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jastey

Gibberlings
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Everything posted by jastey

  1. That's good, in a way, because he is ready to talk. OK, let me check the code.. Thank you for trying this out!
  2. What would be the values for "C#AjantisPCTalk", and "C#AjanFP_NoPCTalks", please?
  3. 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!
  4. Cool! Good to hear about progress and spirit.
  5. 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.
  6. Hm, that would be flirt and LT again. Which version do you use? I'll check the timers again.
  7. 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.
  8. 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?
  9. 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).
  10. 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.
  11. 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.
  12. 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.
  13. 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!
  14. 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.
  15. 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!
  16. I fear the "CombatCounter" simulation is not failproof, alas. Could you quote the beginnings of the dialogues? (The "looking at the stars" dialogue starts with a request for rest, so I am a bit confused). What do you mean with "random encounter"?
  17. Thank you! I am thinking in small entities atm. One file translated... another file translated...
  18. Thanks! You wouldn't believe how much I want to see this finished myself. (And, please, do not die. Not before playing and giving me feedback, that is..)
  19. Thank you for that one, too! I'll see what I can make out of it. There is a friendship/new beginnings romance dialogue where Ajantis talks about the different kind of weapons. Er, it's Ajantis...
  20. Haha! I could imagine Ajantis asking exactly that, but in honesty and without realising where it might lead to.
  21. Thank you for your suggestions! Hesquidor: What a coincidence, the "accidentally" falling and the dancing are already integrated (dancing albeit only for the engaged romance yet). berelinde: "You've got something in your hair" is already impleneted, and I use "you have an eyelash on your cheek" (somehow it always comes down to the same ideas, soesn't it...) What is the meaning of "Is that your twenty"? Making Ajantis adorning her with a flower is a nice thought, too.
  22. Thank you! I am in search of PID flirts for the new beginnings romance. I can come up with the standard ones (smile at, hug, kiss, etc.), but if you have any ideas for "flirt with him using weak excuses" scenarios let me know!
  23. Update: Krenn has been very busy translating. Thank you very much, Krenn! This is awesome. Friendship path is written and coded.
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