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Diana

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About Diana

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    New York City, USA

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  1. Diana

    Bugs...

    He's aleady made a speech to Player1, made a speech with Dynaheer, made a speech with Khalid about love. Let's see where we go from here. Like I said, i was the speech I mentioned first that kicked in too quickly. Let's enjoy the guy and see what he can do!
  2. Diana

    Bugs...

    He didn't have the chance to. Player1 encounters him just before we're ready to go to another level. He did his initial joining speech. Since we're now past that, I just recall that I dumped Imoen to get him. He disabled 3 traps for me. and then we did the transition to the next level of the mine. But we hadn't encountered Mulhaney yet. Could be we were on the approach to Mulhaney (bridge where you have the Kobolds shooting fire arrows). He has yet to make that conversation about Kobolds though I would think they were a racial enemy of oozes. Want the save game which I did after that speech? I have it - just pm me an e-mail. Hah, he's already done his banters with Khalid/Jaheira. Gotta dump them and see what he does with the evil npcs like Xzar/Monty since I just looked at his banter file.
  3. Diana

    Bugs...

    // creator : D:\BLACKI~1\BGII-S~1\WEIDU\WEIDU.EXE (version 165) // argument : A#MURNJ.DLG // game : D:\Black Isle\BGII - SoA // source : D:\Black Isle\BGII - SoA/override/A#MURNJ.DLG // dialog : D:\Black Isle\BGII - SoA/dialog.tlk // dialogF : (none) BEGIN ~A#MURNJ~ IF ~AreaCheck("FW5000") Global("A#MurnPostMinesChat","LOCALS",0) ~ THEN BEGIN 0 // from: SAY #101343 /* ~My mission is done... It is the will of Ghaunadaur that I remain with you, for now. There will be more work for us to do.~ [A#MUJ01] */ IF ~~ THEN REPLY #101344 /* ~Of course, now let's move on.~ */ EXIT IF ~~ THEN REPLY #101345 /* ~Wait a minute. There were oozes in there that attacked us, even though we were with you! Why?~ */ GOTO 5 END BTW - interesting character. His dialog with Dynaheer just went off. Can't wait to see his banters with the other NPCs.
  4. Diana

    Bugs...

    I did a save game so I could reference this if asked. Area is FW5404, x-457, y=2012. They're in the area prior to encountering Mulhaney and Xan. Running Tutu4, FixPack15, Latest Finch, Siren's Call, G3TutuTweaks, BWL's Tutu Mod - Candlelight?, TutuGUI, Tutu Casting Sounds. Have yet to add the Map Notes mod. May not be his scripts or dialog doing this. Because I have some knowledge of coding and Dorothea's new fix for sending NPCs elsewhere upon kickout is not yet officially available I've been doing a few dialog changes of my own to _Imoenp.dlg, _Xan.dlg and _Xanp.dlg to send them to the Friendly Arms Inn with the appropriate EscapeArea code so I could keep Mur'Neth. When I recompiled those .d files with Weidu it didn't seem to create a new Dialog.tlk so I just moved those files to Override as I didn't change any text strings. I wonder if this screwed up Mur'Neth. BTW - read who voiced him, big surprise. Thought it was you speaking through a straw in a water bottle or any other beverage. Edited to add: Running under Windows 98SE.
  5. Diana

    Bugs...

    Running V4. Picked him up, he disabled the 3 traps and we went to the next level of the mine. He immediately this stuff kicked in: IF ~AreaCheck("FW5000") Global("A#MurnPostMinesChat","LOCALS",0) ~ THEN BEGIN 0 // from: SAY #101343 /* ~My mission is done... It is the will of Ghaunadaur that I remain with you, for now. There will be more work for us to do.~ [A#MUJ01] */ IF ~~ THEN REPLY #101344 /* ~Of course, now let's move on.~ */ EXIT IF ~~ THEN REPLY #101345 /* ~Wait a minute. There were oozes in there that attacked us, even though we were with you! Why?~ */ GOTO 5 END Just curious as to why - we haven't finished the mines quest yet. Edited to make a correction from earlier mispost.
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