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Roxanne

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Posts posted by Roxanne

  1. Thanks for fast reply.

     

    Mod added NPCs are fine, like Sirine/Sandrah (I prefer to stick to them instead of the SOD npcs but there are not many). The new SOD ones are really not interesting, I kill them when I have a chance anyway. I cannot feel committed to the SOD exclusive characters as they will be gone eventually.

     

    I hoped for a way to keep or acquire the former companions with EET.

     

    Strange thing is, I checked the areas where there are companions which I NEVER talked to. In my game Xzar and Montaron were still waiting for CHARNAME outside candlekeep before Sarevok battle but they are also gone when I check them after I start the march.

     

    Then... I will make my own group with blackjack and hookers...

     

    cheers

    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. Hello all,

     

    I have a question regarding the BG->SOD transition.

     

    What happens to companions that are not available in SOD but was with you in the Sarevok battle? Example: Kivan

    I want to recruit them in SOD actually. Are they sent to their initial locations or somewhere else? Gone forever?

     

    Note: I checked Kivan is not at his regular place in High Hedge; neither in elfsong nor in friendly arm.

     

    Thanks

    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. Alright, so, after re-installing the bgee game with the new Bonehill and RoT, everything has been working just fine. No issues. I've gotten quite far in the game (all the way to Cloakwood), and I haven't gotten any mention of Sandrah's quest with Elminster, Waterdeep, I haven't even realized that Elminster is Sandrah's father. Usually this occurs pretty early in the game (at least in my experience), so I'm wondering what I've missed. I saved Branwen, Dynahier, Viconia, been to the shack in Lonely Peaks, had pretty much every conversation with Sandrah, a little girl even gave us a letter, nothing. So, if anyone knows what I missed, then just let me now (This is the part where I give a Thumb's up and give this really ignorant smile).

    Check C:GetGlobal("ElmHint","GLOBAL") which is a counter that is incremented each time you talk to people who know about Sandrah. E.g.:

    Elminster at road sign, Khalid and Jaheira, Thalantyr, Priest in Nashkel temple, Volo in Nashkel, Haebal in the tower in Larswood, Shandalar, Drizzt at Fisherman’s Lake, Firebead in Nashkel.

  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).

    Maybe something compatible with Faith and Powers mod, they added a kit for Umberlee.

  5. 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).

  6.  

    The following areas should be added to the respective area lists. The BG1 are listing should probably change its first column header from "Original BG Area Code" to "Original BG Area Code/BGEE"..

     

    For BGEE, four tutorial areas (TUxxxx) are added:

    TU0015 Baldur's Gate Estate (Tutorial starts here)
    TU0016 Baldur's Gate Estate (Tutorial area)
    TU0017 Baldur's Gate Estate (Tutorial area)
    TU0018 Baldur's Gate Estate Cellar (Tutorial area)

    Siege of Dragonspear areas are as follows:

    BD0010 Ducal Palace City Exterior
    BD0020 Sorcerous/Elf Song City Exterior
    BD0030 Flaming Fist City Exterior
    BD0040 Three Kegs City Exterior
    BD0050 Iron Throne City Exterior
    BD0060 Random Area - Cave Entrance
    BD0061 Random Area - Cave Interior from BD0060
    BD0062 Random Area - Cave Pool from BD0061
    BD0063 Random Area - Canyon Ambush
    BD0064 Random Area - Forest Paths
    BD0065 Random Area - Wilderness Open Area
    BD0066 Random Area - Wilderness Hole to BD0067
    BD0067 Random Area - Cave Interior from BD0066
    BD0070 The Scrying Pool - The Hooded Man Cutscene
    BD0071 The Scrying Pool - Caelar Cutscene
    BD0100 Ducal Palace, Second Floor
    BD0101 Ducal Palace, Leaving BG
    BD0102 Ducal Palace, First Floor
    BD0103 Ducal Palace, Third Floor
    BD0104 Flaming Fist HQ
    BD0105 Flaming Fist HQ, Basement
    BD0106 Three Old Kegs, First Floor
    BD0107 Three Old Kegs, Second Floor
    BD0108 Three Old Kegs, Third Floor
    BD0109 Elfsong Tavern, First Floor
    BD0110 Elfsong Tavern, Second Floor
    BD0111 Iron Throne Floor, First Floor
    BD0112 Baldur's Gate East
    BD0113 Underground Cavern Wyrms
    BD0114 Spider Cave
    BD0115 Vampire Cavern
    BD0116 Ducal Palace, Basement
    BD0117 Iron Throne, Basement
    BD0118 The Scrying Pool - Imoen Cutscene
    BD0120 Tomb Safehouse, First Floor
    BD0121 Sorcerous Sundries, First Floor
    BD0122 Sorcerous Sundries, Second Floor
    BD0130 Tomb Safehouse, Second Floor
    BD1000 Coast Way Crossing
    BD1010 Cave (generic)
    BD1100 The Dig
    BD1200 Lich Outpost
    BD2000 Boareskyr Bridge & Bridgefort
    BD2010 Cave (generic)
    BD2100 Bridgefort Interior
    BD3000 Allied Siege Camp
    BD4000 Dragonspear Castle, Exterior
    BD4100 Dragonspear Castle Keep, First Floor
    BD4300 Dragonspear Castle Basement
    BD4400 Avernus
    BD4500 Avernus Bridge
    BD4600 Avernus Interior
    BD4601 Avernus Elevator
    BD4700 Avernus Roof
    BD5000 Underground River Entrance
    BD5100 Underground River
    BD5110 Ettin Ghost Cave
    BD5200 The Warrens
    BD5300 Kanaglym
    BD6000 Abandoned Sewers & Caverns
    BD6200 Sewers Exit
    BD6100 The Ambush
    BD7000 Coast Way Forest
    BD7100 Troll Forest
    BD7110 Troll Cave
    BD7200 Forest of Wyrms
    BD7210 Wyrm Cave
    BD7220 Bugbear Stronghold
    BD7230 Temple of Cyric
    BD7300 Dead Man's Pass
    BD7310 Hidden Cellar/Treasure Stash
    BD7400 Bloodbark Grove
    BD7410 Vampire Hideout

    For BG2, we have these added to SoA:

    OH4000 Rasaad - The Amphitheater
    OH4010 Rasaad - Tears of Selune battle encounter
    OH4100 Rasaad - Dark Moon Heretic Temple
    OH4101 Rasaad - Dark Moon Heretic Temple Interior
    OH5000 Dorn - Radiant Heart (Wedding)
    OH5100 Dorn - Resurrection Gorge
    OH5110 Dorn - Resurrection Gorge Cave
    OH5120 Dorn - Resurrection Gorge Tree Interior
    OH5200 Dorn - Resurrection Gorge Interior
    OH5300 Dorn - Helmite Camp
    OH6000 Neera - The Wild Forest
    OH6010 Neera - Random Encounter in Athkatla
    OH6100 Neera - The Hidden Refuge
    OH6200 Neera - The Hidden Refuge (Destroyed)
    OH6300 Neera - Red Wizard Enclave
    OH7000 Hexxat - Top Left Quarter (Dragomir)
    OH7100 Hexxat - Bottom Left Quarter (Shou Lung)
    OH7200 Hexxat - Bottom Right Quarter (Zakhara)

    ToB:

    OH4200 Rasaad - Dwarven Clanhold Exterior
    OH4210 Rasaad - Dwarven Clanhold Interior
    OH4220 Rasaad - Dwarven Mines
    OH4230 Rasaad - Plane of Shadow
    OH4290 Rasaad - Sharran Ambush
    OH5400 Dorn - Forest Clearing
    OH5500 Dorn - Lunia
    OH6400 Neera - Wilderness Clearing
    OH6450 Neera - The Black Pits: Arena
    OH6460 Neera - The Black Pits: Staging Area
    OH6500 Neera - Thayan Estate
    OH7300 Hexxat - Completed Maze (Korkorran)
    OH7310 Hexxat - Scene with L

    The Black Pits II:

    OH8000 TBP2 - Suzail Tavern
    OH8100 TBP2 - Staging Area Map
    OH8200 TBP2 - Arena 1
    OH8300 TBP2 - Arena 2
    OH8400 TBP2 - Arena 3

    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.

  7. thanks for that update. Glad to hear I made a difference.

     

    Just making sure: I've done Bassilius, Mutamin and Valeria. Is that it for the Gavin quests? Some of the unintentional spoilers I came across hinted at a quest involving Lanie but that hasn't happened yet and it has been more than five days.

     

    Also my char started off as a True Neutral but I read that Gavin wouldn't romance a Neutral character. So I changed my char to Neutral Good. Is that enough to get Gavin to romance my char? Or Is there something else that needs to be modified? Or is it too late?

     

    Thanks!

    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.

  8. Thanks for feedback, It is really helpful. Virus detection is false positive. It's the same stupid thing as with many others AV's. Application is nothing more than 50 lines of Powershell Windows Forms code. I think that the problem leads in the way how the code is packed into .exe. I see what I can do about it but not now.

     

    NET 3.0 requirements, I hopefully fixed it. Please redownload whole repository using new download link: https://github.com/ALIENQuake/EETLauncher/archive/master.zip

     

    Usage: It's very simple application which execute baldur.exe from BG2EE directory if EET installation is detected, opens EET readme file, opens webpage with a link to this forum.

     

    ( Windows 10 has only 4.0+ enabled by default, when you run application which require NET <4.0, it offers you a option to enable build-in legacy version )

    It works, I put the exe and the config file into BG2EE and it launches the game or opens the webpages.

  9. 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?

  10. I meant I tested it for BGT and BG:EE, I don't know about the other games.

     

    Do you mean it's because of changes a mod did to some healing spell? For BGT, I tested with bg1ub and JAp installed, for BG:EE I tested with only NTotSC installed.

    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?

  11.  

    I just checked: it happens for NTotSC Keelor, too. If I visit the AR01PB.are (I talked to him once), then teleport to FAI, rest (I chose "royal" to get the most healing bonus), then return to Keelor and talk to him, he greets me as if I'd heal him and leaves. This is for BGT and BG:EE.

     

    What startles me is that it's only for PC resting in an inn, not in the wilderness. Otherwise, I would have guessed it's intentional so enemies heal over time, too.

    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.

     

  12. I just checked: it happens for NTotSC Keelor, too. If I visit the AR01PB.are (I talked to him once), then teleport to FAI, rest (I chose "royal" to get the most healing bonus), then return to Keelor and talk to him, he greets me as if I'd heal him and leaves. This is for BGT and BG:EE.

     

    What startles me is that it's only for PC resting in an inn, not in the wilderness. Otherwise, I would have guessed it's intentional so enemies heal over time, too.

    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.

  13. I have a quest character with 1 HP (i.e. badly injured) that lies with one of the caravans in BG1 and awaits the PC's healing. If he is spawned before the PC rests in an inn, next time the area is visited the quest NPC has more hitpoints (in my case, reacts as if the PC healed him) [This is for Jarl's Adventure Pack]

     

    As far as I know, there is no script healing him, no regeneration effect or the like.

     

    Is this known behavior of some sort, maybe even wanted?

    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?

  14.  

    I wanted to grant my NPC a min 1 HP effect so he can't die. I tried to do this via spell. I made an (innate) spell with the effect "Minimum HP (208)", Target Self(1), HP amount 1 and applied to via ReallyForceSpellRES.

     

    If the spell is applied, the NPC still dies when I Ctr-y him. Did I misunderstood the minHP effect, did I apply it wrongly, or did I misunderstood how damage is applied? Any help appreciated.

     

    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...

  15. It works! (I was an idiot, I added an effect to the spell, not an ability with an effect.) So, 1HP effect works and removing it (via SecType) works, too.

     

    Only drawback is that the 1 HP effect is stripped if the NPC is healed by Ctrl-R, but I guess if someone uses that cheat then I won't have to worry about health getting too low, anyway...

    So, I will have to decide whether I risk it nontheless and spare the stupid 1 HP item.

     

    Thank you again!

    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.

  16. I already have the solution with an item. I was thinking about using the effect so I do not have to switch items because it blocks one item slot for nothing.

    EDIT: Thanks for your help, nontheless. I appreciate any ideas in this regard.

     

    I fear the effect does not work for the BGII engine, though. Can anyone confirm this?

    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.

  17. lynx: Duration is "0" but Timing mode is Instant/Permanent Until death. The idea was not to do it via item, so I tried using an effect. (I have reasons why I want to avoid an item, I know it can be easily done via item.)

     

    Roxanne: It's basically what I intend to realise as well, the NPC is not in the party at that time and needs to stay alive (I let him drop unconscious and turn neutral, too, so he can't be used as an undying "tank"). I tried using 15 HP but I can still instand-kill him.

     

    I am working with the old BGII engine, I should add.

     

    My original intention was to make this effect a SecType to be able to remove the 1HP effect via (221). (I added ADD_SECTYPE "C#1HPEffect" and patched it to this spell.) I guess this won't work as I imagine but so far I can't even get the 1 HP effect to work.

    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))

  18. I wanted to grant my NPC a min 1 HP effect so he can't die. I tried to do this via spell. I made an (innate) spell with the effect "Minimum HP (208)", Target Self(1), HP amount 1 and applied to via ReallyForceSpellRES.

     

    If the spell is applied, the NPC still dies when I Ctr-y him. Did I misunderstood the minHP effect, did I apply it wrongly, or did I misunderstood how damage is applied? Any help appreciated.

    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.

  19. Hello everyone!

     

    simple Question:

    How can I get the new Version of NTotSC installed instead of the interim Version ?

     

    BWS knows only the "old" version.....

    and Sandrah insists on the interim Version!

    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. The quest "Brage's Sword" connects the occurrances with Tazok - an intrigue to weaken the Amnish Forces, so they won't have the power to investigate the lower mine levels. It makes the most sense, imho. Brage can be found by the caravan he just detroyed (the sight is gruesome enough), so I don't think he is in any state to hunt down a pirate captain?

     

    >>>He 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.

     

    Anyway, yes, these two ideas won't be compatible, but the components are all optional, so players preferring Sandrah's version can leave "Brage's Sword" out.

     

    Compatibility to Tenya NPC mod is given.

    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:

    Oublek (i.e. the Nashkell authorities)

    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.

     

     

    Here the curse and the sword are connected to a pirate captain he was hunting to the coast area where you find him. The hunt for that pirate is a side quest in the Sandrah mod If you bring Brage to the temple in Nashkel he will later leave to travel to the north in search of a cure. He re-appears in SoD and also in BG2 where you see his progress (even in IWD-in-EET if that will be released). He dies tragically in sight of his goal but before that he gave his knowledge to a half-orc girl with magical talents who can join the party (and fall in love with Minsc and become his witch).

    Maybe his leaving Nashkel at some point can create an additional issue?

     

     

     

    Also worth checking -

    Compatibility of the Umberlee contents with Tenya NPC mod. Ot maybe you did already?

  22. Thanks for looking into this, Roxanne. I really appreciate the time and effort you took on my behalf.

     

    One last question: Where did you find that script thing? I'm a techie of no small talent (actually it is a tiny talent, but hey, better than nothing!) and if I'd known about that script I could have figured this out myself.

     

    For that matter if I can learn how to write the script I might be able to come up with my own mods....muhahahaha!

    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. 00000077-still no Gavin Quest.7z is the save where I pulled my global variables for you. Please note that the messenger has come and gone (which is why I created the save) and Basilius is dead.

     

     

    00000074-Chapter 2 start..7z was created AFTER I received the quest but BEFORE I went into the caves. I've already taken a stab at killing Basilius and found him too difficult. The messenger has not yet arrived. I include this save in case someone wants to try and reproduce the bug. Assuming it is a bug.

     

    (bonus points if you can figure out why my reputation isn't increasing).

     

     

    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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