Jump to content

CamDawg

Gibberling Poobah
  • Posts

    12,004
  • Joined

Posts posted by CamDawg

  1. You don't get the option to send them to an inn when you dismiss them; you can only have them wait in place. You then talk to them again, which is where you get the option to send them to an inn. An inn will only be available if you've visited, e.g. Jovial Juggler becomes an option after you visit Beregost, and that you're not somewhere where travel makes no sense, like Balduran's Isle.

  2. One alternative you could do for Egenia instead of the above is this d code:

    EXTEND_BOTTOM DEGENIA 0
      IF ~~ THEN DO ~GiveItemCreate("_TWAND02",LastTalkedToBy,30,0,0)~ GOTO EgeniaReward
     END
    
    APPEND DEGENIA
    
      IF ~~ THEN BEGIN EgeniaReward SAY @1005
        COPY_TRANS 0
      END
    
    END

    We're extending the bottom of state 0 with a new transition. Since it sits at the bottom it gets checked first, meaning it always gets followed and bypasses any existing replies and transitions. We add our action there and send it to our new state, EgeniaReward. This state is created in the following append with our new line, @1005. In this case, Egenia's opening line remains intact, so @1005 is now a followup and likely needs to be changed a bit. Once she says her new line, we COPY_TRANS 0, which copies over all of the existing transitions from state 0, like the PC's normal reply and flow into the rest of her dialogue.

  3. For replacing a line of dialogue, STRING_SET is certainly one way to do it, and probably the best option here.

    There's no need to decompile-and-patch dlg files when WeiDU has a whole suite of dialogue-specific editing commands. ADD_TRANS_ACTION is made for exactly this:

    ADD_TRANS_ACTION DEGENIA BEGIN 0 END BEGIN END ~GiveItemCreate("_TWAND02",LastTalkedToBy,30,0,0)~

    Toss this in a d file and compile it in the tp2.

    edit: The first BEGIN END combo targets the state (in this case 0) and the second BEGIN END the transition. By leaving the second blank, we add the new action to all transitions off state 0, which covers our bases in case another mod has added a transition here--for, say, an NPC interjection.

     

  4. On 10/13/2023 at 6:30 PM, kijikun said:

    Most likely a stupid question but is there a reason the non silly faster chap 1&2 is available for EET or is that built into EET and I'm just missing where its noted?

    This looks like an oversight on my part and is corrected for the next version. Originally the component didn't touch EET and BGT since they both added a lot of code to shepherd the transition between the BG and BG2 content. However, this was resolved and should have been enabled for both versions of the component. The silly/non-silly use the same base code to match-and-replace, differing only in what they insert in place of the removed bits of cutscene. If silly works, non-silly works as well.

  5. On 10/10/2023 at 7:11 AM, Guest sokipdx said:

    First time playing IWDEE (on Amazon Games if that matters) and I'm trying to use the following mods below. The two mods that don't seem to be working are "Store Purchase All Item Types" and "Rest Anywhere". I can't rest in Kulduhar and the example given in the readme says I should be able to sell more than just potions to Oswald in Kulduhar, but I still can't. Any help? Thanks!

    The resting issue is fixed.

    For Oswald, I'm unable to repro--his store gets adjusted properly AFAICT. Is there a particular item that wasn't working? Was this from a game where you had already visited his store?

  6. On 9/19/2023 at 10:25 PM, testlum said:

    Choosing the 40 stack limit for ammo seems to set it to 80 instead.

    This may be due to a bad assumption on my part. The ammo stacking component (and all of the other stacking components) filter to the targeted items and then basically make two checks: is the item already stackable and, if so, is the selected stack size larger than the current one. IFF both of these conditions are met will it make the change. I'm assuming you're on the EEs, where e.g. the default arrow stack is 80: the component sees the current stack size is larger and therefore doesn't make any changes.

    I've always thought that folks would never want to downsize the stack sizes but, given that some players may want oBG or oBG2 behavior, this may not be an accurate assumption. I'd appreciate any feedback on this from you, or anyone else.

  7. On 8/31/2023 at 10:23 PM, Daulmakan said:

    For Icewind Dale II, components "Use Character Colors Instead of Item Colors", "Separate Resist Fire/Cold Icon into Separate Icons", and "Change Magically Created Weapons to Zero Weight" seem to clash with Weimer's IWD2 Ease of Use, they all fail to install (but do just fine if Ease of Use is not present).

    The Randomized Treasure (mix up items with similar costs) component from Weimer's EoU seems to corrupt item indices, which means any all-item tweak could potentially fail. Since it's a randomized component, which specific item fails will shift each time--the first time it failed on 00ax1h04, and (after re-randomizing) it failed on 00amul15.

    There's not really a lot I can do from my end.

  8. On 6/9/2023 at 11:09 AM, khelban12 said:

    The above commit improved the code to use a regular expression instead of searching for a huge string but, as you see,  it also changed "Head" to "Wait". My version of the game (fully patched but old TOB version that installs to BGII - SoA directory) has DisplayStringHead, so, as you understand, the code doesn't replace anything.

    I've changed this to match either for the next version.

  9. G3 is pleased to announce the next chapter of @jmaeq's NPC mod, Zakrion. This Baldur's Gate II: Shadows of Amn and Throne of Bhaal mod continues Zakrion's story from Baldur's Gate I. Zakrion is a True Neutral Human Duelist (kit from Sword and Fist), and he can be found after the pirate encounter in the Sea's Bounty Tavern. The mod includes custom portraits, voicing, and a soundtrack, player-initiated dialogues, items, quests, a friendship track, two romance paths with a Female Human, Elf, Half-Elf, or Halfling PC, and numerous banters and interjections. You can also learn about the original Zakrion mod for BG.

  10. For the second issue (helm11) I'm unable to repro with this + NP. H6 is a valid paperdoll selection for helmets and works with or without Tweaks installed. I've tried various ways to order the components from NP and Tweaks with no avail.

    That aside, you probably still shouldn't install stuff that modifies paperdolls with this anyway. Helmets, in particular, expect that certain assignments have horns or plumes or whatever and these changed between the BG and BG2/EE models. Unique Icons will assign a helmet appearance that (on normal paperdolls) best matches the icon, and will do a poor job if the underlying paperdoll has been reverted to BG models.

  11. This is a bug in Tweaks itself; Nostalgia Pack just makes it a little more visible. The green color is supposed to be applied to the plume, not the helmet itself and would be an issue it you used the 'Replace All Icons' option.

    You only see it here with Nostalgia + Don't Replace because Nostalgia reverts the helmet's unique icon back to the same icon as the Helm of the Noble, which in turn prompts Tweaks to change it since it's no longer unique.

  12. On 8/26/2023 at 9:27 AM, Axatax said:

    On a similar note, the "disable portrait icons" causes the game to freeze when the Girdle of Masculinity/Femininity is identified by a shopkeeper, and then the girdle is subsequently picked up in the inventory screen.

    I'm unable to repro this.

    Otherwise, Separate Resist Fire/Cold Icon into Separate Icons [Angel] will no longer add portrait icons for equipped items if the Disable Portrait Icons Added by Equipped Items component is installed.

×
×
  • Create New...