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AstroBryGuy

Gibberlings
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About AstroBryGuy

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  • Gender
    Male
  • Location
    Savoy, Illinois, USA
  • Interests
    Astronomy!
  • Mods Worked On
    Author: BGEE Leveled Spawns * Neera Banters for BGEE
    Contributor: BG1 NPC Project * BG1 Unfinished Business * Coran BG Extended Friendship
    Tools: Hitchhiker's Guide to Installing Mods on OSX * OSX App for EE Keeper * OSX App for NearInfinity

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  1. If it is this dialog: Then Coran should be found at... His entry into the dungeon is a function of the "EscapeAreaMove()" action that is used to have him leave. Characters always leave via the nearest enabled travel trigger. In this case, that's the entry to Firewine.
  2. In general, no. Given the way saved games work, changes made by mods to areas you have already visited will NOT be reflected in your saved game. So, if a mod adds NPCs to an area, loot to a container, items to a store, etc.., you wouldn’t see those additions in your saved game (assuming you’d visited the area/store in question). This can break quests (e.g., a crucial NPC or item isn’t where it’s supposed to be).
  3. This bug was already fixed by Jastey in v26. If you use an updated version (most recent version is v30), the banter will occur correctly. Thanks for the bug report!
  4. @CashDiver - Did you see this dialog from Edwin? If you did, then you saw the intended resolution of his quest. He offers you his "services" as a reward (or you can ask for coin). If you didn't, let us know.
  5. There is a dialog that triggers if you kill Dynaheir, but if you take Edwin and Dynaheir into your party together at some point, that blocks the trigger in BGEE. This is not an added BG1NPC dialog. It is part of the base game. This dialog should still fire if you accepted Edwin's quest and never had Edwin and Dynaheir together in the party.
  6. Regarding the Gerde ankheg quest. There was a solution by @Turambar back in 2010. It was from before I started working on BG1NPC. I guess the solution was never adapted into BG1NPC's code. It's worth a look to see how it could be adapted to fix the issue for BG1NPC and BGT.
  7. Thanks for the new tool! I used the EE_Soundset_Tool to rebase the NWN2 Soundsets mod for *EEs v2.6 (and above?). Using the code was easy - worked like a charm! The hard part was porting all 30 .tra files ;-).
  8. With BGEE v2.5, the scripting for the Chapter 3->4 transition changed, breaking the "Open Cloakwood Early" component of BG1NPC. Use the Tweaks Anthology component instead.
  9. Thanks, I've added it to my tracker. https://github.com/Gibberlings3/BG1NPC/issues/45
  10. Thanks, @grodrigues & @Jastey. I've added this to my todo list. https://github.com/Gibberlings3/BG1NPC/issues/43
  11. Happy New Year! I have a new version of BG1NPC finally ready. I'm tagging it as a prerelease on GitHub because I have not done testing with game versions other than BGEEv2.5. I've installed it on Tutu, but no gameplay testing on that platform. I'll remove the prerelease tag on GitHub once I'm more confident that it works on Tutu, BGT, and BGEE versions pre-2.5. The version is updated to v24.1 as an official release. Please post your bug reports here. https://github.com/Gibberlings3/BG1NPC/releases I've made edits to accommodate the new content in BGEE v2.5. I've also made some edits under the hood to ease installation (no more command prompts for selecting romance timers, it uses subcomponents now). There's a few general bug fixes as well. A few components have been moved to Tweaks Anthology and Camdawg's new Continuous Portraits mod. Finally, there's a couple additions. First, I've revised the Non-Joinable NPC Portraits component. This one only adds portraits for NPCs added by BG1NPC and uses sourced artwork from WotC D&D games and artwork tagged for reuse on the NWN Vault. It is designed to be used in conjunction with another mod like PPE. Second, since many of the portrait components moved to Continuous Portraits, I added a Coran portrait component using his portraits from the Murder in Baldur's Gate PnP adventure module. Version 24 - 2018-12-31 Fix script variable reference for AR0112.BCS Moving component code blocks to .tpa files for organization Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions. Updated Kivan-Tazok encounter Moved interjections to separate files. Simplified scripting/dialogs for compatibility with BGEEv2.5 Implemented separate BGEEv2.5/Tutu versions of encounter Updated the Extended Kagain's Caravan Quest for BGEE v2.5 Update bandit scripts for killing lead bandit by stealth Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch On BGEEv2.5, part 1) exists, so use that. Only implement part 2) Fix Dueling Interjections on BRILLA.DLG Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility Update Jaheira' Quest for BGEEv2.5 compatibility Implement SUBCOMPONENTs for romance component timing options Implement SUBCOMPONENTs for BGEE Banter Timing Tweak Transferring the following components to Tweaks Anthology: NPCs Wait at Inns Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax) Make Shar-Teel Unkillable until In Party Cloakwood areas availability in Chapter One Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits Add new component: Coran's "Murder in Baldur's Gate" portrait Revised Non-Joinable NPC Portraits for BG1NPC added NPCs Coran's portrait from Murder in Baldur's Gate: Additional changes in v24.1:
  12. The modmerge archive distributes the modmerge binary for macOS without the execute bit set. I'd recommend using DLC Merger instead of modmerge. You can download the latest version here: https://github.com/Argent77/A7-DlcMerger/releases/latest You need to run DLC Merger (or modmerge) *before* installing any other mods, including mods for BGEE. Also, BG1NPC Project is not yet fully compatible with BGEE v2.5. Do not install the "Open Cloakwood" components. It will screw up your game.
  13. Does Rogue Rebalancing restrict swashbucklers from using the Short Sword of Backstabbing? I know it is changed to give a boost to backstab multiplier (so a restriction would make sense), but I can't remember if it alters the usability. If it does, that's the only item I can think would need to be handled specially for swashbucklers. #2 certainly sounds simpler.
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