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AstroBryGuy

Gibberlings
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Everything posted by AstroBryGuy

  1. 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: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog Adding timer for Jaheria's "Bury Gorion" talk Adding death variable for Bheren Fix: Minsc stutter bug at Lighthouse Fix: Minsc-Vitiare stutter issue Fix: Ch 6 dialog option appears to thank Hull for burying Gorion even if CHARNAME buried him
  2. 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 Jaheria's "Bury Gorion" talk Adding death variable for Bheren Fix: Minsc stutter bug at Lighthouse Fix for Minsc-Vitiare stutter issue Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him
  3. 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
  4. I'll see about only allowing that dialog option if X#PCBuryGorion = 0.
  5. 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.
  6. How many times did you talk to Noober? He says "What about now?" 21 times before running out of things to say.
  7. Lollorian, Salk - Thanks! Fixes uploaded to GitHub.
  8. Thanks, cmorgan! I'll change the spelling for v23.
  9. 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.
  10. Actually, "waggon" is an accepted British spelling of "wagon". What's the context of the usage? http://www.merriam-webster.com/dictionary/waggon
  11. Never heard of such an issue. What mods do you have installed? Can you send your WEIDU.LOG and SETUP-BG1NPC.DEBUG files?
  12. 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.
  13. 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!
  14. 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.
  15. 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.
  16. 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).
  17. Please post bugs for v22 here, thanks!
  18. 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 not going hostile if you attacked them * Romance Challenges: Fix Battle song reference for x#ch12.are * Fixed redundant usability sections in item descriptions for BGEE * Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE * Incorporated fixes from BWP Fixpack v15.1.1 * New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE. * Updated WeiDU to v238 * Adding Polish translation credits to README. * Various dialog typo fixes. I'll create a new thread for v22 bug reports.
  19. 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
  20. 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") !True() I edited the state 5 trigger in MINSCP to remove the nested OR()s and the !True() trigger: !HappinessLT(Myself,-160) Global("KickedOut","LOCALS",1) OR(3) Dead("dynaheir") InParty("dynaheir") !InMyArea("dynaheir") And it works. I assume those nested OR()s aren't working as intended (or there's a change to those triggers for BGEE that creates the nested ORs unintentionally?).
  21. Darn. I was hoping something like GemRB's semi-hardcoding would be available. Oh well. Thanks for the info!
  22. 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?
  23. Question about BANTTIMG.2da: Does that file control the firing of banter dialogs (e.g., BJAHEI, etc..) or insults/compliments from INTERACT.2da?
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