Jump to content

AstroBryGuy

Gibberlings
  • Posts

    625
  • Joined

  • Last visited

Posts 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.




    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. AstroBryGuy, could you please create new release at github?

     

    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 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 for Minsc-Vitiare stutter issue
      • Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him
  3. It's true it's not technically a typo but it doesn't appear to be the best spelling choice anyway.

     

    "Wagon and waggon are different spellings of the same word meaning, among other things, a sturdy four-wheeled vehicle for transporting things. Waggon was preferred in British English until a century ago,1 and it still appears occasionally, but it is fast becoming archaic. In this century, the shorter one is preferred in all main varieties of English." (http://grammarist.com/spelling/wagon-waggon/)

     

    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.

  4. It appears that the initial Journal entry for Xzar's quest isn't getting written out, nor is the original entry for the related quest ("Dryad of the Cloudpeaks") getting removed. I can't see any EraseJournalEntry 27005 attached to this interjection either. There's supposed to be a new journal entry for 57119.

     

    The other expected behavior happens as normal - the forest spirits appear, and the global X#XzarDryad is 6 during the fight, and 7 after completion of the talk with Xzar.

     

    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!

  5. 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.

  6. yeah, i talked to Tranzig, and it's properly noted/recorded in the Quests section of the journal. (By the way, in my experience, if you go to Peldvale and Larswood before talking to Tranzig or even killing Mulahey, the bandits and Black Talons won't even spawn.)

     

    i'm not sure if it's relevant, but after dealing with Tranzig, I then dealt with Deke (the bandit in the Coast Way area map) before going to Larswood/Peldvale.

     

    AstroByGuy: if you know which variable controls the storyline appearance of Raiken and Teven, would you be able to tell me how to console it? I tried consoling Raiken and Teven using the CreateCreature command, and they talked to me with the correct dialogue, but after choosing the "let's fight" option, they turned hostile and ran away, and their bandit cohorts stayed neutral, so it looks like a simple CreateCreature won't fix the issue.

     

    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.

  7. i'm not sure if this is SCS v30, but i encountered a bug where the bandit Raiken (in Peldvale) doesn't spawn -- but his bandit crew does. (they just stand there, neutral, and you can chat them up.) sorry if this isn't SCS, but I couldn't find another mod that i used which seemed related.

     

    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).

  8. 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.

  9. This is a repost from a seperate topic "Weird Silke Encounter". I repost it here to make sure it will be seen.

    "Finally got around to play BG1 again and experienced the same "bug" with Silke. She uses contingency during the encounter, which she should not have access to."

    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

  10. 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?).
×
×
  • Create New...