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Found 98 results

  1. berelinde

    Keldorn Romance

    Version v6

    17,561 downloads

    berelinde's Keldorn Romance introduces a romance for the original BioWare NPC Keldorn. It is compatible with all BGII games: original BGII, BGII:EE, BGT, and EET. He's loyal. He's brave. He's... single? Life is an uncertain thing, and changes come when we least expect them. This mod offers a chance to romance Athkatla's newest... and most reluctant... bachelor. All relationships take work, and this one takes more than most, but the rewards are great, for those patient enough to endure the trials. This romance is not for everyone. It is certainly not a romance for the hasty. When it begins, Keldorn is grieving after the collapse of his 20-year marriage, and it takes him a long, long time to recover. It deals with mature themes, the real consequences of rejection and recovery, and some players may not want to go through all that, no matter how devoted the would-be love interest becomes in Throne of Bhaal. It is also very, very long, with 35+ talks in Shadows of Amn, though the talks are spaced more closely together to compensate for this. To begin the Keldorn Romance, you must allow Keldorn and Maria to reconcile. He will only consider himself free if his marriage to Maria is legally ended, and imprisoning Maria will only separate them, not divorce them. Also, Maria's incarceration might present childcare issues that would be impossible to overcome. The mod also features a quest for all PCs, romanced or not, though that, too, requires a reconcilliation between Keldorn and Maria. Official Discussion Thread Mod's Homepage Readme
  2. Version v23

    25,907 downloads

    Gavin is an NPC mod for Baldur's Gate II, the BG2 portion of BGT, BGII:EE, and (the BG2 portion of) EET. He is a Morninglord of Lathander and can be found in the Temple of Ilmater on the roof of the Copper Coronet in the Slums. Learn more about the mod View the Readme Visit the Forum
  3. Version v19

    91,086 downloads

    The Crossmod Banter Pack is a collaborative effort to add banters between NPC's from mods that add content to Shadows of Amn and Throne of Bhaal. Learn more about the mod View the Readme Visit the Forum
  4. Version v1

    2,595 downloads

    Auren Aseph original soundtrack. Learn more about the mod View the Readme Visit mymod Forum
  5. theacefes

    Auren Aseph

    Version v10

    145,975 downloads

    This mod adds Auren Aseph, a female human fighter of neutral good alignment, to the cast of recruitable NPCs in Baldur's Gate II. Auren's original soundtrack is also available as a separate download in a zip file. Learn more about the mod View the Readme Visit Auren's Forum Auren Aseph's Original Soundtrack
  6. Version v4

    508 downloads

    The Mod gives a choice of custom portraits for Ajantis. The Ajantis Portrait Pack is compatible with BG1, TotSC, BGT, Tutu, BG:EE, BGII:EE, and EET. It detects the game install automatically. For the BGII part of the game, the portrait is meant for the Sir Ajantis NPC for BGII mod, but can be installed independently. NOTE: For all games, the portraits have the same naming convention as the BG1 default portrait since with v15 and up, the Sir Ajantis for BGII mod uses the game portrait (which is also present in all BG2 games). This means, that if you installed an Ajantis portrait from another source the same portrait will be used as well in the BGII part of the game without need of further action. Many thanks to the artists for granting permission to include them as alternatives for Ajantis: Amaurea, Azguz aka Azze, berelinde, Casul, Catlepha, Miloch, Senka and wonnimchunha! Forum at G3 Readme: English, German German Discussion Thread at Kerzenburgforum
  7. Version v20

    1,834 downloads

    This modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into the SoA and ToB part of the game. It is compatible with BGII, BGT, BGII:EE, and EET. With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must first solve a quest to free Ajantis from Firkraag's ransom. The modification contains a fully developed engaged romance path, which continues the Ajantis Romance from the BG1 NPC Project, a new beginnings romance, and a friendship path. Contentwise, the mod assumes that Ajantis travelled with the PC in BG1 for some time. It was there that Ajantis gained enough honor to be knighted. For the EE games (BGII:EE and EET) the second optional component will install the BeamDog inventory BAM for Ajantis' family shield (green dragon on golden ground). If not installed, the BG1NPC Project shield graphic will be used. A third optional component will install crossmod content included into this mod. Project Page Forum Readme: English, German
  8. Meira

    Amber

    Version v5

    146,729 downloads

    Amber is a tiefling rogue of a chaotic good alignment, possessed of a few special abilities. Despite being fairly intelligent, she can at times be rather blunt when communicating with other people. This trait rarely earns her friends among the people she meets, and the feeling of initial dislike is usually mutual. But underneath her prickly manners, she has a good heart and is prepared to go to great lengths to help those who she sees to be weak and in need of aid. Learn more about the mod View the Readme Visit Amber's Forum
  9. Version v4

    122,121 downloads

    Haldamir is an NPC mod for Baldur's Gate II, BGT, or BGII:EE. He is an unkitted elven fighter and can be found in the Den of the Seven Vales in Waukeen's Promenade. Learn more about the mod View the Readme Visit the Forum
  10. Rhaella

    Evandra

    Version 2.2

    1,199 downloads

    This Baldur's Gate 2 mod introduces Evandra, a True Neutral elven illusionist, and for those familiar with the Dragonlance setting, a Red Robed Wizard of High Sorcery. She comes with an extensive friendship track, and perhaps a little more. Learn more about the mod View the Readme Visit Evandra's Forum
  11. Sister Vigilante

    Angelo

    Version v8

    133,232 downloads

    This Baldur's Gate II mod adds Angelo Dosan, the fighter-turned-mage who served as your brother's henchman in Baldur's Gate. You may remember that he sentenced you to death and fought against you in the Undercity, and if you were lucky enough to mine the content, you may remember that he is Shar-Teel's father. Most likely he didn't survive your game, but people in this world seem to have a knack for not staying dead. Learn more about the mod View the Readme Visit Angelo's Forum
  12. Version v3

    104,460 downloads

    This mod allows the player to select classes and kits for all joinable NPCs, and then start them from level one (with enough experience to level up to the player immediately) so that the player can select skills, spells, proficiencies, etc. Learn more about the mod View the Readme Visit the Forum
  13. Version 1.0

    483 downloads

    Ace's Enchanters Portrait Pack is a collection of 8 portraits from the character art of the Enchanters book series. They have been resized and packaged to work with most Infinity Engine games. All artwork is used with permission of the artist and author. View the Readme Visit the Forum View the Gallery
  14. This hotfix is necessary for ANY version of Gavin for BG2 (ToB beta or v20) and also for the Keldorn Romance, as they both use this area. It prevents a crash-to-desktop if the mod area is accessed at night. Because I am an idiot, I made an error while making the area for one of Gavin's BG2 talks. It is also the area for Keldorn's quest resolution, if you are playing the Keldorn Romance. Nothing bad happens if Gavin leads you to this area or you do Keldorn's quest during daylight hours (most people do), but if you attempt it at night, CTD. This hotfix addresses that. To use the hotfix, just extract the archive in your override directory, replacing the file that already exists. This hotfix is needed for both Gavin for BG2 and the Keldorn Romance, since they share this area. Naturally, you only need to apply the fix once. [link removed] I apologize for any inconvenience.
  15. Hello :> I've almost completed my playthrough of BG1NPC project on BG1:EE and have to say that it's been wonderful! Everyone involved in the project has shown great talent and devotion and have my deepest appreciation for keeping it alive and updated in enhanced editions! Thank you <3 Now to my question: Which mods would you recommend would be fitting to install when continuing the playthrough into BG2:EE? (Not sure if skipping Siege of Dragonspear is the way to go or just romp through it and import my char from bg1 into bg2) Current party: Imoen Khalid Jaheira Kivan Xan Mostly in mind are mods that work and fit with the BG1npc somewhat. I'm not looking for a huge list of mods. Mostly I just want to keep Kivan and Xan if its possible My biggest worry are that most mods may not be compatible at all. So far I've considered: Kivan and Deheriana Companions for BG2 v15 (might not be completely BG2EE compatable?) Unfinished bussiness v25 (appears to be bg2ee compatable from reading some forum posts) Xan for BG2 v15 (appears to be bg2ee compatable from reading some forum posts) Ajantis (BG2, ToB), by Jastey v14 BG2Tweak pack v16 Crossmod Banter Pack v15 (might not be completely BG2EE compatable? looks like cmorgan quit?) Or am I going at this the wrong way? I've been playing BG1EE and installed mods similar to how it was done in the old days with weidu installers but recently heard of the EET project that apparently makes a lot of mods compatible. Getting that to work might introduce even more bugs though and I dont want to install too much. Appreciate any help or tips Thanks
  16. - - How to make a green blood in SoD and BG2EE, to replace the default - red one? - - How to make a configurable component installation of the mod? For an example, for my mod I have something like that for now: BACKUP ~ContagionGUImod/backup~ AUTHOR ~frostysh~ VERSION ~v0.2beta~ BEGIN ~Contagion GUI mod component zero.~ COPY ~ContagionGUImod/CGUIMOD~ ~override~ But I need something different, like "Do you want to install modification to the dialogue box? Yes - No.", if the Yes - one set of files intalled into ovveride, if no - another (basically UI.MENU and BOX5.MOS (V2)), "Do you want to install no blood modification? Yes - No.", if yes - install some *.BAM file, if no - not install. How I can do all of that, thanx.
  17. Contagion GUI (GUI mod for Baldur's Gate 2: Enhanced Edition) This is a cosmetic GUI mod for BG2:EE which modifying a font colors, backgrounds for fonts, a side panels. Main purpose was to change white-on-dark to dark-on-light in-game texts. Previews: Side Panels, and Dialogue Box Inventory Character Record Installation: 0. Download links: Thanx to all machine gods *lay on hands*, now the mod is aviable on GitHub, the all releases with descriptions you can find there: Contagion GUI mod releases NOTE: Push on "Source code", download the archive, and then unpack anything that in folder like "CGUIM_v02beta_BG2EE" to your folder where Chitin.key, basically there must be ContagionGUIMod or ContagionGUIModmini folder +setu.exe file and *.tp2 file, or something like that - a standard stuff for WeiDU-based mods. And the 4shared is now only a mirror. CGUIM_v02beta_BG2EE.7z (~2,5 Mbyte) CGUIM_v02beta_mini_BG2EE.7z (~2,5 Mbyte) NOTE: Mini versions is means the version without modifications to the dialogue box. To install this stuff extract the archive into folder with Chitin.key (i.e. D:\Program Files\Baldur's Gate 2: Enhanced Edition) , and then start to execute ContagionGuiMod_setup.exe. Uninstallation 0. Just run again ContagionGuiMod_setup.exe, and follow instructions. Compability This mod can be installed on the any stage of the game, and no need to restart the game from beginning. This mod touching only cosmetic changes of GUI, not gameplay. Compability with other GUI modes - well, nope. In this case you need to make modifications manually, - look at Readme. NOTE: Dialogbox content is only in the test stage, if we do not want to install that, we must extract archive, and then delete ~/ContagionGuiMod/CGUIMOD/BOX5.PVRZ , and then replace modified fields from ~/ContagionGuiMod/CGUIMOD/UI.MENU, by default one - look at Readme. Any help with moddinf of those crazy Dialogue Box appreciated. . CGUIM for Siege of Dragonspear 0. Download links: Contagion GUI mod releases - on GitHub, look for a note in a section about BG2EE. 4shared mirrors. CGUIM_v02beta_SoD.7z (~1,8 Mbyte) CGUIM_v02beta_mini_SoD.7z (~1,8 Mbyte) NOTE: Mini version is the version without modification of dialogue box! 0.a Previews: Dialogue box Inventory https://s25.postimg.org/3ndecdbij/So_D_Inventor_modified.jpg Character record https://s25.postimg.org/f0zxnkm17/So_D_Charec.jpg https://s25.postimg.org/5uhn0agsr/So_D_Charec_modified.jpg 1. Installation : just extract the stuff from the archive-file to the directory where Chitin.key, usually the root directory of the game. And then run ... 2. Unistallation: run ... again, and follow instruction. It is WeiDU program. Manual configuring and compability with the other mods: Of course SoD UI is impressive, much more impressive than BG2:EE, but as for myself I liked old school black on white text-styles. So I decide to modify SoD UI too. This mod can be installed any time during game progress, because this mod is only cosmetic and not changes anything that is not connected ti the graphical user interface, game parameters, save-game files, etc obviously including. But this mod in the default installation just copying to "override" folder next files: BGEE.LUA, UI.MENU, INVENTOR.MOS + MOS57000.PVRZ, invstats.MOS, GUIREC2.MOS + MOS57001.PVRZ . So this mod will delete the all other UI mods ! To prevent this. if you want to use this mod with the other UI-mods, you need to install this mod, making a manual modification. I have listed the all modification that I have done in the files. NOTE: *.MOS v2, is just a small "link" to the *.PVRZ data file, that is an image data-file that can carry an information about transparency. The game have limited numbers of *.PVRZ file-indexes. In the CGUI mod I have used the next indexes - MOS57000, and MOS57001, if the any other mod will use the same indexes for *.PVRZ data-files - will happens something horrible... Basically there is the same changes in Baldur.lua, and in BGEE.LUA, as in the case of Baldur's Gate 2: EE. Readme data file Version History: Version 0.3 for SoD - 02272017 Fixed bug, UI.MENU -- line 602: text style "normal" ---> text style "CGuiMod", there was Charrec panel, resistence, effects, etc field. Version 0.2beta - 02212017 --- Added CGUIM for BG:EE + DLC "SoD", tested on version SoD 2.3673 or something like that. --- Revised Readme file. --- Added "mini" versions for both CGUIM, (mini - without modification too dialogue box). --- Updated installer to WeiDU v2.4000 or something like that. Version 0.2alpha - 01032017 Configured for BG2EE v2+ *.LUA stuff, minor changed to background images, deleted *.BAM content for spell icons. Upgraded Readme-file. Version 0,1alpha initial release for version BG2EE 1.3.2, many *.BAM file also changed Further improvements in the future: - - The main future improvements is to create a single mod with an options of components installation and adding the indivisible/green blood component. - - I will create a dialogue boxes backgrounds with proper transparency, if I will realize how... - - Changing dialogue's subtitle colors, for now I do not know how too... - - Adding cool Blender-like effects for GUI. - - Changing the filehost server for a mod Special thanks to G3 community, and Jarno Mikkola, argent77, lynx, agb1, Fiann of the Silver Hand, without yours help I will never finish that stupid mod . Also thanx to user lefreut from forums.beamdog.com, for exposing the file of dialoguebox background image "box5.pvrz", or something like that. Further information in README_contagionguimod.txt ----UPDATE1---- Added Screenshots with high resolution for mod's previews . ----UUPDATE2---- OMG! After ~4 hours of uploading 10mb to the file host server it is DONE at last! . ----UUUPDATE3---- Deleted information about bad way to install mod, added the future improvements (in the text not in the mod ) ----UPDATE4---- I have spent money to bought SoD ~20 cahsi dollars, this money was enough to support me for a few months . And ~150 hours of downloading, that was awesome... P.S. I am not a "coder/modder" or something, and this mod is mainly - Just for myself, so probably will be a many "bugs".
  18. I noticed my unmodded game crashing during character creation when choosing a class. Clicking Fighter, Cleric, Druid, or Bard caused a crash, but clicking Wizard or Sorcerer did not. It happened in both a disc-based Baldur's Gate II installation and a GOG installation. (Not the Enhanced Edition.) I updated to Windows 10 a couple of months ago and I hadn't noticed any crashes before, even though I had run the game a few times and tested sample mod code (creating new ToB games, spawning items, that sort of thing). After trying to pin down the problem, I discovered it could be fixed by running bgmain.exe in Windows 7 compatibility mode. (Right click the file, go to Properties and the Compatibility tab, then Run this program in compatibility mode with Windows 7.) I'm posting this as a reference for anyone who might have experienced a similar problem.
  19. Greetings. I gave gemrb (v0.8.1 and the git version as it is now) another try and i would like to ask some questions. 1) ToBEx has a feature "universal four weapon slots" that shows all four weapon slots in the inventory display and permits equipping all of them regardless of the class. Does gemrb support this feature ? Forgive me if this is already answered but i searched the wiki and forum and although i found the "concordance of features" and other threads, i couldn't find what ToBEx features are supported. 2) When i save a game in gemrb, i cannot open it either from bgmain.exe (with wine + linux if it matters) or from shadowkeeper (invalid cre signature). I haven't changed the SaveAsOriginal variable so shouldn't the saves be compatible with the original game ? 3) Using the stealth button on a thief results in immediate hiding in shadows in the original game while in gemrb it takes a round before the thief hides. Is this normal ? Thank you for your time.
  20. Chev/A_Gamer1745 from Pocket Plane Group and Spellhold Studios forums has been doing a good playthrough of BG1 and BG2, on YouTube. He has recently started the latter game. For his latest releases see: https://www.youtube.com/channel/UC3dhz7KQXyI7ICVCM5E3nPA/videos?shelf_id=1&view=0&sort=dd His channel is thus at: https://www.youtube.com/channel/UC3dhz7KQXyI7ICVCM5E3nPA
  21. I want to play in BG2:EE on "Legacy of Bhaal" difficulty setting with SCS. What I need to do for it? 1) Have I need to make a new character for it? (I hope no...) 2) Have I need to start a whole new saga in SoA? 3) If I need to start a new game, can I export my character from BG2:EE and import to Siege of Dragon Spear, then complete this 'siege' at LoB-setting and export the character into BG2:EE again? Or I need to import my character from BG:EE, The Black Pits 1, to 'siege' than complete the siege and export it to the BG2:EE ? 4) Can I use SCS with 'Siege' and BG2:EE latest patch??? 5) Can I use Tactics for EE with the 'Siege' and BG2:EE latest patch??? 6) Can I use Asteria's Restoration Project with BG2:EE latest patch? 7) Can I use Unfinished Business with BG2:EE latest patch? Thanx for the answers.
  22. G3's Tyris Flare NPC, by Grim Squeaker, has been updated by Argent77, and is now available for your BG2:SoA, BG2:ToB, BGT, and BG2:EE games. Meet Tyris Flare, a red-haired amazon who can kick ass and hurl fire! Sound familiar? That's because she used be in Golden Axe! But now she's lost in the Umar Hills and looking for the love of a good (or bad) Bhaalspawn. This latest version of Tyris has a couple of miscellaneous fixes, updates WeiDU, and is now available for Linux and for install on BG2:EE thanks to Argent77. Enjoy.Learn more about the mod View the Readme Visit the Forum
  23. G3's Crossmod Banter Pack for Baldur's Gate II has updated to v15 and is now available for download. Packages for Windows, OS X, and Linux are ready and installable on BG2:SoA, BG2:ToB, BGT, BG2:EE, and EET. The Crossmod Banter Pack is a collaborative effort to add banters between NPCs from mods that add content to Shadows of Amn and Throne of Bhaal. The current release covers Adrian, by Rhaella; Ajantis (BG2, ToB), by Jastey; Alassa, by SimDing0; Amber, by Meira & Darios; Angelo, by Sister Vigilante; Aran Whitehand, by cmorgan; Arath, by K'aeloree; Auren, by Theacefes; Branwen, by Kulyok; Coran, by Kulyok; Dace, by Tess & K'aeloree; Darian, by Tempest; Fade, by Mistress Elysia; Faren, by Feuille & Miss Sakaki; Gavin (BG2, ToB), by Berelinde; Goo, by Ghreyfain; HaerDalis Romance, by Aeryn; Haldamir, by Berelinde; Homeward Bound, by Berelinde; Hubelpot, by Bookwyrme; Ilyos, by K'aeloree; Isra, by Rhaella; Iylos, by K'aeloree; Kari the Kobold, by Moongaze; Kelsey, by JCompton; Keto, by JCompton & Blue the Immortal Bard; Kido, by Deathsangel/Moongaze; Kindrek, by Nethrin; Kitanya, by Rastor; Kivan of Shilmista, by Domi; Laufey's Edwin Romance, by Laufey; Nathaniel, by Feuille & Miss Sakaki; Neh'taniel, by Skye & kitanna; Nephele, by K'aeloree; Ninde, by Deva & Rhaella; Petsy Chattertone, by Lava Del'Vortel; Saerileth, by Nethrin & Sillara; Sarah, by Theacefes; Solaufein, by Weimer; Tales of the Deep Gardens, by Lava Del'Vortel; Tashia, by Bri & Lord Ernie; The Longer Road (Irenicus), by Dorotea; The Luxleys, by Feuille & Miss Sakaki; Tiax, by Kulyok; Tsujatha, by Nethrin & Sillara; Wikaede, by Moongaze; Willie Bruce; Xan, by Kulyok; Xulaye, by K'aeloree, Riviera, & Bookwyrme; Yasraena, by Nethrin & Sillara; Yoshimo Romance, by Lava Del'Vortel; and Yvette, by Lava Del'Vortel. Version 15's changelog can be found in the readme, with notable inclusions of traification for foreign language support, utf8 string encoding for BG2:EE installs, and a large amount of new content. Learn more about the mod ReadMe Visit the Forum Download
  24. Please post it here. Use spoiler tags or links, if you would prefer to avoid spoilers.
  25. User report: The scene with Kalah2 is not ending correctly with Aran in the party. Similar problem when Kivan is in the party. Eventually, every modder that sticks around long enough will have bug reports like this. And I have one. So let's blog away at it, and see what happens. We might find out I *gasp* made a MISTAKE! Or not. More importantly, let's see what it takes to drag out these kinds of reports, beat them into shape, and send them packing. So let's look at what is going one. We start with the code, by installing the mod, then decompiling the related dialog files to .d with WeiDU or DLTCEP. OK, we have the following interjections in SoA dealing with Kalah and what he is promised. Now, it is probable that Unfinished Business or another quest mod has changed stuff here, but in vanilla, what should happen is the conversation should finish, and Aerie should react if she can. So let's make sure it all works as intended first, then deal with mod additions. Code to try to add and Aran response, using I_C_T with passback, so things will flow. We use INTERJECT_COPY_TRANSITIVE (I_C_T) here because there are actions that Kalah's dialog state does that we really don't want to accidental;ly be applied to Aran, or left out of the link - I_C_T with a comment from Kalah at the end of it plays Hot Potato with the state actions, tossing them back to the original speaker (Kalah). /* SoA Interjections : Kalah And What He Was Promised Comments - remember to add cross-mod for the UB restoration of Kalah's Quest */ I_C_T KALAH2 7 c-arankalah27 /* ~Indifference killed those fools from the circus. I treat them in death as they were to me in life. A gnome gets no respect...I just wanted people to look up...to me. All that I have done...~ */ == C-ARANJ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @202 == KALAH2 IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @203 END I_C_T KALAH2 8 c-arankalah28 /* ~You don't understand, do you? You take my life, but worse, you take my dignity. I just wanted...I wanted to be the king instead of...instead of...~ */ == C-ARANJ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @202 == KALAH2 IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @203 END I_C_T KALAH2 9 c-arankalah29 /* ~You don't know...denied respect my entire life. A clown, a fool...it does not matter...I die as I...as I...~ */ == C-ARANJ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @202 == KALAH2 IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0)~ THEN @203 END patched states as installed after running that code, cut down to the evaluation of what happens if Aran is present: and the related states in Aran's file IF ~~ THEN BEGIN 9 // from: SAY #103057 /* ~[ARAN] Blighted hells. All this because you don't know th' difference between bein' small on th' outside, versus bein' small in th' inside.~ */ <-- snip IF ~ InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0) ~ THEN EXTERN ~KALAH2~ 14 END IF ~~ THEN BEGIN 10 // from: SAY #103057 /* ~[ARAN] Blighted hells. All this because you don't know th' difference between bein' small on th' outside, versus bein' small in th' inside.~ */ <-- snip IF ~ InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0) ~ THEN EXTERN ~KALAH2~ 15 END IF ~~ THEN BEGIN 11 // from: SAY #103057 /* ~[ARAN] Blighted hells. All this because you don't know th' difference between bein' small on th' outside, versus bein' small in th' inside.~ */ <-- snip IF ~ InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Global("c-silencearan","GLOBAL",0) ~ THEN EXTERN ~KALAH2~ 16 END which leads us back to : IF ~~ THEN BEGIN 14 // from: SAY #103058 /* ~[KALAH] You have no right to judge me.~ */ IF ~Dead("Aerie") !Dead("Quaylem") ~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Quayle",Wait(3)) ActionOverride("Quayle",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~Dead("Aerie") Dead("Quaylem") ~ THEN DO ~EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) Kill(Myself) ~ EXIT IF ~!Dead("Aerie") !InParty("Aerie")~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Aerie",Wait(3)) ActionOverride("Aerie",StartDialogueNoSet([PC])) Kill(Myself)~ SOLVED_JOURNAL #47528 /* ~Investigate the circus tent The gnome illusionist who converted the circus into his own personal domain has been killed, and the tent has reverted back to normal.~ */ EXIT IF ~IsValidForPartyDialog("Aerie")~ THEN SOLVED_JOURNAL #47528 /* ~Investigate the circus tent The gnome illusionist who converted the circus into his own personal domain has been killed, and the tent has reverted back to normal.~ */ EXTERN ~AERIEJ~ 36 IF ~!IsValidForPartyDialog("Aerie") IsValidForPartyDialog("Jaheira")~ THEN SOLVED_JOURNAL #47528 /* ~Investigate the circus tent The gnome illusionist who converted the circus into his own personal domain has been killed, and the tent has reverted back to normal.~ */ EXTERN ~JAHEIRAJ~ 315 END IF ~~ THEN BEGIN 15 // from: SAY #103058 /* ~[KALAH] You have no right to judge me.~ */ IF ~Dead("Aerie") !Dead("Quaylem") ~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Quayle",Wait(3)) ActionOverride("Quayle",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~Dead("Aerie") Dead("Quaylem") ~ THEN DO ~EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) Kill(Myself) ~ EXIT IF ~!Dead("Aerie") !InParty("Aerie")~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Aerie",Wait(3)) ActionOverride("Aerie",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~IsValidForPartyDialog("Aerie")~ THEN EXTERN ~AERIEJ~ 36 IF ~!IsValidForPartyDialog("Aerie") IsValidForPartyDialog("Jaheira")~ THEN DO ~SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Aerie",Wait(3)) ActionOverride("Aerie",StartDialogueNoSet([PC])) Kill(Myself)~ EXTERN ~JAHEIRAJ~ 315 END IF ~~ THEN BEGIN 16 // from: SAY #103058 /* ~[KALAH] You have no right to judge me.~ */ IF ~Dead("Aerie") !Dead("Quaylem") ~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Quayle",Wait(3)) ActionOverride("Quayle",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~Dead("Aerie") Dead("Quaylem") ~ THEN DO ~EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) Kill(Myself) ~ EXIT IF ~!Dead("Aerie") !InParty("Aerie") ~ THEN DO ~StartCutSceneMode() EraseJournalEntry(34110) EraseJournalEntry(34111) SetGlobalTimer("CircusEnded","GLOBAL",ONE_DAY) AddexperienceParty(25000) ActionOverride("Aerie",Wait(3)) ActionOverride("Aerie",StartDialogueNoSet([PC])) Kill(Myself)~ EXIT IF ~IsValidForPartyDialog("Aerie")~ THEN EXTERN ~AERIEJ~ 36 IF ~!IsValidForPartyDialog("Aerie") IsValidForPartyDialog("Jaheira")~ THEN EXTERN ~JAHEIRAJ~ 315 END So, what did we learn.... well... err... we learned that the I_C_T with passback is working as intended. The actions for the state are transferred back to Kalah in this sequence. In evaluation order (bottom to top for dialog, so it evaluates to this order): IF aerie_can't_talk AND jaheira_can_talk THEN GOTO Jaheira to make a comment. ELSE IF aerie_can_talk THEN GOTO Aerie's comments ELSE IF aerie_not_dead AND aerie_not_in_party THEN make aerie wait and talk to PC and then clobber self ELSE IF aerie_is_dead AND quayle_is_dead THEN set a timer and clobber self ELSE IF aerie_is_dead AND quayle_is_not_dead THEN set a timer and make Quayle talk to PC and then clobber myself. So, on a plain install, Aran's code should work just fine. We could simply say "Nope - the user is crazy. Or she has a messed up install." But when an experienced tester and user reports, it is far better to weigh in the benefit of the doubt and follow through farther - who knows what you will find. So now, to the testing install. First, we load up the game at a save point in C-AR01, The Broken Sword, with everything in a simple (unplayed) state. Then we have Aran join, and head over to the circus, to start the quest. This makes sure the least number of variables are set for quick troubleshooting. Then, we play the quest. Ctr-Y is our friend - we want the opponents to die quickly, so we can stop testing and enjoy ourselves with the content. Pass 1, Aerie Alive - works as intended; Aran does his interjection. It sends us to the correct evaluative state, too - Aerie is in the party, so she tosses her state 36 on as well: and since we don't have Jaheira here, we expect the first valid dialog in AERIEJ to fire, and yep, it does... Well we know our stuff works on a clean install, now, but let's be sure and see what happens if quayle is dead, or aerie is dead, just to make sure. Pass 2 - aerie left behind - works. Pass 3 - killing aerie... works. Pass 4 - Ctr-Y for you, Ctr-Y for you.... heck, Kill everyone except Aran and PC!! KILL MAIM DEEESTROOY - LEEERRROOOOOOYUYYY JEEENKIIIIIINS! *ahem*. Nope. It all works. Checks against the dialogue files. OK, so we have not gotten the "hanging" behavior described. So now we REALLY are done with this we know the code as installed works. EXCEPT - we don't know why that was happening on her game. So let's take a stick and poke in some dark corners, shall we? Other Mod Research First step, look for other mods tthat deal with Kalah and see what they do. Lots of utilities to do this, but since I was a weidu tester back in the day, I prefer the oldest trick in the book - text search of a whole ton of mods. Time to fire up NotePad++ and look in the Archive Of Unpacked Mods... not all the mods out there but a bunch. We are looking for things that are messing with KALAH2. We come up with 97 hits. Of those some are screened out because they are patching the .cre or manipulating items or just checking the .cre for validity - OK: D:\iecheckfiles\arath_v2.2\arath\dialogue\lk#aratj.d (1 hit) Line 4665: I_C_T KALAH2 11 LK#Arath_kalah (uses no passback) OK : D:\iecheckfiles\BDash168\Setup-BDToBv168.tp2 (1 hit) Line 5198: COPY_EXISTING ~KALAH2.DLG~ ~override~ (does REPLACE_TEXTUALLY ~ActionOverride("Aerie",StartDialogueNoSet())~ ~ActionOverride("Aerie",StartDialogueNoSet([PC]))~ ) OK: D:\iecheckfiles\bg2_fixpack-v9\bg2fixpack\compile\soa-dlg.d (1 hit) (does REPLACE_ACTION_TEXT_REGEXP ~\(^aerie$\)\|\(^kalah2$\)~ ~StartDialogueNoSet()~ ~StartDialogueNoSet([PC])~ ) 9and does WRITE_BYTE 0x27b 51 // alignment: chaotic evil ) OK: D:\iecheckfiles\Breagar-5.13\ACBre\D\ACBREB.D (6 hits) Breagar uses the same basic code we do: INTERJECT_COPY_TRANS KALAH 1 ACKALAH1 ==ACBREB IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @294 ==KALAH IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @295 END INTERJECT_COPY_TRANS KALAH2 1 ACKALAH21 ==ACBREB IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @294 ==KALAH2 IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @295 END INTERJECT_COPY_TRANS KALAH2 13 ACKALAH213 ==ACBREB IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @296 ==KALAH2 IF ~InParty("ACBRE")InMyArea("ACBRE")!StateCheck("ACBRE",CD_STATE_NOTVALID)~ THEN @297 END D:\iecheckfiles\BTL\aD&L\Interj.d (7 hits) -- well, if this is the newest version, there may be troubles here. Let's look at Line 4837: INTERJECT_COPY_TRANS2 Kalah2 4 Kalah2-4 Line 4837: INTERJECT_COPY_TRANS2 Kalah2 4 Kalah2-4 Line 4842: EXTEND_BOTTOM ~Kalah2~ 7 Line 4843: IF ~InParty("Kova") InMyArea("Kova")~ THEN EXTERN Z#KOVAJ Kalah2 Line 4847: IF ~~ THEN Z#KOVAJ Kalah2 Line 4850: == KALAH2 Line 4852: EXTERN KALAH2 9 Nope. While this uses some darned old code, the end result of all of it is to drop us back into state 9 in KALAH2. Aran will happily play his dialog from state 9. So no worries here. OK: D:\iecheckfiles\Chloev1.5\Chloe\D\BanterCR.d (1 hit) Line 1436: I_C_T KALAH2 5 azucarCR29 OK: D:\iecheckfiles\gavin_bg2-v20\gavin_bg2\dialogue\b!gavin_interjections.d (1 hit) Line 919: I_C_T KALAH2 6 BGavKALAH /* ~In Amn... a mage is a criminal and a gnome is a spectacle. In this tent... in my world... Kalah was the master, where none would dare to laugh...~ */ OK: D:\iecheckfiles\ImprovedAnvil_v5\Setup-ImprovedAnvil.tp2 (2 hits) just patches .cres Cliffettes Iron modder 9 steals Kalah for a new encounter, but desosn't mess with dialog in the game, and skip a ton of mods that poke about re-fixing what Fixpack and Baldurdash do, and some more off-topic stufff... and... OK: D:\iecheckfiles\KimNPC\KimInterject.d (1 hit) Line 838: INTERJECT_COPY_TRANS KALAH2 13 Kimkalah OK: D:\iecheckfiles\Kindrek\Dialogues\KINDREKJ.d (2 hits) Line 785: INTERJECT_COPY_TRANS KALAH2 13 KindrekKalah Line 788: == KALAH2 NOT OK - may need to go back and check latest versions, but I am sure this is fixed now as the player creating the reoprt on Aran specifically mentioned reporting it on Kivan: D:\iecheckfiles\Kivan\d\P#KIVJ.d (2 hits) Line 1560: I_C_T2 KALAH 4 P#KivanKalah2 Line 1564: I_C_T2 KALAH2 6 P#KivanKalah3 OK: D:\iecheckfiles\Severian\Dialogues\#SeverJ.d (1 hit) Line 812: INTERJECT_COPY_TRANS KALAH2 13 SeverKalah OK: D:\iecheckfiles\SeverianV.01REM\Severian\Dialogues\#SeverJ.d (1 hit) Line 2941: INTERJECT_COPY_TRANS KALAH2 13 SeverKalah OK: D:\iecheckfiles\tb_tweaks_windows_2.20\tb#tweaks\lib\romances.tpa (1 hit) Line 2: REPLACE_ACTION_TEXT_REGEXP ~\(^aerie$\)\|\(^kalah2$\)~ ~StartDialogueNoSet()~ ~StartDialogueNoSet([PC])~ heh. No worries on the Valen front after all. A quick check shows it is an accidental packaging of a /backup/ in the distro. The code is fine; D:\iecheckfiles\Valen5Min\ValenNPC\KEVALENJ.d (3 hits) Line 39: INTERJECT_COPY_TRANS KALAH2 9 KEValenKalahDead1 Line 44: INTERJECT_COPY_TRANS KALAH2 7 KEValenKalahDead2 Line 49: INTERJECT_COPY_TRANS KALAH2 8 KEValenKalahDead3 ALERT. Ok, we have a potential "old code might hijack this dialog" ... D:\iecheckfiles\zymisc2\Z#Misc\Dialogue\Interj.d (7 hits) Line 4825: INTERJECT_COPY_TRANS2 Kalah2 4 Kalah2-4 Line 4825: INTERJECT_COPY_TRANS2 Kalah2 4 Kalah2-4 Line 4830: EXTEND_BOTTOM ~Kalah2~ 7 Line 4831: IF ~InParty("Kova") InMyArea("Kova")~ THEN EXTERN Z#KOVAJ Kalah2 Line 4835: IF ~~ THEN Z#KOVAJ Kalah2 Line 4838: == KALAH2 Line 4840: EXTERN KALAH2 9 But nope. It eventually winds itself back to KALAH2 9, and a check of the code shows that while it will re-path from 4 to 9 dropping any I_C_T[234] on the chopping block, Aran hits 9 so we are all good. Plus, the actions are maintained. SOOOOOO... several hours later, a bunch of messing about, and what do we know? We can say "Doesn't look like us or a mod interaction on our end." We have some specific answers as to whom else thought this was a good place to interject. The only things left are glitches in evaluating SDNS(Player1) or Wait(3) or smallwait; all those things are engine things and script things that we can't control, as it is not our dialog that is processing that, it is Aerie's/Quayle's/Kalah's. And we can go back to modding. To be safe, because these things do pop up, I am marking this "Unable To Replicate" and we'll see what comes up. In the meantime, I will pop over and make sure Kivan has his code done up right. Wouldn't want the lad to accidentally leave anything dangling in the wind, y'know.
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