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Posts posted by AstroBryGuy
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In general, no. Given the way saved games work, changes made by mods to areas you have already visited will NOT be reflected in your saved game. So, if a mod adds NPCs to an area, loot to a container, items to a store, etc.., you wouldn’t see those additions in your saved game (assuming you’d visited the area/store in question). This can break quests (e.g., a crucial NPC or item isn’t where it’s supposed to be).
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Not to give too much away:
SpoilerThere is some additional story linked to it, particularly if you also have Edwin in the party and/or your CHARNAME is in a romance with Dynaheir.
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On 9/22/2022 at 11:47 AM, Jarl said:
I found out that a banter Faldorn should have with Kagain, actually takes place between Faldorn and Imoen:
So obviously these strings are accidentally connected with BIMOEN.DLG instead of BKAGAI.DLG.
This bug was already fixed by Jastey in v26. If you use an updated version (most recent version is v30), the banter will occur correctly.
Thanks for the bug report!
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33 minutes ago, CashDiver said:
AstroBryGuy, didn't know that's an initial game bug, sorry for off topic.
@CashDiver - Did you see this dialog from Edwin? If you did, then you saw the intended resolution of his quest. He offers you his "services" as a reward (or you can ask for coin).
If you didn't, let us know.
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4 hours ago, CashDiver said:
Edwin doesn't suggest a reward after Dynaheir's death. Everything works fine before proceeding the diary quest. Is there a way to let him know further that his mission accomplished? Also would be cool to return his dialog state to the moment, when he can be persuaded to do it insensibly atfer party resting.
There is a dialog that triggers if you kill Dynaheir, but if you take Edwin and Dynaheir into your party together at some point, that blocks the trigger in BGEE. This is not an added BG1NPC dialog. It is part of the base game. This dialog should still fire if you accepted Edwin's quest and never had Edwin and Dynaheir together in the party.
SpoilerTrigger:
Dead("Dynaheir")
Global("DynaheirDeath","GLOBAL",0)
Global("BeenInPartyTogether","GLOBAL",0)
Global("EdwinReward","GLOBAL",1)
Global("bd_accepted_edwin_quest","GLOBAL",1)
OR(3)
Global("KickDynaheirOut","GLOBAL",1)
Global("FindDynaheir","GLOBAL",2)
NextTriggerObject("dynaheir")
NumTimesTalkedTo(0)Text:
So the witch Dynaheir is dead! I would have thought her more formidable to be so far from her homeland. Why then was she here?
Her demise is not the checkmate I had hoped for, merely the check. What? What do you want?! (Oh yes, the matter of payment, although
I begin to doubt whether their input was all that vital. Still, something for their trouble is in order, if only to appease them.) As
we never fixed a price, your payment shall be one year of my services as a wizard. I am sure you agree that my guidance will be far
more valuable than any monetary sum. -
On 8/11/2022 at 4:19 AM, Graion Dilach said:
I meant enginewise in the commit message, but there's a 80 char limit which is displayed nicely there. I'd doublecheck the Xzar quest and take a look at https://github.com/Gibberlings3/BG1NPC/issues/104 before a new release though.
Regarding the Gerde ankheg quest. There was a solution by @Turambar back in 2010. It was from before I started working on BG1NPC. I guess the solution was never adapted into BG1NPC's code.
It's worth a look to see how it could be adapted to fix the issue for BG1NPC and BGT.
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Thanks for the new tool!
I used the EE_Soundset_Tool to rebase the NWN2 Soundsets mod for *EEs v2.6 (and above?). Using the code was easy - worked like a charm! The hard part was porting all 30 .tra files ;-).
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On 3/7/2019 at 5:48 PM, pokota said:
BG:SoD v2.5 Standalone
Cloakwood Mines aren't showing up on my map after clearing the bandit camp and trying to use the Cloakwood Wyverns east border. Is it a mod conflict or a v23.3 issue? (And since the save game is being streamed: will I have to use the lua console to get into the Cloakwood Mines map now that I've accessed Cloakwood Wyverns?)WeiDU.log:
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #10 // Icewind Dale Casting Graphics (Andyr): Beta 5 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #20 // Commoners Use Drab Colors: Beta 5 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 5 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 5 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Bard Song: Beta 5 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #205 // Add spell school notifications to the combat log -> All spells with a casting time greater than 5: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #600 // Add expiration notifications for item buffs: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #500 // Reveal all hidden doors: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #700 // Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction: v2.5 ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.3 ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 171126 ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 171126 ~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: proto-7 171126
With BGEE v2.5, the scripting for the Chapter 3->4 transition changed, breaking the "Open Cloakwood Early" component of BG1NPC. Use the Tweaks Anthology component instead.
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On 1/28/2019 at 4:48 AM, Ulb said:
I've noticed a minor bug: Jaheira's druid specific dialogue also triggers for shamans.
Thanks, I've added it to my tracker.
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On 1/15/2019 at 8:58 AM, jastey said:
Indeed! @AstroBryGuy : in BGT, Tazok's dialogue is BGTazok, so all instances of ~%tutu_var%TAZOK%eet_var% need to be %tutu_scriptbg%TAZOK%eet_var% in x#kivantazok_tutu.d
Thanks, @grodrigues & @Jastey. I've added this to my todo list.
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Happy New Year!
I have a new version of BG1NPC finally ready.
I'm tagging it as a prerelease on GitHub because I have not done testing with game versions other than BGEEv2.5. I've installed it on Tutu, but no gameplay testing on that platform. I'll remove the prerelease tag on GitHub once I'm more confident that it works on Tutu, BGT, and BGEE versions pre-2.5.The version is updated to v24.1 as an official release. Please post your bug reports here.
https://github.com/Gibberlings3/BG1NPC/releases
I've made edits to accommodate the new content in BGEE v2.5. I've also made some edits under the hood to ease installation (no more command prompts for selecting romance timers, it uses subcomponents now). There's a few general bug fixes as well. A few components have been moved to Tweaks Anthology and Camdawg's new Continuous Portraits mod.
Finally, there's a couple additions. First, I've revised the Non-Joinable NPC Portraits component. This one only adds portraits for NPCs added by BG1NPC and uses sourced artwork from WotC D&D games and artwork tagged for reuse on the NWN Vault. It is designed to be used in conjunction with another mod like PPE. Second, since many of the portrait components moved to Continuous Portraits, I added a Coran portrait component using his portraits from the Murder in Baldur's Gate PnP adventure module.
Version 24 - 2018-12-31
- Fix script variable reference for AR0112.BCS
- Moving component code blocks to .tpa files for organization
- Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions.
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Updated Kivan-Tazok encounter
- Moved interjections to separate files.
- Simplified scripting/dialogs for compatibility with BGEEv2.5
- Implemented separate BGEEv2.5/Tutu versions of encounter
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Updated the Extended Kagain's Caravan Quest for BGEE v2.5
- Update bandit scripts for killing lead bandit by stealth
- Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch
- On BGEEv2.5, part 1) exists, so use that. Only implement part 2)
- Fix Dueling Interjections on BRILLA.DLG
- Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility
- Update Jaheira' Quest for BGEEv2.5 compatibility
- Implement SUBCOMPONENTs for romance component timing options
- Implement SUBCOMPONENTs for BGEE Banter Timing Tweak
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Transferring the following components to Tweaks Anthology:
- NPCs Wait at Inns
- Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax)
- Make Shar-Teel Unkillable until In Party
- Cloakwood areas availability in Chapter One
- Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits
- Add new component: Coran's "Murder in Baldur's Gate" portrait
- Revised Non-Joinable NPC Portraits for BG1NPC added NPCs
Coran's portrait from Murder in Baldur's Gate:
Additional changes in v24.1:
Spoiler- Russian translation added by Aerie Team & Arcanecoast Team
- Added DavidW's "lib_interject.tpa" and "alter_dlg.tpa" to optimize passback lines for interjections according to his tutorial Improving on INTERJECT_COPY_TRANS3 - passbacks only if necessary .
- Coran's quest: Rachel should only revive roses if withered roses are in inventory
- Natan (Coran's quest) should not drop another Multicolored Powder if killed (changed giving in dialogue to GiveItem()).
- The 4 Zizi the Lovebundles will only spawn if all conditions for Xzar's powder are met (added to spawn script: InParty("xzar") InMyArea("xzar") !StateCheck("xzar",CD_STATE_NOTVALID) PartyHasItem("X#XZSLIM")).
- Slime transformation and spawning of the 4 Zizis should now work as intended (corrected inconsidtency between the tracking variable which Zizi is talked to).
- Xzar's Quest: druids should all walk towards him and not talk while still outside the visual range (changed MoveToObject("blackberry) to MoveToObject"Xzar") in their scripts.
- FIx Minsc checks in INGOT interjection
- Update stringref to use an index that points to "Talk" for both BGEE and Tutu/BGT (bg1npc_chall.tpa)
- Fixing bug in Branwen-Tranzig encounter
- Fixing bug in last Dynahier (romanced) Winski encounter (Tanar'ti should initiate dialogue with Winski)
- Updates for Jaheira's Quest (changes to x#jabe1.baf, x#beador.cre).
- p#wolf01.cre: Make winter wolf pelt unstealable.
- Remove duplicate items from Karris' lackey's inventories. (bg1npc_tiaxqst.tpa)
- Make items held by Belgin, Karris, and his lackeys unidentified (bg1npc_tiaxqst.tpa).
- Fixed garbled text in Jaheira's dialogue
- Fixed BGT Tazok install error (Replace %tutu_var%TAZOK%eet_var% with %tutu_scriptbg%TAZOK%eet_var% in x#kivantazok_tutu.d).
- Fixed loop in Coran's dialogue and added missing RestParty() transactions.
- Reenabled lines @10-@23 in #xagqst.d, they are still needed for BGT+Tutu.
- Tutu Walking Speeds Component Removed (Duplicated in Tweaks Anthology)
- Remove unused NPC Wait .tra files.
- Corrected typos and capitalized names of item descriptions (English version).
- changed infer_charset to infer_charsets in the tp2.
- removed reamde v32.3 and renamed new readme to readme-bg1npc.html
- Renamed French readme v23.3 to readme-bg1npc-french_v23-3.html
- Link to Kerzenburgforum added to readme.
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Sounds awesome!
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The modmerge archive distributes the modmerge binary for macOS without the execute bit set.
I'd recommend using DLC Merger instead of modmerge.
You can download the latest version here: https://github.com/Argent77/A7-DlcMerger/releases/latest
You need to run DLC Merger (or modmerge) *before* installing any other mods, including mods for BGEE.
Also, BG1NPC Project is not yet fully compatible with BGEE v2.5. Do not install the "Open Cloakwood" components. It will screw up your game.
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Does Rogue Rebalancing restrict swashbucklers from using the Short Sword of Backstabbing? I know it is changed to give a boost to backstab multiplier (so a restriction would make sense), but I can't remember if it alters the usability. If it does, that's the only item I can think would need to be handled specially for swashbucklers.
#2 certainly sounds simpler.
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Not want to be rude, but I am personally against about the current implementation of the poisonous dagger, because:
1. Tactical-wise, If the purpose was to bring more tactical challenge by beefing up kobolds, the undroppable version should do it well. Making it droppable empowers players with increased combat power and/or monetary gain, therefore reducing the tactical challenge.
2. RP-wise, I think a permanent enchantment like secondary damage is not trivial task, and the kobold tribe has to mass-produce it, which looks unrealistic to me. The "normal dagger plus applied venom" rationale looks more natural and achievable.
3. Undroppable items are indeed immersion-breaking, because it is just a shortcut for implementing a combat ability (in this case, it mimics Assassin's poison weapon skill. We can surely use an alternate but more complex approach, say, create a SPL that do the trick, and set their script to use the trick, yet I am not sure if it really worth all the hassle.
The player would never notice, so why is it immersion breaking? It's a trick used by the game quite often. Flinds carry undroppable weapons that have similar effects to a "flind bar" as described in the 2E Monstrous Manual, but they also carry swords in their inventory (and the animation wields a sword). So, when you kill one, it drops a sword. Every undead gets its "undead immunities" (e.g., sleep, charm, etc..) from a ring it wears. It's an easy way for the game programmers to give a group of creatures abilities/immunities en masse by just adding the item, rather than editing each CRE individually (and tweaking those abilities/immunities en masse). And unless you crack open the CREs in DLTCEP or NI you'd never know.
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This. I suppose it is the same story as the special flame arrow added to Kobolds by SCS. In my last game experience the party was getting rich really fast by just selling these daggers... IMO the poison should be coming from some venom applied by kobolds, which vaporize soon after battle. Not sure if it is possible to have kobolds still use the poisonous dagger but drop the normal version.1) Dark-Side-based kobold upgrade:
Kobold Guards are equipped with a special droppable dagger that can poison them or their target ----> this dagger should probably be undroppable since SCS is not supposed to add new items......
Sure. Make the poisonous dagger undroppable and put a normal dagger in the kobolds inventory. The game does that quite often (e.g., flinds).
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Hello.
Im not sure it is bug, maybe i just dont understand something.
After i take letters from chest in bandits camp chapter 4 doesnt start.
I use BGEE.
That problem appear after i install BG1UB and UB, im my last playthrough without them, all was normal.
I've tested this with BG1UB loaded. No problems.
What versions of BGEE and BG1UB are you running? Also, are you running any other mods? You only mention BG1UB and UB. So, does that mean an EET install with only BG1UB and UB (for BG2) installed?
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Anyway, I tried second option and it worked like the charm! Thank you for your explanations and help.
Hi Greenhorn.
Sorry, for the issues with the 64-bit WeiDU. There are mods that require 64-bit WeiDU now (e.g., DLC Merger), so I figured using the x64 WeiDU was the best bet. I also wasn't aware Windows was still doing a 32-bit-only version; MacOS went 64-bit over 10 years ago.
I'll have to create a new workflow to also create 32-bit WeiDU archives.
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Sorry you were having issues, but since you've deleted the install, there isn't much that can be done to diagnose which mod (or combination of mods) were causing the problem.
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BG1UB v16.0 is released!
This release blocks components from installing on BGEE v2.5 that are made redundant by the new additions. It also contains updates for other platforms, including bug fixes and updates for classic BG1, Tutu, and BGT.
Download it here: https://github.com/AstroBryGuy/bg1ub/releases/latestPlease report bugs to the BG1UB forum at Pocket Plane: http://forums.pocketplane.net/index.php/board,79.0.html
Changes in this release:
- Block the following components from being installed on BGEE v2.5:
- The Mysterious Vial
- Finishable Kagain Caravan Quest
- Kivan and Tazok
- Branwen and Tranzig
- Place Entar Silvershield in His Home
- Prism and the Emeralds
- Moving code blocks for most components to external .tpa files
- Kivan & Tazok: Add dialogue for Kivan-Tazok recognition to more dialog states in TAZOK.DLG
- Store, Tavern and Inn Fixes and Restorations:
- Adding BGT to Red Sheaf Inn rumor fix.
- Fixed Nashkel Inn name conflict with BGFixPack Game Text Update (BG1 - only)
- Update Elfsong Tavern to use TAV0705.STO
- Creature Corrections:
- Fix issue with DROTH CreateCreature() command on BG1 (w/o TotSC)
- Give Taurgosz Khosann FR-canon colors (BGEE v2.5 - only)
- Nim Furlwing Encounter: Fix issue with reward scroll
- Chapter 6 Dialogue Restorations: Fixed issue installing on BG1
- Block the following components from being installed on BGEE v2.5:
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Hello all,BG1UB v16.0 is released!This release blocks components from installing on BGEE v2.5 that are made redundant by the new additions. It also contains updates for other platforms, including bug fixes and updates for classic BG1, Tutu, and BGT.Download it here: https://github.com/AstroBryGuy/bg1ub/releases/latestChanges in this release:
- Block the following components from being installed on BGEE v2.5:
- The Mysterious Vial
- Finishable Kagain Caravan Quest
- Kivan and Tazok
- Branwen and Tranzig
- Place Entar Silvershield in His Home
- Prism and the Emeralds
- The Mysterious Vial
- Moving code blocks for most components to external .tpa files
- Kivan & Tazok: Add dialogue for Kivan-Tazok recognition to more dialog states in TAZOK.DLG
- Store, Tavern and Inn Fixes and Restorations:
- Adding BGT to Red Sheaf Inn rumor fix.
- Fixed Nashkel Inn name conflict with BGFixPack Game Text Update
- Update Elfsong Tavern to use TAV0705.STO
- Adding BGT to Red Sheaf Inn rumor fix.
- Creature Corrections:
- Fix issue with DROTH CreateCreature() command on BG1 w/o TotSC
- Give Taurgosz Khosann FR-canon colors in BGEE v2.5
- Fix issue with DROTH CreateCreature() command on BG1 w/o TotSC
- Nim Furlwing Encounter: Fix issue with reward scroll
- Chapter 6 Dialogue Restorations: Fixed issue installing on BG1-TotSC
I've tested installation on BG1, Tutu, and BGEE. If you encounter any problems installing the mod, please let me know here or in the BG1UB forum at Pocket Plane: http://forums.pocketplane.net/index.php/board,79.0.html
- Block the following components from being installed on BGEE v2.5:
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Is the variable "ShoalHit" set to 1 and "LastBug" set to 0 (or not set)? If so, can you try force-talking her? Or hit her again?
I don't see anything that would be blocking the dialogue from firing. Both BG1UB and BG1Fixpack make the same change to SHOAL.DLG: they add a facing to the CreateCreature action for Droth.
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The variable "LastBug" is present in the unmodded BG1-TotSC. I don't know if it was present in the pre-TotSC version of BG1. Are you playing BG1-TotSC or BG1 without TotSC?
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Sure. I can do that.
BG1NPC Bugthread
in BG1 NPC Project
Posted
If it is this dialog:
Amelia: Oh, it's quite noble of you, my good elf. Forgive me kindly for breaking up your small fellowship. Take these roses to the temple in Beregost; ask the priest to restore them to life and once you are in the dungeon give them to Natan. He is... he was a rogue. I am afraid, however, that he is angry with me for my rejecting his love, and he may try to tell you some nonsense about me... please, do not believe him!
Coran: 'Twill be my pleas- Ow! Auw! They certainly kept their thorns!
Then Coran should be found at...
...the Beregost Temple (AR3400)
His entry into the dungeon is a function of the "EscapeAreaMove()" action that is used to have him leave. Characters always leave via the nearest enabled travel trigger. In this case, that's the entry to Firewine.