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Roxanne

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Everything posted by Roxanne

  1. I got the quest *just* before adding Gavin to the party. And I tried to kill Bassilus before going to the mines but at that time he was too tough an opponent so I headed to the mine, encountered the messenger, did the mine and then went back to the temple. Trying to figure out how to upload an attachment to this forum. Help? Put a complete savegame folder into a zip. rar or 7z file. Select the *More Reply Options* at the bottom right of the window where you type your reply. This will make the *Attach File* function available. If the file is too big, you may need to upload the attachment to something like dropbox and post the link, but for such an early game save this probably is not necessary.
  2. Yes, everything looks fine, except that this messenger has appeared at all. I played with Gavin in EET just these days, I killed Bassilius before I took Gavin into the party (I had Drake before). When the messenger appeared in my case and I went to the temple, I received the Mutamin quest correctly. And a few days later the Valeria task. So in my case it all worked fine. With respect ti changing Gavin's motivation - that Drake NPC I just tested comes with exactly that motivation for Basilius. It may not be a good idea to change Gavin, might look like a copy. (But maybe few people will ever recognize or even install both in the same game...)
  3. Do this 1. In the ini file you referenced, update your data to the new version. 2. In the BiG World Setup\Config\BG2EE open select.txt Search for Fade and enter those lines below her entries: STD;Lena;1;05;0111; STD;Lena;2;05;0000; Do not start the BWS vbs in update mode. Alternative Select *Pause* in BWS prior to SCS. Install your mod manually. Continue BWS.
  4. Basilius is dead Don't know how Mutamin is yet I've seen Valeria but haven't spoken to her yet. And I've been back to the temple several times but haven't gotten the quest yet. Variables: B!GavinMessenger1 is 3 The other two messenger variables are absent. This looks like the Basilius quest is finished (with otr without Gavin) and the Mutamin quest is not yet started, so the temple has no task for you. There is a five day wait in between quests or even more depending on what timers you selected at install. You can check if everything is fine by looking at these - Global("B!GavinBassilusQuest","GLOBAL") should be greater than 4 - Global("B!GavinMutaminQuest","GLOBAL") should be 1 - Global("B!GavinMutaminQuestTimer","GLOBAL") should give you some value expressing game time If all this is set, then you are in the waiting period between quests. So being summoned to the temple was a bit of a misnomer? I'm replaying the part between where I finish with the mines and where Gavin reminds it has been three days since he was summoned to the temple.... so why is it three days? Why not five? 3 or 5 days may depend on your install choices, Gavin allows you to select the interval for his banters etc. It is five in my game, I just have Gavin in my current party and by coincidence I finished his third quest just yesterday. I suggest that maybe you post a savegame here - it will be easiest to see what (if at all) the matter is. The mod uses a large number of interacting globals and timers here. Also, Ajantis or Coran in party can have an effect on the plot.
  5. Where in the BWS install sequence do you place your mod? Especially where in the EET is it? If you try to install the interject at the end of an EET install, you get the problem you describe because the EET end moves the 25J contents into the BG2J dialogues. (In my EET install, Heard25J is empty after EET_end, as is any other 25J)..In EET the continuous NPCs use a continuous J file. Try to install your mod in the BG2EE part of EET after EET_core but before EET_end - this should work. As a rule, all mods that add or interject with dialogue files must be installed in EET prior to EET_end. I see. I forgot what EET is supposed to do. Probably all of my interjections with vanilla companions need to be updated I do not know anything of BWS install sequence. Is there any documentation of it that I can check? I followed this topic only and it does not mention anything of install order regarding EET: http://gibberlings3.net/forums/index.php?showtopic=27751 also how can I make my mod to install like what you mentioned here: "Try to install your mod in the BG2EE part of EET after EET_core but before EET_end" you know, mod tp2 is single and my mod component is single. Do I need to separate it for such parts? thanks The references etc are all correct. If your mod is for BG2EE/ToB only, there is nothing special you need to do for EET except that you may (or may not) want to check the ToB transition to switch your override script from BG2 to ToB and maybe see if you want to modify your fatesp.dlg append if you have one. Normally you need not to do anything with respect to dialogues and interjects for EET. The EET_end takes care of that. BWS install sequence - does your mod already exist in BWS, what is its name? Also, for BWS or manual install, it is always that you install any contents/dialogue mod prior to EET_end. My assumption for the errors you received was that you tried to install your mod on top of an already completed BWS/EET install. If that was not your case, then my advice was invalid. So, in a nutshell - your ~HAERD25J~ 11 interject should work as intended, you just need to install your mod prior EET_end as afterwards this state has become something like HaerdaJ 2351 (including your interject) but you cannot predetermine the state number as it depends on other mods that are maybe installed.
  6. Where in the BWS install sequence do you place your mod? Especially where in the EET is it? If you try to install the interject at the end of an EET install, you get the problem you describe because the EET end moves the 25J contents into the BG2J dialogues. (In my EET install, Heard25J is empty after EET_end, as is any other 25J)..In EET the continuous NPCs use a continuous J file. Try to install your mod in the BG2EE part of EET after EET_core but before EET_end - this should work. As a rule, all mods that add or interject with dialogue files must be installed in EET prior to EET_end. PS - just to test this you can 1. uninstall EET_end 2. install your mod (see that it works) 3. install EET_end again, >>your interject should now be somewhere in HaerdaJ.dlg in the state that formerly was 11.
  7. Basilius is dead Don't know how Mutamin is yet I've seen Valeria but haven't spoken to her yet. And I've been back to the temple several times but haven't gotten the quest yet. Variables: B!GavinMessenger1 is 3 The other two messenger variables are absent. This looks like the Basilius quest is finished (with otr without Gavin) and the Mutamin quest is not yet started, so the temple has no task for you. There is a five day wait in between quests or even more depending on what timers you selected at install. You can check if everything is fine by looking at these - Global("B!GavinBassilusQuest","GLOBAL") should be greater than 4 - Global("B!GavinMutaminQuest","GLOBAL") should be 1 - Global("B!GavinMutaminQuestTimer","GLOBAL") should give you some value expressing game time If all this is set, then you are in the waiting period between quests.
  8. You need to look up some globals in order to narrow your problem down because Gavin's quests depend on what you already might have done in the game: Look for the following globals - B!GavinMessenger1 - B!GavinMessenger2 - B!GavinMessenger3 either with Near Infinity, EE Keeper or with console. GetGlobal("B!GavinMessenger1","Global") or 2 or 3 Then report which of these globals is greater than 1.
  9. Normally it appears when you leave High Hedge at the western edge.
  10. What exactly does "unable to enter the area" mean? What happens if you enter this in the console: C:MoveToArea("BG3100")
  11. Oh, I've been worrying about K4thos for years... he always comes back. =) K4thos came back every time after a big bean dog activity was finished, as if he were involved there. The issue for IWD-in-EET is, that a) EET is his project and b) only he knows why he thinks the update is required to integrate IWD.
  12. Yes, it would be better to re-install. The graphic issue had also an influence on original areas like Friendly Arm. The crash when travelling is fixed as well. The whole mess was due to the naming of EET and BH areas, one uses BGxxxx the other BHxxxx - but the graphic files only use the first letter Bxxxx1....18 etc.
  13. Do this Put the files from the attached zip into BG2EE/override https://www.dropbox.com/s/vcmmcr1vtu8nzbs/BH0100Graphics.zip?dl=0 Revisit the area See if the problem is gone. I am afraid that you are among the few unhappy victims that downloaded the first attempt of Bone Hill conversion for EET before we found the issue of some area graphics overlapping with EET naming conventions. This is already repaired. If the attached files work for that area, then this is the problem for Bone Hill. Reign of Terror >>>Region of Terror? I need more details of any problem here, again some area code will help.
  14. This is now incorporated in the Sandrah mod: You can only play this without Baeloth in the party. In addition, Baeloth will not be available during the BG1 part of EET anymore. He will be there in SoD in his restored/resurrected incarnation. Due to the limited contents/fun to play, this is all I invested into this minor episode.
  15. Please post your Weidu.log What is the area code of that area in the screenshot?
  16. ALTER_TRANS used to not work with JOURNAL and @tra texts. But my knowledge here may be outdated, last time I tried was many weidu versions ago... The Lahl dialogue state with the respective journal entry is a stand alone state with no dependencies. It will be just easy to add a new state with weight that adds the new text.
  17. You can use STATE_WHICH_SAYS strref to find the respective line- but then? If it is a line in a dialogue that is often interjected there is a big problem.
  18. Unless your problem is solved already, it would be easier to see the use case and expected result. It may be relatively easy (or not) given the actual case. (Is it all in one dialogue?)
  19. Yeah as only started in BG2 and the non mod quests are fine except anomen's...SOD doesnt have many mods however but yeah BG1 was fine besides a few mods not downloading...Funny enough I'm playing in a modded part Trollford and have gone through several fade in areas with no issues so its not evry Mod npc dialogue fade in. >>>> In a wa that proves again what we found, because there are no cutscenes in Trollford that trigger from JOINED dialogues but from normal NPCs or scripts. The ones that do not work are those from in party NPCs, which are those that the EET modifies. Thanks again for your help though and two last questions if I do another BWS set up with a clean install anything I can look for or do to make sure this bug doesnt happen and for EET will know now to look for EEt_end & EET Gui set up. >>>> Just to clarify - EET Gui set up is an option, it is not mandatory. EET_end is mandatory. The only other hint is to follow the BWS and EET install instructions, take a few extra minutes at the mod selection to make sure there are no conflicts. Look out for any errors you get during install. also any way/console code I can skip Anomen's quest halfway or completely (good option) so I can keep him in the party or should I just dump him? >>>> I have to admit that I do not know Anomen's quest well enough, especially not the way it may interfer with the rest of his story/behaviour. I never take that guy along in my party, I never played with him longer than a few hours ever since the original game was released. I would suggest to kick him out as he has a large number of dialogue triggered cutscenes even beyond his quest. But, I would rather install a new game, as it stands.
  20. There was a slight chance of it to work - but it looks like more is faulty in your install. Sorry. I do not see anything from remote that may help you at this point. I am just puzzled that you came this far in the game at all without noticing any other issues.
  21. This list is less cumbersome to read https://rawgit.com/K4thos/EET-Compatibility-List/master/EET-Compatibility-List.html
  22. This has been repaired - start the BWS with the update vbs to download corrected version.
  23. I have a question whether these functions can be modified in such a way that I can either: - remove an individual cre (actor) from an are-file - replace an individual cre (actor) from an are-file Currently I just modify the resource name (cre-file name) at the respective offset in the are-file. This works fine, but may be a bit fragile as some other modder may one day decide to change the same are-file in a way that changes the current offset. Has anyone done this? Background
  24. I have added a small fix mod to EET compatibility. It addresses the issue reported for EET (which I also found in my Sandrah mod's Waterdeep access to Black Pits module) that causes a CtD in one of the battles, This mod is not needed if you have Sandrah installed (it is fixed there already) or if you have no intend to play the Black Pits standalone campaign in EET BlackPitsFix.zip PS - added to BWS
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