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jastey

Gibberlings
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Everything posted by jastey

  1. Firstoff, sorry for spouting IE engine specifics: To your question: I use real time timers for romance dialogues, because they appear to be timered more equally throughout the game for the player. If someone pauses often, or rests often, one might not realize that the game time changes along with it. Game time timers would mean that some dialogues would come right after the other or might be delayed. In addition, I lack the experience to know what game time would be appropriate to space the dialogues, especially because of it being influenced by pausing and resting, because it depends on the playing style a lot. (This also goes for real time, of course, but it's more trivial to space it and pretends it's equally distributed). I do, however, use game time timers if characters talk about "days", i.e. for item crafting or the likes.
  2. You mean something like a "More people on werewolf island do not turn on the PC after they helped them" tweak? This would work as an own tweak though, it's not necessarily connected to the current "peaceful werewolf island" component? And welcome to G3, @Lumorus!
  3. I made this an own topic. I'd be interested in weidu.logs if you do not encounter this problem but have Grey as a 7th party member. If you encounter the problem, I'd be happy about changelogs on "c#min5hp.spl" and "c#7rest.spl" (and if that has no results, I'll ask for more).
  4. Thank you very much for the kind words!
  5. @pierpoljack I checked on a clean BGT (and SoD) install and it doesn't happen there. This seems to be a compatibility issue. Since the action in question uses custom scripts, I fear it's an incompatibility two levels down. Still, you would help a lot with debugging by making a changelog of "c#min5hp.spl" and "c#7rest.spl" to see whether another mod alters them directly.
  6. @Sanderson It's not a bug per se but very sloppy scripting that sets the journal entry after the end of the dialogue, assuming the fight will take place.
  7. Yes. That's why I put the aTweaks compatibility into an own component, not the general crossmod component. So it can be installed after aTweaks, which is a tweak mod, which should come late.
  8. This doesn't make sense for this mod. It changes too much, leaving the original content in was what this mod is NOT about. It's obvious you didn't play it yet. Did you have a look at the revised ending from my SoD Tweak Pack? The way it handles the ending might be more what you are expecting. btw: I make my mods already very modular, actually as modular as possible (have a look at Road to Discovery, EndlessBG1, or The Boareskyr Bridge Scene, or even bgqe. I also splitted Ascalon's Questpack into own components), so I fully agree with the sentiment, but the criticism is not appropriate for this mod.
  9. Could you be more specific? I'm not sure I understand what you mean with "additional slander and rumours".
  10. Ah, when I say "overwrites" I only mean the result what the player sees. It does not "overwrite" as in "just puts things into the override folder instead of patching". What Transition ails currently are several known bugs, which is one reason to not recommend it currently.
  11. @Zorutar looks like a permission problem on your computer. Do not mod the original game folder in C:Programs. Copy the game folder elsewhere and mod the copy.
  12. Transitions overwrites a lot from EndlessBG1. I think the only thing it preserves is how Sarevok's sword quest is handled, and maybe the hero cutscene? But everything else is either the same (refugees and Elminster encounter), almost the same (Denkod in the thieves' guild, having FF approaching after Sarevok's defeat, and other) or gets overwritten (Imoen&Jannath, Dukes in the Palace, PC's room, ..). The newer components from EndlessBG1 (Korlasz' Crypt in BG1 etc) aren't even compatible so you need to keep an eye on which components you install from it if you want to add Transitions. If you prefer EndlessBG1's way of transition from BG1 to SoD, do not install Transitions. If you install Transitions, you get Transitions. That's my main beef with Transitions. It comes all in one and overwrites many things, it just plain reverts things from other mods. It's not the nicest way of handling this.
  13. @senexlusor I can't help with the problem, but I split this into an own topic so hopefully someone else sees it.
  14. Funnily enough, I see the smallest problem for a Drow origin of the PC in chapter 5 / Underdark, since there is also the problem of fitting in in Ust Natha with regard to culture / language which I'd assume the PC didn't learn in Candlekeep (and if, not in a way that they'd pass as an Underdark drow from Ched Nassad). It's everything else in the game where I'd see a problem justifying a drow PC without a heavily rewrite of people's reactions. Discussing with FF soldier about chasing a drow (Viconia in BG1) or the fanatics of burning her in BGII? Having Emerson opening the Nashkel mines for the PC to explore? Scar asking the PC to infiltrate the Merchant's League? etc. - I don't think so. Whereas Adalon's disguise would work perfectly with one small line mentioning the missing drow language / culture that would probably get the PC killed shortly after walking into the city, drow appearance or not.
  15. @Zoltanavr the GitHub version is highly untested. I do not recommend installing it into an install without knowing this. It will almost certainly bug out at some point. TotoR115 is working on debugging and diligently sending PRs, but unfortunately I do not have time to look into this. EDIT: to answer the actual question: SCS - no idea. EndlessBG1: if JAP is installed after EndlessBG1, the PC will be arrested for attempted thievery if they open their chest in the palace. THis is also a compatibility issue with the official JAP version at Kerzenburg's.
  16. 0%. My next mod on the list is BST v1, after that Another fine Hell. No time estimate - RL is keeping me busy, I'm afraid.
  17. The beta tag is because we were planning more content. The current version should be very stable, and all quests inside are finished, no open ends or empty areas.
  18. I'd have no problem with the Shop Keeper telling about one Winter Wolf that was spotted, but then actually buying more pelts. I don't see his initial comment as a "bring me this specific wolf's pelt" than rather a "there was a sighting of the very rare Winter Wolf, I'd be interested in the pelt" - which would open the possibility to bring more. - That the shop keeper would repeat the initial dialogue line doesn't make sense of course (but accepting more than one would, imho). Just my 2 c and a general remark, not expecting SCS to reflect this.
  19. It's already discussed in the other thread, but I'll repeat for completeness sake: The readme called upon mod installation is readme-stratagems.html, and there this info is not included. I second that such changes should be properly documented, and ideally split into an optional component. This is a (rather random, at least to me) tweak, not a fix.
  20. It is mentioned in readme-scs.html, but the readme called upon installation is readme-stratagems.html which does not seem to contain this any longer.
  21. Feel free to move this into the according discussion topic I was too stupid to find. Could this tutorial be expanded with some "first steps for debugging" section? Especially the fact that for IE modding, it is not a good idea (actually, it is a terrible idea) to reinstall / uninstall mods after encountering a bug. I've seen this in so many requests for help that I guess this is something that is common for other games. In IE modding, all I can reply is "with reinstalling / uninstalling mods your install is probably completely borked now, best start from fresh".
  22. What we'd need would be your weidu.log and a changelog of the according item file. But, if you say that you already uninstalled / reinstalled mods with resulting CTD I'd recommend discarding this install and start from fresh.
  23. Like i said on Discord, I'd assume this install to be borked. I'll post this here, too, although argent77 already stated it: General heads up/ reminder: never, ever, force-close a command window via the x button. It makes the little world it operates in implode without the chance to exit in a controlled manner.
  24. Huh. No, I'm pretty sure that wasn't intended. I didn't know it's possible to "shield" a character like that from initiating dialogue.
  25. You can't do all in chapter 6, no, but I lack the details.
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