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jastey

Gibberlings
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Posts posted by jastey

  1. Thank you, Senka! Your testing and feed back helped to improve it very much.

    Nothing new concerning the CombatCounter check yet, but as soon as I have something better it will be updated.

     

    EDIT: Turned this thread into a discussion thread and linked to it from the mod's download page.

  2. Thank you for the kind words!

     

    I made an update, it's linked in the first post: Beta 0.5

     

    Changes are:

    -more proof reading and resolving of some dialogue repetitions. Big thank you to Ana Christina!

    -added a "translation guide" for potential translators, as there are much lines that are the same as in BG1NPC (Ajantis romance).

  3. Yes, that's from the Ajantis BG1 mod. Cool! Seems the timer setting got interrupted somehow. This happens seldom but it is possible. I changed the order of variable setting and timer setting, so in future versions this shouldn't happen again.

    Thank you very much for reporting! I hope you'll enjoy the mod.

  4. Reinstalling would be cool. Although you'd have to reset "C#AjantisPCTalk" to 0 to let the script block run again to use your save game. I'd be happy if you'd try with an older save whether it is working now, though. The first dialogue should come after approx. 10 min.

    Do you have the possibility to look at Ajanis' script (called ajantis.bcs)? It seems the timer didn't get set. Maybe it was a rare occurrency, maybe it's the BGT-version installation.

  5. I have honestly no idea why this doesn't work for you. What does Global("C#AjantisFPTimer","GLOBAL"), give?

    That's the timer, so it should be something high.

    What is the value of "X#AjantisRomanceActive"? I don't think it gets set by BG1NPC without the Ajantis romance installed, but you never know.

    Apart from that, I see nothing that would prevent the script block from triggering the first dialogue.

     

    All I can offer for now is setting Global("C#AjantisPCTalk","GLOBAL",2) by hand to trigger the first dialogue. If it doesn't proceed from there, then there is something wrong with the BGT version, although it was already played successfully on a BGT install. Please let me know if that worked. Time span between dialogues is 1 hr.

  6. Thank you Zed Nocear, sorry for the delay I'll add it to the tutorial.

     

    Further, there have been findings that ADD_GAM_NPC is not a good idea to use at all:

    ADD_GAM_NPC and uninstallation, non-functionality of .

    So it seems that ADD_GAM_NPC, since it changes save-games, screws up the whole BG1 game, if the mod gets installed more than once. Since it is possible that a mod gets installed and deinstalled in one game installation (e.g. if the player decides to change the order of mods), this would lead to a malfunctioning NPC-creation (multiple times) if coded using ADD_GAM_NPC. Thank you Miloch and Red Carnelian for pointing this out!

    I'll add the link and a comment in the tutorial that ADD_GAM_NPC is not recommended.

     

    EDIT: Tutorial is updated concerning 107 MoveToOffset(P:Offset*) and ADD_GAM_NPC.

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