from one dialogue state to another. You know, they say they will put up Rosenranken again, and that they have all content still (the whole forum). I think I will ask the admins first whether they think this will happen anytime soon, before you make the work twice.
  21. If you are referring to the thorough feedback and suggestions I am very embarrassed to tell you that it was lost with the offline-going of Rosenrankenforum. Yes, I know it's my fault I didn't make a backup but I didn't think the forum would vanish so. Do you still have your suggestions somewhere (there is hope here you wrote them down before you posted them). I didn't ask you before beause I am not working on the SvA version currently, but that could change when the ToB part is finished. And thank you for volunteering for testing! I will make a call when it is ready. This will still be a while, though, because I have to play ToB myself because i don't remember much of it.
  22. Thank you, too. - I am trying, I am trying! It's not so easy, cutting down his articulation about the Very Special Situation of his wife. I already blended four dialogues, moved two into a simple I_C_T remark, and cancelled one completely while he didn't look (which is not so easy with a paladin of the Vigilant.) Phew! Continuing..
  23. I feared as much. (sigh)... That guy is so complicated!
  24. So I counted and the ToB romance has 30 (!) dialogues outlined - so far. My question: How long does it take you to play ToB, in general?
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