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jastey

Gibberlings
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  1. Jarno was referring to a stutter bug when it's caused by a dialogue call + no valid dialogue, which is not the cause here. @Jarno Mikkola I prefer seeing the actual script block. The changelog doesn't give a clue why there would be a stutter. The changelog makes clear which mods added the script, though, so it's a good additional step to identify the problem. @Sanderson The script block you posted would stutter indeed, seeing that the trigger is True() which means it doesn't even check whether the item that is supposed to drop is in the inventory. I am confused, though, where this script is being applied. It seems to be a specific script which would need to be connected to either group NPCs (which is unlikely), other characters (in the area), or triggers/traps (in the area). So I'd assume it would stop once you left a certain area. Would you do "Find" -> "references to this script"? I posted a link to here in the BG:EE DSotSC thread at BeamDog's.
  2. Thanks for this. I'm not involved with Stone of Askavar but nevertheless I say it is very appreciated you took the time to correct your former false conclusion.
  3. This sounds like stutter bug. A script block keeps firing repeatedly, probably for a dialogue that can't trigger for some reasons. First step is looking whether the Stutter Debug Tool gives any clues: https://github.com/SpellholdStudios/Stutter_Debug_Tool
  4. Congratulations on the release! (Well, soon to come release) This looks impressive, like all your mods.
  5. I'll add the idea of saving the Sahuagin to our list of possible side quests.
  6. No, he can't be saved. There is a larger quest concerning Sahuagin planned, but it is not implemented yet.
  7. Another fine Hell can easily be detected by checking for GlobalGT("C#AfHSoD_RevisedEnd","GLOBAL",0) after the slayer "dream" scene (the variable is set the first time when Bence arrests the PC, and is then increased for every new ending step.) Do you have Transitions installed? I know that @Lauriel was planning on inserting this into the mod (well, one dagger, of course). From the readme of Another fine Hell: In short: all NPC mods that patch the normal SoD script for leaving the party before the slayer dream scene will leave the party normally when it is time in Another fine Hell as well. I really made this as compatible as possible not to destroy anything in other mods. It's more the problem that modders need to add compatibility if they want their NPCs to stay in the group. If Roxanne's Corwin didn't leave, then it's because her Corwin NPC mod doesn't seem handle these things like they are done for the original SoD NPCs, or because she is meant to stay in group (hence an incompatibility between the two Corwin mods).
  8. @InKal I am sure @RoyalProtector was referring to the OP.
  9. Thanks for your kind words and interest! I'm not actively working on the mod currently because I'm busy with another mod, but it is on my list to finish his BGII part.
  10. I can only help with some of them for the order: EEex Bubb's spell menu Ascension Tweaks Anthology SCS
  11. What exactly do you mean by darker? The so called light map ("xx1234LM.bmp) defines how "light" the areas are, i.e. how much the group members / characters are illuminated when walking in certain areas. Changing the graphics needs an edit of the area art.
  12. Yes. The "Imoen stays in group in Korlasz Dungeon" from I4E is not compatible with EndlessBG1's "Korlasz Dungeon in BG1" (and vice versa). EndlessBg1 leaves "tourguide" Imoen in if she is not in party.
  13. Late reply: yes, EndlessBg1 does not do anything to Imoen's class. If you are playing EET, you get "your" Imoen back at the beginning of BGII.
  14. Yes, I didn't read carefully enough. I was referring to making your whole mod idea BGT compatible, i.e. introducing the SoD content into BGT, which would definitely too much.
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