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AstroBryGuy

Gibberlings
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Everything posted by AstroBryGuy

  1. BG1NPC should work ok (minor bugs may occur with changes to BG1 content) with BGEEv2 without SoD. If you don't download the SoD DLC, you can play through BGEE. Then load SoD and transfer your final save
  2. Not at this time. I don't have the game on Steam or GOG (which is also affected by this), so I don't have an example game to play with. Reading CamDawg's post at the Beamdog forums (https://forums.beamdog.com/discussion/comment/731882/#Comment_731882), the fix is probably some kind of utility to unpack the zip file and the BIF files inside the zip file into the override folder. You'd run it after installing SoD, but before installing any mods. Maybe something along the lines of BGT-WeiDU.
  3. Two possibilities: 1. You upgraded your install to BGEEv2 and/or installed SoD *after* you installed mods. Don't do that. Updating the base game overwrites the modded BGEEv1.3 dialog.tlk file with a new BGEEv2/SoD one. Also, the modded game resources in your override would be from the v1.3 game. They won't be up-to-date. Start with a clean install of BGEEv2 (don't install SoD if you got the game from Steam - see below) and then install mods. 2. You downloaded the game from Steam. Steam downloads all the SoD files into a zip file in a dlc folder. It doesn't replace the original dialog.t
  4. There are paths through the dialog with Imoen that don't result in burying Gorion. It does appear to be working, however.
  5. What game are you running? BGEE? Did you recruit Viconia at level 6? If so, I see the problem. The component doesn't update the level 6 version of Viconia in BGEE. The list of Viconia CREs has VICONI61 but not VICONI6. The former is for BGT compatibility. The mod will need a minor update to add VICONI6 to the list. If you have EE Keeper, you can edit the portrait in your saved game.
  6. It appears to be a BGEE problem. It's been reported on non-BG1NPC dialogs as well. https://forums.beamdog.com/discussion/34164/known-8044-blank-continue-button-for-some-dialogs-when-recruiting-dorn-il-khan
  7. I don't know. I wouldn't necessarily think so, but considering Avenger's example of how GemRB's attempt to "fix" the setting of internal states actually broke the dialog for the Machine of Lum the Mad, I wouldn't be too surprised if there were a dialog that relied on this aspect dialog engine's behavior. http://gibberlings3.net/forums/index.php?showtopic=27592&p=238721
  8. Glad to hear it! I'll upload the fix to the BG1NPC GitHub repo tonight. I'll also start searching all the .d files for other instances where a non-INSTANT.IDS action is anything but last in the action list.
  9. I see a possibility.... In this post (http://gibberlings3.net/forums/index.php?showtopic=27592&p=238721) Avenger said: Looking at the action connected to Andarthe's dialog: "Please! I... I implore you... have mercy and spare my life... I will leave these lands and never return. I stand defenseless" DestroyItem("MINHP1") SetGlobal("X#AndSurrender","GLOBAL",2) DestroyItem() is *not* in INSTANT.IDS. So, according to Avenger's post, this could be delaying the SetGlobal() action to after the dialog completes. So, it could happen after the SetGlobal("X#AndSurrender","GLOBAL",7) action
  10. OK. No problem. I've been researching for similar issues, and I found this one posted on SHS: http://www.shsforums.net/topic/58351-looping-banters-variables-are-not-set-during-some-dialogues/ Sounds like it could be a similar issue: variables are not being successfully set during a dialog. The proposed solution is changing the SetGlobal() actions to DialogueSetGlobal() actions - which requires ToBEx. EDIT: Bigg's test mod works on BGEE. He noted that his test worked on BG2, but was having issues on BGT. Unfortunately, I don't have a BGT install. I have an archived Tutu install
  11. Searching the forum, there have been some issues with this quest. I'm reading the old threads to see if the same issue was reported, but I haven't found any references to X#AndSurrender being set to 2 after the actual surrender dialog. There have been some previous issues with the quest, so I hope there will be something there to shed light on it. So far, I haven't been able to reproduce the problem. I just can't see how the variable gets reset to 2 after the surrender dialog (or never gets set to 7). If you have a save game you'd be willing to share, I can spelunk into the all the variabl
  12. That's very odd. Did Andarthe restart his surrender dialog? The only actions to set X#AndSurrender to 2 are in Andarthe's dialog (double-checked with a search on my test install with NearInfinity). It is set to 2 only when he tries to surrender. There should be no other actions to set the variable to 2.
  13. The items that x#beado1.cre has are the exact same as x#beador.cre, and they are all stock items (i.e., not mod items). Beador has the following items: LEAT04, MAGE05, STAF02, DART01, POTN21 Do you have any mods installed that edited those items? Amarande's dialogs/scripts don't set X#AndSurrender at all, so I don't see how killing him would affect the variable. Did Andarthe do an EscapeArea(), or did he just stand there blue-circled?
  14. Yep. Use the latest version of BG:EE, v1.3. ITEM_USE.2DA was not in BG:EE 1.0. OSX's file system, HFS+, is (by default) case-insensitive (but case-preserving), like Windows.
  15. I've tested it, but don't see any problems with Hentold's dialog. What version of BG1NPC do you have installed and what other mods are you running? EDIT: It's BG1UB. BGEE changed the state order for Hentold's dialog. The Minor Dialog Restoration Component was causing the problem (writing changes to the wrong state in BGEE). It is fixed in the latest version of BG1UB. https://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_151227
  16. Sounds like the interjection needs a passback. I'll take a look at it. Thanks for the bug report. Happy holidays!
  17. Crap... Thanks! Fixed and published a new release v22.2 on GitHub. https://github.com/AstroBryGuy/BG1NPC/releases/tag/v22.2_20151212
  18. Hello all, I finally wrapped up the past 6 months of minor bug fixes into v22.1. It also includes more German translations from Kerzenburgforum. https://github.com/AstroBryGuy/BG1NPC/releases Changes for Version 22.1 - 2015-12-01 Correcting typos in German tra files [isaya] More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) Minor bug fixes Fix: Invulnerable Lake Poets Fix: Xzar's Quest journal entries not working on BGEE Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf Fix: K
  19. Hi ALIEN, v22.1 is available on GitHub. Mostly a bugfix release. https://github.com/AstroBryGuy/BG1NPC/releases Changes for Version 22.1 - 2015-12-01 Correcting typos in German tra files [isaya] More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/) Numerous minor bug fixesFix: Invulnerable Lake Poets Fix: Xzar's Quest journal entries not working on BGEE Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog Adding timer for Jah
  20. Well, without the SETUP-BG1NPC.DEBUG file, it's hard to know what is going wrong. Can you paste the contents of the file into a PM? Or, the Beamdog forums allow for attachments. You can zip up the SETUP-BG1NPC.DEBUG file and attach it to the BG1NPC thread at the Beamdog forums. https://forums.beamdog.com/discussion/39422/bg1npc-v22-and-bg1npc-music-pack-v6#latest
  21. I'll see about only allowing that dialog option if X#PCBuryGorion = 0.
  22. The vanilla game font does support accented characters, AFAIK. There certainly are accented characters in the file NORMAL.BAM, which contains the glyphs for the main game font.
  23. How many times did you talk to Noober? He says "What about now?" 21 times before running out of things to say.
  24. Lollorian, Salk - Thanks! Fixes uploaded to GitHub.
  25. Thanks, cmorgan! I'll change the spelling for v23.
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