Cerberus v1.06
#1
Posted 03 April 2009 - 04:38 PM
File Submitter: Jarno Mikkola
File Submitted: 04 Apr 2009
File Category: Miscellaneous Released Mods
Ever wanted help from the dog servants of the underworld? If the answer is yes, this mod is for you...
You'll get a dog that helps you with traps and things.
It's best to take the little hounds on tour with you, that way you'll see most of them.
Version history:
v0.99 - Initial release.
V1.00 - Small update to remove the dialog bugs that would creep up if you have a large installation, and WeiDU.exe update with better file organization.
v1.01 - Traifed the files and Russian Translation by prowler.
v1.02 - Added the Spanish translation, edited the creature and a spell.
v1.03 - Added the Italian translation, and updated the WeiDU.exe installer to v217.
v1.04 - Added back a Spanish translation that just happened to get missed at v1.03 ... this time from Ancalagon el Negro. No other content was changed, except the archive is now a .zip .
v1.04.1 - Added the last ~ to the spanish translation...
v1.05 - Added the French translation.
v1.06 - Added the German translation by Gast.
And so everyone knows, the translation flags for auto-installation are as follows:
English = 0
Russian = 1
Italian = 2
Spanish = 3
French = 4
German = 5
Click here to download this file
Deactivated account. The user today is known as The Imp.
#3
Posted 04 April 2009 - 08:10 AM
No... but what would I write to it that wouldn't spoil the fun?Do you have something against ReadMes?
OK, so:
This is a SoA mod that most likely requires ToB to install and it gives you few dogs to travel with... the dogs can see traps and detect invisible/hidden doors. And yes, the dogs are trapped to a single area, so they won't leave the areas they are assigned to.
The mod should be compatible with all WeiDU and non-WeiDU mods as long as this mod is installed after any area changing once, and that the area scripts aren't re-assigned to different once(renamed or completely remade). And the mod uses my IJ# -prefix.
Edited by Jarno Mikkola, 15 April 2009 - 05:11 AM.
Deactivated account. The user today is known as The Imp.
#4
Posted 04 April 2009 - 09:56 AM
How are the dogs called into place? Do they appear immediately next to your character in Irenicus dungeon? Do they spawn in every area? Are they summoned via item? Do they require a specific action/quest to in order to get them? Do they count as party members? Are they controllable by the player or they run on their own script?This is a SoA mod that most likely requires ToB to install and it gives you few dogs to travel with... the dogs can see traps and detect invisible/hidden doors. And yes, the dogs are trapped to a single area, so they won't leave the areas they are assigned to.
#5
Posted 04 April 2009 - 10:24 AM
They are called to place just like any other monster in the game, so you'll find then in specific places in few areas, and they come toHow are the dogs called into place? Do they appear immediately next to your character in Irenicus dungeon? Do they spawn in every area? Are they summoned via item? Do they require a specific action/quest to in order to get them? Do they count as party members? Are they controllable by the player or they run on their own script?
There are no new items, nor are they summoned by one, nor are there so many of the dogs that you would need more than hands fingers to count them.
PS:Thanks for your interest, do ask more, if you have questions.
Edited by Jarno Mikkola, 04 April 2009 - 10:26 AM.
Deactivated account. The user today is known as The Imp.
#6
Posted 04 April 2009 - 07:07 PM
You know the BWP.The mod should be compatible with all WeiDU and non-WeiDU mods as long as this mod is installed after any area changing once, and that the area scripts aren't re-assigned to different once.
Which place in the installation order you recommend to install your mod?
Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#7
Posted 05 April 2009 - 12:43 AM
Ou, wou , what's that?You know the BWP.
Which place in the installation order you recommend to install your mod?
Now, where would I install the mod in? Is last. But as I tested the mod, so none of the scripts misfire anymore, I am confident to say that it should be installed with the parameters I set... so anywhere after the BGT... but if you wish to put it in a group, you put it in the "17. MINI-MODS" according to the English .pdf file.
Now, I could send you or anyone else interested few spoilers in a PM if you wish, but it will then ruin the fun of the mod for you...
Edited by Jarno Mikkola, 05 April 2009 - 12:53 AM.
Deactivated account. The user today is known as The Imp.
#9
Posted 05 April 2009 - 04:03 AM
"I gladly simp for jastey" -- Aza
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"You ever notice that "What the hell?!" is the answer to just about everything?"
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"Girls are like phones, they like to be held and talked too, but if you press the wrong button, you will be disconnected!" DJ Nikodemus
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Community Contributions
* Level 1 NPCs * gMinion: expanded TP2 for MegaInstalls * PSM (PSQM): expanded scripts for Melanthium * Shar Nadal (DSotSC-BGT) revision * non-detectable Cloak of Non-Detection ?? * Weimer's-Tactics: revised TP2 for MegaInstalls * a directory of Mega-Installation Guides *
#10
Posted 05 April 2009 - 01:03 PM
- Liam
Modding Projects
Complete:
Arath NPC - Nephele NPC - Xulaye NPC - Iylos NPC - Ninde NPC - Darian NPC - Yeslick NPC - Adrian NPC - Dace NPC - Valerie NPC - Isra NPC
Viconia Friendship - Mazzy Friendship - Imoen Friendship - Yoshimo Friendship - Sarevok Friendship - Neera Expansion
IEP Extended Banter
Sarevok Romance
Haer'Dalis Romance
In Progress:
Khadion NPC - Delainy NPC - Sarine NPC
#11
Posted 05 April 2009 - 10:41 PM
Thank you, Jarno. Yes, "BG2 MINI MODS" is a good place for Cerberus.Ou, wou , what's that?You know the BWP.
Which place in the installation order you recommend to install your mod?
Now, where would I install the mod in? Is last. But as I tested the mod, so none of the scripts misfire anymore, I am confident to say that it should be installed with the parameters I set... so anywhere after the BGT... but if you wish to put it in a group, you put it in the "17. MINI-MODS" according to the English .pdf file.
Now, I could send you or anyone else interested few spoilers in a PM if you wish, but it will then ruin the fun of the mod for you...
Greetings Leomar
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#12
Posted 14 May 2009 - 06:25 AM
#13
Posted 12 September 2009 - 10:25 AM
I might release a v1 sometime in the next Millennium, so there is no rush, but with this rate even the elves are getting old...
Deactivated account. The user today is known as The Imp.
#14
Posted 07 February 2010 - 10:56 AM
Murloc-translator
Coordinator of the Russian BWP Translation Team - Arcanecoast.ru
Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon
#16
Posted 14 February 2010 - 09:44 AM
The dogs ... they talk ... and not just about any stuff ... they talk about EASTHAVEN!!! (they're really freaky hell dogs ) Anyway, they give these lines on selection and moving (and looking at the tp2, they probably have sounds ... that don't play )
What changelogs dya need good sir?
EDIT: Hmm, looks like some kinda dialogue was supposed to happen when the dog met CHARNAME ... well, I do remember it trying to stick with CHARNAME (dog didn't move when I told it to and only faced the PC) but no dialogue happened. And it began to move normally after a few clickies (I thought my mouse was the problem )
Edited by Lollorian, 14 February 2010 - 10:04 AM.
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#17
Posted 14 February 2010 - 11:02 AM
If I might, I have a slight glitch/bug with this mod (non-game-breaking ) ...
The dogs ... they talk ... and not just about any stuff ... they talk about EASTHAVEN!!! (they're really freaky hell dogs ) Anyway, they give these lines on selection and moving (and looking at the tp2, they probably have sounds ... that don't play )
Edited by Jarno Mikkola, 14 February 2010 - 11:48 AM.
Deactivated account. The user today is known as The Imp.
#18
Posted 14 February 2010 - 12:26 PM
I'll do that to the v1 if I ever get to release it...
Now, v1 is released. Waiting for the traify
Edited by prowler, 14 February 2010 - 12:27 PM.
Murloc-translator
Coordinator of the Russian BWP Translation Team - Arcanecoast.ru
Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon
#19
Posted 14 February 2010 - 01:48 PM
OK, PM sent... and if anyone else should wish to do the same to other than English, (German) or Russian, ask me here or in PM you the .tra's content... If I haven't uploaded the file yet. Just remember that I ask that you'll commit to the translating the project later too, it's currently less than 10 short lines, but it might be more later.Now, v1 is released. Waiting for the traify
Edited by Jarno Mikkola, 14 February 2010 - 02:17 PM.
Deactivated account. The user today is known as The Imp.
#20
Posted 15 February 2010 - 09:20 AM
Attached Files
Murloc-translator
Coordinator of the Russian BWP Translation Team - Arcanecoast.ru
Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon