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jastey

Member Since 14 Jul 2004
Offline Last Active Today, 01:30 PM

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List of components with sole quests / encounters

27 July 2018 - 05:07 AM

BG1 Romantic Encounters has quite a few components that do not deal with intimacies for the PC at all. Others can be played without them and leave a very nice encounter or even a quest.

This post gives a list of these componens, because a lot of work and love went into them and they are worth being noted as serious quest encounters!

 

1. Components with absolutely no offer for intimacies:

 

6.  Duke Eltan's Spare Minute (ist Voraussetzung für die Zusatzkomponente "Scar - The Return")
14. No Regrets
17. Late Night with Jaheira
18. Sil's Blessing
22. The Mourning of Centeol, the Spider Lady
25. The Great Zudini
26. The Messenger
28. The Novelists
29. The Honest Lies of Two Riversides
30. Necromancer's Trouble
31. Dinner with Thalantyr
32. Girdle of Gender Reactions
41. The Messenger 2: Rain or Snow or Gloom of Night
42. Camryn and Tamah
43. Minor Disclosures
44. Cloakwood Lovers
Bonus Quest: Scar - The Return

 

2. Components that can be played without them and offer extended dialogues, encounters or even a quest:

 

2.  Scar's Spare Time (ist Voraussetzung für die Zusatzkomponente "Scar - The Return")
9.  Bartus' Seduction
19. Melicamp: The Poultry Boy
27. Ender Sai
34. All That Left Was
35. A Childhood Friend


Questions to scripting: cast/detect innate ability

21 July 2018 - 11:45 AM

I'd need help with the following problems:

 

1. My NPC has an innate ability which he should trigger if kicked out of the party. How do I script this? I tried "Spell(Myself,"c#brxxxx")" but (of course) it complains that "c#brxxxx" is not in the spell.ids.

 

2. I want to check whether a custom innate ability of my NPC was cast onto someone else. I tried "SpellCastOnMe("c#grey","c#grxxxx")" but it complaints that "c#grxxxx" is not in the spell.ids, either.

 

I'm not even sure this would trigger/detect innate abilities at all. (And as far as I understood, I can't include those spells in the spell.ids because then it screws up the spell choice for the PC.)

 

How would I script the use / detection of a custom innate ability?


SHS: NTotSC updates to v2.3.0 with one more component

10 July 2018 - 01:07 PM

Spellhold Studios

Northern Tales of the Sword Coast (BGT, BG:EE, EET)

The updated mod package is now available from the official download site at SHS in version 2.3.0!

The mod adds several quests to the BG1 part (with TotSC) to the game and is compatible with BGT, BG:EE, and EET. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.
One large quest is given to you by Duke Eltan (before you go to Candlekeep). One of the longest quests also starts before Candlekeep: Talk to the lady outside the Sorceror's Sundries. One quest can be started by talking to Yness in Ulgoth's Beard.

Version 2.3.0 comes with a lot of minor fixes and improvements (by MadeInHeaven, Dachrisma, and jastey), and also one new optional component with some of the fighting encounters formerly included in the main component.

Download NTotSC from SHS

Diskussion Thread at SHS

Download NTotSC latest Release from jastey's GitHub


G3: Gavin BGII updates to v23!

28 June 2018 - 11:21 AM

Gavin for BG2

Author: berelinde

Gavin for BG2 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. The mod is the continuation of the Gavin BG1 mod.

 

Version v23 fixes a looping dialogue for crossmod with the RE mod.

Changes for v23:

  • (crossmod) reaction to Weathermistress Ada (RE): variable should close the dialogue now properly.
  • Updated installer to WeiDU v245

 

Learn more about the mod

View the Readme

Visit the Forum

Download the mod


Question to Changing Item Usability via WRITE_BYTE

08 June 2018 - 02:10 AM

In Jarl's Tweak Pack, one of the components offers to make Jaheira's alignment Neutral Good.

 

This comes along with it:

 

COPY_EXISTING ~misc5x.itm~ ~override~
READ_BYTE 0x1e "use1"
READ_BYTE 0x21 "use2"
WRITE_BYTE 0x1e (("%use1%" BOR 0b00001000) BAND 0b11111011)
WRITE_BYTE 0x21 ("%use2%" BOR 0b10000000)
BUT_ONLY_IF_IT_CHANGES

 

"Misc5X.itm" is the Harper's Pin which originally is only usable by True Neutral Fighter-Druids.

 

The above code changes this to Neutal Good Fighter-Druids, which is great. My questions:

 

-is the above code the optimum if it comes to tp2 coding or is there a potential compatibility issue with other possible tweaks? What I mean is, what exactly does the code do, does it only change the True Neutral to Neutral Good or does it overwrite something else, meaning would this still work if another tweak changes Jaheira's kit or even class including the appropriate usability flags of the Harper Pin, too?

 

EDIT: I am aware that this is for BGII/BGT only, as the item is resctricted to Jaheira only for BGII:EE via some opcode not available for BGII: Am I assuming correctly that this resctriction in BGII:EE is independent on the NPC's alignment and thus not affected by alignment tweaks?