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BCaesar

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Posts posted by BCaesar

  1. 22 hours ago, Connelly said:

    Wouldn't be reasonable to allow users to not install what they don't require or want? And wouldn't make life easier for you, maintenance wise, to modularize as many bits of content as possible?

    From a writing/coding perspective we liked to be able to add in whatever we wanted and tie the various parts of the mods together (for example allowing one of the NPC's we created to interject in dialogue that was part of other projects we coded), and when we were testing it meant we only had to test a limited number of options and never had to worry about using "if file exists" or other qualifiers. With one mod then when we test it we know that that's the only option. If we have fifteen different components then we have to test them in all the various possible configurations.

    So on our side, having it mostly be one install (or really three different parts) made for fewer bugs and easier coding. It does make things less convenient for the player as you said, but still no regrets. I'm happy we did it the way we did.

    22 hours ago, Connelly said:

     I can choose to not install Skitia's without further impact, but I cannot opt out from installing yours unless I opt out from the rest of the megamod as well.

    Like most of the long multi-dialogue things on our end you can tell Aerie to stop talking and she will, though you do have a point in that there are other smaller interjections and dialogues that would still be in the mod.

    22 hours ago, Connelly said:

    Again, fair, because as I was mostly drawing for years old memory so I'm not clear right now about to what component belongs x small bit. That said, what soured the mod for me wasn't the optional "oh, you're evil actually, perish" bits , but the main Mazzy content. I remember leaving a comment back at the Beamdog thread with my biggest peeves, so I won't bore you here about it again (and for all I know might be outdated feedback by now).

    We did re-write everything so the dialogue is of better quality, and we removed some of the lines that seemed to trigger people when we weren't intending them to (if people were going to hate part of our mod, we didn't want it to be an accident 😁). But odds are you'd probably still dislike it.

  2. 18 hours ago, jastey said:

    Please elaborate.

    It was a few years so I don't remember it exactly, but there are mods that change what other people are in the room with Mae'Var. That particular priest has a script name that is used by a number of different bad guys (all thieves I think). I remember there was some bug we had to fix a while ago because we coded it assuming that the priest was the only person with that script in the room, and then for some reason when the people get changed and there's more people with the same script name in the room it bugs out.

    I don't remember the details well enough to elaborate beyond that and I don't remember what I changed to fix it (though apparently not thoroughly enough), but now with Mae'Var just giving the necklace or statuette back to Player 1 it shouldn't matter.

  3. 5 minutes ago, subtledoctor said:

    My current hotfix keeps it rather simple:

    // add necklace of talos to mae'var
    ACTION_IF FILE_EXISTS_IN_GAME ~maevar.cre~ BEGIN
      COPY_EXISTING ~maevar.cre~ ~override~
        ADD_CRE_ITEM ~misc4y~ #1 #0 #0 ~IDENTIFIED~ ~INV~
    END

    Could as well do this to the priest of Cyric, but I wasn't totally certain that .CRE file isn't used elsewhere. And it doesn't really matter - as long as the thing drops after the Mae'Var fight, then the quest can be completed. Done and done.

    Awesome. That should fix it.

    And I'm pretty sure you're correct. The Priest's name is used by other units that other mods add into the room. It's what tends to bug it out. I've coded for some of them before in previous bug fixes, but I'm sure I missed some. That's why I gave up on it on the latest update and from now on Mae'Var will just give the necklace (or statue) back.

    Anyway, glad it's all worked out for you now.

  4. @subtledoctor

    Okay I had some free time so after talking with Ratatoskr I pulled open the mod, poked around to see the damage, fixed it, tested it as best I could think of, and sent the new lines off for translation. Should be posted in a few days, as soon as we get the Russian version back.

    Basically I drastically reduced the amount you have to pay the temples to regain their good graces (13 and 100 gold respectively) and changed some of the dialogue. I also made it so Mae'Var now gives the items back to you since he doesn't want them. So it should work better and be less buggy and if it does bug out it won't cost much to fix.

    Pulling open that old dialogue and coding is always awful. I read this stuff and go "Who wrote and coded this garbage?" and unfortunately in this case the answer is me. I can't even blame Ratatoskr for this one. And then something always doesn't work and the testing always takes longer than I think it should. But hopefully this is fixed now and we won't ever have to deal with it again.

    On the upside as I was testing a Mazzy dialogue popped up and the music put me in a better mood. Plus we completely re-wrote all of her friendship/romance dialogue so it's better than the old stuff with Mae'Var I was trying to fix.

    And then later a Jaheira-Wilson dialogue popped up and I got to experience such fine lines as:

    //14th Wilson-Jaheira Love Talk
    CHAIN IF WEIGHT #-1 ~Global("_bWilsonJaheiraTalks","GLOBAL",53)~ THEN WILSONJ _bWilsonJaheiraLoveTalk14
    	@134 /*Roar? [OH87197]*/
    		DO ~SetGlobal("_bWilsonJaheiraTalks","GLOBAL",54)~
    == JAHEIRAJ @135 /*We have had many people seek our deaths so far. Some would have been friends had things been different. This weighs on my mind. [JAHEIR93]*/
    	= @136 /*They acted out of fear. I do not know what to suggest. I... I don't know what to do.*/
    == WILSONJ @137 /*Snuffle, sniff... roar! Roar... growl, sniff sniff. Snort... growl. ROAR!*/
    == JAHEIRAJ @138 /*Like all good advice, that was absolutely no help at all. It was poetic though...*/
    	= @139 /*Come, let's get going.*/
    EXIT

    And that is pure gold. I will not be told otherwise.

  5. On 2/8/2023 at 10:36 AM, Connelly said:

    It has the problem that it gathers a ton of content to be installed with a few vaguely defined options. The main and second components include *sixteen* and seven subcomponents each, all of them installed in bulk, some of them without apparent correlation and tagged as "optional", which... I'm going to need a dictionary here.

    They're not optional to install, they're optional in that you can turn them off in game.

    For example, if you don't want to see Jaheira's in-game romance, with Wilson in the place of CharName, you can turn it off as a response after the first Gruuf, Whuf, Sniffle, Growl.

  6. 5 hours ago, subtledoctor said:

    Yeah, I get the interjection about "would look nice in the Temple of Cyric." The problem is, the item is not dropped by the priest after the Mae'Var fight. I don't know if that's something about the mod failing to work, or maybe another mod alters the fight and changes the priest and the new version doesn't have the item? Hard to say.

    I have 30K gp and need 60K for a ticket to Funhouse Island, I'm not about to burn 10K to circumvent a bug. :laugh:  I'll just hotfix a copy onto Mae'Var. Doesn't really matter who possesses it, as long as it is among the detritus on the floor at the end of that fight, then all works as intended.

    I mean the name is the most dubious thing, I have no objection to a mod that has a bunch of little unrelated tweaks. It's just that it's called "All Things Mazzy" and it seems to contain all sorts of things unrelated to Mazzy. :crazyeyes:

    Well it's currently called MegaMod 3.10: Mazzy Romance, Clara NPC, Darkside Anomen, Flying Aerie, For The Evil, & more! (DONE), as it says in the thread title: https://forums.beamdog.com/discussion/71473/megamod-3-10-mazzy-romance-clara-npc-darkside-anomen-flying-aerie-for-the-evil-more-done/p1

    It is indeed a collection of whatever random stuff we decided to write and code; it started off as a Mazzy mod. As we added other projects we thought about breaking it up into various individual mods, but decided that created even more problems with coding and compatibility, so instead it's all one giant thing. As a general rule the people who hate one part of the mod tend to hate many parts, and vice versa, so it's mostly worked out fine.

    Anyway, sorry to here that the WeatherMistress is being a pain yet again. It was one of the first things we coded and we've gone back and bug-fixed a number of times. The priest is indeed supposed to have the necklace when you kill him, but it's all done rather shakily, so I'm not overly surprised it's not working again.

    I'm inclined to just fix it by deleting various parts of it. It was one of the first Mazzy things we coded and a lot of the early stuff we did was rather pointless and just caused problems (as opposed to the later-coded intentionally-pointless parts that I'm rather proud of 😁).

    Apologies for the double-post above. I did that, then remembered I actually have an account here and logged in.

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