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jastey

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  1. Yes, just use WEIGHT #-1 and it will be weighted higher than anything else that is there upon time of installation of your mod. This makes it also a bit more fail proof since patching other mods could always break and you do not need to consider changes in teh other mod(s) etc. Just make sure that a dialogue tagged like this - or any extra dialogue, for that matter - will be "closed" and gone as soon as the task is doen. (EndlessBG1 violates this compatibility rule and inserts an "all true" dialogue state after Sarevok is defeated for Eltan, but it is described in the readme how other mods would add their lines to it.)
  2. Phew! This is one of those boomerang bug situations where a bug kept popping up no matter how often I "fixed" it so I'm glad it seems to work now.
  3. This looks great! Thank you very much for your work.
  4. Written like this it could be EndlessBG1. OK, I'll wait for the readme.
  5. 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.
  6. 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()?
  7. 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.
  8. 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).
  9. 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.
  10. 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.
  11. 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.
  12. For normal SoD, he leaves the party and is on the same floor in the palace to rejoin.
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