Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by jastey

  1. No, both should be patched. Since the reply option index is stored in a variable called "responses_%statenumber%" I though it can't be used for patching two reply options in one dialogue state.
  2. Your suggestions work like a charm. Thank you again for the help. Unfortunately, I have another problem: in some dialogues, there is multiple reply options in one state with the same string, where the above suggestion fails: /* AERIE */ /* meeting dialogue */ /* #42158 ~I think you should know, Aerie, that my ultimate goal is to rescue a friend of mine... Imoen... who has been captured by the Cowled Wizards. It could be dangerous.~ */ ADD_TRANS_TRIGGER AERIE 4 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO 0 3
  3. Thanks @Endarire, it's appreciated. Let me add: the best thing to show appreciation for modders work is to play the mods and give constructive feedback and bug reports. Modding would be no fun if that wouldn't happen, so thank you to all players who have interest in our mods!
  4. Thanks! Hope you could enjoy the game with your old saves.
  5. Spellhold Studios IEP Extended Banters Mod The goal of this mod is to ensure that each Bioware NPC gets their fair share of banters with each other. We also intend to expand on friendships and relationships between the various NPCs; the friendship between Mazzy and Aerie, for example, or the peculiar relationship between Jaheira and Viconia. Version 5.7 comes with full compatibility with the Imoen4Ever Mod. Download IEP Extended Banters Mod Read the Readme Visit the Forum Imoen Friendship Mod This mod adds a series of dialogues with Imoen,
  6. Added IEP Extended Banters Mod (v5.7) to the list of compatible mods.
  7. It should be possible to install EBG1 later, yes. But I do not know which tweak mods you have installed and how your setup looks in total, and posting your weidu.log won't help either because we never know which mod versions the EE Setup Tool loaded, unfortunately. If you are on EET, you need to deinstall EET-End and reinstall it after installing more mods. But in principle, this should be possible from how EBG1 is scripted. As long as I read things that imply that only modders can install mods manually or using @AL|EN's Project Infinity and that the EE Setup Tool would give save&s
  8. Thanks for your kind words! Translations are always welcome, are you connected to @Austin and the Russian translation team? I know they were planning on translating I4E. Note that SoD will have more lines than the current version. What I am adding for SoD is in for now (there is always potential for more content), all I need to do currently is finish the English and German versions and then the new content would need some playtesting.
  9. @Endarire I guess calling the 2.0 beta and tagg it as a pre-release was a bit too much. It's an official release now. The "beta" remains until I have bug reports.
  10. Congrats on the release! The "new smarter pathfinder with bumping support" really made my day. No sexual innuendo intended, more the image of a group of 4 year olds covered up in snow suits trying all at once to get to the rack with the boots. (And, after feelings of immersion breaking when seeing the characters walk into the exact same spot in the EE's, any bumping support in path finding is more than appreciated.)
  11. @Endarire If I have time and motivation, I'll step foreward on my own. Please stop tagging me in cases like this.
  12. The only thing I could imagine is that upon kickout(?) and rejoin the engine evaluates the kits anew and assigns the hp and kit abilities etc. anew to the creature. (Not that I'd know what I am talking about here.) Also, if the group is resting, then creatures are resetted somehow (area coordinates, hp, etc.) So I would assume that there is something going wonky maybe every time you rest since you say that it happens while he is not in party. The question is whether it's still a glitch on your game somehow but if you started the new install with a fresh game as well then it might be more. What
  13. That must be frustrating. Fingers crossed and thank you for dealing with this.
  14. Added the Imoen Romance to the "not compatible" section. The romance would need to be rewritten in parts, whis is not realistic, and maybe also not wanted.
  15. Congratulations! I had no idea the project was that "old". That's really impressive!
  16. jastey


    Congratulations from me, too!
  17. Thank you very much for your help. I haven't implemented it yet but will so soon.
  18. Thanks for the reports. They will be fixed eventually. Which site is forum.baldursgate.com? I don't know why links for SHS mods go to that now broken site, anyway. On the list, Finch and Indira's links go to a thread at BeamDog forum and are working for me.
  19. Thank you so much for your help and patience. What exactly does that mean? What are the consequences? If a mod changed the state so much that it no longer contains a reply option with the expected strref, all transactions would be patched (which would be not good)? I nearly don't dare to ask. But I have no idea how and where I would put in such a condition.
  20. That's what I was thinking off but I wouldn't know how to the syntax would be. Currently, the .d compilation is inside the OUTER_FOR and PATCH_IF to determine whether the strref matches. I can read in several "strrefs" but how would I include the check whether the state has the correct number for the patching. Hm - I guess it would be possible to determine the correct "idx" reply option index so I could use something like ADD_TRANS_TRIGGER ARAN 39 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO %idx% inside the d-file (with a more generic variable name than "idx", of course). If you w
  21. Thank you very much for the example and the help! I have several instances in several dlg files. I guess I could use more unique names for the "strrefs" variable, but I do not see a possibility to make the patch process more general. Providing a .d file for each would be ineffective; I guess I'd need to switch to inlined .d for each. In case there is a more efficient way to patch different reply options in different states of different dlgs I'd appreciate a hint, otherwise I'll use your code and use inlined .d files for each instance.
  22. @argent77 thank you very much for the help. Unfortunately, I need also example code for what would I put into the // patch response trigger %idx%
  23. Ah, I see. Thank you for the clearification. That would be even better than what I originally anticipated. I'd need coding help to realize this, though, and would be very happy about help. EDIT: And, while we are at it - would it be possible to scan the existing reply options, and patch the one with #43058 in case it's no longer number "0"? If yes, I would be very grateful for coding help.
  24. Upcoming v5 will have new lines (might become more): new files: bdimoenj.tra bdimoens.tra new lines in files (marked as /* new for v5 */): C#IM_IMOEN2J.TRA GAME.TRA IMOEN_IN_GROUP_KD.TRA setup.tra Also, the readme needs to be updated with the new component descriptions etc.
  25. I want to patch ARAN.dlg state 39 reply option 0 with a variable - but only if this reply option is the original one where you can ask him about Imoen. This is what I do so far (without failsave): ADD_TRANS_TRIGGER ARAN 39 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO 0 The reply option has the following text: I tried the following. There is no error message, but the variable isn't patched to the reply option, either: ADD_TRANS_TRIGGER ARAN 39 ~Global("C#IM_ImoenStays","GLOBAL",0)~ DO 0 IF ~Imoen~ -How would I use the dActionWhen so that it only patches if the reply opti
  • Create New...