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Posts posted by jastey
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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.
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That was my first thought exactly, and then I thought that Domi surely meant something else.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.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.
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Glad you like it. I wasn't sure whether people would complain, with Tutu giving him two-handed prof and all.
Maybe you could PM a lost ESL a hint of what kind of word play you are thinking?...I hope for a flirt with the word-play for a bastard sword for a paladin!!! -
Thank you!
I am finishing a small BG1 mod atm but after that (and RE components done ) I will be all into Ajantis modding again.
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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!)
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.
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Yes, you kill Ajantis in the windspear hills to kick the mod story off. I hope I succeeded in finding a intriguing solution as to why he is not dead. Firkraag is involved into the quest to retrieve him.
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Oops, you are right.
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.
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That's what I thought. Thank you!
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That was me, somehow logged out.
Thank you, too, Kulyok.
How would you mute them? By adding references to a blank audio file?
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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*! )
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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.
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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.
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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. -
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.
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I guessed something like that but the list was so nice.
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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 19-19Near 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)~
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"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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(The Grey Clan and Herbs and Potions are the only ones I know of that currently have parallel versions for BG1 and BG2 versions of the Infinity Engine)
When reading this I thought Baronius released a GC version for BGII.
I am definitely not the person to discuss complex coding with, but the slime quest has one download for vanilla BG1, BG1+TotSC, and BGII engine, too.
I agree to everything you said about BG1 coding, especially since there are syntax differences between BG1 with and without TotSC, making it necessary to treat these two separately more than only because of area/variable names.
That is a very nice tutorial, cmorgan!
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That sounds very interesting in principal! Would you mind posting a tutorial, maybe? Or send them to me (you have my email address). I was thinking about releasing Ajantis romance for vanilla BG some two years ago but gave up the thought rather quickly after realising how much triggers would be missing in the BG engine compared to BGII.(I) have made easy solutions for important triggers not existing in BG1 like AreaCheck, AreaType, CombatCounter and PartyRested. If you are interested, I can send detailes? -
Are reservations already taken on?
Modder: jastey
contact: PM or email me in any IE-forum I am registered
EDIT: update to BGQE
Modified areas (spawning NPCs by scripts):
1. Slime Quest
AR3300 (Beregost city): [1285.1550] //Alanna (outside)
AR3344 (house in Beregost, no. 7 in Dudleyville's walkthrough, http://www.forgottenwars.com/bg1/ar3300.htm //whole internal house is occupied story-wise. [357.250] Eltolth, [230.266]Alanna (inside)
AR3357 (Red Sheaf Inn, Beregost): [401.132] Tulbor (potion vendor, disappears after quest is solved)
2. Family Treasure Quest
AR3300 (Beregost city): [741.1503] //Annie Dudley (outside)
[749.1590] //Mr. Dudley (outside)
[769.1543] //Mrs. Dudley (outside)
AR3349 (house in Beregost, no. 6 in Dudleyville's walkthrough, first floor, http://www.forgottenwars.com/bg1/ar3300.htm: //whole internal house/floor is occupied story-wise. [375.299] //Mrs. Dudley (inside)
AR3350 (house in Beregost, no. 6 in Dudleyville's walkthrough, second floor, http://www.forgottenwars.com/bg1/ar3300.htm: //whole internal house/floor is occupied story-wise. [403.319] //Mr. Dudley (inside), [375.299] //Mrs. Dudley (inside), [440.300] //Annie (inside)
3. Babysitting in Nashkel, including Carnival Encounter
AR4800 (Nashkel city): [3192.2655] //Mrs. Blackwood
[3155.2638] //Sarah
[3226.2675] //Tom
Quest ending 1: [3152.2466] //Mrs. Blackwood
Quest ending 2: [3741.2217] //Mrs. Blackwood
[3741.2230] Amnish guard 1
[3791.2266] Amnish guard 2
[3842.2241] Amnish guard 3
AR4900 (Nashkel carnival): [2733.3259] //Tina
4. Monster in Nashkel
AR4800 (Nashkel city): [4384.794] //Arnim
[4406.726] //Wyrm
Quest ending: [1555.826] //Arnim
[1485.873] //Lady von Undenzieht
[1528.851] //Lord von Undenzieht
[1505.908] //Amnish guard 1
[1543.890] //Amnish guard 2
AR4801 (Nashkel Inn):
Before quest start: [548.244] //Lady von Uldenzieht
[547.285] //Lord von Uldenzieht
Quest ending: [548.244] //Lady von Uldenzieht
[547.285] //Arnim
5. Fallen Paladin in Baldur's Gate
AR0002 (Temple of Helm, in North of Baldur's Gate (AR0200)): [320.284] //Sir Dauron
AR0008 (house no. 1, first floor in North of Baldur's Gate (AR0200), in Dudleyville's walkthrough, http://www.forgottenwars.com/bg1/ar0200.htm ): [319.273] //Luisa's mother. Floor is occupied story-wise.
AR0200 (North of Baldur's Gate):
People before the temple of Helm: [1623.1128], [1629.1159], [1666.1136], [1500.1142]
People before commoner's house (AR0008): [1582.2979], [1557.3012], [1473.2986], [1604.3013],
AR0700 (Central Baldur's Gate): [3059.608] //Nanny
6. Undying Love in the Fishing Village
AR1400 (Fishing Village): [541.2190] //Zombie
AR1402 (left house in Fishing village, house no. 1 in Dudleyville's walkthrough, http://www.forgottenwars.com/bg1/ar1400.htm): [383.217] //Leila
7. Lovesick Half-Orc
AR4300 (Street North of Nashkel): [1010.2724] //Uguth
AR0700 (Central Baldur's Gate): [1179.2754],0) //Rumour
AR0705 (Elfsong Tavern, in East Baldur's Gate (AR0800)): [598.497] //Uguth
AR0801 (house no. 6 in Dudleyville's walkthrough, first floor, http://www.forgottenwars.com/bg1/ar0800.htm, in East of Baldur's Gate (AR0800), whole internal house/floor is occupied story-wise.): [486.143],0) //Viola's Mother
[241.347],0) //Viola's Father
AR0802 (house no 6 in Dudleyville's walkthrough, second floor, http://www.forgottenwars.com/bg1/ar0800.htm, in East of Baldur's Gate (AR0800), whole internal house/floor is occupied story-wise.): [405.264],0) //Viola
8. Unexpected Help
AR2600 (Candlekeep, Prolog): [3238.2174] //Linda
AR2626 (Candlekeep [Ch.6]): [3238.2174] //Linda
AR2605 (Candlekeep Infirmary, Prolog): [678.321] //Sir Trun
AR2633 (Candlekeep Infirmary, [Ch.6]): [678.321] //Sir Trun
AR2616 (Candlekeep Inn, Prolog): [350.498] //Linda
AR2629 (Candlekeep Inn, [Ch.6]): [350.498] //Linda
Other uses of the "occupied" areas (all house interiors) would not be useful storywise, but feel free to contact me about details.
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PPG Forum works good for me, no problems.
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Haha, when reading the flirt preview I thought it would go like this:
(...)(Her toes outstretched, Jelina raises her foot towards your lips and teasingly applies the lather down her slender leg towards her hips. Staring you deep in the eyes, Jelina raises her hand to beckon you even closer.) Darling, can you give me the towel, please? I am finished with bathing, and thank you for letting me bath alone in this small tub.~
:)
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Non-English spam! Cute. EDIT: I guess this post can be deleted. It was referring to a spam post.
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(I can't edit my above post. Yes, I should have started a new thread instead of clustering this one.).
Actually, what I noticed is the following: AnomenRomanceActive is set to "2" the first LT after the accolade!
LG Anomen:
IF WEIGHT #20 ~Global("AnomenMatch","GLOBAL",1)Global("LoveTalk","LOCALS",28)
Global("AnomenIsKnight","GLOBAL",1)~ THEN BEGIN 400 // from:
SAY #35781 /* ~Ein glorreicher Tag, werte Dame! Ich habe meinen Traum verwirklicht, und viel davon habe ich Eurer Hilfe und Eurem Beistand zu verdanken! Ich bin Euch sehr dankbar.~ [ANOMEN87] */
IF ~~ THEN REPLY #35782 /* ~Danke ... Ich habe gerne geholfen.~ */ DO ~SetGlobal("AnomenRomanceActive","GLOBAL",2)~ GOTO 401
IF ~~ THEN REPLY #35783 /* ~Ich hatte nichts damit zu tun, Anomen. Ihr habt Euch schon bewiesen, lange bevor ich kam.~ */ DO ~SetGlobal("AnomenRomanceActive","GLOBAL",2)~ GOTO 406
IF ~~ THEN REPLY #35784 /* ~Ihr scheint sehr zufrieden mit Euch zu sein.~ */ DO ~SetGlobal("AnomenRomanceActive","GLOBAL",2)~ GOTO 407
IF ~~ THEN REPLY #35785 /* ~Schön für Euch ... Jetzt müssen wir aufbrechen.~ */ DO ~SetGlobal("AnomenRomanceActive","GLOBAL",2)~ GOTO 408
END
CN Anomen:
IF WEIGHT #15 ~Global("AnomenMatch","GLOBAL",1)Global("LoveTalk","LOCALS",28)
Global("AnomenIsNotKnight","GLOBAL",1)~ THEN BEGIN 323 // from:
SAY #35596 /* ~Ich habe über Sir Ryan und den Orden nachgedacht und mich entschieden, mich ihrer zu entledigen. Ich kann nicht glauben, dass ich soviel Zeit meines Lebens an solche ignoranten Narren verschleudert habe!~ [ANOMEN82] */
IF ~~ THEN DO ~SetGlobal("AnomenRomanceActive","GLOBAL",2)~ GOTO 324
END
Sorry if this is common knowledge, but I didn't know that. That's unfair! Tricky old snob, my PC always thought she has a chance to actually decide that for herself!
Considering this my above post is obsolete... But for the romance conflict I planned in my BGII NPC mod these findings are bad.
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Maybe you mean with this what I spotted in BANOMEN.dlg, but I'll report nonethless:Some of Anomen's romance interactions would occur even if the romance was terminatedIf the protagonist reluctantly follows Anomen to his love night confession and then declines (politely) that she does not want to spend the night with him, AnomenRomanceActive is not set to 3, leading to the case that Anomen starts calling her my love nonethless and the PC gets the "committed" LT with RA = 1
This is the state I am referring to in BANOMEN.dlg:
IF ~~ THEN BEGIN 437 // from: 436.1 431.2 429.3
SAY #35876 /* ~Wie Ihr wünscht, werte Dame. Vielleicht ist dies der falsche Zeitpunkt, oder ... vielleicht fühlt Ihr nicht das Gleiche wie ich. Ich wünsche jetzt noch keine Antwort. Ich bin zufrieden damit, an Eurer Seite bleiben zu dürfen, als Gefolgsmann und Begleiter.~ */
IF ~~ THEN DO ~RestParty()~ EXIT //should include SetGlobal("AnomenRomanceActive","GLOBAL",3)
END
[released] Sir Ajantis for BGII mod
in Ajantis
Posted · Edited by jastey
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).