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jastey

Gibberlings
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Everything posted by jastey

  1. The boxes are swapped using TakeItemReplace, but it's specified for Player1. I'm not sure what happens if the box is in someone else's inventory. I assume it was not in Player1's inventory in your case, but Jan's? That could be the reason why the old box is not removed. The thing about the EE Setup Tool is that it downloads outdated or altered mod versions - whatever the maintainer of the tool saw fit. So, basically, you should keep that in mind when reporting bugs in your game. I'll still note this down though, as the Player1/not Player1 thing could actually be an issue in the real mod.
  2. @jvlomax The puzzle box should have the description: After opening, the box should no longer be conversible and have the description: I don't see anything obvious in the files. Which version of the mod are you playing? Did you use an automated installer to install EET and the mod? EDIT: Which party member had the box on the inventory? Was it not the PC?
  3. @jvlomax that's definitely not wanted behavior. Thanks for the report.
  4. Thanks, I'll look into it. I think there is not much I can do about this. At least I do not know what I could change. As I said, the tweak uses almost all original cutscenes, so this behavior would be for the original game, too. Unless I missed something really obvious. Thank you for reporting!
  5. This is the revised ending, so no reply options and Duke Belt in prison is wanted behavior. The different ending tweaks are described in the readme. I'm not sure what you expected when installing it. What exactly do you mean with Neera can't end her dialogue? Does the dialogue end but she restarts it directly, or are you caught in a loop where clicking on a reply option gets you back to a dialogue line she said before? If so, would you quote the line please? What exactly do you mean you talk as Entar or a random person, do you mean the displayed name when re-reading the dialogue in the text window? I don't think I can do anything about that. Most starts of dialogues (after cutscenes e.g.) is using the original scripts, so this would probably be for the original ending, too.
  6. Jastey's Tweaks for SoD and EET (and BGT) This tweak pack is mainly meant for the SoD part of BG:EE and EET (except for the last component which introduces Imoen's SoD portrait into BGII). It deals with some tweaks that I found useful for my own game. The mod updates to v5.1. The Russian version is now completed with the new lines from v5, thank you yota13 for the translation! Changelog: -completed Russian version (with new lines from v5), by yota13 Readme: English, German Project Page Forum at G3 Discussion Topic at Kerzenburgforum (German) Downlad the Mod
  7. The mod updates to v5.1. The Russian version is now completed with the new lines from v5, thank you yota13 for the translation! Changelog: -completed Russian version (with new lines from v5), by yota13
  8. @Darpaek just to state the obvious: make sure the game is not running while installing a mod; never let two mod setup.exes run at the same time; end the install by pressing ENTER and not by clicking on the "red x" of the command window. (The dialogue.tlk being blocked by a running game could lead to empty strings. No sure this would result in the behaviour you are experiencing, though.)
  9. Thanks @argent77, that's interesting! To my defence, I couldn't have known that, I'm only into modding for, like, three months or so.
  10. And I never knew that would work, I always use all actions in one DO and for the rare cases that it was doubled I believe to recall it gave an install error.
  11. Can you start a new BGII game without a crash?
  12. @Moortje removing all weidu v247 from the game folder is indeed the way to go. This includes all setup-modname.exes as well as a plain weidu.exe in case it's present. Download weidu v246 and rename the weidu.exe* to the setup.exe of generalized biffing (I don't know the exact name currently). It then should install generalized biffing with the v246 version and the crashes should not occur in your game, hopefully. *Alternatively you can take any v246 setup-modname.exe and rename it for Genralized Biffing, but a lot of mods come with the automated mod packager that grabs the most current weidu version - which currently is v247. The moment v247 runs in a folder all present setup-exes + weidu.exe wil be updated to v247, too, unless you run it via console using the syntax @Magus posted. The situation with weidu v247 leading to errors for some mods and being necessary for others is unfortunate, it's a temporary inconvenience that will be solved as soon as @Wisp finds the time to update weidu to resolve the incompatibilities.
  13. The mod tries to patch garden.dlg state 1 but the dialogue only has "0" states (the engine starts counting at 0). All I can offer is a quick instruction how you can prep the mod files so this error will not show during installation: Before installing the mod, open "Zakrion_BG1/Dialogues/QI#ZAKJ.d" with a simple text editor (do not use MS Word as it leaves traces the installer chokes on) and change this (make sure you save the files as a ".d" file again): //Garden Lad I_C_T GARDEN 1 QI#ZakGardenLad1 == QI#ZAKJ IF ~InParty("QI#ZAK") InMyArea("QI#ZAK") !StateCheck("QI#ZAK",CD_STATE_NOTVALID)~ THEN @56 END to this (the "1" is replaced with a "0"): //Garden Lad I_C_T GARDEN 0 QI#ZakGardenLad1 == QI#ZAKJ IF ~InParty("QI#ZAK") InMyArea("QI#ZAK") !StateCheck("QI#ZAK",CD_STATE_NOTVALID)~ THEN @56 END This should eliminate the install error. I do not know whether the interjection was meant to happen here, though, so it's well possible Zakrion will say a line that's not fitting if this game character is encountered.
  14. As far as I know, it's only one DO and all actions in one ~~. It's well possible the second "DO ~something~" was swallowed when compiled.
  15. You have two times "DO" in your example above. Is this a syntax error or something I'm not aware of?
  16. Pocket Plane Group Indira NPC Indira is a young lass on the look-out for excitement and adventure. Combine a small measure of Alora's perkiness, Minsc's naivete, Imoen's pranks, and you've got yourself a good idea of what Indira's like. She's a half-elven, lawful good fighter/mage from an area just east of the Baldur's Gate region. Version 14 comes with a revised Italian version by Coland, a completed Russian Version for BG:EE/EET, a fixed EET install (EET v13.x), and globally unique LABELs for Project Infinity. Visit Mod Page Visit Mod Thread Download at GitHub Changelog: - Revised Italian Version by Coland. - Full Russian translation will be used for EE games, too. - Fixed EET install error (EET v13.x). - added globally unique LABEL to support Project Infinity.
  17. Pocket Plane Group Finch NPC Finch is a neutral good, gnome cleric of Deneir. She is first found in Candlekeep, where she has been studying recently. Regardless of whether you talk to her in Candlekeep or not, she will be met along the road later and can join your PC's party. Version 6.0 comes with a corrected soundset for BGEE v2.6.6 and orrected battle-related responses on Candlekeep Finch by GraionDilach, a fixed EET install, and globally unique LABELs to support Project Infinity. Visit the Mod's Page Visit the Modthread Download at GitHub Changelog v6.0: -Reorder of Finch's voice from BG2 to BG1 for BGEE; -Corrected battle-related responses on initial Finch; -Fixed EET install bug for EET v13.x; -Added globally unique LABEL to support Project Infinity.
  18. Kerzenburgforum Hidden Adventures A quest / tweak mod for BG2 (BGII, BGII:EE, BGT, and EET). The mod updates to vBeta 7 with a Polish version by memory! View Mod Description or Download at Mod Page Download via GitHub Changelog: - Polish version added, by memory. - Extended Anomen Quest: guards in compound should not turn hostile. - Added globally unique labels to support Project Infinity.
  19. GibberlingsThree BG1NPC Project The mod updates to v27.1. with a v2.6.6 specific bugfix. Download Readme Project Page Forum G3 Discord Changelog v27: Dryads should acknowledge death of woodcutters with Xzar in party.
  20. BG1NPC changes to v27.1! Changelog: -Dryads should acknowledge death of woodcutters with Xzar in party.
  21. This happened because 2.6.6 patch changed state trigger in dryad.dlg. Will be fixed in the next release.
  22. After talking ot Douglas, Global("C#AjantisLoveTalk","GLOBAL",20) and Global("C#AjantisIlvastarrMeeting","GLOBAL",1) should already be set. With the variables above, visiting Mithrest Inn ("AR0704") with Ajantis in group should lead to Ajantis starting a dialogue that his parents are there. This calls a cutscene where they are spawned and the dialogue with them will be triggered. The consitions are the following ("Myself" being Ajantis): You could check for the variables and make sure Player1 is detectable (no cloak of hiding etc.), that no mod changed the area code of the Mithrest Inn (you never know...), that Sir William isn't present as a left-over (or his corpse...). Checking the conditions is useful to identify a general problem with the romance now before it comes back to bite you later. If all fails, you could just visit Mithrest Inn with Ajantis in group for the variables I listed at the beginning of this post and set C:SetGlobal("C#AjantisIlvastarrMeeting","GLOBAL",2) (for Ajantis and the PC both being able to talk and seeing each other) and it should start the meeting.
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