Jump to content

Austin

Modders
  • Posts

    334
  • Joined

  • Last visited

Posts posted by Austin

  1. 18 hours ago, Guest Guest said:

    Seems to be a problem with Lathan. Globals were set as - ANAranLamp Global 4; ANAranLampLatan Global 1. Setting ANAranLampLatan to 2, then talking to Renal seems to have advanced the quest.

    Hello! You must talk to each of them, in any order. But first there had to be a dialogue that begins with the phrase
    "*You are carefully looking at the guest list, which contains the names of several wealthy and noble residents of Athkatla. So, where to start...*"
    And two options:
    @492 = ~*Talk to Renal Bloodscalp*~
    @493 = ~*Talk to Lathan*~

    Apparently, you chose the second option, so your ANAranLampLatan variable was equal to 1. After this, you must talk to Latan first. In the dialogue with Lathan (if the variables are exactly as you specified above), the option “Hi Lathan. Is everything okay in the guild?” should appear.

    If you manually change the value of the variable to ANAranLampLatan, you will skip the dialogue with Lathan. This will not interfere with the progress of the quest, as far as I remember, but it will deprive you of some content.

  2. On 12/8/2023 at 6:52 AM, pierpoljack said:

    Hello , i have a problem with the quest "missing troll" , when my main character is in the docks he stops all action , everytime i tried to made in move or attack someone he just stop everytime  he can talk to other character at least , i have use the mod "stutter debug mod" and i have the line "Running block Running block 54 of scriptxy.bcs" being shown non stop in the box text , in every savegame i had in the docks .

    here's the file https://mega.nz/folder/kpRWya5T#tA3865mSO6rtBjBfVdAq0A

    Does someone know how to resolve the problem ? i

    Ps: hello , it seems i have made a mistake when writing this down , it wasn't the "running block 54" but the " running block 16 of AR0300.BCS" that doesn't stop running in a loop .

    And i use the version V.4.3 of "heroes , thieves and moneylender's) and i have already accepted the "moneylender" quest and i have no problem with this one , so it's just the missing troll case" that is causing a problem.

    Hello! This is strange, since no one has previously reported such a problem, and I did not have it during testing either. I will add a code improvement in the next update to prevent this issue.

    In the meantime, you can do the following so as not to reinstall the game, but to fix the problem “painlessly”:
    1) install the Near Infinity program (you can download it here)
    2) Run the file NearInfinity.jar, in the "Game tab" - "Open Game" specify the path to the installed game.
    3) Click the magnifying glass (search) icon and write AR0300.BCS. The file will open.
    4) Find the problematic block - for me it looks like this:

    IF
    Global("ANTroll","GLOBAL",1)
    OnCreation()
    THEN
    RESPONSE #100
    ActionOverride(Player1,SetDialog("PLAYER1"))
    Continue()
    END

    Replace this entire block with the following:

    IF
    Global("ANTroll","GLOBAL",1)
    Global("ANTrollSet","AR0300",0)
    OnCreation()
    THEN
       RESPONSE #100
    ActionOverride(Player1,SetDialog("PLAYER1"))
    SetGlobal("ANTrollSet","AR0300",1)
    Continue()
    END

    After that, click the "Compile" button, and then "Save".

    5) That's it, you can start the game and now there should be no problem.

    And in the next update I will make this correction. Thank you!

  3. 18 hours ago, Drakal said:

    Hello guys i have question can some1 here tell me what code is for Maevar stash . I have version with 3 pictures that shows months . I have srsly no idee what the code is . Ive tried many times without any chance of success. 

    Hello! I sent you the answer in private messages.

    In this topic I can only give a hint: the answer is the ordinal numbers of the three months (from Calendar of Harptos), which are described in the scroll. For example, the autumn month Nightal corresponds to its number 12. 

  4. Mod updated to v.14.3!

    ADDED NEW CONTENT:

    • added new banter Kagain-Jaheira (text by Austin)
    • added two new banters Ajantis-Imoen (text by Alisia)

    FIXED:

    • Fixed a bug due to which the Kagain's store could not open when installing the «lore» store component
    • It is now possible to complete Kalandra's quest in the Water Gardens even if the priest of Talos is dead (though in a shortened version of the quest). Previously, completing the quest in this case was generally impossible.

    IMPROVED:

    • Now all newly joined NPCs will have experience added, as was done in the original game (only in the EE version!)
    • Improved Russian translation
    • Improved display of the Water Gardens icon on the world map when using a map from the "BP-BGT-Worldmap" mod (thanks GraionDilach)

    Download:
    https://github.com/SpellholdStudios/BG1_NPCs_for_SoA_-_ToB/releases

  5. On 9/26/2023 at 1:42 AM, Holden said:

    Ok, so it actually looks like my save game was not preserved at all.  The journal is completely wiped clean, and new quests do not show up in the journal either.  

    I had prepared myself mentally for having to start a fresh new game (lol), and so I did.  But now the install has new problems.  Conversations do not trigger properly, resulting in conversations that "end" whenever I am prompted for a reply.  For instance, the traveler you meet upon exiting Candlekeep, when he steps up to you and asks you a question, the dialog box just disappears.  If I talk to him again, then my dialog choices appear.  It seems like triggers are not activating all over the place...sometimes adding a new party member does not actually add them until I engage them in conversation again.  

    Is this a common problem?  I can't think of what it would be aside from the BG1 to BG2 npc mod, since everything else after that mod installed pretty much without incident.  I've posted my Weidu again in case anybody cares to see it.

    WeiDU.log 24.12 kB · 3 downloads

    "BG1 NPC in SoA&ToB" mod does not affect the BG1 game and cannot affect the dialogues in BG1. I can’t say exactly what the reason is, but during the reinstallation process, perhaps one of the mods was not completely removed before reinstallation, which resulted in errors. Have you removed mods manually using the installer in each mod's setup file? I recommend doing exactly this, otherwise automatic reinstallation may create such errors.

  6. 20 hours ago, xiaoleiwen said:

    Hi there, some questions for the component 5:

    1) Does it also affect mod npc?

    2) If yes, would be interested to add to the game that I have started, but not sure whether this is something that is safe to be added mid-game.

    Hello! The fifth component only unlocks some texts of standard NPCs, which were written by the game developers, but did not work fully. Therefore, it has nothing to do with NPCs from mods. If any NPC from the mods had a line in the same situation, it will work when the standard NPCs finish speaking their lines. However, in any case, I would not recommend installing a mod on an already started game, especially if you have the EET version.

  7. 15 hours ago, Holden said:

    I didn't give this mod much of a look initially, but I've grown attached to the BG1 companions, especially since their personalities were fleshed out by the banter pack.  I don't care about new items or areas much since I haven't modded much in that regard anyways, and at least the banters will remain intact.

    In this case, I would recommend simply not installing the "Water Gardens" component, installing only those components that add your favorite NPCs - for example, Xzar and Montaron, Shar-Teel, Garrick, Coran and Safana, Tiax (I especially recommend him!). The listed NPCs contain a lot of content and do not add new worldmap areas or a lot of items, so there should be no problems even in the case of a large build of the game.. 

    But be sure to install the mod after other (separate) mods of these NPCs to avoid “duplicating” these NPCs. The "BG1 NPC in SoA&ToB" mod will check if there is already another mod for the same NPC in the game and, in case of a conflict, will skip its installation. For example, if you are using Lava's "Quayle in BG2" mod, the "Tiax and Quayle" component will only install Tiax.

  8. 16 hours ago, jastey said:

    @Austin does BG1NPCs in SoA&ToB add areas to the EET worldmap?

    Starting from version 14 (and in the current version 14.2), the Water Gardens location has been added to the world map (except for cases when the mod map also uses the "BGT-BP Worldmap" mod - in this case the compatibility problem remains, as Graion Dilach wrote above). So the game must be started again after installing the mod, otherwise it will not appear on the map. I actually forgot to mention this, sorry! :( 

    Regarding the new items added - in fact, many new spells and items are added in only two components of the mod - "Water Gardens" and "Kagain". The remaining components add almost no new items.

  9. 18 hours ago, jastey said:

    I think the main issue would be characters added by the mod not using SCS's improved scripts and items not patched to be useable by new kits and things like that.

    For what you wrote the install sequence would be ok, since the other stand alone NPC mods would be detected.

    Jastey wrote everything correctly.  For my part, I see no reason for any other problems due to the installation order in this case (if EET-End is then installed on top again)

  10. On 5/15/2023 at 8:46 AM, zelazko said:

    I assume this is harmless since those are the cre files for skipped NPCs?

    Hello! This is true. I previously wrote about these warnings here

     

    On 5/15/2023 at 8:46 AM, zelazko said:

    When you ask to buy things from Kagain you items his dialogue will freeze and crash.

    Do you mean the dialog before he is joined? Could you tell me exactly what phrase he says before that, please? I didn't have that error, but I'll look into it..

  11. Mod updated to v.14.2!

    ADDED NEW CONTENT:
    - Added a new small quest for Ajantis (texts by Alisia) and related interjections from other NPCs (texts by Austin)

    IMPROVED:
    - The icon of the new area (Water Gardens) is now compatible with the «BP-BGT-Worldmap mod»! Thanks GraionDilach!
    - Cross-mod dialogues with NPCs from other mods are finally transferred to the add-on – «Smiling Imp’s Cross-banter mod»
    - Fixed a bug that was accidentally added to the "Ajantis" component in version 14.1
    - Added ini file

    Download:
    http://www.shsforums.net/files/file/974-bg1-npcs-for-soa-tob/"]shsforums.net/files/file/974-bg1-npcs-for-soa-tob
    https://github.com/SpellholdStudios/BG1_NPCs_for_SoA_-_ToB/releases

  12. On 1/19/2023 at 3:03 PM, jastey said:

    Let me know when and I can tagg a new release of the Worldmap mod.

    As discussed on the SHS, the necessary changes have been made to the master version of the mod on GitHub (thanks GraionDilach!), available here: https://github.com/SpellholdStudios/BG1_NPCs_for_SoA_-_ToB

    Later I will update the mod to version 14.1, add a new quest, and also include these changes.

  13. On 1/16/2023 at 11:19 PM, Guest my_summertime said:

    I have a problem with getting to Waters Garden. My map did not updated. I don't have ARBGX2 in my worldmap.wmp. I can clua console myself there, but i cannot use map to go there. Any help?

    Btw - I did talk with this little guy and the old guy in slums - they told me where this area is.

    We discussed this on the Beamdog forum. It turned out that the cause of the problem is the BP-BGT-Worldmap mod, as it is currently incompatible with the Water Gardens area. I will try to fix this incompatibility as soon as I can.

  14. On 11/4/2022 at 2:58 PM, Guest Morgoth said:

    Hello Austin, did you add the possibility to

      Показать скрытое содержимое

    save the girl that gets killed by the thief during the lamp quest, if you are fast enough on killing the thief?

     

    Hello! None at the moment (this scenario is quite rare, as Azora dies very quickly). But I've fixed another issue with this quest that was reported on the Beamdog forum: previously, Aran didn't have the phrase to complete this quest with a lamp if the player chose the third way to solve the problem (If Azora left and the player then disenchanted Jovi and killed him). Now it's fixed.

     

  15. "Heroes, Thieves and Moneylenders" mod
    (Author: Austin, Scheele, Alisia & Arcanecoast Team)

    "HTaM" mod adds new quests, episodes and characters, several new areas, additional banters and interjections for NPCs from the main game and from some other mods.
    The mod is compatible with BG2, BG2: EE, BGT and EET.

    Version 4.3 includes the following changes:

    • added alternative phrases to the dialog with the Jackal, including for the PC - half-orc (component 2)
    • fixed script errors when doing Paris's quest (component 1)
    • fixed minor dialog bugs (component 1)
    • improved the code of Minsc and Jaheira's dialogues about rain (component 1)
    • fixed minor bugs in the quest "Mysterious Stranger" (component 3)
    • added missing journal entries for the quest "Beshaba's Curse", fixed minor code errors in dialogs (component 3)
    • improved the balance of the battle with the Collector, weakened the overly strong mage on the enemy side (component 2)

    Project Page
    Visit the Forum
    Download mod from G3
    Download mod from GitHub

  16. Mod updated! New version - 4.3.

    • added alternative phrases to the dialog with the Jackal, including for the PC - half-orc (component 2)
    • fixed script errors when doing Paris's quest (component 1)
    • fixed minor dialog bugs (component 1)
    • improved the code of Minsc and Jaheira's dialogues about rain (component 1)
    • fixed minor bugs in the quest "Mysterious Stranger" (component 3)
    • added missing journal entries for the quest "Beshaba's Curse", fixed minor code errors in dialogs (component 3)
    • improved the balance of the battle with the Collector, weakened the overly strong mage on the enemy side (component 2)
  17. In the Smiling Imp's mod, most NPCs do not have a dialogue when leaving due to a change in reputation, and on the EE version, they also tried to speak many times when their reputation fell, so I solved this problem there by adding an opcode to such NPCs 360 on the EE version. The code turned out like this:
     

    Spoiler

    COPY ~BG1NPCSoA/Cre/7XCRE76.cre~ ~override/7XCRE76.cre~
    SAY NAME1 @1567
    SAY NAME2 @1567

    ...
    BLAHBLAHBLAH
    ...

      SAY INTERACTION3 ~~ 
      SAY COMPLIMENT1 ~~
    PATCH_IF GAME_IS ~bg2ee eet~ BEGIN
        LPF ADD_CRE_EFFECT
            INT_VAR
                opcode = 360 //Ignore reputation
                timing = 9 //Permanent
                target = 1 //Self
                resist_dispel = 0 //Not dispellable + bypass resistance
        END

    END

     

  18. On 10/3/2022 at 4:38 PM, Isewein said:

    With all these new banters, maybe you should consider making them a separate install component a la IEP so that they could still be used even if Ajantis (or Quayle, or Skie, etc.) is brought into the game by a different mod. I really like what I have seen of your Water Gardens quest additions and would enjoy the expaned dialogues too, but wouldn't want to forego the dedicated NPC mods for those characters I've already grown used to and fond of.

    Thanks for your words!)
    The components of the mod can be installed independently of each other and you can, for example, use Jastey's Ajantis in Water Gardens (although it won't have new interjections there). I also tried to add interjections for NPCs from "parallel" separate mods (for example, for Xan from Kulyok), but only where I could get permission for such use. In Ajantis' case, this was often not possible, as Jastey's Ajantis has slightly different personality traits than Smiling Imp & Alisia's Ajantis. "This" Ajantis (available here) is more "soft" in character than Jastey's Ajantis. Therefore, the interjections from this mod often did not suit Jastey's Ajantis. Where the characters do not differ and there was permission of the authors, I made interjections available for both "variants" of the NPC (you can see the full list of such cases in the BG1NPCSoA\crossbanter folder).

    For example, Lava was against adding Skie's dialogues from this mod to his version of Skie because he sees her character differently. That is, in order to add more reactions and interjections of Lava's Skie in the Water Gardens, these interjections must be created specifically for his version of Skie, and I do not know enough about the differences in his interpretation of her character to create such texts myself. If anyone can add new interjections or NPC dialogues from other mods in the Water Gardens, I would love to add them, subject to the consent of the authors.

    You can also install the "Smiling Imp's Cross Banter Mod" to make the Smiling Imp NPCs (from this mod) interact with some NPCs from other mods.

  19. On 9/13/2022 at 8:45 PM, Graion Dilach said:

    The issues which come into my mind are the faulty IWD spell/scroll installations though (which i promised I'll take a try on.

    I would be very grateful for help with setting up spells/scrolls, as I said earlier:)

    I only ask you to use the latest version 14 in this case - all the bugs found at the moment have been fixed in it and the descriptions of some items have been reworked, the prices of some items have been adjusted, and unbalanced items have been removed from the merchants from the Water Gardens (these items are now separated into a separate subcomponent and are installed only by player's choice)

×
×
  • Create New...