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Better Transition for BP-BGT-NeJ


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#81 Offkorn

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Posted 29 January 2005 - 10:55 PM

Mae Var doesn't pay attention to faces, only coin. The thief responsible doesn't even have to "be" Mae Var, it's just something that Bardez added in for flavor.

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Ah, that makes sense.

In other news, commenting that one file out of the installer completely wrecked the dialog.tlk file somehow. So it's time for a re-install.

#82 Ascension64

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Posted 30 January 2005 - 12:17 AM

So Imoen, Edwin and Xzar are the only important ones? I could quickly fix that in SBT. Is Xzar actually required? I haven't played TDD so I don't know.

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#83 horred the plague

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Posted 30 January 2005 - 01:29 AM

Is Xzar actually required?  I haven't played TDD so I don't know.

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Not required, per se. He already is in BG2, in the docks section. I believe the protagonist even asks him "Xzar, i thought you were dead." He's the guy that is in charge of the apprentices that Rylock sends you to whoop before getting inside the Harper's Compound. I allow him auto carryover because of this TDD plot twist.

I don't think that anyone besides Immy and Edwin are plot-crucuial. If I'm missing somebody, they should be added to the list.

#84 Suluku

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Posted 30 January 2005 - 03:02 AM

What do people think about Khalid being imported from BG1 to BG2?

IMO, it is a good idea, but it really needs to be worked on in terms of integrating Khalid with Jaheira and with Harper plots.  Also, the joining and leaving dialogues will need to be changed somehow so that he and Jaheira won't leave to go back to the Friendly Arm Inn if you for some reason dropped Khalid.  Thus, until such things are made, I don't believe that Khalid should be imported at all, and since he dies in Irenicus' Dungeon, I would prefer to keep him that way for now.

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It will be some time before I reach the transition in my game, but I am slightly confused as to how BGT treats Khalid. I had assumed that Khalid and Dynaheir could be imported into BG2 only to die as normal in CI. But if he is allowed to survive, doesn't that make a nonsense of all of Jaheira's 'grief' dialogues and her attempts to romance a male protagonist? I agree: I could see the point of a dedicated mod that integrates Khalid into the BG2 storyline and focusses on his continuing relationship with Jaheira (the protagonist could even have dialogues in which he/she acted as a 'marriage counsellor' or there could even be a 'love triangle'). Otherwise, the integrity of the narrative demands that Khalid remains on the slab in CI, IMO.

#85 horred the plague

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Posted 30 January 2005 - 03:49 AM

What do people think about Khalid being imported from BG1 to BG2?

IMO, it is a good idea, but it really needs to be worked on in terms of integrating Khalid with Jaheira and with Harper plots.  Also, the joining and leaving dialogues will need to be changed somehow so that he and Jaheira won't leave to go back to the Friendly Arm Inn if you for some reason dropped Khalid.  Thus, until such things are made, I don't believe that Khalid should be imported at all, and since he dies in Irenicus' Dungeon, I would prefer to keep him that way for now.

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It will be some time before I reach the transition in my game, but I am slightly confused as to how BGT treats Khalid. I had assumed that Khalid and Dynaheir could be imported into BG2 only to die as normal in CI. But if he is allowed to survive, doesn't that make a nonsense of all of Jaheira's 'grief' dialogues and her attempts to romance a male protagonist? I agree: I could see the point of a dedicated mod that integrates Khalid into the BG2 storyline and focusses on his continuing relationship with Jaheira (the protagonist could even have dialogues in which he/she acted as a 'marriage counsellor' or there could even be a 'love triangle'). Otherwise, the integrity of the narrative demands that Khalid remains on the slab in CI, IMO.

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The grief dialogs, and the jaheira romance, are disabled if Khalid is alive in BG2. While there is no developed dialog for him, he can still be there. This is merely an 'availabe option'--as opposed to 'no choice at all'. You have to want him there! If he is not in your last exitting party, he will be dead on the slab per usual.

#86 Ascension64

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Posted 30 January 2005 - 05:18 AM

The grief dialogs, and the jaheira romance, are disabled if Khalid is alive in BG2. While there is no developed dialog for him, he can still be there. This is merely an 'availabe option'--as opposed to 'no choice at all'. You have to want him there! If he is not in your last exitting party, he will be dead on the slab per usual.

I don't want to sound too morbid, but I think that Khalid should remain on the slab, otherwise he will be a passive character throughout the rest of the game that will most likely confuse players. As I said earlier, dropping him is not really an option because he will basically run back to Friendly Arm Inn (with Jaheira is she is in the party) and so you have lost him forever. The reason why I ask is that I am thinking of nailing Khalid to the slabs in the next release of SBT.

Also, shouldn't non-joinable SoA NPCs that were in BG1 also be 'dead' if they died in BG1? People such as Quayle and Faldorn...

Edited by Ascension64, 30 January 2005 - 05:34 AM.

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#87 Ascension64

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Posted 30 January 2005 - 05:41 AM

Removed.

Edited by Ascension64, 01 February 2005 - 04:40 AM.

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#88 Suluku

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Posted 30 January 2005 - 06:42 AM

Thanks, I will use SBT release 11 as I like the original Jaheira storyline for BG2. Not wishing to flog a dead horse, but I assume that even with release 10, Minsc and Jaheira will turn up in their cages in CI as normal if still alive yet kicked out of the party before the transition.

A dead Faldorn could easily be understudied by another mad druid. But if Quale died in BG1 and his death continued to have effect in BG2, a new character would have to be created to play Aerie's guardian (Quale's brother, for example). Some of Aerie's banters would have to change, even if a few of her spoken dialogues continue to refer to 'uncle Quale'. It seems to me that establishing complete character continuity from BG1 to BG2 could be achieved but whether it is worth all the time and effort is another matter....

#89 Ascension64

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Posted 30 January 2005 - 07:05 AM

Thanks, I will use SBT release 11 as I like the original Jaheira storyline for BG2. Not wishing to flog a dead horse, but I assume that even with release 10, Minsc and Jaheira will turn up in their cages in CI as normal if still alive yet kicked out of the party before the transition.

That's correct. But if any of the two DIED before the transition, they will not appear in CI.

A dead Faldorn could easily be understudied by another mad druid. But if Quale died in BG1 and his death continued to have effect in BG2, a new character would have to be created to play Aerie's guardian (Quale's brother, for example). Some of Aerie's banters would have to change, even if a few of her spoken dialogues continue to refer to 'uncle Quale'. It seems to me that establishing complete character continuity from BG1 to BG2 could be achieved but whether it is worth all the time and effort is another matter....

I'd love to see something like this, but I just don't have the time, due to RL, to effect such a mod myself.

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#90 Ascension64

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Posted 30 January 2005 - 08:58 PM

New version of SBT, release 12, available. See above for link and readme. Offkorn, I'd love you to try this because this should fix your Irenicus cutscene not playing error.

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#91 Offkorn

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Posted 31 January 2005 - 04:54 AM

New version of SBT, release 12, available.  See above for link and readme.  Offkorn, I'd love you to try this because this should fix your Irenicus cutscene not playing error.

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Sure, I'm in the middle of the 5th (groan) reinstall, trying to figure out what is messing up Imoen's dialog. Once it's finished I'll test it.

Also, you said it worked for you, was this in a transition game from BG1? Or from a new BG2 game?

#92 Ascension64

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Posted 31 January 2005 - 05:52 AM

Also, you said it worked for you, was this in a transition game from BG1? Or from a new BG2 game?

Transition game from BG1. Worked for me perfectly.

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#93 Offkorn

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Posted 31 January 2005 - 06:00 AM

Also, you said it worked for you, was this in a transition game from BG1? Or from a new BG2 game?

Transition game from BG1. Worked for me perfectly.

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Yes, it works for me now with just the patches, SBT, and Romance. Now to install/test mod by mod untill I find the problem mod.

Oh, the cutscene works perfictly now.

Edited by Offkorn, 31 January 2005 - 06:00 AM.


#94 Ascension64

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Posted 31 January 2005 - 07:19 AM

Also, you said it worked for you, was this in a transition game from BG1? Or from a new BG2 game?

Transition game from BG1. Worked for me perfectly.

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Yes, it works for me now with just the patches, SBT, and Romance. Now to install/test mod by mod untill I find the problem mod.

Oh, the cutscene works perfictly now.

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Very pleasing to hear.

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#95 -Guest_Eon Blue Apocalypse_*-

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Posted 31 January 2005 - 08:37 AM

You know, I would strongly be in favour of keeping Quale dead if you killed him in BG1. he wouldn't turn up in the circus, and neither would Aerie, without him she would die. It would be the logical consequence of you letting Quale die. It would add to the game imho.

#96 horred the plague

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Posted 31 January 2005 - 03:55 PM

I've just downloaded your version 12, since although I had redone this entire bit myself, to my liking--when I came back, and added all these mods on top--I had to reinstall from BG1 up due to a mod update and thus lost all of my files.

One thing I have seen, just to keep you abridged--that STRING_SET bit in your tp2 will have to be changed. Either make a D file of the affected dialogs, or if it's in a script, use:

DisplayStringHead(Myself,~[YOUR MESSAGE]~)

Because in the new version, there is no set .tlk file like here, and I guarantee that not only the strrefs will change, but before extra mods are installed--113381 will not exist! I'm putting this on top of every mod already there, so, it is a good test for its 'durability'. I still disagree on the Khalid removal piece--even though I don't use him personally, others might--and you have to want him in order to get him.

I'll let you know how things go--cheers!

#97 Ascension64

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Posted 31 January 2005 - 04:21 PM

I've just downloaded your version 12, since although I had redone this entire bit myself, to my liking--when I came back, and added all these mods on top--I had to reinstall from BG1 up due to a mod update and thus lost all of my files.

One thing I have seen, just to keep you abridged--that STRING_SET bit in your tp2 will have to be changed. Either make a D file of the affected dialogs, or if it's in a script, use:

DisplayStringHead(Myself,~[YOUR MESSAGE]~)

Because in the new version, there is no set .tlk file like here, and I guarantee that not only the strrefs will change, but before extra mods are installed--113381 will not exist! I'm putting this on top of every mod already there, so, it is a good test for its 'durability'. I still disagree on the Khalid removal piece--even though I don't use him personally, others might--and you have to want him in order to get him.

I'll let you know how things go--cheers!

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Thanks for that. I am aware that all the dialogues as well as the STRING_SET will become erroneous because of a changed dialog.tlk file in the WeiDU BP-BGT build. The reason for using existing strings at the moment was to prevent the adding of entries to the dialog.tlk files that will make savegames incompatible if mods are installed on top and newer versions of SBT needs to add more strings.

I might add an option for the player to decide whether they want Khalid imported or not. That will cheer the masses.

As a final note, SBT may become obsolete since you did say you have redone the whole transition yourself, so that may not be a problem.

Edited by Ascension64, 31 January 2005 - 04:25 PM.

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#98 horred the plague

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Posted 31 January 2005 - 05:12 PM

As a final note, SBT may become obsolete since you did say you have redone the whole transition yourself, so that may not be a problem.

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You misunderstood. I HAD redone it, but when I came back, and installed these other newer mods, my files were forever lost.I was barely even able to save my bp-bgt game, due to a critical update of DSotSC the very next day!

I may want to include yours in the new remake, if you're willing, rather than doing things all over again. No sense on all the extra work, if your version works fine.

P.S: I simply 'had' to take out the item removal bit from my "item bank" NPC's (Kivan, Yeslick, etc). Note that this is my personal preferrence--to me, I cannot see why these people that were never ambushed would lose all the goodies. I know it's power-gaming, but oh well--I like my goodies. As I said--my personal choice. (Either that, or I'd have to make a "First National Bank of Baldur's Gate"--complete with safety deposit chest--accessible from BG2) :P

If I use your version in the public release, it will be left unadulterated. If somebody doesn't like it, they can change it themselves (like I just did).



EDIT: A little thing I just noticed: BELT.CRE actually has a script name (death variable) of BELT2. You may want to change AR7208.BCS to reflect this. ;)

Edited by horred the plague, 31 January 2005 - 05:22 PM.


#99 Ascension64

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Posted 01 February 2005 - 01:55 AM

You misunderstood. I HAD redone it, but when I came back, and installed these other newer mods, my files were forever lost.I was barely even able to save my bp-bgt game, due to a critical update of DSotSC the very next day!

I may want to include yours in the new remake, if you're willing, rather than doing things all over again. No sense on all the extra work, if your version works fine.

I wouldn't mind that. What sort of ideas did you have in your 'lost' version? Maybe I could try to incorporate some of them.

EDIT: A little thing I just noticed: BELT.CRE actually has a script name (death variable) of BELT2. You may want to change AR7208.BCS to reflect this.

Are those two blocks even needed? I had a good look at AR7208 and how it works and BELT.BCS and LIIA.BCS seem to contain all the needed triggers for dialogue.

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#100 Ascension64

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Posted 01 February 2005 - 04:49 AM

Removed.

Edited by Ascension64, 03 February 2005 - 05:23 AM.

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