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Posts posted by jastey
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Thanks for the kind words and the typo corrections!
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Thanks for the kind words, everyone!
@Frenzgyn your post made me laugh.
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In short: I'm officially giving all mods that are not mine back to their hosting sites & teams.
Please do not contact me with regard to updates of other mods that are not my own any more.As you may have noticed, I have posted my notes on bugs for mods that are not mine in the forums. The reason for this is that I have to hand back the maintenance of mods that are not mine to the caring hands of the hosting sites.
I have had the luxury of modding as my "main work" and have really enjoyed doing it for a long time. Times have changed, as has my motivation as to how I want to use my remaining modding time in the future. The times when I was online 16/7 in all IE modding forums + Discord, answering questions and, above all, updating all mods that didn't hide fast enough are unfortunately over.
I will still be here, enjoying modding, and answering questions when I read them, but not more.
And as an illustration of how crazy I've been running this for the last few years: it took me an entire morning just to post my notes about bugs of mods that aren't mine to the appropriate mod forums. Now that I've done that, my bugs+ideas list is still 5 pages long...
I am glad that while I step down, the modding community is buzzing with life like it is. Especially with regard to new mods and updates, a lot has happened and there are great mods in the pipeline. We are an active and friendly modding community, and that makes me very happy!
Cheers!
jastey
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Someone told me "I'm afraid that's the exceptionally dumb option we have to go with."
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If you want the translation to be included into the mod you can either attach them here or send them to my user name at web.de
I'm not sure what you mean with "the person responsible for leaving the translated texts".
Are the tra files in ANSI format?
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From my Bug / ToDo list:
change this:
+ ~OR(3) Race(Player1,HALFLING) Race(Player1,GNOME) Race(Player1,DWARF)~ + @407 + BGavinBath3Aa.1 + ~OR(4) Race(Player1,HALFORC) Race(Player1,HUMAN) Race(Player1,ELF) Race(Player1,HALF_ELF)~ + @407 + BGavinBath3Aa.2
into:
+ ~!Race(Player1,HALFLING) !Race(Player1,GNOME) !Race(Player1,DWARF)~ + @407 + BGavinBath3Aa.2
so there is no NVLOR error for other NPC races.
-Change READLN to optional components (subcomponents) for better PI compatibility
-In Beregost tavern, after ambush: "Did we weather it alright?" HC could reply: "NPCX could use some healing" -> NPC was dead! -
From my bug and notes list:
Quote-remove note from readme that BGII:EE game needs to be modmerged.
-after the Bodhi abduction incident: After I killed Valygar and had his body looking for ways to revive him. I kinda lost my track after I went to the Temple in dock district.
The priests in dock district instructed me to go to Umar Hills for a book merchant, but once I got there the merchant didn't mention anything related to what the priest said.
So I googled and used the official way to revive him in the temple of the Lord of Shade.
It worked out fine, just I think that maybe add some dialogues with the merchant NPC might help the players with the instructions of how to bring the lover back to life.-in ToB: When my party arrived at the Temple of Yaga-Shura, the one with his mother Naylee, the shade Gorion was also there with Valygar's parents.
Valygar's mom turned into a stone or something like that and froze there. She didn't disappear even after the combat.
Also, the instruction text repeated the part of Bodhi abduction, which didn't fit the scene and the story there. It didn't affect the talks and the combat. -
From the readme:
QuoteBaldur's Gate Trilogy - There is now a small compatibility that needs to be addressed before BGT can be installed; you'll need to make a pair of text edits outlined here before installing BGT.
Is this still a thing? I wrote in my notes that this is considered in BGT now and no longer necessary. Also tagging @skellytz for this.
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My collected bugreports:
-remove note about modmerge from readme because it's nonsensical for a BGII mod.
-make compatibility content for Saerileth a separate component so Alternatives can be installed before Saerileth NPC.
-make Quallo expansion optional component so people have the choice to install @maus's standalone mod.
-buzzle box is not removed if solved/opened in NPC's inventory (and not Player1's) - probably checks for the wrong item code in this case.-In the solution to the puzzle box for Melificus, the answer "star" is given twice in the second answer block for the parts to be moved and the answer "circle" is missing instead.
-In addition, you could still point out the murder plot of the deputy harbor master to Brega and warn him about the attack on the Vulvonas' food, even if all this has already happened and the quest has been successfully submitted to Melificus. Whereby my installation is from 2020, so probably not the most recent. Here I would be happy about a reputation deduction (of which there are too few in the game anyway, because you were willfully involved in a murder and the rumor mill is damaging your reputation.
-In Alternatives, Wesselan and Brega talk in the first cutscene about how the group wants to go to the Asylum to free one of their members.
-On the Aster route after killing Aran, the "Bodhi" diary entry appears -
9 minutes ago, Graion Dilach said:
and DLCMerger missed out from the install list.
Or that! - I'll add it to my first post.
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I don't understand your reply. Which platform are you playing the game on? Is this the game you installed the mods to?
Do you play the game in the language the mods are installed in? You can see the language abbreviation in the weidu.conf file if you open it with an editor.
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This usually happens if:
1. you installed the mod to a different game language than you are playing the game in
2. you are using a modded savegame on an unmodded game (or a game that was wiped by an update etc.)
3. you modded BG:SoD from GOG or Steam and did not install DLCMerger first.
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Very exciting!
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1 hour ago, scheele said:
at the very beginning of the mission, I searched the whole area near the coalition camp, but, of course, found nothing. Perhaps it would make sense to give some sort of non-obvious hint that searching in that location will yield nothing?
Hi @scheele, the first time around there should be the journal entry ~Theft from the Flaming Fist Storage Tent
There is no trace of the ham to be found, at least not here. We'll have to see whether more pieces of it will turn up. With the size of that hock, I am sure there will be - question is where.~
which I hoped would make it clear. I can extend on the given hints when Grey sniffs without results (in the wrong areas), e.g. by adding something to the line ~(Grey can't pick up the scent. There is no trace of it at this spot.)~.
Thank you for the feedback and the kind words! It was fun to create the quest.
To the SoA idea: I appreciate your interest in the mod, but I prefer Grey to stay a normal dog. That was the original mod design from Rabain and me.
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Thanks for your work on this!
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8 hours ago, CamDawg said:
there's been a gaping whole of coverage for this component since, like, forever.
Why wasn't this fixed sooner?
(Yes, I'm so totally making fun here.)
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Quote
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3183 // Romance Cheats [Sabre, Richardson, Weimer]: v16
is installed, but I can't see with which options because the weidu.log doesn't show.
I think you need to edit the cdtweaks.disabled.txt to actually activate the multi romance cheat, but I'll tagg @CamDawg for further hunting.
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Thanks for digging into this. A fix / compatibility fix for this would be great.
EDIT: one thing with Grey is that he's a dog, i.e. none of the normal NPC races.
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Guest: just a quick note for your next install, it is recommended to install ARP after UB (recommended by Almateria themselves.)
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On 11/17/2023 at 1:33 PM, Nathan82 said:
Grey got hit by a bolt of polymorphing and is now a squirrel.
omg lol.
Unfortunately, I'm no help here. The question I am posing myself right now is why 7th PPM aren't immune to polymorphing.
Is the bolt from the original game or is it mod added / changed?
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Maybe start with posting your weidu.log. If so many descriptions and damages weren't updated, it could also mean the mod/component didn't install properly in the first place.
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The weidu.log in your game lists the installed mods, please post the content here.
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I wouldn't call it the best source, not to belittle the effort Leonardo Watson puts into creating BWP, but because there is some mod updates that come with a shift in install order that might not be considered in BWP yet.
There is no list for best install order you can just follow blindly, there is a pinned topic in this subforum that is trying to establish an install order (for EET, but it should also work for BGT as long as you consider that BG2Fixapck and BGT would be the first mods here).
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For own journal entries, you just take the exact same text you used for adding it to the journal:
EraseJournalEntry(~Text of the journal entry~)
Or, if you work with tra files (which is recommended in this case, so the text is the exact same:
EraseJournalEntry(@12345)
The text need to match 100% with what the added journal entry was, or the journal entry will not be removed.
The RESOLVE_STR_REF is for original game journal entries.
There is also another way to fetch these: the func_fetch_journal_entries.tph fetches them from a dialogue state directly. It is used in the bg1re mod, for example.
[Mod] The Boareskyr Bridge Scene - Mod for SoD
in Miscellaneous Released Mods
Posted
Thanks for the kind words and the typos here as well!