Jump to content

jastey

Gibberlings
  • Posts

    13,696
  • Joined

  • Last visited

Profile Information

  • Gender
    Female

Recent Profile Visitors

87,080 profile views

jastey's Achievements

  1. Is this gab also in BG(II)(EE)?Thinking about mod cutscenes that might have put both in, too. I can't check IWDEE right now. Is this also a thing if the order is first [Start]Dialog and then EndCutSceneMode()?
  2. Yes. Because then, the leaving and stuff is handled by EET itself (via K#TELBGT), which is also where mod NPCs with an EET transition will have added their own handling of the transition etcpp; the ones who don't will leave anyhow because EET took care of that (via the !"None" script blocks). Yes, there is also a container in bd6100 (EET) that takes all items for detection of import later etc. Ah, now I get it. The cutscene does not run, EndlessBG1 jumps past it. Reason again: I tried to make it work in a useful way. But: the SoD kidnapping scene happens after everyone left the party and I&J&K&M&D rejoined. Or not, if there is multiplayer characters. I tried to have it in, it makes a lot of sense, but I either didn't get it to run or NPCs were under some weird spell afterwards, had a purple circle, or whatever. So I decided that the video sequence is enough to let the player know what happened.
  3. In case that was a question, then you could use what EndkessBG1 does if you chose the according reply options. I spent some time fiddling with this, what ENdlessBG1 does is the stablest transition I could get. In short: use as much of the original EET transition (including the K#TELBGT script) as possible).
  4. I'll put this here, too: PI finds a tp2-file and lists it as a separate mod. Since it's inside the ub folder I guess it's meant to be ignored, yes. This is not how mods are coded. The relevant "tp2" for UB is the "ub.tp2". I guess it would be good to remove /rename the "kalah.tp2" inside the ub mod.
  5. Sorry for triple posting. K#TELBGT.bcs is for transition to BG2. That is something different than the transition to SoD. EndlessBG1 uses it if the players skips SoD because - well, then the game is supposed to advance to BG2. The reason that is done from BD6100.are is because that is where the script does it in original EET (it's the last kidnapping area) so all EET-shenanigans for the transition will just happen normally. Plus, any mod NPCs also patched this script so they'll be taken care of, too.
  6. Are you sure you are looking at an unmodded bdcut61.bcs? Because the script blocks for "None" Player2-6 are not in mine. EDIT: This is only in the EET version.
  7. For normal SoD, he leaves the party and is on the same floor in the palace to rejoin.
  8. The glitches are not present in BGT.
  9. Sorry, for some reason the two guest posts didn't seem to lead to notifications. Now they are all there. (Alternatively, it was just a scheme to make you register. )
  10. Is this true for SoD NPCs, too? I didn't see them in the BG:SoD GAM. But you are right for Jaheira, Minsc, K&D, of course. What do you mean by invalidated and why? EDIT: ah, you mean because after the LeaveParty, they would no longer be "PlayerX". Now I get it.
  11. There is also stats etc. And: BGII considers imported items of which they could carry some. There is a way to make this so they are continuous NPCs - one of the advantages of EET - there is no need to take this away from players. Maybe it clears a little if you look into my SoD NPC Tutorial, and how they are handled at the end of SoD. And i was talking about bdcut61 I mentioned before. That is the cutscene that makes NPCs leave the party after the slayer dream scene, and it's also where mod NPCs patch their leaving to.
  12. SoD does this itself, I think it's bdcut61 or something. Maybe you don't have to invent the weel anew. EDIT: the cutscene lets the NPCs leave per scriptnames, so mod NPCs that do not consider this will stay in group. The reason why I used the original cutscene from SoD for EndlessBG1 is that some NPCs need some cleanup if they leave, mod NPCs may have a "joinedparty" variable they need to adjust, some should take specific items with them (for plot reasons) etc. What I'm trying to say: just kicking Player2-6 will not be very mod friendly /compatible. Also: make sure you are not kicking Multiplayers.
  13. You need to make them global before you stow them away. Then you can call them from anywhere by MoveGlobal[Object](), even if they "DestroySelf()"ed. EDIT: That is with using the death variable, at least. I never tried for "Playerx". CreateCreature will spawn the "untouched" cre. If you want players to come visit with pitchforks, go ahead. ^^ EDIT: depending on what you have in mind, you could also hide or make unselectable. Problem with a generic leaving script calling "Player2-6" is that you wouldn't know which NPCs were in party? EDIT 2: Ah, they never leave the party. Then I guess they can still be addressed by "PlayerX". I do believe that the game plays with deactivation of sorts. Or have a look at Weimer's Solaufein, the fight against the handmaiden (I think), where he has to fight alone.
×
×
  • Create New...