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jastey

Gibberlings
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Everything posted by jastey

  1. I'll let you know. Thank you for your interest!
  2. Thank you again for the feed back! I am happy you like the romance. It seems I have no luck with the CombatCounter simulation. I will discuss this with Zed Nocear.
  3. Wow, thank you for all the gratulations! (Please save some enthousiasm for the testing, k?)
  4. Thank you! Well, I already made the joke about the Before Christmas Release without saying which year but the beta shouldn't be too far away!
  5. After neglecting this thread for months I am happy to say both language versions are completed, but need more proof reading. And I (gulp) have to write the readme and documentation... Ooooh how I don't like doing this.
  6. Hm? RPG Dungeon's tutorials are here, in the "tutorials and lessons" section. I link there quite often to the romance authoring tutorial. Thank you very much for updating the list, cmorgan (and whoever helped in doing so)!
  7. 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).
  8. 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.
  9. 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.
  10. 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.
  11. That's good, in a way, because he is ready to talk. OK, let me check the code.. Thank you for trying this out!
  12. What would be the values for "C#AjantisPCTalk", and "C#AjanFP_NoPCTalks", please?
  13. I think I smashed this now. The link to the beta 0.4 is in the first post of this thread. Thank you again for reporting this!
  14. Cool! Good to hear about progress and spirit.
  15. 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.
  16. Hm, that would be flirt and LT again. Which version do you use? I'll check the timers again.
  17. That would be great! I had a look at the mod and don't think there will be any incompatibilities. It overrides somefiles, mainly items, but that should be OK.
  18. No, CreateItem bumps the item in front of the container for TotSC, also. Ah, you mean for ADD_GAME_NPC the NPCLEVEL.2DA doesn't get applied. Zed Nocear would have to say something to that, I have no idea (I'll give him a note). Or maybe someone else knowing about ADD_GAME_NPC is still around. I assume the WeiDU-readme doesn't say anything to that?
  19. Download updated to beta 0.2, link in the first post of this thread. The "enemy detection" issues for BG1 is not dealt with yet, but other bugs and suggestions were fixed / incorporated (bugs fixed, suggestions incorporated).
  20. Not BGQE, where I would have needed this, but I found another workaround. Where do you read that? I think it works fine, and with the NPC creation possibility introduced here it gets applied for the mod NPC, as well.
  21. Yes, that might be a good idea. I will have a look at the triggers, maybe I was plain stupid and added the wrong area check. EDIT: No, that wasn't the case. Hm, pity, it would have been so easy. I see I check for "!See([ENEMY])" upon activating the dialogue, but not upon triggering. Maybe including the enemy check into the trigger block could prevent the dialogue to fire during combat.
  22. Thank you very much, for your feedback, the kind words and the testing! Glad you liked it. The last LT should fire the moment the party enters the Undercity. I am surprised it fired so late for you. Well, simulating "CombatCounter()" isn't easy in BG1, as it seems. I'll see whether it can be improved, somehow.
  23. I think I know what happened: The first one was a flirt, at sunset, that ended with Ajantis' request to look for a resting place. The second dialogue was a lovetalk. Presumably your party was travelling, or by mere coincidence, the two dialogues were triggered one after the other. I integrated a timer, so this won't hopefully happen again. Thank you for reporting!
  24. No, that is not from this mod. All patching the mod does is to script files for variables triggering (area scripts and NPC scripts). I am still confused: "It is dark" and "looking at the stars" is the same LT imho... Do you mean two separate LTs? Do you remember how the second one started? I will have a look at the LTs myself, but the "stars" one starts with "it is dark", too, so if you are talking about two different LTs I would have to study m yown lovetalks more carefully, as it seems.
  25. Until the download is updated at G3, version 2 including a Spanish translation can be downloaded at Rosenranken from the downloads page ("Baldur's Gate Mini-Quests und Begegnungen Modifikation") Many thanks to the nameless translator and Excalibur for translating the slime quest!
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