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Found 5 results

  1. CURRENT ISSUES VOICED LINES (non-fatal flaw). - there are no current recorded voiceovers for lines; the component options are there to hold the WeiDU Component Number order, but no voicings are present BG2:EE/EET - FRIENDSHIP: (non-fatal flaw). - Revisit interjection points in both SoA and ToB. - Few BG2:EE introduced interjections are are covered. - No newly introduced areas have commentary. PID will not react to new areas. ARAN_AWARE (non-fatal flaw). - Component is coded and uses Aran's .tra, but most of the content ends up fitting regular Crossmod content. Pro = easy addition, unloads some .tra work, will probably become a regularly installed mod on EE and BiG World, etc. Con = A_A is already traified, Crossmod is not. Folks might not want to grab Crossmod when doing targeted installs. Component dissolved and all content except detecting kits moved to Crossmod Banter Pack. (non-fatal flaw). We have issues with Aran in the The Broken Sword right after picking him up. Force talking him, (before leaving The Broken Sword), and choosing the bath option - no variables set. Tried this with him and the PC doing everything and just taking a 'friendly' bath with not even a kiss being exchanged. Either way, no variables set and the PC flirting with Aran afterwards, (after bath but before leaving The Broken Sword), the flirts do not register - no variables set. The right variables do set if the PC doesn't take a bath with him though. Not able to replicate on Beta_Luridel (non-fatal flaw) But definitely unwanted behavior. Unable to replicate - procedures and tests logged here:http://gibberlings3.net/forums/index.php?showtopic=27403&p=236635 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. FOR EXPANSION - Investigate idea of the "single playthrough encounter", where a different encounter might be available based on .bcs evaluation of party composition, class, etc. So a bard PC might get something related to FR lore about bards, a cleric might get an 'opposte alignment' encounter... remembering the biggs comments on this, because creating one-off encounters like this may be prohibitively costly in terms of development and testing time versus the amout of time players get to see the content. - Finish Teldra's first and second quest materials and retest vs. current mini-quests. - Look at how gender checks and wild surges interact, and determine feasibility of adding comedic/pathos with friend or romantic partner suddenly switching teams. - Journal entries for big decisionmaking points in the friendship/stuff talkked about/stories told. Add BG2EE materials for these. Ties in with the scribe vibe. cm - Test and integrate fix for this Repaired 7/2/2015 ALWAY ACTIVE FOR FURTHER DEVELOPMENT SoA and ToB FRIENDSHIP: Look for ways of having Aran realistically engage in a discussion that avoids all the materials other mods have covered well, and in detail , avoiding the following: - How did you get here? - What are your feelings about being (potentially) a god? - What was candlekeep like when you were a kid? - Why are you doing this? - Is Aerie sleeping with you now, or just leading you on? - So, that Noober guy... does he have a sister, becuse she might be just my cup of tea... - Gorion - daddy figure or kind uncle? - Hey, those Shadow Thief outfits for the ladies... wow. Cool tattoos, and lots of skin. I wonder how they stay warm in winter... ...looking for fun, interesting, "friends chatting" stuff, open to any PC. SoA and ToB Talks Updates - Adding more options or pathways for dialog to reflect race, class, kit, gender, alignment, and in-game actions. DIALOGUE ALL AREAS: Look for any remaining reply states that force players into 1, 2, or 3 choices and expand them into the Aran-Usual 5 to 7. Hint: If there are less than 4, the option missing is probably "shy or reticent". I seem to have assumed most female PCs will not really be that shy. Or reticent. Sample schematics for inspiration: 1 interested 2 not interested 3 vamping, or teasing 4 aggressive 5 cruel/shutdown (may need one additional, of STFU) 1 interested/aggressive 2 teasing/seductive with or without any intention of following through 3 tender/shy 4 not interested 5 cruel Berelinde's "Benett Rubric" PC reply 1 (Lydia/Kitty): narcissistic, attempt to turn the conversation toward the PC PC reply 2 (Jane): all compassion PC reply 3 (Elisabeth): practical, full of advice PC reply 4 (Mary): inappropriate, sometimes wildly so PC reply 5: exit the dialogue
  2. So, way back in time, I did a stupid thing. Fun, glorious, but stupid. I introduced a whole bunch of epilogues that reflected player choice. This sounds wonderful for players, but for modders, this is hell. There is a reason most game companies keep small numbers of potential pathways and choices in the game - it becomes a seriously complicated affair keeping track of players and what they are going to do. So let's look at how to build out a set of choice points that allow folks to progress on this storyline and not get all messed up and tangled up with unanticipated outcomes (AKA "bugs"). Right now, for the player epilogues PCs are supposed to be able to access the following things, already in-game and tested: In order of evaluation: //////////////////////////////////////////////////////// /////* PC Accepts Godhood Potential Endings : DLG *///// //////////////////////////////////////////////////////// /* PC Accepted Godhood, Friendship, Good/Neutral */ Global("PlayerChoseEssence","GLOBAL",1) !Global("c-aranrom","GLOBAL",2) !GlobalGT("PPEvilChoices","GLOBAL",2) // PC chose good or neutral /* PC Accepted Godhood, Friendship, Evil */ Global("PlayerChoseEssence","GLOBAL",1) !Global("c-aranrom","GLOBAL",2) GlobalGT("PPEvilChoices","GLOBAL",2) // PC chose evil /* PC Accepted Godhood, Romance, Good/Neutral */ Global("PlayerChoseEssence","GLOBAL",1) Global("c-aranrom","GLOBAL",2) !GlobalGT("PPEvilChoices","GLOBAL",2) // PC chose good or neutral /* PC Accepted Godhood, Romance, Evil */ Global("PlayerChoseEssence","GLOBAL",1) Global("c-aranrom","GLOBAL",2) GlobalGT("PPEvilChoices","GLOBAL",2) // PC chose evil All of these are screened by Global("PlayerChoseEssence","GLOBAL",1) , so if PC chose godhood, only these can play. These work now, with no more effort. Now comes the tricky part. /* EPILOGUE VARS if PC does not accept godhood * Global("c-aranrom","GLOBAL",2) in romance | !Global("c-aranrom","GLOBAL",2) not in romance * IF !Global("c-aranrom","GLOBAL",2) !Alignment(Player1,MASK_EVIL) = good/neutral friend * IF !Global("c-aranrom","GLOBAL",2) Alignment(Player1,MASK_EVIL) = evil friend * Global("c-aranepiloguefriend","GLOBAL",0) * // 0 = alignment check only, 1 = friends but part ways, 2 = Adventurers Forever, 3 = City Forever, 4 = Country Forever * ALL ROM CONDITIONS (must at least set c-aranepiloguerelation and c-aranepiloguelifestyle above 0 or no epilogue will return true...) * Global("c-aranepiloguemarried","GLOBAL",0) // 0 or 1 * Global("c-aranepiloguechildren","GLOBAL",0) // 0 or 1 * Global("c-aranepiloguerelation","GLOBAL",0) // 1 = AranPrince, 2 = PCPrincess, 3 = Equals * Global("c-aranepiloguelifestyle","GLOBAL",0) // 1 = Adventuring, 2 = City, 3 = Country */ And the grid of endings: //////////////////////////////////////////////////////// /////* PC Refuses Godhood Potential Endings : DLG *///// //////////////////////////////////////////////////////// /* PC Refused Godhood, All PCs, Friendship, Good/Neutral : Global("c-aranepiloguefriend","GLOBAL",0) !Alignment(Player1,MASK_EVIL) */ /* PC Refused Godhood, All PCs, Friendship, Evil : Global("c-aranepiloguefriend","GLOBAL",0) Alignment(Player1,MASK_EVIL) */ /* PC Refused Godhood, All PCs, Friendship and Part Ways : Global("c-aranepiloguefriend","GLOBAL",1) */ /* PC Refused Godhood, Romance, Friendship with Benefits and Part Ways : Global("c-aranepiloguefriend","GLOBAL",1) */ /* PC Refused Godhood, Romance, Friendship with Benefits but Never Part Ways: Adventuring Life : Global("c-aranepiloguefriend","GLOBAL",2) */ /* PC Refused Godhood, Romance, Friendship with Benefits but Never Part Ways: City Life : Global("c-aranepiloguefriend","GLOBAL",3) */ /* PC Refused Godhood, Romance, Friendship with Benefits but Never Part Ways: Country Life : Global("c-aranepiloguefriend","GLOBAL",4) */ /* PC Refused Godhood, Romance, Not Married With No Children, Aran as Prince Charming : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Not Married With No Children, Aran as Prince Charming : City Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Not Married With No Children, Aran as Prince Charming : Country Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Not Married With No Children, PC as Prince Charming : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Not Married With No Children, PC as Prince Charming : City Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Not Married With No Children, PC as Prince Charming : Country Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Not Married With No Children, PC and Aran as Equals : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Not Married With No Children, PC and Aran as Equals : City Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Not Married With No Children, PC and Aran as Equals : Country Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Not Married With Children, Aran as Prince Charming : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Not Married With Children, Aran as Prince Charming : City Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Not Married With Children, Aran as Prince Charming : Country Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Not Married With Children, PC as Prince Charming : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Not Married With Children, PC as Prince Charming : City Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Not Married With Children, PC as Prince Charming : Country Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Not Married With Children, PC and Aran as Equals : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Not Married With Children, PC and Aran as Equals : City Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Not Married With Children, PC and Aran as Equals : Country Life : Global("c-aranepiloguemarried","GLOBAL",0) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Married With No Children, Aran as Prince Charming : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Married With No Children, Aran as Prince Charming : City Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Married With No Children, Aran as Prince Charming : Country Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Married With No Children, PC as Prince Charming : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Married With No Children, PC as Prince Charming : City Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Married With No Children, PC as Prince Charming : Country Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Married With No Children, PC and Aran as Equals : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Married With No Children, PC and Aran as Equals : City Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Married With No Children, PC and Aran as Equals : Country Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",0) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Married With Children, Aran as Prince Charming : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Married With Children, Aran as Prince Charming : City Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Married With Children, Aran as Prince Charming : Country Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",1) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Married With Children, PC as Prince Charming : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Married With Children, PC as Prince Charming : City Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Married With Children, PC as Prince Charming : Country Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",3) */ /* PC Refused Godhood, Romance, Married With Children, PC and Aran as Equals : Adventuring Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",1) */ /* PC Refused Godhood, Romance, Married With Children, PC and Aran as Equals : City Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",2) */ /* PC Refused Godhood, Romance, Married With Children, PC and Aran as Equals : Country Life : Global("c-aranepiloguemarried","GLOBAL",1) Global("c-aranepiloguechildren","GLOBAL",1) Global("c-aranepiloguerelation","GLOBAL",3) Global("c-aranepiloguelifestyle","GLOBAL",3) */ So.... lots of possibilities. And we have the grid set up nicely and checked. We just have to get from Point A to Point B. Of course, point A is on Mars, and point B is in Sandusky, OH, but where there is a will there is a way... So for right now, since no variables are set in dialog, the PC comfortably gets access to the Godhood epilogues and the basic friendship epilogues. What do we have already in the project? Luckily for aus, a simple state, ready for replacement or expansion, and a sketch of older expected variables to set: The Basic Block: Marry Me, CHARNAME First off, it seems simple enough. We want our NPC to "pop the question". The simple, currently in-game setup for Aran in ToB is very straightforward: Since ToB is short, and most folks doing a romance with Aran have presumably brought him along from SoA, the 3rd lovetalk will suffice. 1 reinforces and rechecks the love relationship, 2 is an awkward attempt to start the whole "yu are more specail and important than anything else", and 3 is the first solid attempt to ask the "marry or not": /* ToB Love Talk #3 : ask the big question or not */ IF ~Global("c-arantobrom","GLOBAL",5)~ THEN BEGIN c-arantemporary_question SAY ~[ARAN] Now, we be supposed to have a big talk here about marriage an' such. But for now, do you think you might marry me someday?~ ++ ~[PC] Yes!~ DO ~SetGlobal("c-arantobrom","GLOBAL",6) RealSetGlobalTimer("c-aranromtimer","GLOBAL",%ARAN_LTT%)~ + c-aran_exit_temp ++ ~[PC] No!~ DO ~SetGlobal("c-arantobrom","GLOBAL",6) RealSetGlobalTimer("c-aranromtimer","GLOBAL",%ARAN_LTT%)~ + c-aran_exit_temp ++ ~[PC] Never!!~ DO ~SetGlobal("c-arantobrom","GLOBAL",6) RealSetGlobalTimer("c-aranromtimer","GLOBAL",%ARAN_LTT%)~ + c-aran_exit_temp END IF ~~ c-aran_exit_temp SAY ~[ARAN] Aye then. That be th' way things will be, then. Until I bring it up in th' next talk, that is.~ IF ~~ THEN EXIT END We also have the original "engagement variables" commented in code several places: // SetGlobal("c-aranengagement","GLOBAL",0) = not asked about marriage // SetGlobal("c-aranengagement","GLOBAL",1) = delay interested in marriage // SetGlobal("c-aranengagement","GLOBAL",2) = engaged // SetGlobal("c-aranengagement","GLOBAL",3) = not engaged but perhaps later // SetGlobal("c-aranengagement","GLOBAL",4) = not interested in marriage So obviously the original plan was to have the "Pop the Question" state be able to be delayed, to be accessed via PID, and to influence other talks. But getting these in-game right now means nothing, as no content is filtered through these variables - and we have a ""macro state" to work with, dealing with the epilogues. We may come back to this to help our dialogues and talks later on, but this is straightforward stuff. We need to get a handle on the Big Stuff. This currently has no effect on the epilogues, and since no variables are set, there is no way to hook that content up with discussions or PID. So the good news is that we can work with a blank slate; the current Beta works fine, and we are now looking at two expansions of content - dealing with a potential engagement, and dealing with the epilogue grid of choices. They may interrelate, but they don't have to - the future is not set, so an engaged PC might go on to marry someone else. Our best bet to try to catch player imagination is to use the status of engagement to help inform in-game dialog, but rely on the grid to actually determine whether the "intent" to marry actually matches what the player says about her future. We all have sob stories about college engagements falling apart; most of all, being engaged to one NPC while married to another sounds like another mod. Not one I am particularly interested in creating, either. The Problem To Be Solved First of all, we have let the PC change her mind. She can break up with him, and then try and get back together with him. She can use PID to talk with him and change the entire status of the relationship. And, she can multi-romance without breakage - so in the end, she may have an in-game marriage to Angelo, or Kelsey, or someone else.... and then get an epilogue for Aran that makes little or no sense. And we have set up an expectation of "player free will", so the player expects to be able to take the "I won't answer that" and not have serious repercussions in their game. Luckily, up until now, I have left things in open interpretation. How they envision keeping Aran around on a string long-term while happily married to Ajantis or Gavin, I leave to them. BUT. I don't force the player to clarify the status at all; without PC opening up a PID and breaking up with him, a player can have (Romance Active = 2) at the final entries, and we have a whole grid of possible endings, but it is entirely possible to have defined the relationship as YES_TOGETHER_AND_MARRIED and MARRY_OTHER_NPC, which might work for some folks, but is much more likely to cause Bug Reports than elicit "kewl, I can have a polygamous marriage". No judgement here - just saying I really don't like bug reports. On the story content side, how can PC and Aran talk about future and godhood without reference to choices? Especially when they have never actually voiced them in ToB? Hmmmm.... SO I need to force some decision points on the player. So you need to condition every ending perfectly? Nope. The grid above should take care of most of this - we really need to only get that c-aranepiloguerelation and c-aranepiloguelifestyle above 0 or no epilogue will return true. In second place is the specificity of the toughest track - the "I want to be friends with benefits forever". That is the toughest one to adjudicate without specific variables - and it is the one that needs to UNSET some variables if PC changes her mind. Wait - unset variables? Why? You just created that whole grid to make sure everything was covered... Yep. But in evaluation order, /* PC Refused Godhood, Romance, Friendship with Benefits and Part Ways : Global("c-aranepiloguefriend","GLOBAL",1) */ trumps everything below it. So even if all the grid of 4 variables are set, one random choice of "Hey... I think you and I should be friends forever. With a few benefits, of course" and the PC is locked out of all the rest of the potential epilogues FOREVAR. Now, we could do a bunch of legerdemain with unsetting and setting combinations of variables, but we don't need to, as the grid catches all sorts of combinations. All we need to do is control for the player choice that says "RA=2 But Friends And Perhaps Lovers"- we need to erase the "friends who snog if no one else is available" setting for PCs who have changed their minds and want the RA=2 regular screening to take place. Lots of Talk. No Code. Heh. Story of my life. And I am talking to myself again. Let's try a quick "evaluation" dialog so we can get our coding act together. /* Initial Sketch: CheckState for Epilogue settings */ ++ ~[PC] So, Aran, what do you think our future holds? What will we be doing years from now?~ + epilogue_settings_check // goes into management or talk part of PID { CHAIN ) IF ~~ epilogue_settings_check SAY ~[ARAN] We may have talked on that a time or two, eh? Let me remember...~ /* friendship */ ~!Global("c-aranrom","GLOBAL",2) !Alignment(Player1,MASK_EVIL)~ // good/neutral friend ~!Global("c-aranrom","GLOBAL",2) Alignment(Player1,MASK_EVIL)~ // evil friend /* specifically defined friendship */ // ~Global("c-aranepiloguefriend","GLOBAL",0)~ // 0 = alignment check only ~Global("c-aranrom","GLOBAL",3)~ // we brike up so we just have the memories ~!Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguefriend","GLOBAL",1)~ // 1 = friends but part ways (possible for men and non-romanced) ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguefriend","GLOBAL",1)~ // 1 = friends but part ways (active RA=2) ~Global("c-aranepiloguefriend","GLOBAL",1)~ // 1 = friends but part ways (requires active RA=2 to activate) ~Global("c-aranepiloguefriend","GLOBAL",2)~ // 2 = Adventurers Forever Together (requires active RA=2 to activate) ~Global("c-aranepiloguefriend","GLOBAL",3)~ // 3 = City Forever Together (requires active RA=2 to activate) ~Global("c-aranepiloguefriend","GLOBAL",4)~ // 4 = Country Forever Together (requires active RA=2 to activate) /* romance active and marriage choices */ ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguemarried","GLOBAL",0)~ // not married (default) ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguemarried","GLOBAL",1)~ // married /* romance active and children choices */ ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguechildren","GLOBAL",0)~ // no children (default) ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguechildren","GLOBAL",1)~ // children /* romance active and relation choices */ ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguerelation","GLOBAL",0)~ //not talked about ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguerelation","GLOBAL",1)~ // 1 = AranPrince ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguerelation","GLOBAL",2)~ // 2 = PCPrincess ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguerelation","GLOBAL",3)~ // 3 = Equals /* romance active and lifestyle choices */ ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",0)~ //not talked about ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",1)~ // 1 = Adventuring ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",2)~ // 2 = City ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguelifestyle","GLOBAL",3)~ // 3 = Country EXTERN C-ARN25J epilog_recheck_done// end of chain APPEND ~C-ARN25J~ IF ~~ epilog_recheck_done SAY ~[ARAN] Now, do that match your recollection?~ /* everything as player expects so exit */ ++ ~[PC] That is about right. I just find it comfortable to remember that there will be a future at all after all of this.~ + existing_aye_state /* block of potential changes here */ [[INSERT_HERE]] /* conflicting information */ IF ~Global("c-aranrom","GLOBAL",2) GlobalGT("c-aranepiloguefriend","GLOBAL",0) OR(4) GlobalGT("c-aranepiloguemarried","GLOBAL",0) GlobalGT("c-aranepiloguechildren","GLOBAL",0) GlobalGT("c-aranepiloguerelation","GLOBAL",0) GlobalGT("c-aranepiloguelifestyle","GLOBAL",0)~ THEN GOTO aran_confused_choices END IF ~~ aran_confused_choices SAY ~[ARAN] Now there be a point o' contention, here. I thought we was set on havin' a lastin' friendship after all this, but we done talked about mayhap marriage, or little ones, or mayhap settlin' down somewhere.~ /* 1 = friends but part ways */ ++ ~[PC] I am sure that we would keep our friendship, but we will both move on to other things and other lives, Aran.~ DO ~SetGlobal("c-aranepiloguefriend","GLOBAL",1)~ + existing_aye_state /* 2 = Adventurers Forever Together */ ++ ~[PC] I am sure that we would keep our friendship and adventure together, Aran. I do not see a future without the challenges of the open road.~ DO ~SetGlobal("c-aranepiloguefriend","GLOBAL",2)~ + existing_aye_state /* 3 = City Forever Together */ ++ ~[PC] I am sure that we would keep our friendship, but we will both move on to other things, Aran. Perhaps we will find ourselves in the same city, exploring urban life.~ DO ~SetGlobal("c-aranepiloguefriend","GLOBAL",3)~ + existing_aye_state /* 4 = Country Forever Together */ ++ ~[PC] I am sure that we would keep our friendship, but we will both move on to other things, Aran. Perhaps we will find ourselves in the same small village,. arguing over who was the better adventurer for the amusement of tavern patrons.~ DO ~SetGlobal("c-aranepiloguefriend","GLOBAL",4)~ + existing_aye_state /* all PC states */ ++ ~[PC] You know me. I change my mind all the time. Are you not used to it by now?~ + existing_aye_state // ok, on the PCs head be it. I tried. aranepiloguefriend will trump all other decisions made, so we will leave the conflict in place. ++ ~[PC] Well, we have talked about many things. But I think we might be more than friends after this is all over.~ DO ~SetGlobal("c-aranepiloguefriend","GLOBAL",0)~ + existing_aye_state // 0 = Allow RA possibility grid to be enabled ++ ~[PC] I can clarify things, Aran. The future is very flexible, and almost anything could happen.~ DO ~SetGlobal("c-aranepiloguefriend","GLOBAL",0)~ + existing_aye_state // 0 = Allow RA possibility grid to be enabled END END // of append to C-ARN25J The block aran_confused_choices allows the player to change the expected outcome by resetting the var or if they are now open to romance of a more long-lasting kind, unsetting it completely. So we have the start of a sketch for CHAIN evaluation of materials in ToB, so PC can talk about and potentially change the ending states. And we have identified one "clarification" point, if other vars are set but PC has said "RA=2 But Just Friends". Side Note - "everything as player expects" is not the same as "do what the player wants". The grid of possible endings is huge, but not infinite... we are just making sure that the intended behavior of the array of choices I provided works. So, note to fellow modders - look at all this stuff being messed with for less than 10 seconds of text screen at the conclusion of a mod. And rethink your design decision. Seriously. Don't go this crazy, unless you find the *logic* exercise fun. If you like the *writing* stuff, throw your talent into actual dialogue and quests and stuff. This is a HUGE timesink. Since I am crazy, like the StarCitizen folks, and want to make sure each bolt and rivit in my imaginary spacecraft is actually fully modelled, I find this fun. But most folks would not. So recheck - hmmm - what two variables have to set to make sure everything is fine? IF Global("c-aranrom","GLOBAL",2) AND NOT GlobalGT("c-aranepiloguefriend","GLOBAL",0) THEN ( ( c-aranepiloguerelation < 0 ) AND ( c-aranepiloguelifestyle < 0 ) ) = true ELSE FAIL So we need to add another diverting question to the above. So, a new filter: IF ~Global("c-aranrom","GLOBAL",2) OR(2) Global("c-aranepiloguerelation","GLOBAL",0) Global("c-aranepiloguelifestyle","GLOBAL",0)~ THEN GOTO aran_life_choice_point IF ~~ aran_life_choice_point SAY ~[ARAN] Now I want to say right out that a life backin' you up be what I want. But we all have some dreams, eh?~ = ~[ARAN] When this be all over an' we go on to th' next adventure, what kind o' life do you be seein' us in?~ ++ ~[PC] I see adventuring for a long, long time. Perhaps forever.~ DO ~SetGlobal("c-aranepiloguelifestyle","GLOBAL",1)~ + next_adventuring_state ++ ~[PC] I always saw myself as drawn to the politics and discussions you can only find in a city. I want to be involved in everything.~ DO ~SetGlobal("c-aranepiloguelifestyle","GLOBAL",2)~ + next_city_state ++ ~[PC] A quiet life in a country house for me. Something very different from the life I have now.~ DO ~SetGlobal("c-aranepiloguelifestyle","GLOBAL",3)~ + next_country_state ++ ~[PC] I... I am not sure. What sort of life do you want?~ + next_pc_asks_aran ++ ~[PC] I see next to no life for us. I think that I will never be left alone long enough to really settle down.~ + DO ~SetGlobal("c-aranepiloguelifestyle","GLOBAL",1)~ + next_adventuring_state // forced choice for PC END IF ~~ next_adventuring_state SAY ~[ARAN] Mahap you be right, on account o' th' number o' changes in Toril can lead directly to you. Life sometimes will have naught in th' way o' lettin' someone drop away from th' center o' things.~ IF ~~ THEN GOTO aran_rel_choice_point END IF ~~ next_city_state SAY ~[ARAN] Waterdeep sounds like a right fine destination. Mayhap even one o' th' Dale cities. Just not Calimport, for Sune's own sake... I love th' baths, but I do not want to retire there.~ IF ~~ THEN GOTO aran_rel_choice_point END IF ~~ next_country_state SAY ~[ARAN] Well, there be thousands o' nice places fo a small cottage, or mayhap a whole country estate. That might be a right fine retirement.~ IF ~~ THEN GOTO aran_rel_choice_point END IF ~~ next_pc_asks_aran SAY ~[ARAN] Now that changes by th' day, it do. But right now, I can see us in Waterdeep, all set up in one o' those townhouses. An' then mayhap a country estate. Or even some travel to that freehold my followers have been buildin' along th' Sword Coast.~ ++ ~[PC] That is a nice dream, but I see adventuring for a long, long time. Perhaps forever.~ DO ~SetGlobal("c-aranepiloguelifestyle","GLOBAL",1)~ + final_adventuring_state ++ ~[PC] That seems very comfortable. The best of both worlds.~ DO ~SetGlobal("c-aranepiloguelifestyle","GLOBAL",2)~ + final_city_state ++ ~[PC] I think you would love the townhouse, and I would probably push for us to visit the country estate.~ DO ~SetGlobal("c-aranepiloguelifestyle","GLOBAL",3)~ + final_country_state ++ ~[PC] The sea tower. Lighthouse. Whatever it is that you are building on the Sword Coast. Being close to Candlekeep in some way... that sounds romantic.~ + final_follower_state ++ ~[PC] I see next to no life for us. I think that I will never be left alone long enough to really settle down.~ + DO ~SetGlobal("c-aranepiloguelifestyle","GLOBAL",1)~ + final_adventuring_state // forced choice for PC END IF ~~ aran_rel_choice_point SAY ~[ARAN] An' mayhap I will be out managin' our estates, an' fendin' off foes, leavin' you to relax an' be happy, eh? A lad could enjoy spendin' th' rest o' his life protection' you.~ ++ ~[PC] That sounds as if you want to be a charming prince, whisking me away from the world. I like that idea.~ DO ~Global("c-aranepiloguerelation","GLOBAL",1)~ + finish_rel_choice_point // 1 = AranPrince ++ ~[PC] Actually, I think you will be too busy cooking and scribing, making sure that my life is free to concentrate on larger challenges.~ DO ~Global("c-aranepiloguerelation","GLOBAL",2)~ + finish_rel_choice_point // 2 = PCPrincess ++ ~[PC] I assume that you and I will be doing all of that together, right? After all, a good relationship is built as a conversation between two equals, working for each other.~ DO ~Global("c-aranepiloguerelation","GLOBAL",3)~ + finish_rel_choice_point // 3 = Equals ++ ~[PC] No estates. No investments, no contracts... just peace, quiet, and rest. I just want to be cared for.~ DO ~Global("c-aranepiloguerelation","GLOBAL",1)~ + finish_rel_choice_point ++ ~[PC] We have so much resting on our shoulders that I suspect we will have to find a way to manage it all together. We may even need extra help.~ DO ~Global("c-aranepiloguerelation","GLOBAL",3)~ + finish_rel_choice_point END finish_rel_choice_point IF ~~ finish_rel_choice_point SAY ~[ARAN] That sounds right fine, it does. It would be right fine if that came to be th' future. But for now, I expect th' best we can do is keep movin' an' dreamin'.~ IF ~~ THEN EXIT END Next entry: Conservation Of Work. We need to reuse these blocks in other settings, and we need to build some choice points that can be used in several areas of dialogue to set up /* romance active and marriage choices */ ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguemarried","GLOBAL",0)~ // not married (default) ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguemarried","GLOBAL",1)~ // married /* romance active and children choices */ ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguechildren","GLOBAL",0)~ // no children (default) ~Global("c-aranrom","GLOBAL",2) Global("c-aranepiloguechildren","GLOBAL",1)~ // children and we probably need a few places where the PC can say "hey - just friends." And perhaps ebven "hey, just friends with benefits". And most especially "Hey. It was nioce, but it is over now. You need to go to RA=3 so I can have my Angelo Wedding make sense." Plus that dialogue needs a little bit of polish. "Nice nice nicety nice nice" does not a good entry make - and the "right fine" is getting tiresome
  3. Sounds like a loophole to me. Let's clean up the "Sheri unrecognized" deal for female PC's. Plus, we should probably help out male PCs too. Classic "Hey, there's this chick I know... oh... errr... daymn. Should have guessed she was going to be very into you. Or vice versa. Pun intended." OK, let's try a "Side Commentary" that would fit. This beats trying to deal with coding dependent I_C_Ts - no hassles if things change in versions or updates of RE. Compatibility can be maintained by checking against 1 variable on existing or updated installs and updating AranW accordingly. No install order hassles, no mess, no fuss - easy-peasy. .baf file extensions: /* BEGIN TEST */ /* SoA Scenery: Acknowledging Sheri from Romantic Encounters */ /* OK, look for Sheri D'Avignon at the Mithrest Inn... */ IF InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) AreaCheck("AR0704") Global("c-aranRE_Sheri","GLOBAL",0) THEN RESPONSE #100 SetGlobal("c-aranRE_Sheri","GLOBAL",1) END /* trigger the comment (Dialog handles Exists("RE_Sheri) | Exists("RE_Sheri) */ IF !See([ENEMY]) InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) InMyArea(Player1) !StateCheck(Player1,CD_STATE_NOTVALID) AreaCheck("AR0704") Global("c-aranRE_Sheri","GLOBAL",1) THEN RESPONSE #100 StartDialogueNoSet(Player1) END /* Rollback if player moves out of AR0704 before it triggers or other things happen to delay this */ IF InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !AreaCheck("AR0704") Global("c-aranRE_SheriTalk","GLOBAL",1) THEN RESPONSE #100 SetGlobal("c-aranRE_SheriTalk","GLOBAL",0) END /* END TEST */ .d file extensions: /* BEGIN TEST */ /* SoA Scenery: Acknowledging Sheri from Romantic Encounters */ /* Do we see her as existing or not? */ IF ~Global("c-aranRE_Sheri","GLOBAL",1)~ aran_precursor_sheri SAY ~[ARAN] Now, I be listenin'...~ IF ~InMyArea("RE_Sheri")~ THEN DO ~SetGlobal("c-aranRE_Sheri","GLOBAL",2)~ GOTO aran_start_sheri IF ~!InMyArea("RE_Sheri")~ THEN DO ~SetGlobal("c-aranRE_Sheri","GLOBAL",2)~ GOTO aran_no_sheri END /* Let's make sure there is an excuse not to be directly involved in the I_C_Ts, for immersion/consistency */ /* start here if she is not around or not installed: if the area script is slow to process, no harm done, because we introduce *why* Aran is not in the interjections... so if it evaluates later, no inconsistency */ IF ~~ aran_no_sheri SAY ~[ARAN] Well, no Sheri tonight, it seems. An' that be a pity, too. She sings th' kind o' songs I like.~ = ~[ARAN] Mayhap if we drop by again an' she be here, you do th' talkin', eh? On account o' I think I might have ticked her off proper last time I tried to get friendly wi' her.~ ++ ~[PC] Let me guess. You made a clumsy pass at her and ended up insulting her.~ + aran_charged_sheri ++ ~[PC] Just when was this "last time"?~ + aran_longago_sheri ++ ~[PC] That is fine with me.~ + aran_worth_sheri ++ ~[PC] What kind of songs do you like?~ + aran_5_sheri + ~!Class(Player1,BARD_ALL)~ + ~[PC] I... I do not usually wander up to strangers and talk to them. Even bards and storytellers.~ + aran_worth_sheri + ~Class(Player1,BARD_ALL)~ + ~[PC] I do not usually wander up to strangers and talk to them. Even other bards and storytellers. I usually listen without interacting with them.~ + aran_worth_sheri END /* Start here if she is around */ IF ~~ aran_start_sheri SAY ~[ARAN] Aye, she be in right fine form tonight. An any night, for that matter.~ = ~[ARAN] But mayhap you should do th' talkin'. I did not do so well on th' communication front last time we spoke. In fact, I mayhap be better off standin' a ways back an' just listenin'.~ + ~Gender(Player1,MALE) Class(Player1,BARD_ALL) Class("c-aran",BARD_ALL)~ + ~[PC] The bard over there in the corner? Is she special?~ + pcbard_aranbard /* PC is a bard, Aran is a bard : male */ + ~Gender(Player1,MALE) Class(Player1,BARD_ALL) !Class("c-aran",BARD_ALL)~ + ~[PC] The bard over there in the corner? Is she special?~ + pcbard_arannotbard /* PC is a bard, Aran is not a bard : male */ + ~Gender(Player1,MALE) !Class(Player1,BARD_ALL) Class("c-aran",BARD_ALL)~ + ~[PC] The bard over there in the corner? Is she special?~ + pcnotbard_aranbard /* PC is not a bard, Aran is a bard : male */ + ~Gender(Player1,MALE) !Class(Player1,BARD_ALL) !Class("c-aran",BARD_ALL)~ + ~[PC] The bard over there in the corner? Is she special?~ + aran_1malepc_sheri /* PC is not a bard, Aran is not a bard : male */ + ~Gender(Player1,FEMALE) Class(Player1,BARD_ALL) Class("c-aran",BARD_ALL)~ + ~[PC] The bard over there in the corner? Is she special?~ + fempcbard_aranbard /* PC is a bard, Aran is a bard : female */ + ~Gender(Player1,FEMALE) Class(Player1,BARD_ALL) !Class("c-aran",BARD_ALL)~ + ~[PC] The bard over there in the corner? Is she special?~ + fempcbard_arannotbard /* PC is a bard, Aran is not a bard : female */ + ~Gender(Player1,FEMALE) !Class(Player1,BARD_ALL) Class("c-aran",BARD_ALL)~ + ~[PC] The bard over there in the corner? Is she special?~ + fempcnotbard_aranbard /* PC is not a bard, Aran is a bard : female */ + ~Gender(Player1,FEMALE) !Class(Player1,BARD_ALL) !Class("c-aran",BARD_ALL)~ + ~[PC] The bard over there in the corner? Is she special?~ + aran_1femalepc_sheri /* PC is not a bard, Aran is not a bard : female */ ++ ~[PC] Let me guess. You made a clumsy pass at her and ended up insulting her.~ + aran_charged_sheri ++ ~[PC] I do not usually waste my time talking to insignificant people.~ + aran_worth_sheri ++ ~[PC] I will take that under consideration. Perhaps I will go listen to her.~ + aran_worth_sheri + ~!Class(Player1,BARD_ALL)~ + ~[PC] I... I do not usually wander up to strangers and talk to them. Even bards and storytellers.~ + aran_worth_sheri + ~Class(Player1,BARD_ALL)~ + ~[PC] I do not usually wander up to strangers and talk to them. Even other bards and storytellers. I usually listen without interacting with them.~ + aran_worth_sheri END IF ~~ aran_charged_sheri SAY ~[ARAN] Aye, guilty as charged.~ + ~Gender(Player1,MALE) Class(Player1,BARD_ALL) Class("c-aran",BARD_ALL)~ + ~[PC] Is she special?~ + pcbard_aranbard /* PC is a bard, Aran is a bard : male */ + ~Gender(Player1,MALE) Class(Player1,BARD_ALL) !Class("c-aran",BARD_ALL)~ + ~[PC] Is she special?~ + pcbard_arannotbard /* PC is a bard, Aran is not a bard : male */ + ~Gender(Player1,MALE) !Class(Player1,BARD_ALL) Class("c-aran",BARD_ALL)~ + ~[PC] Is she special?~ + pcnotbard_aranbard /* PC is not a bard, Aran is a bard : male */ + ~Gender(Player1,MALE) !Class(Player1,BARD_ALL) !Class("c-aran",BARD_ALL)~ + ~[PC] Is she special?~ + aran_1malepc_sheri /* PC is not a bard, Aran is not a bard : male */ + ~Gender(Player1,FEMALE) Class(Player1,BARD_ALL) Class("c-aran",BARD_ALL)~ + ~[PC] Is she special?~ + fempcbard_aranbard /* PC is a bard, Aran is a bard : female */ + ~Gender(Player1,FEMALE) Class(Player1,BARD_ALL) !Class("c-aran",BARD_ALL)~ + ~[PC] Is she special?~ + fempcbard_arannotbard /* PC is a bard, Aran is not a bard : female */ + ~Gender(Player1,FEMALE) !Class(Player1,BARD_ALL) Class("c-aran",BARD_ALL)~ + ~[PC] Is she special?~ + fempcnotbard_aranbard /* PC is not a bard, Aran is a bard : female */ + ~Gender(Player1,FEMALE) !Class(Player1,BARD_ALL) !Class("c-aran",BARD_ALL)~ + ~[PC] Is she special?~ + aran_1femalepc_sheri /* PC is not a bard, Aran is not a bard : female */ ++ ~[PC] Fine. If we do go listen to her, you stay back.~ + aran_worth_sheri ++ ~[PC] This habit of offending women you meet... you are working on fixing that, right?~ + aran_ayeexit_sheri ++ ~[PC] So, to cut a long story short, you think she is worth hearing, but you should avoid her, right?~ + aran_ayeexit_sheri END IF ~~ pcbard_aranbard SAY ~[ARAN] There be no accountin' on whether she be better than you nor I on th' vocal front, as to some th' sopranos run, some th' tenors, an' baritones or bass be solid for all sorts o' songs. But she be a far sight better trained than either o' us blighted bastards.~ ++ ~[PC] A coloratura. Wait... she just... that high a range with little or no effort. A Spinto?~ + not_spinto_aran ++ ~[PC] So... you really like her voice. ~ + aran_1malepc_sheri ++ ~[PC] You have no idea how insulting you just were, do you. I have extensive training.~ + not_spinto_aran ++ ~[PC] Do not compare my skills to yours. You can barely speak, let alone sing.~ + aran_true_enough ++ ~[PC] I would rather not spend my time listening to the competition.~ + aran_worth_sheri END IF ~~ not_spinto_aran SAY ~[ARAN] Well, just listen. Notes into th' upper octave as clear as a bell. Diction clean without heavy handed plosives. Th' way she just controlled her dynamics on that last line to throw th' pathos... musical line...~ = ~[ARAN] Hells. you did th' trainin' same as I. You *know* how blighted rare it be for a true acuto sfogato soprano t' be playin' bit places an' bars. She should be in Waterdeep, at th' Masked Court.~ ++ ~[PC] I disagree. That upper range is too dark and covered to be a true sfogato. But I can see that you truly love her voice.~ + aran_1malepc_sheri ++ ~[PC] Sopranos get all the attention. We have to work twice as hard to get noticed. I take it she did not want a singing partner...~ + aran_1malepc_sheri ++ ~[PC] I would rather not spend my time listening to the competition.~ + aran_worth_sheri ++ ~[PC] Let me guess. You made a clumsy pass at her and ended up insulting her.~ + aran_crockery_sheri ++ ~[PC] Fine. You stay back. Perhaps I will go see what she can sing.~ + aran_worth_sheri END IF ~~ pcbard_arannotbard SAY ~[ARAN] You be th' judge, on account o' you have th' right trainin', eh? But to my untrained ear, she sounds like a blighted Avatar o' Sune made flesh an' blood.~ ++ ~[PC] I would rather not spend my time listening to the competition.~ + aran_worth_sheri ++ ~[PC] Let me guess. You made a clumsy pass at her and ended up insulting her.~ + aran_crockery_sheri ++ ~[PC] This habit of offending women you meet... you are working on fixing that, right?~ + aran_ayeexit_sheri ++ ~[PC] So, to cut a long story short, you think she is worth hearing, but you should avoid her, right?~ + aran_ayeexit_sheri ++ ~[PC] Fine. You stay back. Perhaps I will go see what she can sing.~ + aran_worth_sheri END IF ~~ pcnotbard_aranbard SAY ~[ARAN] Well, she be a fully trained vocalist, an' her upper register be absolutely clear, wi' no forced notes or improper placement in th' headvoice.... ah, there I go, talkin' shop. Yes. She is blighted good.~ ++ ~[PC] Let me guess. You made a clumsy pass at her and ended up insulting her.~ + aran_crockery_sheri ++ ~[PC] This habit of offending women you meet... you are working on fixing that, right?~ + aran_ayeexit_sheri ++ ~[PC] So, to cut a long story short, you think she is worth hearing, but you should avoid her, right?~ + aran_ayeexit_sheri ++ ~[PC] Fine. You stay back. Perhaps I will go see what she can sing.~ + aran_worth_sheri ++ ~[PC] Right now, I need a drink. Perhaps later.~ + aran_worth_sheri END IF ~~ fempcbard_aranbard SAY ~[ARAN] Well, just listen. Notes into th' upper octave as clear as a bell. Diction clean without heavy handed plosives. Th' way she just controlled her dynamics on that last line to throw th' pathos... musical line...~ = ~[ARAN] Hells. you did th' trainin' same as I. You *know* how blighted rare it be for a true acuto sfogato soprano t' be playin' bit places an' bars. She should be in Waterdeep, at th' Masked Court.~ ++ ~[PC] Is she a better vocalist than I am?~ + ara_notsofast_check ++ ~[PC] She... I can hear it. She has a better voice than I do.~ + ara_notsofast_check ++ ~[PC] I disagree. That last passage, she clipped two notes, and her breath support is... lacking. If she bends or scoops one more note, I shall have to throw something at her.~ + aran_jealousy ++ ~[PC] Well, perhaps I should evaluate her. I can always use a careful analysis to better my own craft.~ + aran_worth_sheri ++ ~[PC] So... you really like her voice.~ + aran_1femalepc_sheri END IF ~~ fempcbard_arannotbard SAY ~[ARAN] Well, just listen to her, an' mayhap a trained bardess like you can explain to me why she can turn a tune t' make a man weep or laugh as easy as I can flick a blade from left to right. She certainly do catch my ear.~ ++ ~[PC] She... I can hear it. She has a better voice than I do.~ + ara_notsofast_check ++ ~[PC] I do not know... That last passage, she clipped two notes, and her breath support is lacking. If she bends or scoops one more note, I shall have to throw something at her.~ + aran_jealousy ++ ~[PC] Well, perhaps we should evaluate her. I can always use a careful analysis to better my own craft.~ + aran_worth_sheri ++ ~[PC] So... you really like her voice.~ + aran_1femalepc_sheri ++ ~[PC] Let me guess. You made a clumsy pass at her and ended up insulting her.~ + aran_crockery_sheri ++ ~[PC] Fine. You stay back. Perhaps I will go see what she can sing.~ + aran_worth_sheri END IF ~~ aran_jealousy SAY ~[ARAN] Well, I defer to your better judgement, on account o' I hold your opinion in high regard, I do.~ IF ~~ THEN EXIT END IF ~~ ara_notsofast_check SAY ~[ARAN] Now, that be a bad idea. There be strengths an' weaknesses in any what follow th' craft. You know full well what you are capable of. She may be rare, but you be just as strong.~ IF ~~ THEN EXIT END IF ~~ fempcnotbard_aranbard SAY ~[ARAN] Aye, somethin' seriously special, an' rare. She be a true acuto sfogato soprano, wi' a range higher than most o' th' coloratura sopranos... err... there I go, talkin' shop. Yes. She is blighted good.~ IF ~~ THEN GOTO aran_1femalepc_sheri END /* males: craptalk */ IF ~~ aran_1malepc_sheri SAY ~[ARAN] Aye. No interest in me, more be th' pity. Mayhap she be frightened off by th' brilliance o' my manly charms. Either that, or she has been talkin' to Erika at Th' Broken Sword.~ ++ ~[PC] So... you and Erika...~ + aran_2_sheri ++ ~[PC] You have that bad a reputation?~ + aran_3_sheri ++ ~[PC] You seem to have a very high opinion of yourself.~ + aran_4_sheri ++ ~[PC] I do not usually waste my time talking to insignificant people.~ + aran_worth_sheri ++ ~[PC] So, to cut a long story short, you think she is worth hearing, but you should avoid her, right?~ + aran_ayeexit_sheri END /* females; have to account for potential time in party if PC visits late game instead of immediately */ /* With Apologies to Annie Get Your Gun */ IF ~~ aran_1femalepc_sheri SAY ~[ARAN] I love th' sound o' her voice, an' that be for sure.~ + ~!Global("c-aranrom","GLOBAL",2)~ + ~[PC] Is that all you love?~ + hells_no_my_mistake + ~Global("c-aranrom","GLOBAL",2)~ + ~[PC] Is that all you love?~ + of_course_dear ++ ~[PC] Let me guess. You made a clumsy pass at her and ended up insulting her.~ + aran_crockery_sheri ++ ~[PC] Anything she can do, I can do better.~ + aran_true_enough ++ ~[PC] Anything she can sing, I can sing higher.~ + aran_true_enough ++ ~[PC] You know, I think I should see this... singer.~ + aran_worth_sheri + ~!Class(Player1,BARD_ALL)~ + ~[PC] I... I do not usually wander up to strangers and talk to them. Even bards and storytellers.~ + aran_worth_sheri + ~Class(Player1,BARD_ALL)~ + ~[PC] I do not usually wander up to strangers and talk to them. Even other bards and storytellers. I usually listen without interacting with them.~ + aran_worth_sheri END IF ~~ hells_no_my_mistake SAY ~[ARAN] Hells, no! Th' way her eyes sparkle, it be right nice to see. An' when she takes in a right solid breath...~ = ~[ARAN] Err...~ = ~[ARAN] Yes. That be all I love about her. That be my story, an' naught can shake me from it. But it don't matter for naught either way. She didn't find my sparkin' to her taste.~ IF ~~ THEN GOTO aran_5_sheri END IF ~~ of_course_dear SAY ~[ARAN] Aye. That voice... it caught me right away. But then I had to go an' be a jackass, an' try to spark a bit wi' her. It were before I met you.~ IF ~~ THEN GOTO aran_5_sheri END IF ~~ aran_2_sheri SAY ~[ARAN] There be no deal between us at all. I am not likely to be makin' serious passes at Erika. She has a great sense o' humor, an' I needs be keepin' in good graces wi' Orrin an' Teldra as well. Fun teasin' her, is all.~ IF ~~ THEN GOTO aran_4_sheri END IF ~~ aran_3_sheri SAY ~[ARAN] Well, I mayhap be a bit forward wi' th' ladies. But most o' th' time it be just talk. No harm in that.~ IF ~Gender(Player1,MALE)~ THEN GOTO aran_4_sheri IF ~Gender(Player1,FEMALE)~ THEN GOTO aran_5_sheri END IF ~~ aran_true_enough SAY ~[ARAN] Mayhap you be right. But I think that calls for a bit o' a contest later on to decide, eh?~ IF ~Gender(Player1,MALE)~ THEN GOTO aran_4_sheri IF ~Gender(Player1,FEMALE)~ THEN GOTO aran_5_sheri END IF ~~ aran_4_sheri SAY ~[ARAN] I be right confident in my abilities, to be sure. But I know my limits. Sheri, she be as far out o' my reach as th' nearest star.~ ++ ~[PC] Perhaps she will find me interesting.~ + aran_end1_sheri ++ ~[PC] I do not usually waste my time talking to insignificant people.~ + aran_worth_sheri ++ ~[PC] Well, perhaps I should pay her a visit.~ + aran_worth_sheri + ~!Class(Player1,BARD_ALL)~ + ~[PC] I... I do not usually wander up to strangers and talk to them. Even bards and storytellers.~ + aran_worth_sheri + ~Class(Player1,BARD_ALL)~ + ~[PC] I do not usually wander up to strangers and talk to them. Even other bards and storytellers. I usually listen without interacting with them.~ + aran_worth_sheri ++ ~[PC] This is a distraction. Go make yourself useful. Go fix the gear, or sharpen something.~ + aran_ayeexit_sheri END IF ~~ aran_5_sheri SAY ~[ARAN] I like all sorts o' songs. But when it be Sheri, some sets she sings be on th' bawdy side.~ ++ ~[PC] Does she do more than... sing that kind of song?~ + aran_end1_sheri ++ ~[PC] Perhaps she will find me interesting.~ + aran_end1_sheri ++ ~[PC] Well, perhaps I should pay her a visit.~ + aran_worth_sheri + ~!Class(Player1,BARD_ALL)~ + ~[PC] I... I do not usually wander up to strangers and talk to them. Even bards and storytellers.~ + aran_worth_sheri + ~Class(Player1,BARD_ALL)~ + ~[PC] I do not usually wander up to strangers and talk to them. Even other bards and storytellers. I usually listen without interacting with them.~ + aran_worth_sheri ++ ~[PC] This is a distraction. Go make yourself useful. Go fix the gear, or sharpen something.~ + aran_ayeexit_sheri END IF ~~ aran_longago_sheri SAY ~[ARAN] About a tenday before I met up wi' you, if I rightly recall.~ IF ~~ THEN GOTO aran_crockery_sheri END IF ~~ aran_crockery_sheri SAY ~[ARAN] Busy day, that one. I had to dodge my way out right quick. Great voice, an' a sight better aim wi' crockery than I'd have guessed. But I deserved th' cuts an' bruises she dealt, I did, every last one.~ IF ~~ THEN EXIT END IF ~~ aran_end1_sheri SAY ~[ARAN] Aye, mayhap. So far, wi' anyone I done seen talk to her, she seems friendly enough. Which kind o' fits wi' th' whole "relatin' to people" thing bards an' bardesses seem to be right good at.~ IF ~~ THEN EXIT END IF ~~ aran_worth_sheri SAY ~[ARAN] I think you would enjoy th' time spent. Her voice... it be an experience.~ IF ~~ THEN EXIT END IF ~~ aran_ayeexit_sheri SAY @3601 IF ~~ THEN EXIT END // @3601 = ~[ARAN] Aye.~ /* END TEST */ Minor pathway fixes integrated; major idiocy like missing tildes and forgetting to direct state nubers repaired. Tested against no-RE-is-installed and yes-RE-is-installed conditions on BG2:EE.
  4. New game on a clean install. PC Fem CN F/T. In party Minsc, Aran, Yoshimo, Arath. Here's what I've noticed so far: -When the player flirts switch from the 1st to the 2nd level of flirts, the (Flirt with Aran) option appeared twice on the list in game. -Really like the comment to Salvanas! But Aran is quiet about the PC fighting Amalas? Aran's meat shield talk came up as the fight with Amalas was starting. (PC was in the pit and she had just began to attack when the talk appeared.) -The party had rested for 16 hours in the CC after slaver quest. Forcetalked Aran and one of the inn specific talks appeared. It ended with a forced rest and the party resting again for 8 more hours. Just seemed like an odd time for a forced rest. Maybe reserve forced rest talks for when the player initiates resting. -Also have a game going with a Bard PC. Should Aran's comment about the Bard quest (in the FF playhouse) be adjusted a bit for a PC that is a Bard? -During the Bard quest several party members were killed - multiple times - including Aran. Did you make a comment for him when raised from the dead? -Lastly, is there any RE material for Aran? That's it for now, will keep you posted as both games progress.
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