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Austin

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Posts posted by Austin

  1. 15 minutes ago, marcnivar said:

    Thank you for replying, but my main question is whether  there is any way to fix this problem  mid game without reinstalling the mod, as i have installed many other mods like tweaks and scs after this mod. Reinstalling mod probably will cause more problems...

    You cannot do this without reinstalling the mod (only if you manually correct the texts in Near Infinity). But this is not a very serious problem in your case, since all other dialogues from mod work correctly and the error concerned only few interjections in Brynnlaw (about 10 phrases in a dialogue with a courtesan, vampires and a drunken sailor). Therefore, if you have a large assembly of mods, then you can not reinstall the mod and just ignore these lines.

  2. 6 hours ago, marcnivar said:

    Also, Anomen gives some of Edwin's dialogue when speaking with Saemon Havarian at the end of chapter 3. Anomen and Neera also give strange comments to SH in chapter 4 (around the time when SH asks the party to steal Desharik's boat). Anomen says something like "Senior Clerk" and then "Bank Guardian"; Neera says "Batch".

    Hi, this problem has already been fixed as I wrote above) You just need to reinstall the mrd and load an earlier save.

    6 hours ago, marcnivar said:

    His case is for Anomen and Neera, and in my case that happened for Anomen and Aerie. So far I noticed that happened when talking to Saemon before sailing and also when doing the side quest to help the courtesan and her brother in Brynnlaw.

    There are new phrases from the mod in the dialogue with the courtesan, but this problem has also been fixed. To be more precise, all the new interjections in Brynnlaw were previously confused (these are dialogues with Valen after arriving on the island, a dialogue with a courtesan, with a drunken sailor in a tavern)

    But in the latest version this has already been fixed.

    About the dialogue with Saemon before sailing from Brynnlaw - I did not change it and therefore this error cannot be related to HTaM.

  3. 3 hours ago, marcnivar said:

    I think I have this problem in Chapter 4 where Anomen and Aerie have similar wrong lines for the interjections. The version I'm using is before this latest update. Is there anyway to safely correct this midgame?
    I loaded the save game with the installation without this MOD, and found that Anomen and Aerie will not interject, so the bugged interjections are actually not the vanilla one?

    Hello! Do you mean that dialogue where Saemon asks to steal Desharik's boat? I haven't added anything to this dialog, so this issue cannot be related to this mod. Or do you mean some other dialogue? If you write the phrase to which Anomen and Aerie give the wrong interjection, I can answer for sure.

  4. 7 hours ago, marcnivar said:

    An earlier save with Aerie still in the party, thanks

    Hello again!) I checked your save - oddly enough, the variables are set in it as if the messenger had already appeared. Most likely, this happened due to the fact that at the moment of his appearance the party left the location, or a battle began with someone, or something else happened, due to which the envoy did not have time to approach the player, and the variables had already been changed so it doesn't appear anymore.
    I'll think about how you can avoid such a problem in the future, but in the meantime, in order to fix it, enter the following two commands in the console:

    CLUAConsole:SetGlobal("ANTrollEscape","GLOBAL",0)

    CLUAConsole:SetGlobal("ANQuayleTroll","GLOBAL",0)

    After that, the messenger should appear.

  5. Quote

    I think I also didn't get the quest from Quayle, I should have met the requirement...

    Here is a list of conditions under which a courier from Quayle will appear and call to the circus to start the quest:
    - Timer "ANQuayleTimer" must expire, that is, 1 day must pass after the completion of the main quest in the circus.
    - You must be outdoors, not indoors
    - You must NOT be in the Waukeen Promenade location
    - Aerie and Quayle must be alive
    - The chapter should be 2 or 3. If this is chapter 2, then the messenger will not appear until you talk to the boy Brus (who will meet you after leaving Gaelan Bayle's house)

    3 hours ago, marcnivar said:

    I still don't know how to solve this,  need the answer...

    I will write to you in a private message, because the author of this quest (Scheele) asked not to write an answer (spoiler) publicly :)
     

  6. 1 hour ago, Guest Artorius said:

    I worry I might have accidently missed out on a quest with the bank.  I had completed Jackal's moneylender quest and recieved a request by a messenger that the chief of security of the bank Shahbaz wanted to see me.  At the time I went to the bank it was night so the guards told me to bugger off, well at this time I was ready to go to Brynlaw so I decided to do that instead, but after coming back to the bank post Underdark I'm unable to find Shabaz on either floor of the bank, (I checked around the slums just in case he was hanging around there as well).  Reading posts on this thread seems to imply that these quests need to be completed before you go to Brynlaw so it seems like I've missed out.

    Yes, everything is correct - the Shahbaz's quest must be completed while visiting Brynnlaw, so it must be started before starting to sail to the island. In your situation, I can only advise you to load an earlier save.

  7. 1 hour ago, marcnivar said:

    BG1 NPC in SOA/TOB

    This MOD will skip certain components if you install the standalone version of certain NPCs from different authors. In my game, I installed Skie MOD from Lava, hence Skie component has been skipped. However, I notice that the starting dialogue of Yeslick has inconsistency because he will mention something about Skie, which is like Skie never die (I know this MOD is written before SOD is available). So probably have to skip this component if you install Skie MOD from Lava or will play SOD.

    You are right, I missed that :( I will try to fix this in the next version and remove the mention of Skie in Yeslick's dialogs if its component is not installed. Thanks for reporting this!)

  8. 9 hours ago, marcnivar said:

    Garrick probably can join via this MOD

    http://www.baldursgatemods.com/forums/index.php?topic=8355.0

    Yes, this mod allows you to join Garrick to your group in BG2! He has more than a thousand lines of dialogues, many banters with all NPCs, one large quest and one microquest, a full-fledged Garrick-Nalia romance (written by Alisia), as well as two versions of the epilogue (with and without Nalia).

    Latest version 13 is here: http://www.baldursgatemods.com/forums/index.php?topic=7724.msg78913#msg78913

  9. On 9/17/2016 at 3:31 AM, Bri said:

    In that case, if anyone wishes to take over, or see what is done, I would have no issue.

    Hello! From what I understand, there are only a few dialogues and epilogues left to finish, and Bri doesn't mind someone else finishing the job. 

    Even if some final dialogues were not written, I think it would be good to release the mod as it is, so that the work that has already been done is not wasted. As an example - "De'Arnise Romance" mod, which also remained unfinished, but it is still played by many players and it is popular. Why not do the same here?

  10. 3 hours ago, Mordekaie said:

    Yes, I confirm it. You can delete the first link (which redirects to the old 12.5 version) and leave only the second one.

    I also clarify that this mod contains not only NPCs but also a new area of Athkatla and many quests, therefore, if (in the future) the list is divided into mod categories, then it can be placed in the NPC mods section and in the quest mods section.

  11. 1 hour ago, marcnivar said:

    This is not a review, just leave a video here, for fun, I think it is from the BG1NPC in SOA/TOB.

    You're right, this is a video from the "Faldorn" component from the "BG1NPC in SoA&ToB" mod! This component allows you to side with Faldorn in the fight against Trademeet, and in two different ways - either attack the city with the Shadow Druids, or (which is more fun and well done) arrange a blockade of the city. As a result, the druids will send many stray dogs to the city,, and the residents will have dozens of funny comments :)
    In any case, the player will also have the opportunity to take Faldorn into the party after that and see how she will cope with the consequences of her actions. In this component she has very wise and good dialogues, although there are not very many of them.

  12. I checked it - and it turned out that I made a typo in the name of the tra-file and because of this, the wrong lines were added in the dialogues with Saemon and several other characters in Brynnlow! :(
    Thank you so much for finding this bug and my apologies!
    I have already fixed this bug and released version 3.6.1!
    https://www.gibberlings3.net/files/file/1027-heroes-thieves-and-moneylenders/
    https://github.com/Austin-BG/HTaM/releases/tag/v.3.6.1
    The first problem you wrote about has also been fixed, an additional check has been added and the courier will no longer appear if the player decides to work for Bodhi.

  13. 3 hours ago, Guest Zeno said:

    A thief appears in Chapter 3 to offer the party the "Beshaba's Curse" quest, requesting that they meet with Renal Bloodscalp. However, in my game the party had sided with Bodhi and had wiped out the Shadow Thieves by the time this thief appeared. (Amusingly, he appeared right in front of the Graveyard entrance to Bodhi's lair.)

    Also, Anomen gives some of Edwin's dialogue when speaking with Saemon Havarian at the end of chapter 3. 

    Thanks a lot, I'll check it out!

    3 hours ago, Guest Zeno said:

    Anomen and Neera also give strange comments to SH in chapter 4 (around the time when SH asks the party to steal Desharik's boat). Anomen says something like "Senior Clerk" and then "Bank Guardian"; Neera says "Batch".

    I'll check this too, but I didn't have such bugs when testing. I guess the problem is not mod. This confusion of phrases is usually the result of reinstalling mods (when the mods were not completely removed or uninstalled incorrectly)

  14. TeamBG

    "BG1 NPC in BG2" mod
    (Author: Smiling Imp, additions - AustinArcanecoast Team)

    This mod adds the majority of NPCs from BG1 into BG2 SoA&ToB. They have new banters and interjections and a few of them have encounters and quests as well. The mod is broken down into different components, allowing for easy mixing and matching with other mods that may also add NPCs from BG1.

    Additionally, you will be able to visit a new city area, the luxurious Water Gardens, where all the rich and famous of Athkatla go to unwind.

    The mod is compatible with BG2, BG2: EE, BGT and EET.
     

    Version 13 includes the following changes:

    ADDED NEW CONTENT (English proofreading - sarevok57 )
    - Added epilogue for Deekin (text by Oracle)
    - Added dialogue between Faldorn and the protagonist when visiting Athkatla (text by Austin)
    - New banter between Faldorn and Skie (text by Austin)
    - New banter between Coran and Jan (text by Austin)
    - New banter between Safana and Jan (text by Austin)
    - New Deekin's interjections in the SoA dialogues (text by Ulpian)
    - New banter between Deekin and Xzar (text by Ulpian)
    - New banter between Deekin and Montaron (text by Ulpian)
    - New Deekin's interjection in the final ToB dialogue (text by Oracle)
    - New Faldorn’s interjection in dialogue with peasants in Trademeet (text by Austin)

    FIXED BUGS (edits by Ulpian )
    - Improved properties of many items (added previously missing icons, fixed effects, etc.)
    - Fixed a crash when using the BGSX05.ITM item
    - Fixed the buy/sell price ratio for many items so that they cannot be sold and immediately redeemed at a lower price
    - Fixed effects and missing icons for several spells (MBLANK.spl, etc.)

    IMPROVED:
    - Updated WeiDU-installer to v.249
    - Improved Russian translation of item descriptions (edits by Ulpian)
    - Improved and fixed checks in b7xcoran.d file

    Visit the Forum
    Download mod

  15. 49 minutes ago, marcnivar said:

    Anyway, is his story in BG2 written as after the event of NWN1 or before it?

    Spoiler

    The mod sometimes mentions his past life in Neverwinter, so, as I understand it, he got to Athkatla after those events, although I could be mistaken, because I haven't played NWN for a very long time and I don't remember his story very well. For example, in one of the dialogues with Mazzy, Deekin mentions that "Deekin traveled with a halfling caravan in his early adventures with his old boss".
    P.S. Unfortunately, he doesn't have too many texts (several hundred lines), but if you want to add any more dialogues and interjections to Deekin in BG2, you can send them to me, I would gladly include them! :) The original author of the mod agreed to such changes.

     

  16. On 11/26/2021 at 7:34 AM, marcnivar said:

    I started to have a soft spot for nice kobold after playing SOU and HOTU of NWN1. Yes, it makes me remember Deekin.

    Perhaps you already know this, but just in case, I'll let you know that the "BG1 NPCs for SoA & ToB" mod (namely, its first component) adds Deekin to BG2 as a joinable NPC! :) And starting with the next version 13 (which is now being prepared), he will have an epilogue and several additional dialogues.

  17. Mod has been updated to version 3.6!
    - bug fixes
    - fixes to improve compatibility with the "classic" version of the game (thanks to TotoR)
    - the texts of the riddle in the quest "MaeVar's Stash" have been improved to make the search for a solution clearer
    WeiDU's version has been updated to 249

     

    https://www.gibberlings3.net/files/file/1027-heroes-thieves-and-moneylenders/

    https://github.com/Austin-BG/HTaM/releases/tag/v.3.6

  18. On 11/22/2021 at 9:07 PM, Lava said:

    Would you mind translating these too? @ilot@Gwaihir@Austin

    Here is Russian version:

    @35 = ~Темная лапа ласки~
    @36 = ~Темная лапа ласки
    (Чары / Очарование)
    
    Уровень: 1
    Дистанция: касание
    Длительность: 3 раунда
    Время чтения: 3
    Зона действия: 1 существо
    Спасбросок: Нет
    
    С помощью этого заклинания заклинатель может усилить воровские способности цели. При касании цель получает бонус в размере 5% к одной выбранной воровской способности на следующие 3 раунда. Бонус увеличивается на дополнительные 5% за два уровня заклинателя, до 20% на уровне 7.
    
    Однако цель заклинания получает штраф -1 ко всем спасброскам на время действия заклинания.
    
    Ходят слухи, что это заклинание было создано печально известным художником, последователем Шар. Поэтому изучать и использовать его могут только барды. ~
    @37 = ~Скрыться в тенях: бонус~
    @38 = ~Улучшена способность: Скрыться в тенях~
    @39 = ~Поиск ловушек: бонус~
    @40 = ~Улучшена способность: Поиск ловушек ~
    @41 = ~Установка ловушек: бонус ~
    @42 = ~Способность улучшена: Установка ловушек~
    @43 = ~Обнаружение иллюзий: бонус ~
    @44 = ~Способность улучшена: Обнаружение иллюзий ~
    @45 = ~Карманная кража: бонус ~
    @46 = ~Способность улучшена: Карманная кража~
    @47 = ~Взлом замков: бонус ~
    @48 = ~Способность улучшена: Взлом замков ~
    @49 = ~Тихое движение: бонус ~
    @50 = ~Способность улучшена: Тихое движение~

     

  19. 14 hours ago, Guest Zeno said:

    I should mention another Korgan-related problem. After the encounter with Owney (the one that starts the Korgan-path of component 2) the party frequently will appear in that area again when travelling between regions. The area is now empty, except for Esra (the halfling thief) who runs away. There is no way to leave the area (I had to console my party out).

    After Korgan left the party this never happened again.

    Despite this issue, I really like this mod! Thanks for making it.

    Thanks a lot for reporting this bug! I will check it and fix it. Please clarify - did you use the latest version of the mod (3.5.2) or older? What version of the game do you have (EE or classic)? 

  20. 13 hours ago, Guest Zeno said:

    I think that there may be a conflict between component 2 of this mod (the First Calimport Bank adventures) and the Korgan friendship mod. Both start after the completion of Korgan's personal quest (the recovery of the Book of Kaza) and his standard post-quest banters. However, while the Calimport Bank adventure path (focusing on Korgan) started fine, Korgan's friendship dialogues never fired. (Other "friendship" mods worked fine.)

    I checked the "Korgan Friendship" mod and see that dialogs from it should start 1600 seconds after the completion of his quest. How long has it taken you? If not yet, then everything is OK.
    So far I do not see any reason why HTaM could interfere with the work of this mod.

  21. Thank you very much for your posts! Yes, as far as I remember, the dialogue with Edwin about the Imperial cipher remained from the first version of the riddle, and later we changed it a little and now this text will need to be slightly corrected.

    13 hours ago, Guest Zeno said:

    I think that there may be a conflict between component 2 of this mod (the First Calimport Bank adventures) and the Korgan friendship mod. Both start after the completion of Korgan's personal quest (the recovery of the Book of Kaza) and his standard post-quest banters. However, while the Calimport Bank adventure path (focusing on Korgan) started fine, Korgan's friendship dialogues never fired. (Other "friendship" mods worked fine.)

    I have not tested these two mods together, but now I will check it out, thanks!

  22. Hello! Here is the Russian version :)
     

    @0 = ~О! Эээ... что-то здесь пахнет мускусом. Ты же не занимаешься контрабандой ласок или выдр, да...? ~
    @1 = ~А! Это же Мистическое Облачение Бога Ласки! Интересная штучка, да! Хм, думаю, я смогу сделать его помощнее, да...~
    @2 = ~Дай Цеспенару зелье неуязвимости и... 5000 золотых. Хм. Тогда получишь кое-что действительно красивое! ~
    @3 = ~Конечно. Сделай его посильнее. ~
    @4 = ~Извини, мне это не интересно. ~
    @5 = ~Ммм... Посмотрим, может, тут еще что-нибудь есть...~
    @33 = ~Мускусная аура ~
    @34 = ~Мускусная аура
    (Зачарование)
    
    Уровень 1
    Дистанция: 0
    Длительность: 1 ход
    Время чтения: 1
    Зона действия: 10 футов
    Спасбросок: Нет
    
    Это заклинание покрывает заклинателя и его ближайших союзников мускусным ароматом, который плохо влияет на враждебных зверей. Все союзники под этой защитой получают бонус +2 к классу защиты против животных. Силы, вызванные заклинателем, также повышают уверенность цели, улучшая Харизму и THAC0 на +2 очка каждому. Однако из-за характерного запаха его труднее скрыть. Те, кто находится под действием заклинания, получают штраф -50% к способности укрыться в тени и бесшумного передвижения.
    
    Это заклинание могут использовать только барды.~

     

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