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jastey

Gibberlings
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Posts posted by jastey

  1. Maybe you already squashed this bug:

     

    in IMOENP.dlg, Imoen's leaving dialogue, in state 2, the action reads

     

    ~JoinParty() SetGlobal("KickedOut","LOCALS",0)~

     

    In this order, the setting of the variable does not get performed, at least not in BG1Tutu, independent of LOCALS or GLOBAL variable, leading to Imoen giving her "left and return" dialogue upon kickout after the second kick out.

     

    Instead, it should read

     

    ~SetGlobal("KickedOut","LOCALS",0) JoinParty()~

  2. Just a short question: Is there a way of checking inside a dialogue, whether the game is BG1Tutu or BGT?

     

    My problem is a journal entry in Candlekeep, i.e. the prolog. As the BGII engine doesn't have journal entries for "Chapter 0", my journal entries disappear into the great unknown in Tutu. I could use McReady's syntax and do ~SetGlobal("Chapter","GLOBAL"1) AddJournalEntry(@34,Quest) SetGlobal("Chapter","GLOBAL",0)~

     

    if, well, if that wouldn't make no sense for BGT.

     

    So, I need something that goes

    IF ~(BGTgame)~ THEN DO ~AddjournalEntry(@34,Quest)~

    IF ~(Tutugame)~ DO ~SetGlobal("Chapter","GLOBAL"1) AddJournalEntry(@34,Quest) SetGlobal("Chapter","GLOBAL",0)~

     

    Wait a minute - it should be working to use an AreaCheck, wouldn't it? For ~AreaCheck("FW2600")~ it's Tutu, for ~AreaCheck("AR0015")~ it's BGT. ?

    EDIT: Yes, that works. Now I am happy!

     

    EDIT: And, yes, I am playtesting. It's only that I noticed journal entries are working in EasyTutu (they don't in Tutu v4.) Cool stuff, Macready!

    EDIT2: spelling... EDIT3: Tutu areas use FW, of course. ..

  3. Thank you for the kind words, Tameon the Dragoon!

    Well, the quest to regain Ajantis is the main quest of that mod, but it's not Ajantis that got himself into it (by some heritage or because he's so important), it's just that he was one of the Order knights that where sent to the Windspear Hills (the others went the same way, btw.), and Firkraag wants to challenge the PC. So, basically he gest into trouble because of the PC, so to say, since an enemy of the PC choose to play with him and his comrades to show the PC his power (so far it all sounds like in original BGII, so no spoiler there I hope ;) ).

     

    Hope that makes sense.

     

    Ajantis won't be "easily recruitable", although I included a shortcut for those who do not want to go through the whole quest. In their ninth or so playthrough with Ajantis, for example. ;)

  4. The Windspeer Hill scene is unchanged, so Anomen's and Keldorn's remarks about Ajantis's death do fit nicely, they are even wanted.

     

    As for mod content related to Ajantis's death - I guess I have to keep my eyes open, and will try to cooperate with other mod authors as I go along, but that's something on the to-do list for a later version.

     

    EDIT: berelinde: I don't think that's a spoiler, I want people to know so I don't get "bug" reports and disappointed faces if players encounter an (almost) unchanged Windspear fight...

     

    Update:

    Am writing and coding a quest for engaged Ajantis, starting in Ust Natha (sometime, I will learn how to spell that city's name).

  5. As I said, I just got it wrong completely, and thought it makes sense to start with 1, to have the possibility to develop it further. While thinking this I obviously forgot that IWD1 and 2 are no real sequel (I can't remember much of the storyline anyway), and other valid reasons. No, the title of the mod makes it clear; I was talking about times when it was still a secrit project. Thank you for your answer.

     

    CamDawg: Was it an IWD to BGII engine project? Too bad it got cancelled.

  6. And if you feel like going a little more PG-13, you've got the phallic references along with the illigitimate child to throw in there as well.
    That was my first thought exactly, and then I thought that Domi surely meant something else. :cry:

     

    Since we are at it: Let me know any dialogue / flirt / etc. suggestions you would like to see. I am always on search for good ideas!

     

    berelinde: Thank you for the explanations. And I like the thought of a lovechild between a longsword and a two-handed sword. With special reply options, depending on whether Casomyr or that crazy talking sword is around. ;)

  7. Glad you like it. I wasn't sure whether people would complain, with Tutu giving him two-handed prof and all.

     

    I hope for a flirt with the word-play for a bastard sword for a paladin!!!
    Maybe you could PM a lost ESL a hint of what kind of word play you are thinking?...
  8. I didn't change the game, only added, so it is Ajantis' dead body the PC sees after the Windspear fight. He won't be in one of the cells, but PC should prepare to save him from capture non the less. I don't want to give more spoilers away. (I know, I'm mean!) :cry:

     

    Ajantis will be available as non-kitted paladin or Cavalier. I hope it makes sense, but I gave him bastard sword and shield weapon proficiencies.

  9. Oops, you are right. :cry:

    Thank you for the interest, btw!!

     

    Currently I am designing the friendship path, once I have the outline the writing is done rather quickly. It's the "what should happen when" that takes longer for me.

     

    Apart from that work goes slowly due to RL occupancies and a small BG1 mod I want to finish.

  10. Mwah!

    Would it help to change that first line to the "You are a beautiful lady" (I don't know the exact phrasing)? (Only at the places where it fits, though.) References to a specific line of his soundset could be added to the first lines of the LTs, as well as the PID.

     

    (I took so great care and effort to make this paladin romance not becoming silly (by Ajantis courting a PC of rep 8, for example, tracing PC's decisions by an own trigger variable, etc. etc.) and then *that*! :( )

  11. Thank you very, very much for this review, or should I say praise of the Ajantis romance, Ana Christina!

    You made a modder very happy. :( And I am glad you enjoy(ed) the romance like you do.

    Thank you!

     

    Voicing: As I already said, I had to laugh when reading this, and will giggle from now on when I hear Ajantis' "Helm, give me strength!" in the future. :)

     

    Thank you. ;)

  12. Kerzenburgforum

    Sir Ajantis NPC mod for BGII

    The modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into BG2.
    With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must then solve a quest to free Ajantis from Firkraag's ransom.

    This mod is compatible with original BGII, BGT, BGII:EE, and EET!


    You can get the Sir Ajantis BGII mod here:

    Official Download Mirror at the Kerzenburg-Forum

    This is also the discussion thread about my Ajantis Portrait Pack.


    I changed the topic title. Feel free to use this thread to post comments and bug reports, or follow the link(s) to the forum at Kerzenburgforum.



    =========================================


    Since there seems to be some interest in my Ajantis for BGII mod, I post the links to the English threads here. Thank you to all who expressed their interest in this mod, it is highly appreciated!
    Discussion Thread at Kerzenburgforum (German)

    Thank you for following the links. If you have any questions or comments, feel free to use this thread, or post over at Rosenranken, or PM me, whatever you think fits. :)

    There is no release date yet. Work goes slowly due to heavy RL committments. I'll post progress updates approx. once a month.

  13. Now I see the portrait, thank you, Domi.

    For me there is something with the hair, too. I think I miss a shadow on the forehead. The portrait is very good, but it somehow looks more like a dark coloured human to me.

  14. Maybe the following is useful for the fixpack (this is an extraction of the error report of my 3rd-and-still-not-working Tutu transition. I like the thought it might be useful somehow):

     

    [bandic.DLG state 0] PARSE ERROR at line 1 column 19-19

    Near Text: 4

    syntax error

    [bandic.DLG state 0] PARSE TRIGGER ~NumDeadGT("Bandcap"4)~

     

     

    [Minern.DLG state 0] PARSE ERROR at line 1 column 26-26

    Near Text: )

    Type mismatch in "Area" argument of [Global].

    Expecting type "string".

    [Minern.DLG state 0] PARSE TRIGGER ~Global("SpokenToEmerson",0)~

     

     

     

    [marl.DLG state 16] PARSE ERROR at line 1 column 13-13

    Near Text: .

    syntax error

    [marl.DLG state 16] PARSE ACTION ~MoveToPoint([.])~

     

     

     

    [amnise.DLG state 3] PARSE ERROR at line 1 column 31-31

    Near Text: )

    [stateCheck] argument [sTATE_CHAMRED] not found in [state.IDS]

     

     

     

    [emerso.DLG state 4] PARSE ERROR at line 1 column 37-37

    Near Text: )

    [Global] not found in ACTION.IDS

    [emerso.DLG state 4] PARSE ACTION ~Global("EmersonPermission","GLOBAL",1)~

     

     

     

    [cattac.DLG state 1] PARSE ERROR at line 1 column 28-28

    Near Text:

    syntax error

    [cattac.DLG state 1] PARSE ACTION ~Attack(NearestEnemyOf(Myself)~

     

     

     

    [cattac.DLG state 2] PARSE ERROR at line 1 column 28-28

    Near Text:

    syntax error

    [cattac.DLG state 2] PARSE ACTION ~Attack(NearestEnemyOf(Myself)~

     

     

    [teven.DLG state 0] PARSE ERROR at line 1 column 36-36

    Near Text: )

    [setGlobal] not found in TRIGGER.IDS

    [teven.DLG state 0] PARSE TRIGGER ~SetGlobal("JoinedBandits","GLOBAL",0)~

     

     

     

    [RAIKEN.DLG state 0] PARSE ERROR at line 1 column 36-36

    Near Text: )

    [setGlobal] not found in TRIGGER.IDS

    [RAIKEN.DLG state 0] PARSE TRIGGER ~SetGlobal("JoinedBandits","GLOBAL",0)~

     

     

     

    [friend.DLG state 6] PARSE ERROR at line 1 column 31-31

    Near Text: )

    [CheckState] not found in TRIGGER.IDS

    [friend.DLG state 6] PARSE TRIGGER ~CheckState(Myself,STATE_CHARMED)~

     

     

     

    [gorpel.DLG state 0] PARSE ERROR at line 1 column 17-17

    Near Text: )

    Not enough arguments to [NumTimesTalkedTo]

     

     

     

    [pheirk.DLG state 6] PARSE ERROR at line 1 column 5-5

    Near Text: )

    [True] not found in ACTION.IDS

     

     

     

    [mtob6.DLG state 5] PARSE ERROR at line 1 column 30-30

    Near Text: )

    [setGlobal] not found in TRIGGER.IDS

    [mtob6.DLG state 5] PARSE TRIGGER ~SetGlobal("Warning","GLOBAL",1)~

     

     

     

    [iron12.DLG state 4] PARSE ERROR at line 1 column 0-9

    Near Text:

    syntax error

    [iron12.DLG state 4] PARSE ACTION ~EscapeArea~

     

     

     

    [tamoko.DLG state 23] PARSE ERROR at line 1 column 39-39

    Near Text: )

    [ReactionLT] argument [FRIENLY_LOWER] not found in [Reaction.IDS]

     

     

     

    [lothan.DLG state 0] PARSE ERROR at line 1 column 36-36

    Near Text: )

    [setGlobal] not found in TRIGGER.IDS

    [lothan.DLG state 0] PARSE TRIGGER ~SetGlobal("HelpLothander","GLOBAL",0)~

     

     

     

     

    [lothan.DLG state 10] PARSE ERROR at line 1 column 36-36

    Near Text: )

    [setGlobal] not found in TRIGGER.IDS

    [lothan.DLG state 10] PARSE TRIGGER ~SetGlobal("HelpLothander","GLOBAL",1)~

    [pheirk.DLG state 6] PARSE ACTION ~True()~

     

     

     

    [delorn.DLG state 6] PARSE ERROR at line 1 column 31-31

    Near Text: )

    [stateCheck] argument [sTATE_DHARMED] not found in [state.IDS]

     

     

     

    [delthy.DLG state 17] PARSE ERROR at line 1 column 33-33

    Near Text: )

    [Global] not found in ACTION.IDS

    [delthy.DLG state 17] PARSE ACTION ~Global("AskedDelthyr3","GLOABL",1)~

     

     

    [nobw8.DLG state 19] PARSE ERROR at line 1 column 31-31

    Near Text: )

    [Global] not found in ACTION.IDS

    [nobw8.DLG state 19] PARSE ACTION ~Global("AcceptedJob","GLOBAL",2)~

     

     

     

     

    [nobw8.DLG state 20] PARSE ERROR at line 1 column 31-31

    Near Text: )

    [Global] not found in ACTION.IDS

    [nobw8.DLG state 20] PARSE ACTION ~Global("AcceptedJob","GLOBAL",2)~

     

     

    [lahl.DLG state 1] PARSE ERROR at line 1 column 10-10

    Near Text: )

    [Random] not found in TRIGGER.IDS

    [lahl.DLG state 1] PARSE TRIGGER ~Random(1,7)~

     

     

     

    [lahl.DLG state 2] PARSE ERROR at line 1 column 10-10

    Near Text: )

    [Random] not found in TRIGGER.IDS

    [lahl.DLG state 2] PARSE TRIGGER ~Random(2,7)~ : Parsing.Parse_error

     

     

     

    [lahl.DLG state 3] PARSE ERROR at line 1 column 10-10

    Near Text: )

    [Random] not found in TRIGGER.IDS

    [lahl.DLG state 3] PARSE TRIGGER ~Random(3,7)~ : Parsing.Parse_error

     

     

     

    [lahl.DLG state 4] PARSE ERROR at line 1 column 10-10

    Near Text: )

    [Random] not found in TRIGGER.IDS

    [lahl.DLG state 4] PARSE TRIGGER ~Random(4,7)~ : Parsing.Parse_error

     

     

     

    [lahl.DLG state 5] PARSE ERROR at line 1 column 10-10

    Near Text: )

    [Random] not found in TRIGGER.IDS

    [lahl.DLG state 5] PARSE TRIGGER ~Random(5,7)~ : Parsing.Parse_error

     

     

     

    [lahl.DLG state 6] PARSE ERROR at line 1 column 10-10

    Near Text: )

    [Random] not found in TRIGGER.IDS

    [lahl.DLG state 6] PARSE TRIGGER ~Random(6,7)~ : Parsing.Parse_error

     

     

     

    [lahl.DLG state 7] PARSE ERROR at line 1 column 10-10

    Near Text: )

    [Random] not found in TRIGGER.IDS

    [lahl.DLG state 7] PARSE TRIGGER ~Random(7,7)~

     

     

    [kaish.DLG state 21] PARSE ERROR at line 1 column 11-11

    Near Text: )

    Type mismatch in "Name" argument of [Dead].

    Expecting type "string". Recovering.

     

     

     

    [kaish.DLG state 24] PARSE ERROR at line 1 column 11-11

    Near Text: )

    Type mismatch in "Name" argument of [Dead].

    Expecting type "string"

     

     

     

    [kieres.DLG state 8] PARSE ERROR at line 1 column 0-3

    Near Text:

    syntax error

    [kieres.DLG state 8] PARSE TRIGGER ~True~

     

     

     

    [sONNER.DLG state 8] PARSE ERROR at line 1 column 31-31

    Near Text: )

    [Global] not found in ACTION.IDS

    [sONNER.DLG state 8] PARSE ACTION ~Global("HelpJebadoh","GLOBAL",2)~

     

     

    [doomsay.DLG state 4] PARSE ERROR at line 1 column 29-29

    Near Text: )

    [Global] not found in ACTION.IDS

    [doomsay.DLG state 4] PARSE ACTION ~Global("doomsayer","GLOBAL",0)~

     

     

    [jared.DLG state 2] PARSE ERROR at line 1 column 32-32

    Near Text: )

    [setGlobal] not found in TRIGGER.IDS

    [jared.DLG state 2] PARSE TRIGGER ~SetGlobal("HelpJared","GLOBAL",0)~

     

     

     

    [jared.DLG state 3] PARSE ERROR at line 1 column 32-32

    Near Text: )

    [setGlobal] not found in TRIGGER.IDS

    [jared.DLG state 3] PARSE TRIGGER ~SetGlobal("HelpJared","GLOBAL",0)~ : Parsing.Parse_error

     

     

     

    [jared.DLG state 4] PARSE ERROR at line 1 column 32-32

    Near Text: )

    [setGlobal] not found in TRIGGER.IDS

    [jared.DLG state 4] PARSE TRIGGER ~SetGlobal("HelpJared","GLOBAL",0)~

     

     

     

    [jared.DLG state 4] PARSE ERROR at line 1 column 40-40

    Near Text: )

    [ReactionGLT] not found in TRIGGER.IDS

    [jared.DLG state 4] PARSE TRIGGER ~ReactionGLT(LastTalkedToBy,NEUTRAL_UPPER)~

     

     

     

    [QUAYLP.DLG state 2] PARSE ERROR at line 1 column 29-29

    Near Text: )

    [Global] not found in ACTION.IDS

    [QUAYLP.DLG state 2] PARSE ACTION ~Global("KickedOut","LOCALS",0)~

     

     

     

    [QUAYLP.DLG state 2] PARSE ERROR at line 1 column 29-29

    Near Text: )

    [Global] not found in ACTION.IDS

    [QUAYLP.DLG state 2] PARSE ACTION ~Global("KickedOut","LOCALS",0)~

  15. "CreateCreature" is not allowed to have the "face destination" coordinate for vanilla BG1, for example.

    BG1: CreateCreature("creature",[xxx.yyy])

    BG1 + TotSC: CreateCreature("creature",[xxx.yyy],z) (like for BGII)

     

    IESDP only gives the BG1 + TotSC action syntax, unfortunately.

     

    I will have a look whether I find some more tonight, but I think that was my only problem. I'll try to recall who gave the hint about that, and I'll let you know. I would assume Bg1-modder Zed Nocear knows these things, or at least a lot more than me, for example (sorry Zed, I hope it's OK if I post something like this).

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