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About jastey
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It's usually not recommended, especially if you want to continue with your save game. Also, due to how the backup work, un-/reinstalling a mod means all mods installed later need to be uninstalled first, too. weidu handles this automatically, but chances are there could be a hickup along the way. You do not have that much mods installed from what you wrote, which mods do you want to uninstall or change?
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OK, I'd do the first one differently so it doesn't scramble whatever the player already patched to their VAELASA 4 state. Since the item should only be handed if the dryad actually has it, i.e. there is an additonal condition and transaction, I do not see an easy way to do this via just patching VAELASA 4. Possibility 1: add a script block to the area script / dryad's script that gives the item "bdbrd01" to the player in case the dryad has it in its inventory as soon as the variable "Global("SummonDryads","AR1200",1)" from her original dialogue is set. Possibility 2: do it like you did for Solaufein, adding a new text line (+ dlg state) and COPY_TRANS. Possibilit 3: make the engine limitation your feature. Items will only be handed via GiveItem if the character talking has them in inventory. If the item is not there, the action will just be skipped. So, if the dryad doesn't have it then she will not give it, simply put. Then, in this case, you can use what I suggested above using ADD_TRANS_ACTION.
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If you mean by moving that they will wait at the inn after being kicked out of teh party, you should not install both "Let NPCs wait somewhere" components of Tweaks Anthology and BG1NPC together but only one. Apart from that; Tweaks Anthology, BG1NPC + Ajantis Expansion should work well together.
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Indeed, there are some basic, nonwritten rules that were established for dialogue patching in IE modding over the decades. In short: Make it as compatible and non-intrusive as possible. The reason is simple: another mod might have changed the transaction you are aiming at, meaning your mod would overwrite the other mod's changes. And - another mod might change the state your mod did changes to - overwriting yours. weidu was developped to make additions to dialogues as compatible as possible. This is done by: 1. Always patch your new transactions into the existing one. Do not add a new transition that includes "hard copied" transactions into your own mod. What I mean with hard copied is: copying the transactions that are in the original game and paste them into your mod package. Like I said, another mod might have already added to it, or a tweak mod might have changed the reward, etcpp. Inserting hard copied transactions would erase all changes the player already installed to their game. 2. If you make up a new branch from an existing dialogue state, always circle back to its transitions using COPY_TRANS. Otherwise, your branching off will erase any additions or changes other mods added - or yours might be overwritten by another mod installed later if it doesn't reflect this. There is more like "Never double a dialogue state just because you wanted to change the text line or change the transitions but patch the existing instead" etcpp. To your examples: The first one to VAELASA violates no. 1. In my unmodded game VAELASA 4 has the transactions: ~AddExperienceParty(32500) TakePartyItem("misc4n") SetGlobal("SummonDryads","AR1200",1)~ Apparently, your mod should add ~GiveItem("bdbrd01",LastTalkedToBy)~. So, instead of overwriting the existing transaction of VAELASA 4 by using EXTEND_BOTTOM like you did, you'll patch it simply by: Dang, I see now that you have a trigger there. What I suggest here would work, but it's a bit dirty. See below for comments. ADD_TRANS_ACTION VAELASA BEGIN 4 END BEGIN END ~GiveItem("bdbrd01",LastTalkedToBy)~ Big bonus: this will also work in case another mod added a whole new transition. The Solaufein addition violates no. 2 and 1: again it includes the existing game transcation, which is ~EscapeAreaObject("Tran2100")~, which could be changed by another mod. Also, what if another mod wants Solaufein to say another line here, too? If your mod is installed, the content of the other mod will be erased - or another mod doing it the same way would overwrite yours. So, branching with EXTEND_BOTTOM to a new state is fine, but you need to close the loop using COPY_TRANS, which will add the transactions of the original state like they are in the players' game the moment your mod is installed to your new state, letting the player experience all transactions that were there before. This needs a little restructure so you can put your new actions in: EXTEND_BOTTOM UDSOLA01 161 IF ~Global("BD_HAVE_SOD","GLOBAL",1) Global("K0_SOD_IMPORT_75","GLOBAL",1)~ THEN DO ~GiveItemCreate("bdbrd02",LastTalkedToBy,1,0,0) SetGlobal ("K0_SOD_IMPORT_75","GLOBAL",2)~ GOTO K0SODIMP END APPEND UDSOLA01 IF ~~ THEN BEGIN K0SODIMP SAY @80003 COPY_TRANS UDSOLA01 161 END END
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Wellll, he is a bad boy. So sometimes, he likes the PC playing hard to get. Unfortunately, I didn't write Coran's romance and it's scripted really complicated, so I can't be of much help how to steer through it. But, as long as you are not accepting any gestures of more intimate nature, your PC should be fine. If you get both romances going long enough, you'll be one of the 0.01% of players who'll actually see the romance conflict contest between the two, which, biased as I am, I think is worth seeing.
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Oh, no worries. His romance breaks easily because he gets bored easily. If your PC is more the Ajantis type, this might happen quickly. : p
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Just a heads up: one romance breaks the other. So, if you say something to Coran that makes his romance committed, Ajantis will no longer court the PC.
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Game Window after modding wont show up.
jastey replied to Silvaran's topic in General Mod Discussion
With IE modding, it's usually best to start with a complete new game folder (either a clean copy or delete and redownload the game). This prevents from having any remnants. The merging process for example can leave remnants which prevent it from merging properly (although it tells it did). With the Ajantis mod, RtD would be great because the SoD Ajantis needs the variables for his dialogues about the game events. (The main component of RtD, to be precise). I'm biased of course but I think that installing all of RtD also makes SoD more enjoyable. You could make a copy of your game folder and install RtD there to check. (Having a copy of the game for modding is recommended anyhow, in case you are not aware). Thank you for your interest in my mods, the Ajantis romance especially, and I hope everything works out. -
Usually, romances have different states the go through. This is usually checked by some "RomanceActive" variable. 0 is for no romance, 1 is flirt status, 2 is committed romance, 3 is romance broken. This is not the case for Coran who's romance is way more difficult with different interest paths etcpp but it's good for understanding how the scripting works, nontheless. You are probably in the flirt status with both men, and this will go parallel for some time. If you have the romance conflict component installed, there will come a challenge intermezzo where you'll have to decide for one of them. If not, for Ajantis there will be one lovetalk which will set the romance to committed - you won't miss that this is the case. Coran's romance is a bit more complicated, because he distinguishes between personal interest or just casual, etc. To check where you are at, these would be the variables. Ajantis romance: X#AjantisRomanceActive: 1 - he's still courting. 2 - romance is committed. 3 - romance broke. Coran Romance: P#CoranRomanceInactive: if it is at 1, then Coran's romance broke.
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Game Window after modding wont show up.
jastey replied to Silvaran's topic in General Mod Discussion
It depends on what else you did in your tries to debug your install. If your first problem was Invalid numbers for texts, then that's not Road to Discovery but an install error. It also means that the game started - which also means that it can't be a text format error that prevents starting of the game, because otherwise the game wouldn't have started at all. Between having Invalid numbers for text and the game not starting at all, what did you do in your tries to fix it? What did you change, edit, reinstall - which might have lead to the problem of the game not starting at all? I checked before publishing the mod version and I just installed Road to Discovery German version and checked again with Near Infinity: no text format errors, game starts without problems. So in conclusion: I believe that for you, it didn't work with RtD installed and now it works. It still doesn't mean that RtD is responsible for the problems you encountered. -
Game Window after modding wont show up.
jastey replied to Silvaran's topic in General Mod Discussion
What language version did you install? The problems you described at BeamDog's (Link) are surely not because of Road to Discovery. Sounds more like you played the game in a different language than you installed the mods to. -
Game Window after modding wont show up.
jastey replied to Silvaran's topic in General Mod Discussion
Please post the contents of your weidu.log here. Which game / OS are you on? Game not starting can be related to text strings not being in the right format. The mods you are listed are quite stable, though, so I'd be surprised if there is still scrambled text formats in one of them. Why do you think your problem is because of Road to Discovery? -
The Ajantis Romance is only for oBG1 in this mod. Otherwise, it's in BG1NPC Project. And yes, Ajantis only romances female PC. There is documentation inside the mod folder, you know.
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Sorry! I'm ESL, I wasn't aware this is misleading. I meant, the install order would have been: first EEEx, then Bubb's spell menue. Then probably Ascension, and after that the other mods, of which I have no idea where to put RR and IWDification. But, if you set up a new install with changed install order, you'll have to start a new game (might be wise anyhow considering the crashes).