Oh and Yovaneth, if you want this in another way please do what you want with this thread.
Cheers
Edited by Shaitan, 04 March 2011 - 07:08 AM.
Posted 04 March 2011 - 07:48 AM
Posted 04 March 2011 - 09:43 AM
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
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Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
Posted 04 March 2011 - 12:12 PM
1. in CelendorHold (not atack with arrows)Possible problems;
1. Where?
2. More details please!
3. Again, where? Which area?
4. As long as CHARNAME is holding the Vampire Blade when the child vampire is killed the quest will update. It was not possible to do it any other way.
5. Known bug.
Suggestions:
1. The entire quest was meant to fit in with the original game, thus enemies etc. have the same powers, spells, weapons as any Bioware NPC would. XP is also given out to the same general levels.
2. Most NPC conversations can be bypassed.
3. It's meant to be a roleplaying mod, so I deliberately did not include hack'n'slash. I don't want to go down that route - there's far too many Hackmaster +12 mods already, IMHO.
4. As (1)
5. As (1)
6. There was a very good reason for not doing this, but I've forgotten what it was...
7. I had to chose a time to say 'enough is enough', otherwise I could have been developing forever.
8. As (1)
Many thanks for the feedback - especially the bug reports!
-Y-
Posted 04 March 2011 - 11:52 PM
Known issue - I mentioned it to Yovaneth some time ago and suggested we could address it in Elminster's dialogue, but IIRC he said that might break the "fourth wall" (understandable). I don't think we can solve it short of some sort of TobEx hack (which I asked about here). You can restore your portrait manually if you need to.From another thread:
Spoiler(perhaps randomly?): here
Known issue as Yovaneth says, but also I thought a *fixed* issue. I offered a quick patch for this a while back but he said he fixed it manually (apparently missing a few). It has to do with the Destination Coordinates in the area file actors section being different from the Current Coordinates (typically these should be the same except in very special circumstances).5. NPCs are clustered around a single point in the area (bug?)
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 06 March 2011 - 03:34 PM
Actually the BMP files are not copied to the "override" folderKnown issue - I mentioned it to Yovaneth some time ago and suggested we could address it in Elminster's dialogue, but IIRC he said that might break the "fourth wall" (understandable). I don't think we can solve it short of some sort of TobEx hack (which I asked about here). You can restore your portrait manually if you need to.
Posted 06 March 2011 - 05:08 PM
They were last I checked.Actually the BMP files are not copied to the "override" folder
Neither to "portraits"
//Bitmaps COPY ~dq/bmp/.~ ~override/.~
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 06 March 2011 - 05:19 PM
Posted 06 March 2011 - 05:49 PM
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 07 March 2011 - 07:36 PM
File: YS0200.ARE Attribute: Dialogue=SKELWA01.DLG <-- Probably all references should be just deleted File: YS0200.ARE Attribute: Dialogue=SKELWA01.DLG File: YS0200.ARE Attribute: Dialogue=SKELWA01.DLG File: YS0200.ARE Attribute: Dialogue=SKELWA01.DLG File: YS0200.ARE Attribute: Dialogue=SKELWA01.DLG File: YS0200.ARE Attribute: Sound 1=YS0200.WAV File: YS0270.ARE Attribute: Dialogue=UDDEATH.DLG <-- Probably all references should be just deleted File: YS0270.ARE Attribute: Dialogue=UDDEATH.DLG File: YS0270.ARE Attribute: Dialogue=UDDEATH.DLG File: YS0270.ARE Attribute: Dialogue=UDDEATH.DLG File: YS0270.ARE Attribute: Dialogue=UDDEATH.DLG File: YS0270.ARE Attribute: Dialogue=UDDEATH.DLG File: YS0270.ARE Attribute: Dialogue=UDDEATH.DLG File: YS0270.ARE Attribute: Script=YS270T3.BCS <-- A typo, should be YS0270T3.BCS File: YS0290.ARE Attribute: Default script=YSCOM.BCS <-- Either missing or should be removed File: YS0350.ARE Attribute: Sound 1=RAT01.WAV File: YS0350.ARE Attribute: Sound 2=RAT02.WAV File: YS0350.ARE Attribute: Sound 3=RAT03.WAV File: YS0370.ARE Attribute: Sound 1=YS1300.WAV File: YS0370.ARE Attribute: Sound 1=YS1300N.WAV File: YS0370.ARE Attribute: Sound 1=YS1100P1.WAV File: YS0370.ARE Attribute: Sound 2=YS1100P2.WAV File: YS0370.ARE Attribute: Sound 3=YS1100P3.WAV File: YS0370.ARE Attribute: Sound 1=YS1100Q1.WAV File: YS0370.ARE Attribute: Sound 2=YS1100Q2.WAV File: YS0370.ARE Attribute: Sound 3=YS1100Q3.WAV File: YS0370.ARE Attribute: Sound 1=YS0042A1.WAV File: YS0370.ARE Attribute: Sound 2=YS0042A2.WAV File: YS0370.ARE Attribute: Sound 3=YS0042A3.WAV File: YS0370.ARE Attribute: Sound 4=YS0042A4.WAV File: YS0370.ARE Attribute: Sound 1=YS1100O1.WAV File: YS0370.ARE Attribute: Sound 2=YS1100O2.WAV File: YS0370.ARE Attribute: Sound 3=YS1100O3.WAV File: YS0370.ARE Attribute: Sound 4=YS1100O4.WAV File: YS0370.ARE Attribute: Sound 5=YS1100O5.WAV File: YS0370.ARE Attribute: Sound 6=YS1100O6.WAV File: YS0370.ARE Attribute: Sound 7=YS1100O7.WAV File: YS0370.ARE Attribute: Sound 8=YS1100O8.WAV File: YS0371.ARE Attribute: Sound 1=YS0310.WAV File: YS0371.ARE Attribute: Sound 1=YS0310B.WAV File: YS0410.ARE Attribute: Override script=YSREACT.BCS <-- The script is not compiled, should be added to TP2 File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Override script=YSREACT.BCS File: YS0410.ARE Attribute: Script=YS0410T5.BCS <-- The script is not compiled, should be added to TP2 File: YS0426.ARE Attribute: Area script=_AR0126.BCS <-- Should be either removed or fixed to AR0126.BCS File: YS0431.ARE Attribute: Dialogue=DEADB01.DLG <-- Probably should be removed File: YS1001.ARE Attribute: Dialogue=BFISHER2.DLG <-- The dialog itself should start with BEGIN ~BFISHER2~ 2 File: YS1001.ARE Attribute: Dialogue=BFISHER2.DLG File: YS1001.ARE Attribute: Dialogue=BFISHER2.DLG File: YS1001.ARE Attribute: Dialogue=BFISHER2.DLG File: YS1001.ARE Attribute: Dialogue=BFISHER2.DLG File: YS1001.ARE Attribute: Dialogue=BFISHER2.DLG File: YS1001.ARE Attribute: Dialogue=BFISHER2.DLG File: YS1001.ARE Attribute: Dialogue=BWFISH2.DLG <-- A typo, should be BFISHW2.DLG File: YS1001.ARE Attribute: Default script=YSPOPRUN.BCS <-- Probably should be YSPOPRND.BCS, or YSPOPRUN.BAF should be added to game scripts and compiled File: YS1001.ARE Attribute: Default script=YSPOPRUN.BCS3. CRE missing a couple of portraits:
File: YSCGROAD.CRE Name: Caravan Guard Attribute: Small portrait=YSCGPORT.BMP File: YSCGTOWR.CRE Name: Watchguard Attribute: Small portrait=YSCGTOWR.BMP4. Character Ghoul portraits are missing (mentioned above in the thread):
File: YSGHOUL1.ITM Name: Ghoul Hand Attribute: Resource=YSGHOULM.BMP File: YSGHOUL1.ITM Name: Ghoul Hand Attribute: Resource=YSGHOULS.BMPThat's basically it
Posted 08 March 2011 - 11:04 PM
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
Posted 16 March 2011 - 05:23 PM
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
Posted 22 March 2011 - 02:38 AM
Edited by Giuseppe, 22 March 2011 - 02:39 AM.
Posted 22 March 2011 - 03:33 AM
The problem is in the worldmap patch - it isn't absolutely perfect and one problem we had is that we weren't able to define a travel time from each area to each area, just a global travel time. Consequently, local travel from Government District West says eight hours instead of zero.Hi Yovaneth,
I've just started to play FFT, which sounds very promising.
When I moved from Docks (or others districts in Athkatla) to Gov. West, I spent eight hours for the journey. Is it intended?
Thanks in advance for your attention.
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
Posted 22 March 2011 - 07:56 AM
Posted 31 March 2011 - 05:28 AM
Edited by smeagolheart, 31 March 2011 - 06:03 AM.
Posted 31 March 2011 - 03:59 PM
Posted 01 April 2011 - 02:31 AM
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
Posted 02 April 2011 - 03:46 AM