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jastey

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  1. Could you summarize in a nutschell what the actual content of the mod is - or link me to a post where it is summarized, and sorry that I missed it. I thought this is about putting the SoD content / Caelar etc. as quests into the end of BG1, but now you mention a transition to SoD, so I am confused. And, kudos to making it compatible with EndlessBG1.
  2. 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()?
  3. 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.
  4. 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).
  5. 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.
  6. 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.
  7. 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.
  8. For normal SoD, he leaves the party and is on the same floor in the palace to rejoin.
  9. The glitches are not present in BGT.
  10. 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. )
  11. 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.
  12. 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.
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