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jastey

Gibberlings
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Posts posted by jastey

  1. I think I'll leave it with the choice I implemented: make Ajantis plain paladin or Cavalier.

     

    Update: choice of kit is implemented, choice of romance "grade" is implemented (adult or teen content), choice of portraits shown in the alternate portraits thread are implemented. Again thank you very much to the artists to permit using the portraits!

     

    Next come the player initiated flirts. :)

    If you have good ideas, throw them here.

  2. Ajantis' night talks have timers in between, so there shouldn't be two Ajantis talks at rest (that wasn't my concern).

     

    Thank you for your interest, Kulyok, but right now I prefer spending the time actually working on the mod than creating a new forum and being distracted by answereing 100th of posts every day. Or maybe some in a week, at least. But once alphatesting of an English install is going to start I am sincerely thinking about asking CamDawg for forum support.

  3. Haha, this sounds cool but I won't take any responsibility if the mod story will somewhat messed up with that. Well, he would be a wild mage that's fond of paladin PCs, that's for sure. ;)

     

    I will consider this once the mod reaches a stage where it makes sense to think about cross-mod content of any kind. Thank you for the idea!

  4. Thank you for the kind words everyone.

    Ankhesenpaaten: I skipped the Ajantis-NPC romance for version 2, so you don't have to worry just yet. ;) But it's like berelinde said, for engaged path (which started in BG1 via BG1NPC project), the NPC romance won't be anyway.

     

    Hey, RE fixed this in v2, remember?
    Of course RE solved the problem as long as RE-men are concerned, but not for e.g. Anomen-Kelsey.. or yes?

     

    Fyorl: I just spend an evening creating non-kitted paladin cres beside the already existing Cavalier ones, so don't come with effective suggestions now. ;)

     

    Is it possible to have mod-NPCs in level1 NPC? I haven't looked at the mod closely enough to pretend I knew how it works.

  5. Status of recoding: 100%

    (engaged) romance is separated into teen and adult romance installs (the install itself isn't implemented yet, but the dialogues are written in the way it is necessary.)

     

    There are about 13 night talks that trigger upon rest (and no, the overall romance does not depend on any of them.) Thinking about RE bugreports with several night talks triggering after another (from different men!), I hope I won't regret this.

  6. will encourage a BG1 er to do the same thing, so that things written with the rcorrect coding structure (no OR(#), etc) can also be tucked onto BG1 seamlessly)

     

    That's what I did for my quest mod: I used the structure of this tutorial to cross-modd for BG1, BG1 + TotSC, Tutu and BGT. Miloch and I are thinking about creating BG1 libraries. Until then I just want to write what I did.

     

    The overall code has to be BG1 engine syntax. Only exception I made was "EraseJournalEntry()", since it's standard for Tutu / BGT.

     

    The variables I used for the cross platform modding to match all games were:

     

    %FACE_x%, "x" being a number from 0 to 16: Face orientation in "CreateCreature()", i.e. "CreateCreature([xxx.yyy]%FACE_x%)".

    For BG1, it's "CreateCreature([xxx.yyy])", for Tutu and BGT it's "CreateCreature([xxx.yyy],X)", with "X" being the face orientation.

     

    For BG1 with TotSC, Tutu and BGT, this would be

     

    /* TotSC, Tutu, BGT: Face orientation for CreateCreature([xxx.yyy]%FACE_x%) */

    OUTER_SPRINT ~FACE_0~ ~,0~

    OUTER_SPRINT ~FACE_1~ ~,1~

    OUTER_SPRINT ~FACE_2~ ~,2~

    OUTER_SPRINT ~FACE_3~ ~,3~

    OUTER_SPRINT ~FACE_4~ ~,4~

    OUTER_SPRINT ~FACE_5~ ~,5~

    OUTER_SPRINT ~FACE_6~ ~,6~

    OUTER_SPRINT ~FACE_7~ ~,7~

    OUTER_SPRINT ~FACE_8~ ~,8~

    OUTER_SPRINT ~FACE_9~ ~,9~

    OUTER_SPRINT ~FACE_10~ ~,10~

    OUTER_SPRINT ~FACE_11~ ~,11~

    OUTER_SPRINT ~FACE_12~ ~,12~

    OUTER_SPRINT ~FACE_13~ ~,13~

    OUTER_SPRINT ~FACE_14~ ~,14~

    OUTER_SPRINT ~FACE_15~ ~,15~

    OUTER_SPRINT ~FACE_16~ ~,16~

     

    For BG1 without TotSC, there is no face orientation:

     

    /* BG1: Face orientation for CreateCreature([xxx.yyy]%FACE_x%) */

    OUTER_SPRINT ~FACE_0~ ~~

    OUTER_SPRINT ~FACE_1~ ~~

    OUTER_SPRINT ~FACE_2~ ~~

    OUTER_SPRINT ~FACE_3~ ~~

    OUTER_SPRINT ~FACE_4~ ~~

    OUTER_SPRINT ~FACE_5~ ~~

    OUTER_SPRINT ~FACE_6~ ~~

    OUTER_SPRINT ~FACE_7~ ~~

    OUTER_SPRINT ~FACE_8~ ~~

    OUTER_SPRINT ~FACE_9~ ~~

    OUTER_SPRINT ~FACE_10~ ~~

    OUTER_SPRINT ~FACE_11~ ~~

    OUTER_SPRINT ~FACE_12~ ~~

    OUTER_SPRINT ~FACE_13~ ~~

    OUTER_SPRINT ~FACE_14~ ~~

    OUTER_SPRINT ~FACE_15~ ~~

    OUTER_SPRINT ~FACE_16~ ~~

     

     

    %ERASEJOURNALENTRY_X%, x being the number of the string.

     

    For Tutu and BGT, these would be (I have a list until @150 I can provide, before anyone else starts typing!)

     

    /* EraseJournalEntry() for Tutu and BGT*/

    OUTER_SPRINT "ERASEJOURNALENTRY_0" "ErasejournalEntry(@0)"

    OUTER_SPRINT "ERASEJOURNALENTRY_1" "ErasejournalEntry(@1)"

    OUTER_SPRINT "ERASEJOURNALENTRY_2" "ErasejournalEntry(@2)"

    OUTER_SPRINT "ERASEJOURNALENTRY_3" "ErasejournalEntry(@3)"

    OUTER_SPRINT "ERASEJOURNALENTRY_4" "ErasejournalEntry(@4)"

    OUTER_SPRINT "ERASEJOURNALENTRY_5" "ErasejournalEntry(@5)"

    OUTER_SPRINT "ERASEJOURNALENTRY_6" "ErasejournalEntry(@6)"

    OUTER_SPRINT "ERASEJOURNALENTRY_7" "ErasejournalEntry(@7)"

    OUTER_SPRINT "ERASEJOURNALENTRY_8" "ErasejournalEntry(@8)"

    OUTER_SPRINT "ERASEJOURNALENTRY_9" "ErasejournalEntry(@9)"

    OUTER_SPRINT "ERASEJOURNALENTRY_10" "ErasejournalEntry(@10)"

    etc.

     

    For BG1, with or without TotSC:

     

    /* EraseJournalEntry() for BG1*/

    OUTER_SPRINT "ERASEJOURNALENTRY_0" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_1" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_2" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_3" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_4" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_5" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_6" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_7" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_8" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_9" ""

    OUTER_SPRINT "ERASEJOURNALENTRY_10" ""

     

    Order of Journal entries: In Tutu /BGT, there is the distinction between SOLVED_JOURNAL and UNSOLVED_JOURNAL. In BG1, it's both JOURNAL.

    For BG1, the syntax for AddJournalEntry() is without specification, i.e. AddJournalEntry(@0). For Tutu and BGT, the destinction between QUEST and QUEST_DONE is made, to sort it into the right diary page: AddJournalEntry(@0,QUEST) would be an unsolved quest entry.

    So, what we need is:

     

    /* order of journal entries, BG1 */

    OUTER_SPRINT "SOLVED_JOURNAL" "JOURNAL"

    OUTER_SPRINT "UNSOLVED_JOURNAL" "JOURNAL"

    OUTER_SPRINT "QUEST" ""

    OUTER_SPRINT "QUEST_DONE" ""

     

    /* order of journal entries, Tutu and BGT */

    OUTER_SPRINT "SOLVED_JOURNAL" "SOLVED_JOURNAL"

    OUTER_SPRINT "UNSOLVED_JOURNAL" "UNSOLVED_JOURNAL"

    OUTER_SPRINT "QUEST" ";QUEST"

    OUTER_SPRINT "QUEST_DONE" ",QUEST_DONE"

     

    Additionally, I needed some of the for Tutu and BGT already listed variables to use them in BG1, mainly

     

    /* BG1: tp2, d, and baf parsing variables based on conversion */

    OUTER_SPRINT "tutu_var" ""

     

    /* BGT-only shutdown of D and BAF after BG1 content */

    OUTER_SPRINT ~BGT_VAR~ ~~

     

    /* BG1 Chapters */

    OUTER_SPRINT "tutu_chapter_1" "1"

    OUTER_SPRINT "tutu_chapter_2" "2"

    OUTER_SPRINT "tutu_chapter_3" "3"

    OUTER_SPRINT "tutu_chapter_4" "4"

    OUTER_SPRINT "tutu_chapter_5" "5"

    OUTER_SPRINT "tutu_chapter_6" "6"

    OUTER_SPRINT "tutu_chapter_7" "7"

    OUTER_SPRINT "PrologueChapter" "0"

    OUTER_SPRINT "PrologueChapterAdvance" "0"

     

    This way, I have one dialogue file and one script file for all three (four) games.

    This is no method where a pure Tutu /BGT mod can be made working for BG1; as I said BG1 syntax is required. But for a newly created mod that can live without "AreaCheck()", "PartyRested()" and dream scripts etc. this is a nice way of minimising the work and possible copy&paste bugs.

  7. Thank you! Good luck for your projects. I enjoy my work, but it's these on and off times that I don't like - the recoding for Ajantis will be laying around half done, and when I try to get into it again it will take some time before I'll remember what I was actually doing.

  8. So the higher resolution provided by this mod means sharper pictures if expanded to full monitor length, if I may say so, or is the game world snippet I see in the window wider, too (If that makes sense)?

  9. I have a stupid question. Increasing the resolution means, a small window on the screen becomes bigger? So, if I have a monitor that scales the game window up already to full monitor size (which is what my comp does), would I still profit from this mod and how?

  10. This sounds great! I can't wait to try the mod. I really need a Keldorn alternative.

     

    I don't want to sound grabby or unthankful, but could you include the option to give him *any* pally kit? I know an Undead Hunter seems a little powergamey because it's so good yet not necessarily suited for him, but it'd still be a nice choice...

    Once the creature file(s) are created, it's a matter of a line in the tp2, and another option to choose from in the installation. I can keep it in mind, but don't expect it to be integrated in the first release. :) His kit isn't topic of any detailed discussion in dialogue, so I am not against including it.

    Thank you for your interest!

  11. I didn't check vanilla P.dlgs, that is true, my apologies if it doesn't apply there. (I didn't came to my mind there could be differences, but then I have no idea how the Tutu conversion works.)

     

    The fix in BG1NPC was introduced not long ago, which internal version were you looking at?

  12. We found more:

     

    JAHEIP - actions need to be changed

     

    IF ~~ THEN BEGIN 7 // from: 1.0
     SAY #96028 /* ~So soll es denn sein. Gorion hat Euch unterrichtet, so gut er konnte, und offenbar ist einiges von seinem Wissen an Euch haften geblieben.~ */
     IF ~~ THEN DO ~JoinParty()
    SetGlobal("KickedOut","LOCALS",0)
    ~ EXIT
    END

     

    QUAYLP - setting of Global("KickedOut","LOCALS",0) is missing

     

    IF ~~ THEN BEGIN 2 // from: 0.1
     SAY #96194 /* ~Natürlich! Ihr wäret ein vollkommener Schwachkopf, wenn Ihr nicht so denken würdet. Dann mal los!~ */
     IF ~~ THEN DO ~JoinParty()
    ~ EXIT
    END

     

    BG1NPC solves this by replacing "JoinParty()" with "ActionOverride("npcx",JoinParty())" in JAHEIP and IMOENP. At least that was the last status I know of.

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