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jastey

Gibberlings
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Everything posted by jastey

  1. Glad you managed to delete the music. For the other topic - I tried to phrase it in a general way, since there is no way to check in BGII (not BGT) for anything that happened in BG1. Blame Firkraag for his amnesia.. Anomen is not bad in romance mode. I liked his romance, actually. He is not as even-tempered, which also comes from the fact that he has a much harder childhood / family situation than pampered Ajantis. But then - is Ajantis even-tempered?...
  2. Welcome to the forum! And thank you very much for the praise and the kind words! I am very happy you liked the romance I added to Ajantis in BG1. Let me know whether the BGII romance also meets your expectations, or in case it does not I am also interested in hearing about it (any feedback welcome!)! The Ajantis BGII mod works fine with BGT. If you have any problems, let me know!
  3. Now it does. Thank you! For some strange reason, the link went to the IESDP Archive Forum. Link again: http://forums.gibberlings3.net/index.php?showtopic=1866 I also found this at PPG: Another look at WEIGHTs (jcompton)
  4. To MiLeah's problem: To me, that sounds like a problem with a non-extended SoA action.ids and can be easily solved by adding APPEND ~ACTION.IDS~ ~160 ApplySpellRES(S:RES*,O:Target)~ UNLESS ~160 ApplySpellRES(S:RES\*,O:Target)~ to the mod's tp2. I believe you if you say you installed it an an SoA only game but maybe there are copies where the action.ids needs this extention, I included it to Ajantis as well.
  5. BioWare let him die, I guess your suggestion would be a mod that completes the original idea. I don't feel like writing this path, though. I was rather proud about my "leave the original incident but let him live" idea. I was too selfish for letting him die, I wanted him to live. I honored the original occurrance, but did not stop there, but spun the story further so it makes sense that he and the other knights aren't dead although the PC killed monsters that turned to knights.
  6. That would be a different mod, yes. You mean with more dialogues to deal with it, the funeral, etc.? Because as it is, one could say the original game is the case where Ajantis is left dead in the Windspear Hills.
  7. I am not sure I understand your first question. The mod extents the original occurrance in the Windspear Hills, in a way that the PC should notice that there is more to it than knights looking like monsters: They get a quest item from one of Firkraag's minions, mentioning the knights, Firkraag speaks to the PC about it, and if the PC returns to the Order in Athkatla before finishing the quest, he learns that there was something wrong with the knights' corpses. So, leaving Ajantis and the other knights as dead in the Windspear Hills would mean not investigating the occurrances further, but yeah, I guess the PC could do that. It definitely wouldn't make sense for a PC who is engaged to Ajantis, since I would assume her to be more than anxious to learn what happened to him, especially if there is hope that he is not dead. 2. The only thing(s) the mod adds to the Paladin stronghold is reactions (dialogues / interjections) from Ajantis. The mod introduces a way to receive the item from the temple for MaeVar without stealing (the same as in Alternatives) but no new way to Spellhold. 3. ToB lovetalks and friendship talks are written but not fully coded. Interjection points are identified but not coded. The rest is only ideas. I would say ToB part is about 40% done, but no release date as I only work on it if I am motivated enough, not too tired and have enough free time.
  8. To actually have a look at the compiled files is a good idea. I trust the OUTER_SPRINT, though, made good experience with it in BGQE and also here. The variables in question are not compiled via OUTER_SPRINT anyway, it's only the things that differ in BG1 and BGII engines (like no real timers in BG1, and no StartDialogNoSet() I like to use for Tutu/BGT). I will have to investigate this further by installing and playing, I guess. If I look at the bafs I can't explain what happened. Thank you again for the report!
  9. OK, now this is really weird... I had a look at the variables, and as much as I can see, the variable C#AjanFP_NoPCTalks is at 1, which means that theoretically, Ajantis shouldn't talk at all - why this variable was set I don't know, as all the trigger variables from the BG1NPC Project (including the LoveTalk number) do not fulfill the criteria. This might have prevented the right Ajantis friendship talk variable to be set (the one that would have spared you the repetitions). But, as I said, actually you shouldn't have had any friendship talks, as there is a check for the C#AjanFP_NoPCTalks variable in every trigger block (and considering there is no OR in BG1 there are many). So, a variable was set and I don't know why, this might have prevented the correct variable from being set, and all dialogues trigered but I don't know why. I have to admit I don't know what to do with this. You don't happen to have a savegame before you killed the romance, do you? EDIT: And you would do me a great favor to look whether you really have version 4.
  10. Don't worry about the changelog for now. The amount of mods you have installed is not too much, I will have a look whether any of them makes anything with the area script. Although the original area script has one script block that might prevent other blocks from running, although this seems only to be active after Keldorn's quest when he was shortly away but returns to the Order to wait for the PC. This wasn't the case for you, though, was it?
  11. Thank you! I will investigate. I would be very happy if you might keep one savegame so I could check on the variables, but this won't happen before next week. EDIT. And yes, you already wrote after which LT it was. I was in a hurry, as it seems, not reading properly.
  12. Thank you for this report! Although it's rather depressing. I spent so much effort in preventing exactly this, and now it's not working! Do you remember after/ at which dialogue you told him that you are not interested? And you are right about the wrong documentation. Funny thing is, I thought I only included druids as neutral characters. Well, guess he is not as picky as I thought!
  13. That means that the script for the creation of Sir Dalahn never was executed. That is not good.. I would be interested why this was the case in your game. You don't happen to know how to make a changelog on your AR0903.bcs, would you? Which mods do you have installed? Could you please post the contents of your weidu.log (in the main BGII folder)?
  14. Yes, I get the suspicion it's a very old bug no-one ever encountered before because most do the quest in the Windspearhills first before returning to the Order, maybe. I will have a look at it. EDIT: Although I meant the time window after receiving the golden orb, but before rescuing the knights, in case that was unclear.
  15. Sir Dalahn only makes sense as long as the PC goes to the Order before rescuing the knights, then he acts as a pseudo-quest giver. He isn't at all necessary, though. Just the officialy voice of the Order as long as the knights are gone. I guess most players don't really notice him, since after the knights are freed all he sais is thank you for rescuing his wife.
  16. As Senka said. The quest can be started anytime. I'll give you more spoilers if you want, but best you try to find out about the golden orb in the game first. I will check the variables for the conditions you mentioned. It's not intended that Sir Dalahn is mentioned but doesn't appear. EDIT: Wait, are you saying that Global("C#AjantisKoerperEingesammelt","GLOBAL",2) is true for you? Then please check what the variable Global("C#AjantisKNIG05Existiert","GLOBAL",0) is at? 0 - didn't spawn: In this case, there is something wrong either with your area script or with the mod's area script patching. 1 - Sir Dalahn spawned: Then I don't know where he is if you cannot find him. Or there is something wrong with the creature file.
  17. Welcome to the forums! I have a question: If you haven't met Sir Dalahn, how would you know he exists? He should wait for the PC in the headquarters of the Order of the Radiant Heart. If the PC hasn't done the "find Ajantis" quest yet, Sir Dalahn will "give" the quest to the PC. If the PC does not go to the Order before finishing the quest, he doesn't really play a role. Anyhow: He should greet you directly when entering the Order building. Please check: What is your variable Global("C#AjantisKoerperEingesammelt","GLOBAL",2)? (It should be "2")
  18. Hi FixTesteR, sorry for the late reply (and welcome to the forums!). Unfortunately, the fixpack is dormant currently, and worse, there doesn't seem to exist a true listing of which fixes are included. As far as I understand, the Baldurdash and Dudleyville's are not included, but I am not the one who aould know. Last time I asked, plainab didn't remember himself what fixes are included now and some seem to be removed again or disappeared by some other means. Sorry for my destructive pessimism but I fear the fixpack would need a good overhaul. Best also including the known fixes from the available fixpacks.
  19. Thank you! In ToB, Ajantis has to chew on the PC's fate again.. But he is not taking it out on her this time!
  20. Thank you, Senka! That is very kind of you to say. And ToB content is increasing. I have 10 dialogues finished (from approximately 19). No time schedule, though. Thank you for your interest!
  21. I haven't forgotten this. I work my way slowly to this quest. With approximately three minutes of modding time per day, it might take a while, but I am not ignoring it. Looking foreward to finish this quest up!
  22. Glad that's solved then, I hope you will enjoy the mod (and feel free to give feedback, btw.) ericp07: Two mods placing an item each into an area by script - no worries, there are no compatibility conflicts. The only conflict would be for the player to chose which romance was fulfilled in BG1 (if any). (EDIT: And you might think berelinde and I talk to each other. )
  23. It should be able to insert a travel trigger for the house. Is there an intereor for the old house in the High Hedge area? At least one prisoner is what I thought, too. Evil ittle devils! I am not sure about a relative to Hulrik, though, since he seems more worried about his cow. I am highly intersted in anything related to making areas BG1 compatible, as I am working on a quest that will have a new area, too. So, any work you put into this will not be wasted..
  24. Hm, seems the dialogue got somehow stuck, so it triggered at the next possible occation (the dream), since the engine is stupid - it doesn't notice which talk is to trigger but takes the first one which trigger gives true. Logically, the dream is now stuck and will come next time instead of something else. Try talking to your PC with another NPC, sort of "PID" but for your PC - maybe that works?
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