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BCaesar

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  1. From a writing/coding perspective we liked to be able to add in whatever we wanted and tie the various parts of the mods together (for example allowing one of the NPC's we created to interject in dialogue that was part of other projects we coded), and when we were testing it meant we only had to test a limited number of options and never had to worry about using "if file exists" or other qualifiers. With one mod then when we test it we know that that's the only option. If we have fifteen different components then we have to test them in all the various possible configurations. So on our side, having it mostly be one install (or really three different parts) made for fewer bugs and easier coding. It does make things less convenient for the player as you said, but still no regrets. I'm happy we did it the way we did. Like most of the long multi-dialogue things on our end you can tell Aerie to stop talking and she will, though you do have a point in that there are other smaller interjections and dialogues that would still be in the mod. We did re-write everything so the dialogue is of better quality, and we removed some of the lines that seemed to trigger people when we weren't intending them to (if people were going to hate part of our mod, we didn't want it to be an accident ). But odds are you'd probably still dislike it.
  2. It was a few years so I don't remember it exactly, but there are mods that change what other people are in the room with Mae'Var. That particular priest has a script name that is used by a number of different bad guys (all thieves I think). I remember there was some bug we had to fix a while ago because we coded it assuming that the priest was the only person with that script in the room, and then for some reason when the people get changed and there's more people with the same script name in the room it bugs out. I don't remember the details well enough to elaborate beyond that and I don't remember what I changed to fix it (though apparently not thoroughly enough), but now with Mae'Var just giving the necklace or statuette back to Player 1 it shouldn't matter.
  3. Awesome. That should fix it. And I'm pretty sure you're correct. The Priest's name is used by other units that other mods add into the room. It's what tends to bug it out. I've coded for some of them before in previous bug fixes, but I'm sure I missed some. That's why I gave up on it on the latest update and from now on Mae'Var will just give the necklace (or statue) back. Anyway, glad it's all worked out for you now.
  4. That's actually one of the few things you don't have to install. Most of the player-mistreatment is I believe contained in the ForTheGood component.
  5. @subtledoctor Okay I had some free time so after talking with Ratatoskr I pulled open the mod, poked around to see the damage, fixed it, tested it as best I could think of, and sent the new lines off for translation. Should be posted in a few days, as soon as we get the Russian version back. Basically I drastically reduced the amount you have to pay the temples to regain their good graces (13 and 100 gold respectively) and changed some of the dialogue. I also made it so Mae'Var now gives the items back to you since he doesn't want them. So it should work better and be less buggy and if it does bug out it won't cost much to fix. Pulling open that old dialogue and coding is always awful. I read this stuff and go "Who wrote and coded this garbage?" and unfortunately in this case the answer is me. I can't even blame Ratatoskr for this one. And then something always doesn't work and the testing always takes longer than I think it should. But hopefully this is fixed now and we won't ever have to deal with it again. On the upside as I was testing a Mazzy dialogue popped up and the music put me in a better mood. Plus we completely re-wrote all of her friendship/romance dialogue so it's better than the old stuff with Mae'Var I was trying to fix. And then later a Jaheira-Wilson dialogue popped up and I got to experience such fine lines as: //14th Wilson-Jaheira Love Talk CHAIN IF WEIGHT #-1 ~Global("_bWilsonJaheiraTalks","GLOBAL",53)~ THEN WILSONJ _bWilsonJaheiraLoveTalk14 @134 /*Roar? [OH87197]*/ DO ~SetGlobal("_bWilsonJaheiraTalks","GLOBAL",54)~ == JAHEIRAJ @135 /*We have had many people seek our deaths so far. Some would have been friends had things been different. This weighs on my mind. [JAHEIR93]*/ = @136 /*They acted out of fear. I do not know what to suggest. I... I don't know what to do.*/ == WILSONJ @137 /*Snuffle, sniff... roar! Roar... growl, sniff sniff. Snort... growl. ROAR!*/ == JAHEIRAJ @138 /*Like all good advice, that was absolutely no help at all. It was poetic though...*/ = @139 /*Come, let's get going.*/ EXIT And that is pure gold. I will not be told otherwise.
  6. They're not optional to install, they're optional in that you can turn them off in game. For example, if you don't want to see Jaheira's in-game romance, with Wilson in the place of CharName, you can turn it off as a response after the first Gruuf, Whuf, Sniffle, Growl.
  7. Well it's currently called MegaMod 3.10: Mazzy Romance, Clara NPC, Darkside Anomen, Flying Aerie, For The Evil, & more! (DONE), as it says in the thread title: https://forums.beamdog.com/discussion/71473/megamod-3-10-mazzy-romance-clara-npc-darkside-anomen-flying-aerie-for-the-evil-more-done/p1 It is indeed a collection of whatever random stuff we decided to write and code; it started off as a Mazzy mod. As we added other projects we thought about breaking it up into various individual mods, but decided that created even more problems with coding and compatibility, so instead it's all one giant thing. As a general rule the people who hate one part of the mod tend to hate many parts, and vice versa, so it's mostly worked out fine. Anyway, sorry to here that the WeatherMistress is being a pain yet again. It was one of the first things we coded and we've gone back and bug-fixed a number of times. The priest is indeed supposed to have the necklace when you kill him, but it's all done rather shakily, so I'm not overly surprised it's not working again. I'm inclined to just fix it by deleting various parts of it. It was one of the first Mazzy things we coded and a lot of the early stuff we did was rather pointless and just caused problems (as opposed to the later-coded intentionally-pointless parts that I'm rather proud of ). Apologies for the double-post above. I did that, then remembered I actually have an account here and logged in.
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