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AstroBryGuy

Gibberlings
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Everything posted by AstroBryGuy

  1. Yes, I'd generally agree, unless the author of that text was using archaic spellings on purpose (e.g., "Forsooth, I doth hear the creaking of waggon wheels!"). That's why I asked about the context.
  2. Actually, "waggon" is an accepted British spelling of "wagon". What's the context of the usage? http://www.merriam-webster.com/dictionary/waggon
  3. Never heard of such an issue. What mods do you have installed? Can you send your WEIDU.LOG and SETUP-BG1NPC.DEBUG files?
  4. The mod could add a variable to the dialog with Centeol. ADD_TRANS_ACTION ~%tutu_var%CENTEOL~ BEGIN 0 END BEGIN END ~SetGlobal("S9MetCenteol",1)~ Then, check on S9MetCenteol rather than Dead("Centeol"). Actually, it could replace S9CentDead.
  5. The non-removal of the unsolved quest journal entry is consistent with BG1NPC's behavior on Tutu and BGT. I can put a temporary workaround in place for BGEE, but a real solution should work for all platforms (and eventually EET). String references added by the mod are not fixed (i.e. 57119), so that not very useful for telling me what journal entry did not appear. However, based on the variable you mention, I can make an educated guess. Looks like a typo in a variable name. The fixes will be in the next version. Thanks for the report!
  6. The invulnerability is due to all the Lake Poets using the Volo animation (go ahead, try to attack Volo, even if you hit, you won't do any damage). It's apparently hard-coded to the animation slot. To remove the invulnerability, the animation would need to be changed. A tweak to the CRE scripting would allow the Lake Poets to call for help and/or leave the area if attacked.
  7. Actually, the Raiken/Teven and their bandit groups are spawned by the same script blocks. After each is spawned, a variable is set. To reset the variable back to 0, you could do: SetGlobal("RaikenSpawn","GLOBAL",0) However, that will just cause the Raiken and his bandits to be created again via CreateCreature. Since you didn't have any luck with CreateCreature, I don't know that it will solve your problem.
  8. Are you playing BGEE, and did you already go to the Bandit Camp? If so, entering the Bandit Camp triggers a variable that removes Raiken and Teven from their locations in Peldvale and Larswood (but doesn't remove the bandits).
  9. Please post bugs for v22 here, thanks!
  10. Hello all, v22 is up. Here is a summary of the fixes/updates: * David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901. * Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed. * Dynaheir's Journal Quest: Fix for quest failing to start * Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE * Kagain's Caravan Quest: Cross-mod compatibility with Thimberling's Thimblerig's Skie mod. * Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre
  11. For the benefit of those not following the "Weird Silke Encounter" thread, the issue is due to an "un-nerfed" bard spell table, one that grants bards access to 7th+ level spells (such as those available in BG2 Tweaks or RR). I've posted a fix for the macro to make it determine the maximum bard spell level from mxsplbrd.2da rather than assuming it to be 6th. You can check it out here: http://gibberlings3.net/forums/index.php?showtopic=27175&p=234602
  12. This was initially reported for v28 (http://gibberlings3.net/forums/index.php?showtopic=26578), but it appears to still be an issue in v30. With SCS's Separate NPC Pairs Component installed on BGEE, if you try to have Minsc rejoin the party with Dynaheir in the party or dead, Minsc just gives a selection sound response (e.g., "Who wants some?"). The component changes the trigger on state 5 in MINSCP.DLG to be (which is Minsc's no-Dynaheir rejoining dialog): !HappinessLT(Myself,-160) Global("KickedOut","LOCALS",1) OR(2) OR(3) Dead("dynaheir") InParty("dynaheir") !InMyArea("dynaheir
  13. Darn. I was hoping something like GemRB's semi-hardcoding would be available. Oh well. Thanks for the info!
  14. In WILDMAG.2DA, certain entries have a "*" in the SPELL column. For example, 6 * 31722 In GemRB's version of the file, these entries are a reference, but not to a normal .SPL file. For example: 6 1.155 0x13f change_spell_to_area_effect Does this mean that the "*" entries in the EEs are hardcoded and unchangeable?
  15. Question about BANTTIMG.2da: Does that file control the firing of banter dialogs (e.g., BJAHEI, etc..) or insults/compliments from INTERACT.2da?
  16. Thanks, Avenger. I didn't think to look and see if the files were in BG2EE. There goes giving Fighter/Magic User/Thieves a d20 hit die ;-)
  17. Does anyone know what the new hpxxx.2da files for multi-classes do (e.g., hpft.2da, hpfmt.2da)? I was curious and tried playing around with HPFT.2DA. No matter what I set the die size to in HPFT.2DA, the character's level up hitpoints were determined by 1/2 HPWAR + 1/2 HPROG, even when leveling both classes at once. HPFT.2DA had no effect. What does HPFT.2DA do?
  18. Version v26

    214,370 downloads

    This WeiDU mod adds a great deal of content by expanding the depth of character and levels of interaction of the NPCs in Baldur's Gate. It also provides some optional tweaks to the BG portion of the game. Available in English, Spanish, French, Polish, and German, this version ships with WeiDU v246. Banters, player-initiated dialogues, romances, quests, tweaks, and interjections enhance your BG experience when you add this mod to your Tutu, BGT, BGEE, or EET game. We suggest pairing the mod with the optional Music Pack. Forum Project Page Readme - English Readme - French
  19. Version v6

    225,429 downloads

    This mod adds musical soundtracks to unvoiced dialog in BG1NPC. BG1NPC adds a great deal of content by expanding the depth of character and levels of interaction of the NPCs in Baldur's Gate. This package works on Tutu, BGT, and BG:EE. Learn more about the mod View the Readme Visit the Forum
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