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Roxanne

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Everything posted by Roxanne

  1. What you describe is what is intended in EET. BG1 NPCs you never recruited like the Xzar/Montaron are gone after EET chapter7. The only pure SoD NPC you can have afterwards (as far as I know) is currently Wilson by means of the Wilson Chronicles mod. Myself, I am just testing my own Corwin mod that I may publish in a few weeks - but that is a different approach all together, since I make Corwin appear PRIOR SoD instead of extending her into BG2. In her particular case that felt much more logical since she is rooted in her city and the Flaming Fist. So I make her appear and joinable when you talk to Scar and take his quests, she helps you wth the Iron Throne and Sarevok etc. You can already develop a friendship with her earlier and thus her SoD relationship will be less rushed. And then she appears as a former acquaintance during the crusade and you can even romance her there. True to her nature and original background she will stay in BG and not follow you to Amn. (EET would allow you to meet her later if you can restore your reputation in BG, I have not decided on such a sequel yet.)
  2. Vanilla NPCs that are not available in SoD do not appear there. EET does what the base SoD game provides. In case of Kivan, he may appear again in BG2 if you have a mod installed for him e.g. the Kivan/Deheriana mod NPCs that have died and were not ressurected during BG1 will not appear either. Basically the list of NPCs appearing during SoD is the one provided by the basic game. Things are slightly different for mod added NPCs (it depends on what the modder has decided to do for them, e.g. NPCs like Sirene or Sandrah will also appear in SoD and BG2). Another category are BG1 NPCs expanded by mods, like Kivan or Ajantis, they follow their own story during SoD (they are absent) but come back in ToB. Minsc/Dynaheir are a special case as they only appear in EET-SoD if they are both still alive after BG1. You only get them together.
  3. Check C:GetGlobal("ElmHint","GLOBAL") which is a counter that is incremented each time you talk to people who know about Sandrah. E.g.:
  4. A scroll or a bowl to summon some water creatures e.g. water elementals. Or look to the Tenya mod to provide something compatible with that mod. Scrolls for protection against weather/elements. A staff+1 or +2 only usable by evil NPC(PC). (advanced version summons water elemental) Ring of Fire Protection (Water Ring).
  5. Maybe a short footnote somewhere that EET changes the "Original BG Area Code/BGEE" codes by replacing ARxxxx with BGxxxx to avoid conflicts with BG2EE areas (as the list also has the TuTu and BGT references). Black Pits 1 areas are missing. Thank you for the useful list.
  6. You need to SetGlobal("B!GavinRomanceMatch","GLOBAL",1) this is checked when he joins and does not automatically change afterwards. The Lanie contents only happens when you romance Gavin, if I remember well.
  7. It works, I put the exe and the config file into BG2EE and it launches the game or opens the webpages.
  8. Any details available what it is good for or how to use it? When I try to run it, my Avira blocks it and deletes it. When I try to run it without Avira, it tells me I need net framework 3.0 or better. Since I have windows 10, this makes no sense, since it is included already?
  9. This seems to eliminate my assumption that a mod changed the healing spell. I will test the case of Dynaheir again but with an inn this time, just to verify the BG2EE/EET behaviour. If there is really such a behaviour it will also affect some similar cases from my own mods. They are probably unnoticed since they happen in areas where there is no inn nearby (just like that Keelor case). I tested this in EET - Jumped to Gnoll Castle and let the movie run and waited a few additional turns (So Dynaheir is there.) - Jumped to FAI and rented a royal room, all in party got fully healed - Jumped back to the Gnolls and rescued Dynaheir. She was injured (-40% hp) Made another test with my own mod's creature. - Set globals to make the injured halfling spawn at Gullykin and jumped to there - Jumped to FAI and rented a royal room, all in party got fully healed - Jumped back to Gullykin and found my moaning injured halfling waiting there for help So, in summary, my installation seems to behave like we would expect it. Possibility - I have still the interim NTotSC (your new version came too late for my current game). This one does not install all those spells and tweaks from the old mod but just the quests and contents. Or - is the NPC in your case an enemy?
  10. I remember there was a discussion somewhere in the last couple of months concerning the spell used by resting at an inn and some issues with it...Too bad I cannot remember the context anymore but it may explain why it only happens at inns. If I could only remember a keyword to google it. Maybe looking at the mods you have installed gives you a clue. Or maybe change-log CLERIC_HEAL which should be SPPR607. Edit - I may be completely wrong here because you say it is BGT and BG:EE and most likely the issue I refer to was in BG2EE/EET as otherwise I would not recall it.
  11. I remember there was a discussion somewhere in the last couple of months concerning the spell used by resting at an inn and some issues with it...Too bad I cannot remember the context anymore but it may explain why it only happens at inns. If I could only remember a keyword to google it. Maybe looking at the mods you have installed gives you a clue. Or maybe change-log CLERIC_HEAL which should be SPPR607.
  12. It is not expected behaviour. Proof: Dynaheir at Gnoll Castle is injured when you free her. You can go to the area, you can rest there before you meet her, she will still be injured. Her current vs max HP vary depending on your level when you go there but she does not heal when you rest. Similar for Branwen (yes, she is stone...). My own mod has other examples for non-joinable NPCs whom you need to heel before you can talk and get information, I never saw any of them healed with the party. Other examples are in mods (Keelor in NTotSC, an injured spy in Grey Clan). Which creature in the mod has the effect? Maybe there is a script, flag or effect on the creature?
  13. Keep in mind that a min HP effect only protects against death from damage; there are still a lot of ways to die in the engine: Stat-drained to zero (ops 6, 10, 15, 19, 44, 49) Level-drained to zero (216) Disintegration (238) Turned to stone (134) Power word kill (209) Various items use instant kill effects such as vorpal hits (kill, op 13) or destruction (slay, op 55 e.g. Crom vs. golems) Polymorph (135) can kill on transformation, such as Aec'Letec's gaze) If undead, turn from a high-level cleric (297 prevents) edit: I can't remember if anything stops a scripted kill such as Kill(Myself) I know of no reasonable way to overcome those, you can even kill plot creatures that way and thereby kill your game as well. But that has always been the case. Unless you want to spend useless time to prevent every single eventual case...
  14. You can build in a safety feature, e.g. just casting that spell again if your NPC HP goes below some value 20hp or so. That way it will be restored if needed.
  15. Not sure why you cannot get it to work. I had this spell and it works in both BGT and EET. And I applied it via ReallyForceSpellRES, just like you intended. CVDEXIN.zip I never tested anything to remove it, I had no need for that.
  16. If the cre is not in party, just give it an item with the above effect and use *while equip*. You simply destroy the item if no longer needed, Just use imoenhp1.itm to test it (the belt she has in Irenicus Dungeon). ActionOverride("YourDV",CreateItem("ImoenHP1",0,0,0)) ActionOverride("YourDV",FillSlot(SLOT_BELT))
  17. Minimum HP (208)", Target = Self(1), HP amount = 1 (or whatever, I use 15 for Corwin) Duration = Instant/Permanent Until death - 1 (well, should not happen but that is the setting) Probability 1 = 100 I use this for my Corwin mod because she cannot die in BG1 as you need her in SoD. I have coupled this with a script that makes her go unconcious as long as the party is in combat and if her HP are down. This way she stays alive but cannot fight and needs to be healed afterwards.
  18. You can take a look at this tool from Argent77 http://www.shsforums.net/topic/58219-tile2ee-a-mos-and-tis-converter/?hl=convert+tis&do=findComment&comment=590082 Otherwise, if you already have the final files, just copy them over. Yes, you need to take care of the naming convention - I know how to avoid conflicts with area Tis+PVRZ and I assume it is similar with other Mos files.
  19. The first is true The second is not true. Sandrah wants (a) version of the mod. If you install the new one manually, she should be happy as well. BWS will support the new version as soon as the new maintainer of the mod says so. At the moment she says that it is still under test.
  20. Brage was hunting that pirate up to that point - the condition you find him in is part of the captain's measures to get rid of the pursuer (Actually it was not even Brage who killed the caravan members), after all). As Sandrah is only affecting EET games and the component in BGQE is optional, there should be no issue Another minor point - but maybe a misunderstanding on my side: I always understood the Nashkell authorities were Nalin and Berrun Ghastkill. The rather shady *Oublek the Bounty Officer* is one to hire Greywolf to do *justice* on Prism. It is not the part of the garrison in Nashkel i would put my trust in.
  21. Short comments - contents-wise the Brage plot may be incompatible with the Sandrah mod exotension for Brage. Also worth checking - Compatibility of the Umberlee contents with Tenya NPC mod. Ot maybe you did already?
  22. Look for a tool called Near Infinity. It opens and makes readable all the game resources. https://github.com/Argent77/NearInfinity Scripts are BCS-files in these games. To find the script associated with an NPC, you look up in that NPC's cre-file. Just download Near Infinity and take a look at it. Almost everything is self-explanatory. (http://www.shsforums.net/topic/45358-nearinfinity/) And Argent77 is around here to help with any questions.
  23. The situation in the 077 save seems to be this - Basilius quest is done - the messenger came but you killed Basilius before the temple gave it to you. Global "BGAVINKELDDATHBASSILUS" is set to 1, that means that the priest has acknowledged that Gavin's Basilius task is considered done. There must have been a dialogue line when you reported Basilius death to Kelddath. - The Mutamin quest has been started, i.e. this script block has triggered IF IfValidForPartyDialog(Myself) OK, Gavin is in party !Dead("mutamin") // Mutamin OK, is not dead GlobalGT("B!GavinBassilusQuest","GLOBAL",4) OK, global is 5 Global("B!GavinMutaminQuest","GLOBAL",0) OK. was 0 and changed to 1 afterwards !Global("X#AjantisCoranChallenge","GLOBAL",1) Not applicable, none of them there THEN RESPONSE #100 SetGlobal("B!GavinMutaminQuest","GLOBAL",1) THIS HAS BEEN SET SetGlobalTimer("B!GavinMutaminQuestTimer","GLOBAL",FIVE_DAYS) THIS HAS BEEN SET Timer is set to 2222943 where current game time is lower still END So the situation is that you are currently waiting for the messenger to give you the second invitation to the temple in which you will receive the Mutamin quest. I can see no problem in this situation. PS - The FIVE_DAYS wait is what I have in my install. Those intervals can be selected in the mod installation, so there might be another period in yours.
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