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jastey

Gibberlings
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Everything posted by jastey

  1. Question: What is the file "x#eldothn.tra" for? It is empty.
  2. Wow!! This is really, really great. Erm, how about BG1 compatibility? I have to admit that concerning plot/storyline, I would have to take a quiet moment and also have a look at the map you created. Right now, it's about "there is a xvart cave near the attacked farmer and the PC can clear it". Anything more complex would have to be developped. EDIT: So, feel free to suggest ideas. I have to admit I would like to keep it rather simple, though. But maybe the cave can be used for a joinable NPC entrance to teh Underdark some subquests.
  3. I would be interested in area #3, and an area transition behind the tree. I would need an area that can be used for BG1 and BGT/Tutu (not sure what differences there are). For the creation of the area transition, did I see correctly that this is implemented into WeiDU nowadays? Or at least there exist some cool macros. I hope they work for BG1, as well. Since I am reluctant to let others work if I can't guarantee it will be finished, I think I will take an existing cave and recycle it, first. The tis can always be changed to some fancy custom artwork later. Thank you for your input so far! (In case you get overexcited and want to provide the area soon I wouldn't say no, of course.) EDIT: This was addressed to Miloch.
  4. Go, Miloch, go! That is really great. I would have two wishes for a cave area: Not too big in terms of download size and not too much looking as if humans lived in there. I have to admit some of the areas you linked look awfully like human-populated ones. The other ones I can't see properly. Could you give me the area code for ##3 and 4, so I can have a closer look?
  5. That's a good idea. I'll have a look at existing cave areas.
  6. Poor little creatures! Well, not if they take prisoners for torture. I am not good at area creation. The worldmap icons alone are complicated (if you want them to look agreeable). I could populate an area if I have it, and I probably could also steal code to add a new area to the worldmap, though.
  7. I could imagine a cave or two near the farmer. Doesn't have to be a big village. Thank you both for the info! And it is about time to automize the addition of a new Worldmap area.
  8. If I hear patching the Worldmap I run screaming, especially since I am talking about BG1 compatibility? Making the cave a Xvart cave would be a good idea, but replacing existing areas is a no-go, for compatibility and continuity reasons. If the Xvart village is too far away, it is still easy to add a dialogue option to Hulrik, where the PC can tell about the village "almost three days travel from here" and Hulrik sais that these are probably not the ones that terrorise him. This could be used for a quest extention with a custom xvart area, but it doesn't have to.
  9. That is true: The Xvart village is West of Nashkel, the farmer is Norh/NorthEast from the Carnival. There is quite a lot of space in between, but it's all wilderness apart from the road that has to be crossed (if you avoid Nashkel). I could imagine they do hunting trips into the lands, or something. South from the Xvart village is the Gnoll Stronghold with some Xvart caves. Maybe those should be taken into account, too. Does anyone know what relation the Gnolls and the Xvarts, especially the ones in the caves have? If any?
  10. *casts thread necromancing* Nice idea, indeed. I am considering of implementing it into BGQE (link in my sig). But I just thought: If the Xvart village is erased and the mines cleared, wouldn't that mean the farm would be much safer? So no need to move Hulrik and his cow (it's called Arabelle, if I may be nitpicky!) Of course, this doesn't mean he could be sick and tired of keeping his cattle in this dangerous area and ready to run a farm elsewhere, if one wants to close those two quests to a happy ending. It's just in my opinion that with the news of these threats gone, he might be even more happy to remain in that area. He doesn't seem to be of the easy frightened kind.
  11. Glad it's solved. I hope you enjoy the mod!
  12. NE BG city: Area FW0307 will be occupied by BGQE.
  13. Thank you for checking! And thank you for reporting. It's this player feedback that makes the mod bugfree! You mean the NVLOR happens for installed Gavin BGII (I take it you did the deinstall-and-replay check here, too)? It would be cool if you could post it in the Gavin bug thread so berelinde knows the conditions (Gavin in the party/ not in the party etc.) http://forums.gibberlings3.net/index.php?showforum=128
  14. Hi tadmeyer, thank you for reporting. I had a look at it, but all I see is that the Ajantis mod only changes the UDDEMON.dlg file if the PC offers the eggs to the deamon himself, i.e. if he is speaking to the deamon already. If he does that, Ajantis should interject and say that he will not tolerate this (The coding is by I_C_T which is designed by this pupose). Any further reaction in this matter is done by Ajantis' script unrelated to the deamon's dialogue. In the UDDEMON.dlg this looks like this: What you described, the normal routine of the different eggs being offered by Ardulace and Pheare, the Ajantis mod does not alter. Unless you mean the game breaks at the above shown dialogue, I am afraid in this case the bug is not caused by the Ajantis mod, even if it is the only mod that changes the deamon's dialogue in your case. Do you have an old savegame before the ritual in Usth Natha? Easy check is: Deinstall the mod, and play the deamon scene. If all goes well then, install the mod again, and play it again. If it breaks then, it is the Ajantis mod although I am puzzled how this would work, since it doesn't interfere in this dialogue state.
  15. I am at it but time is scarse - I have an outline and about 2 written dialogues. Thank you for asking!
  16. The OR() are fixed locally, thank you! I am aware of the "C#AJSHL1" and "C#AJSHL3", they were place holders although in the meantime they could be called leftovers, but thank you for reporting anyway. Anonymous guest: Put the orb into the quick item slot and use it in the Windspear hills to open the portal and start the quest.
  17. Thank you! Fixed locally. Adding the link is a good idea, I will ask.
  18. Congratulations and hooray! Thank you for your work.
  19. The download is available again. The new version can be found on the downloads page.
  20. It's only an update with a bugfix. Ajantis hashis forum at Rosenranken. Currently, I am reluctant to open another one as it would mean another download site I'd have to keep updated.
  21. The download of the Ajantis BGII mod is temporarily unavailable due to a technical problem (the upload of the new version doesn't work currently).
  22. Thank you very much for the feedback and the kind words, Lesten. It is very much appreciated!
  23. Hm, I hope that doesn't repeat - it's the first report of this kind.
  24. Yes, that is correct. Lesten, if you remember where you needed to set variables to proceed, let me know. It might be a bug I'd like to look into.
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