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Posts posted by zelazko
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To fix the crash you will need to edit (can be done with NearInfinity) IMOEN2J.DLG
Go to Edit tab (NearInfinity) and select Action (my was no. 197 yours will different) that has this in it:
ActionOverride("Renal",ChangeAIScript("KishRena",RACE))
There will be yellow triangle warning that something is off. Change above to
ActionOverride("Renal Bloodscalp",ChangeAIScript("KishRena",RACE))
You will still need to load the save before you reported death of Mae'Var to Renal Bloodscalp because save is corrupted.
I will noticed that triggers in the area script AR0300.bcs (Docks of Athkatla) having incorrect triggers enabled/disabled. You go to the area file AR0300.ARE and look for the trigger numbers and letters. Some of them will miss a letter or b.
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Permanent death affects the Grey Dog if an attribute is drain to zero. It occurred to me when finding shadowy undead in SoD hidden cellar.
Spoiler -
Possible idea for recreated cut content:
BD7410.are vampire hideout where you can't permanently kill vampire with a stake. Vampire coffin is there and the vampires retreat by changing into gaseous form. The vampire coffin is not interactable.
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I get locked in the ID1105 area. I added block to the area script ID1105.bcs thinking maybe it would get me out but looks like globals are not setting properly. The cutscene starts but I get teleported two times to Ulgoth's Beard and Athkatla Bridge with final destination being Athkatla Bridge ( I am in chapter 7 of EET).
I changed:
idtoEET to idtoEET1
It seems to worked. My party was teleported next to Maladernoth inside the Ulgoth's Beard Inn, and he started dialogue closing the IWD1 and teleported away himself after.
IF Dead("EEBELHI1") // Belhifet THEN RESPONSE #100 ClearAllActions() StartCutSceneMode() FadeToColor([15.0],0) SetGlobal("Townie_Dead","GLOBAL",0) SetGlobal("Kill_Innocent","GLOBAL",0) Wait(1) StartCutScene("idtoEET") END
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I dunno why but story mode don't work when I am in Icewind dale. It works if I move to other non-IWD locations.
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Do I have to do Hjoldder expansion that takes place in Lonelywood before going to Dorn's Deep? In vanilla IWD player would get locked out from completing the expansion if they progress too far. I find that my party has too low levels as I can't defeat burrow weights without extreme buffing.
///EDIT: Should be safe as I can see when I started BG2 new game Hjollder appears in Bridge District.
Spoiler -
SpoilerOn 11/19/2022 at 4:59 PM, JohnBob said:
Hello,
Good to see you find you way to Targos !
(Tipun mentions that IWD_EET is relatively independent from the rest of the game and should not be a problem with other mods)
As the screenshots are already made I post them with indications !
1. Hulgoth Beard !
2. IWD1 Easthaven !
3. Copper Coronet ! (Horribly Ctrl-Y Nalia before she could ask for help.)
4. IWD2 Targos Clua console arrival...When you got here better do a quick Ctrl-J to the location in the screenshot below and talk to Hedron Kerdos on the boat to start the game normally...
True 4. IWD2 True Targos !
Welcome to The Spine of the World !!!
Let's hope the adventure doesn't crash...
If I will start first IWD1 Easthaven adventure earlier by changing chapter requirement from 7 to 6 will it mess something up in the dialogues of the IDW1 since I will not be in chapter 7?
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https://gibberlings3.github.io/iesdp/files/ids/bgee/areatype.htm
What's the limit in areatype.ids? 14? 6 plus more? Default is 8.
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I have three suggestion regarding Brandock and his spellbook farming from other dead npcs:
-Brandock does not farm spellbook from Vay-ya in Low Lantern
-Brandock comments on Yago spellbook but does not mention Yago's book of curses before starting Birabella's quest
-this one is more of request which can be disregarded - % chance for brandock to learn a spell when he plagiarizes others' spellbooks
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I am not 100% sure if SCS adds fireball wand to Vay-ya of the Low Lantern. The area is tight and there is at least two important NPCs there albeit from mods:
Ascolan barkeeper ( ACASC.cre )
Umbrella the Summer ( T1SumUm.cre )
Lars ( T1LARS1.cre )
I've got lucky and only a commoner got smoked in the fireball. Maybe for precaution if any of those npcs is present disable Vay-ya from casting fireballs - spell or wand and give her alternative spell instead.
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There is a syntax error in the FW0511 baf
IF Global("GV#CORPSExists","%DurlagsTower_D1%",0) THEN RESPONSE #100 SetGlobal("GV#CORPSExists","%DurlagsTower_D1%",1) CreateCreature("gv#corps",[1660.1430],0) Continue() END
On my playthrough experience it caused substantial lag until I 'fixed' by changing %Durla value into GLOBAL
SpoilerIF
Global("GV#CORPSExists","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("GV#CORPSExists","GLOBAL",1)
CreateCreature("gv#corps",[1660.1430],0)
Continue()
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On 9/10/2023 at 2:16 AM, jastey said:
OK, I might misremember.
Regarding the arm:
-rep needs to be 17 or higher
-Global("ACSTORY","GLOBAL") needs to be at "3"
-chapter needs to be after 4 (e.g. in chapter 5)
-group needs to be in an OUTDOOR area.
Then there will be an event that leads to his new arm.
No wonder my rep is lacking. Now I have to make choice continue Shar-Teel or get Breagar his arm.
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I used the older save and replayed the event this time with saving the miners. This dialogue triggered between Yeslick and Breagar.
Yeslick only attacks the party if charname refuses to save the miners but this talk takes place even before you flood the mine and it makes sense. In the dialogue Yeslick asks charname to go to Rill and let the miners escape. Breagar had no reaction bug most likely.
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6 hours ago, Thacobell said:
Oh! Okay, sorry. A talk with him should trigger after you leave the Cloakwood mines. Right around the entrance to the outside fort iirc.
Definitely missed the event. My Charnmae flooded the mine with the slaves alive inside. Does this affect the event?
What global/variables would I need to change/add for event to take place?
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43 minutes ago, Thacobell said:
Sorry, just woke up and am having trouble parsing sentences. Where what?
Where Breagar
Spoilergets his new hand?
I feel like I missed the event.
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Why was crossmod with Valerie npc mod removed?
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At what point in story Breagar gets
Spoilerhis artificial hand?
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7th Party member only.
I temporarily circumvented the endless dialogue loop when Garrick sings Drunken Ditty by assigning
!Global("C#BrandockJoined","GLOBAL",2)
to the State Trigger 53-58 in C#BRANDJ.dlg
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There is an issue with Garrick times of Troubadour. Garrick learns a drunkard's dirty song which causes party members to go drunk while receiving CON bonus +1. Between each pop up in dialogue window 'Garrick: Singing Bard Song' there will one or two dialogue pop ups from Barndock complaining he's getting too drunk. The cause of it seems to be the need for gtt#s1a.spl spell to remove its effects and reapply them again after few seconds.
Reference files:
gtt#s1a.spl
gtt#s1b.spl
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Does having Brandock and Grey Dog as outside (7th) party members break anything? Game allows only for one familiar so only one creature that follows the party?
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https://drive.google.com/file/d/1nfKnBWTTxGCLTarnuwA9fa-XH8OcWKtT/view?usp=sharing
Using ElvenAI I created the English voiceover for Breagar. For basic use just extract all wav files inside the override folder. Simple extract to override will cover sounded responses like click and command and some others. Advance user can use NI and match extra sounds I made with Breagar's dialogue.
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I dunno if this would be implementable probably only through a dialogue mode and not level up screen.
Make Rangers and Paladins achieve proficiency beyond specialization by spending two time the proficiency fighter requires. So if Fighter needs to spend 5 points to achieve grand mastery in any given weapon Ranger/Paladin would need to spend 10 points to achieve same grand mastery.
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10 hours ago, polytope said:
I think we discovered that speed factor bonuses from WSPECIAL.2da aren't actually applied in game, although 5 stars gives an increase to attack rate which effectively reduces the delay associated with high speed factor weapons.
He could've used a scroll though, even a scroll of Chromatic Orb (at lvl 10), or he could perhaps have been level drained.
It makes more sense to me than a human - not a Medusa - wizard having such an innate ability.
If I am not mistaken Spell Revision takes down the flesh to stone effect from Chromatic Orb spell.
Scrolls? Good idea. This way it will not overpower Tranzig. Level 10 Tranzig could prove unbalanced for chapter 3 players.
[34.3] Deril uses area-wide damage spells resutling in Lagole Gon (lich) premature death. Cernd's babyboy quest.
in Sword Coast Stratagems
Posted
I don't if this has been fixed already in 35 versions. Deril will go on to use Fire Storm and Acid Rain/Storm. The lich who is next to Deril will take damage until it dies. Then Deril dialogue will get cut short because he calls for lich help when Deril HP drops low.