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Meira

Gibberlings
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Posts posted by Meira

  1. Amber 2.6 is here! The downloadlinks can be found in the download thread.

     

    The new version includes:

     

    A Spanish translation.

    Upgraded to WeiDU version 211 (Windows & Linux, Mac is still 206).

    Fixed some miscellaneous typos in various dialogs.

    Fixed mistakes in tra files.

    Fixed typos in variables.

    Improved the code that spawns the children.

    Corrected inconsistieces in dialogue.

    Fixed the incompatibility issue with SCS-II's "Remove unrealistically convenient ammunition from certain areas".

  2. Oh, and it should be noted that this quest is available if there are any tieflings in the party, not just Amber. Although Amber naturally has more content than the the other two.

  3. I coded the main body of a dialog for a miniquest today (the .d file line count reached almost 700*. Darios has proofread it and it is now ready to be tested once I write the code that creates the characters and triggers the quest. There's still more to that quest but at least we have a beginning. :hm:

     

     

    *= Don't you guys worry about endless, boring conversation! Most of the mass is due the numerous conditions that shape the content of the dialog.

  4. Wrote flirts today, including many outcomes to the "I love you Amber."-option.

     

    Nice, those should be pretty interesting!

     

    I'm also hoping that Amber might find the time tell us a bit more about herself. Please? :)

     

    Remember that you can make a wish list of the exact things your PC would like to know or ask and I can then see if I can work them in somehow. :hm:

  5. Are there any known issues with Amber and these MODS:

    Banter Packs

    NPC Flirt Packs

    Imoen Romance

    de'Arnise Romance

    Saerileth

    Keto

    Fade

    Chloe

    Tashia

    NPC Cross Banter Pack (is amber a part of this?)

     

    Also if there are no issues any help on the install order would be helpfull. :rolleyes:

     

    I plan on staying busy untill Amber's TOB comes out. I want to run through at least once with Amber as a freind and with some different NPC's.

    I can only speak for Amber, but she should be compatible with those. I'd install the older NPCs - Chloe, Imoen Romance and maybe Tashia (although she can be considered 'new', because of the new version) - before the newer NPCs. I also recommend that you install the Fixpack before any other mods, but that's entirely up to you, of course. http://www.gibberlings3.net/bg2fixpack/

     

    Flirt packs, banter packs, Crossmod, Fade and Keto are mods that I have played with Amber myself.

     

    IRC there once was once an issue with Amber and Imoen romance, but IIRC is was sorted out (or it even wasn't an issue) If you search this forum it should come up.

     

    I always install just the mods that I plan to use in the current run.

     

    In the current version of the crossmod banters Amber has banters with these NPCs:

     

     

    # 3 banters between Amber and Auren

    # 1 banter between Amber and Kelsey

    # 3 banters between Amber and Keto

    # 7 banters between Amber and Kivan of Shilmista

    # 4 banters between Amber and Kulyok's Xan

    # 2 banters and 1 romance conflict dialogue between Amber and Nathaniel

  6. I figured the dream sequences were set by some script somewhere, I just need to actually DO it. :)

     

    I would very very interested in learning how to get rid of the movie.

    I didn't try it, but maybe just getting rid of the line in the baldur.ini would do the trick.

    [Movies]
    BG4LOGO=1
    TSRLOGO=1
    BILOGO=1
    INFELOGO=1
    INTRO=1

  7. Aren't the Bhaalspawn dreams just normal cut scenes? In BG2 they are triggered by PLAYER1D.bcs, like this for example:

     

    IF
    GlobalTimerExpired("EllesimeDream1","GLOBAL")
    Global("HadEllesimeDream1","GLOBAL",0)
    THEN
    RESPONSE #100
    	SetGlobalTimer("EllesimeDream2","GLOBAL",ONE_DAY)
    	SetGlobal("HadEllesimeDream1","GLOBAL",1)
    	StartCutSceneMode()
    	StartCutScene("Cut68a")
    END

     

    EllesimeDream1 timer is set during Elhan's dialog. I'd expect BG1 to work in similar manner.

  8. I have three talks still pending, all the player initiated questions are only on an idea level (the player initiated talks are written, though), interjections, epilogues, handful of player initiated flirts, all of the Amber initiated flirts and couple banters still need to be put on "paper".

     

    Make that just two talks pending. :)

  9. ToB news

     

    Content, as it's currently planned out:

     

    Up to twelve "normal" talks (for P1 and P2 romances and friendship)

    Up to three "floating" talks (Although two of these you can get in SoA too, they come up in ToB only if you didn't get them in SoA.)

    Up to four PC initiated talks (including the much anticipated "I love you") :)

    New stuff PC can ask from Amber (personal and about quests)

    Canon stuff: Fate spirit, Master wraith and Epilogues.

    Interjections here and there.

    Up to two miniquests although the other one is really miniscule.

    Four new items.

    Seven new flirt options for the PC, plus two to three class specific options.

    One to two banters with each of the Bioware gang, although there's more chatter with selected NPCs.

     

    Not much has changed from the first post on this topic, as you can see. But in this post you can see the content in a bit more detailed format. And I've actually made some nice progress on getting things written.

     

    What's not written then?

     

    I have three talks still pending, all the player initiated questions are only on an idea level (the player initiated talks are written, though), interjections, epilogues, handful of player initiated flirts, all of the Amber initiated flirts and couple banters still need to be put on "paper".

     

    Then there's the proofreading, editing and coding. I'm rather looking forward in coding everything save the interjections, actually. When we get the mod into playable state, I hope to add voicing to three new non-party NPCs.

  10. Unfortunately, I can't say when the ToB part is ready.

     

    I can give few excuses, though (as if they'd help :( ): we've just moved about a month ago after renovating the house for over a year and still feeling quite tried; I was hoping in getting help in creating enemy AI scripts at SHS resource request forum, but failed; I could use a person who'd help me to make and test items.

  11. Any news? :p

    I've got a wonderful idea for a lovetalk from Spring Awakening (it opened yesterday in Helsinki). I know it's not 'good' news in the sense that ideas are not quite the same as finished product. :worship: But yes, I'm still working on it despite how slow it might seem to.

  12. My game doesn't crash on that area. Are you saying that your game crashes both when you are entering the area with your party from the previous area and when you CLUA yourself there?

     

    I don't offhand remember what those checks are there for, but I think they're vital in moving the guards and Lorraine around.

     

    well, i started a new game (either in SoA or ToB) and CLUAed to M#AR02 for testing purposes because NI was reporting this as a corrupted area (after SCS II patches it). But even without SCS or any other mod installed, the game still crashes when you CLUA in. it seems because of those InActiveArea("m#lorraine"), !InActiveArea("m#yclbm1"), !InActiveArea("m#ygspm1"), etc...

     

    So, it crashes (even without SCS's missile component) when you CLUA yourself to the area instead of entering it "legally". It might very well be due the fact that the creatures called m#ygspm1 etc. haven't yet been created and made global (with MakeGlobal()). They're part of Amber's quest and are created for the previous area. I'm not terribly interested in addressing this issue (and I probably even can't really if it's due the fact is suspected), since it doesn't affect the normal gameplay. I'm sorry that it makes testing more difficult.

     

    The ammunition issue is a different matter and I'd like to solve it. I'll still have to look out for that previous report, though.

  13. not sure if these have been reported and fixed already but...

     

    the area script M#AR02.bcs has a few InActiveArea("") checks (not sure what this function is trying to do) that causes game to crash even when you CLUA in. commenting them out seems to be a temporary solution.

     

    My game doesn't crash on that area. Are you saying that your game crashes both when you are entering the area with your party from the previous area and when you CLUA yourself there?

     

    I don't offhand remember what those checks are there for, but I think they're vital in moving the guards and Lorraine around.

     

    there is an incompatibility issue with the SCS II mod component #3071 (Remove unrealistically convenient ammunition from certain areas) that causes another gamebreaking crash in the same area (M#AR02). the items in containers 7, 8 and 9, after getting patched by SCSII, turn into null items... maybe SCSII is at fault here, but the other 6 containers are patched correctly. something wrong with the items or the indices maybe..

     

    There was some issues with mods that affect ammunition, but I'll have to search for that report (and what was done about it).

  14. It's not annoying. :) It's actually nice to hear from players, especially since we've been incredibly slow in delivering ToB part of the mod. I've got the still missing lovetalk outlined now; but they do need a lot of work still, though. However, I am rather happy how they're turning out.

  15. It's great to hear this mod is still being updated, I am looking forward to the ToB version :p I haven't touched ToB yet I am waiting for the new amber too! I hope it has a good ending.

     

    Random question for anyone who reads this btw, sometimes when playing multiplayer (LAN) my AI settings just stop working, my friend randomly disconnects from my game, or really weird things happen like when we recruited Aerie she was permanently an ogre. I downloaded the patch and fix but still having weird problems, maybe it's just the age of the game?

    I don't think that age of the game should generate new bugs (like AI or Aerie/Ogre issues). However odd hiccups have always occurred in BG series, in my first playthrough ever (no mods naturally) Imoen was both kidnapped and stayed in the party. Re-loading solved that issue. If that doesn't help I recommend going through you modlist.

     

    Do you use TCP/IP or IPX/SPX protocol? My (LAN) MP games with IPX/SPX protocol with have always been solid, occasional lag being the only worry. In NWN which doesn't give an option for IPX/SPX I have experienced similar problems with the guest dropping out every now and then. It's funny that NWN, which was designed for MP, has so much more MP issues (both story and technical) than BG/IWD series where MP game was just and extra flavour. :p

  16. Hi Meira, if you need a Sarevok ToB banter idea, it maybe worth considering a few things: building on the belonging/not belonging in the Nine Hells. Amber as a tiefling raised away from where people generally place the Tiefling, while Sarevok had aspiration to rule the Nine Hells - and been sent there ironically by PC in defeat; Charname's prospect to rule it later. I think there are a few ironic and subtle connections that are possible between Sarevok and Amber.

    Thanks. Banter ideas are very welcome. :)

     

    Further ToB progress:

    One of the missing lovetalks took shape in my head last night. I was inspired to read the book to which one of the plays currently running on the theatre where I'm working. I think I got some pretty neat ideas from the book.

  17. Amber ToB news:

     

    The quest needs to be proofread and tested.

    The flirts are nearly finished.

    Few more banters are needed; Sarevok is proving to be difficult. On the mother hand Haer'Dalis can't seem to be able to shut up. :)

    Talks are not finished, but lets not be dishearten by that.

    I haven't written a single epilogue, but I do have a general idea what I want for each.

    I've been putting off coding the interjections, for no other reason that's the part I really dislike.

     

    I've started to code the whole thing and even though it's not much it's nice to se Amber initiate the first Tob talk and to be able to call her up with the fate spirit.

     

    What I'm maybe a little worried about is that the talks are turning out a bit 'dark' and 'unhappy'. :) Not that Amber would love Charname/player2/her friend anymore, but the war and constant violence are taking their toll.

     

    One thing that I try to change from SoA is how longwinded she can sometimes be. I've noticed that my text blocks tend to be rather long. :)

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