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Posts posted by jastey
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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.
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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".
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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.
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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.
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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.
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You can't do all in chapter 6, no, but I lack the details.
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Your tutorials are wonderful and were a great help when I tried my first steps in adding own areas to me mods. (To be precise: I don't think I could have done it without them.)
Would you (re)post a link to them so people can find them more easily?
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You can look at the Edwin Romance mod, how it's done there.
Or have a look here:
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Congratulations on the release!
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Imoen4Ever updates to v11.4!
Changelog:
-Imoen should not give her BGII-Kickout dialogue in BG1 (for BGT).
-All lines should be traified.
-Typo corrections.
-Rephrased note about compatibility with Road to Discovery in the readme: RtD does not have to be installed before Imoen4Ever. -
We are still here, you know.
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No. The original mod does not do something like this.
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Also add some "I can actually talk" check in there, and "I can see Player1".
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Wow, I totally forgot about this thread. - I'm no help, I'm afraid.
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@Isawa_Yoshimitsu What exactly do you mean with could not initiate dialogue? Did he not respond when talked to ("has nothing to say to you" would've been the reaction in an earlier EE version)?
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Good catch. (I don't think I can do the formatting there, will inform admin.)
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It's a mod inserted vendor.
"NPC" in BG is a joinable character. You could call the others quest characters or just characters.
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1 hour ago, ktchong said:
Many little paws
This quest only triggers for and with Minsc in Party - not sure that qualifies for the second list.
Otherwise, yes.
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5 hours ago, Galactygon said:
There is a mod that I forgot the name of which allows the player to attempt to leave Amn but ends up in Brynnlaw with a very compelling plot explanation
Alternatives, "evil" route.
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20 minutes ago, Roberciiik said:
Probably someone came up with this name the same way as Thaxllsyllia.
The latter was definitely the dev's cat running over the keyboard.
I like the idea(s) of adding Korlasz to BG1 very much.
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15 hours ago, Incrementis said:
The only problem I see with Korlazs is that I don't remember ever hearing about her in BG1, so fighting her feels a bit sudden.
I second this and what @Connelly said.
SoD starts and it's like "oh, here is this very wealthy, high ranking follower of Sarevok with a crypt beneath BG city which I never heard of" and it takes me right out of the immersion. That, and
SpoilerImoen the tourguide
, which is so out of character imho.
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@Yovaneth nice to see you and thanks for the insight!
Winter Wolf Pelts: 2nd journal entry says merchant eager to buy "pelts" (plural), but he buys only one
in Sword Coast Stratagems
Posted
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.