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vanatos

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Posts posted by vanatos

  1. Hi, for this compatibility bug i am going to make some changes.

    I believe the best way to make everything work is to remove checks introduced in BIMOEN25.dlg, that way the talk will trigger from any of our timers (or the games own banter engine).

    Let me know what you think.

  2. Thanks @DavidW and @jastey

    I have implemented basically the suggestion above, i think this greatly improves the stability of the final conversation with Imoen.

    One important question, is referencing the TLK line like #68091 for instance, guaranteed to be the same both for EE and Vanilla?

  3. Hmmm a hacky workaround is if its possible to increment a number in a variable in weidu, so from the assumption that the balth_finsol script never really changes, if i get the state number of 1015 i can just increment it 4 times to get the rest of the states that will be created right after

    %var%+1

    %var%+2

    %var%+3

    %var%+4

    This of course assumes that that code would never change and i can increment the variable in weidu.

     

    Thoughts?

     

  4. Hi, in order to make mod compatible with Balthazar interjection in final solar talk,  regardless of install order there is this problem in balth_finsol.d

    INTERJECT_COPY_TRANS FINSOL01 29 balth_sol_2
    == balth2 IF ~Global("BalthazarFights","GLOBAL",1)~ THEN @1017 END
    INTERJECT_COPY_TRANS FINSOL01 30 balth_sol_2
    == balth2 IF ~Global("BalthazarFights","GLOBAL",1)~ THEN @1017 END
    INTERJECT_COPY_TRANS FINSOL01 31 balth_sol_2
    == balth2 IF ~Global("BalthazarFights","GLOBAL",1)~ THEN @1017 END

     

    This creates 3 identical state blocks in balth2 which seems redundant but more importantly makes it so i cannot use STATE_WHICH_SAYS 1017 as i would get returned multiple results.

    I believe the tighter script would be to have finsol01 29,30 & 31 refer to the same (one) dialogue state in balth2 and not have duplicates.

    Without this change its impossible to guarantee compatibility because balth2.dlg states cannot be reasonably targeted as depending on the order you install component 0 (rewrite chap 10) or 10 (balth redeem) the dialogue states in balth2 would change numbers.

     

     

     

     

     

  5. 9 hours ago, jastey said:

    Unless Imoen Romance gets installed before any NPC mods you will never be able to catch all of them. Would be recoding so that Imoen says her first original line and then romance added content would play an option for you?

    This is what I did for Edwin Romance (and also Keldorn): For the Finsol01 intrjections, he says his first original line. Then, in romance case, I do INTERJECT with the romance stuff and at the end COPY_TRANS edwin25J xx (xx being his original interjection state so the other interjections can go on as they would originally).

    This way, I do not have to worry about other NPC mods installed before the romance mods and having wrong transitions in their dialogues I will never be able to catch and change. The finsol01 dialogue branch gets very simple because it doesn't interest me at all, I add Edwin's Romance content to Edwin25J and am done with it!

    And also, it ensures that all other NPCs get to say their piece, as well, because not using COPY_TRANS would lead to new added NPCs being skipped.

     

    Unfortunately i am not the dialogue writer for the mod, and he is 'retired' now and doing this would require significant rewrite of that portion.

    I am not too bothered by this problem for new NPC'S, as its been a long-standing tradition to install new npc mods last and if they do inerject_tran_copy it will work.

  6. Ok i think i understand the cause.

    So Ascension essentially has new NPC's, in theory 'new npc mods' should always be the last mods to install to solve these kind of tricky situations but Ascension is kind of unique since its not a mod that you use for new npc's  necessarily(people may not get them).

    Then the only solution if we want the flexibility of compatibility no matter which order to install is i would need to do the same changes targetting balthazar (and new sarevok??) as i did in modifying every npc for that complex finsol01.dlg dialogue branch

     

    //the mirror of finsol01.dlg 27

    ALTER_TRANS balth2
    BEGIN 2 3 END   //these are dummy values, i need to know the number state of this dialogue
    BEGIN 11 END
    BEGIN
    "EPILOGUE" ~EXTERN IMOEN25J FD~  END

    //the mirror of finsol1.dlg 29/30/31/32

    ALTER_TRANS balth2
    BEGIN 84 86 END //these are dummy values, i need to know the number state of this dialogue
    BEGIN 6 END
    BEGIN
     "EPILOGUE" ~EXTERN IMOEN25J finalbreak~ 
    END

    //the mirror of finsol01.dlg 27

    ALTER_TRANS FINSARE2
    BEGIN 2 3 END   //these are dummy values, i need to know the number state of this dialogue
    BEGIN 11 END
    BEGIN
    "EPILOGUE" ~EXTERN IMOEN25J FD~  END

    //the mirror of finsol1.dlg 29/30/31/32

    ALTER_TRANS FINSARE2
    BEGIN 84 86 END //these are dummy values, i need to know the number state of this dialogue
    BEGIN 6 END
    BEGIN
     "EPILOGUE" ~EXTERN IMOEN25J finalbreak~ 
    END

     

    @DavidW does this make sense?

  7. Hi, just i figured it out from your suggestions thanks.

    I made a spell that had an effect 'cure_sleep', this only removed the status sleep but did not make my characters stand up.

    i added an effect 'animation_sequence' with 'seq_awake' sequence and it worked.

  8. Ahh ive tried playing around with PlayDead, it seems that command 'blocks' a script per the wait period specified in it.

    while i needed a 'sleep' animation that i can interrupt at certain points on my discretion via scripts.

     

    Maybe there is no way, thanks for having a look.

  9. Hi, i have a script to put characters (player1 etc) to sleep with a spell. I want to awaken them and see them stand up.

    Ive played around creating custom spells and using spell effect 'cure sleep' this merely removes the sleep status but their still lying on the ground. How do i make them stand up?

     

  10. hellooo someone shot me a message, I'm the maintainer for the Imoen Romance (although you could contact me via the other forums).

     

    What seems to be the issue for the final solar talk?

     

    As far as i understand and per my own coding the Final Solar talk tree incrementally goes through each character as a final 'talk' before epilogue.

     

    The vanilla characters are there in the dialogue tree, there was a modification of the end talk with Imoen and therefore requires alter_tran to alter the same state to have optional branching off dialogue.

     

    In order to not break this tree in general all mods needs to either alter_tran a vanilla NPC or extend their new NPC onto the end of the tree, there would be no other way to be able to extend this tree without issues (a Mod doing a REPLACE would break every other mod installed before).

     

    So because of that, generally vanilla NPC mods need to be installed before new NPC mods.

     

    I remember coding this way specifically so the mod could be compatible with every other mod.

  11. Hi, For the modification to the TotSC Kaishas (balduran werewolf) resolution in this mod for BG1EE

     

    Specifically where you can get a nice resolution at the end rather then killing Kaishas.

     

    The quests 'Last voyage of Balduran', 'Mysterious Island' and 'Reclusive Scholar' do not complete.

  12. @vanatos: Since Imoen uses the same CRE resource for the whole game you should add a chapter check to her banters with Jaheira (and Minsc, if there are any), so that they are not triggered in Chateau Irenicus.

    Thanks arget77.

     

    I've went through the BG2 SOA files and did chapter checks for banters and anything else i could find that might cause an issue.

     

    I haven't touched any TOB files, hopefully this is enough.

  13. Hi, i am the coder for the Imoen Romance Mod.

     

    I have made changes to make it compatible with EET.

     

    As far as i understand, because Imoen Romance Mod is a BG2/BG2EE specific mod (not BG1) then the only changes i needed to make

    was for any global code around chapters.

     

    e.g. change GlobalGT("Chapter","GLOBAL",5)

    to GlobalGT("Chapter","GLOBAL",%bg2_chapter_5%)

     

    The mod uses its own version of candlekeep, with its own ARE, WED, MOS, TIZ etc files so this area shouldn't need any changes around it.

     

    I have not tested this mod in EET since i don't use that mod, i've installed it in normal BG2EE and the variables seem to have worked out fine.

     

    If anyone can test it on EET that would be great

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