ACTION_IF NOT FILE_EXISTS_IN_GAME ~kagain11.cre~ BEGIN
COPY ~BG1NPCSoA\BG1NPCSoACRE\7XCRE71.cre~ ~override/7XCRE71.cre~
Because i have TDD Kagain11.cre already at override 7XCRE71.cre isn't copied to override. So no Kagain (7XCRE71.cre) to spawn at Waukeen's Promenade and nothing is blocking it. I think or maybe not.
Heh! These are common problems at BWP games i think.
Yeah, just like i thought. It is the creature checker that I added that is stopping him from spawning. People requested it b/c they wanted increased mod compatability without any reality breaking situations i.e. two Branwens in the party. This also let people install components of BG1NPCSoA where they otherwise could not b/c they had already installed a different mod that already added a BG1 npc. It was imporatnt b/c there are like five different versions of Branwen and a new version of Yeslick, and if someone had one of those installed, they could not have Skie, Garrick, Eldoth or Shar-Teel join and could not enjoy the Water Gardens.
The good news is that you can still enjoy the other NPCs that were not affected. And I'm sure that with a little hackery, you will get the rest to work as well. Sorry if this has been a headache for you.
No problems i just like buy those items from Kagain. I going to figured it somehow by myself.
Well i don't mind if i have multiple same npcs in game as long as they are different cre-files. I have e.g three Kivan in this BWP game. So more quests and items for me.
Thank you for this great mod. This is my first try of this mod so looking forward what will follow. .
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
I just wanted to report that your download-package from here did contain a file called backup - not a folder. That's why people had problems to install it. Sasha Al'Therin found that out while testing my BWS beta, so I thought I might also put it here. So you have to remove the file and create a folder to fix that.
I just wanted to report that your download-package from here did contain a file called backup - not a folder. That's why people had problems to install it. Sasha Al'Therin found that out while testing my BWS beta, so I thought I might also put it here. So you have to remove the file and create a folder to fix that.
What's up guys, Smiling Imp here. First off, I wanted to thank you guys for playing the mod. Secondly, don't worry, I'm making a list of all the bugs and errors you guys are finding, checking it twice and fixing those as well as a few other things I noticed during my play throughs. But because its no fun to make a new version with only bug-fixing alone, i have added a bit of new content. So far, it just adds some characters and gives a few others more dialog options, (i.e. Olswick, the guy that sneaks you into the Water Gardens will give to subtle hints and tips about the quests and happenings there) but I'm toying with the idea of adding a small quest. Not sure yet..
I been playing your mod and i have a problem with Quayle. He doesn't join party.
I did check 7XQUAY.DLG and it's missing joinparty() in action 0 and 2 (i use NI). At least in my BWP. I don't is this bug or hick-up in my BWP but thought to mentioned it to you if you want to check it (fixed it locally).
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
I don't is this bug or hick-up in my BWP but thought to mentioned it to you if you want to check it (fixed it locally).
More likely an oversight on my part. Quayle was one of the characters I had to change a great deal when I did the file overhaul a few versions back. Thanks for bringing it to my attention micbaldur. I have added it to the list of changes to make.
Alright guys, Smiling Imp here, and I'm back to let you know what is going on with this mod. For starters, i just wanted to say thanks to those of you that have played it and double thanks to those who have left feedback for me. I have gone over the things that you have pointed out and made those changes. I also made some other changes that I found.. these include editing the Dran Dragoore Quest and updating Lady Goldsword's quest. Hopefully those quests will run smooth for now on.
Other then that, I also added more dialog options for the people in the Water Gardens and added a second floor to Lady Goldsword's home. All these changes and any more that you guys point out that need to be made, will all be in the next version of the mod. Once again, thanks for your patience and thanks again for playing.
Hi Smiling,
I found a propblem , for some reason when Edwin gives you the quest to assassinate the Wizard in the docks, (sorry forgot his name) for some reason the trigger that causes the quests journal entry doesnt fire and Edwin goes silent and the door to the wizards house doesent open . it couls be some conflict with another mod but when I removed this one the quest functioned ok .
Good work and good luck on the next realese sound like your very busy.
"Men cry not for themselves, but for their comrades."
Hi Smiling, I found a propblem , for some reason when Edwin gives you the quest to assassinate the Wizard in the docks, (sorry forgot his name) for some reason the trigger that causes the quests journal entry doesnt fire and Edwin goes silent and the door to the wizards house doesent open . it couls be some conflict with another mod but when I removed this one the quest functioned ok . Good work and good luck on the next realese sound like your very busy.
Hmmm.. did one of the NPCs have an interjection before Edwin spoke? That's all I can think it is, b/c truthfully, I did not mess with that quest or any in-game quests .
Hi Smiling, I found a propblem , for some reason when Edwin gives you the quest to assassinate the Wizard in the docks, (sorry forgot his name) for some reason the trigger that causes the quests journal entry doesnt fire and Edwin goes silent and the door to the wizards house doesent open . it couls be some conflict with another mod but when I removed this one the quest functioned ok . Good work and good luck on the next realese sound like your very busy.
Hmmm.. did one of the NPCs have an interjection before Edwin spoke? That's all I can think it is, b/c truthfully, I did not mess with that quest or any in-game quests .
Iam not sure if any the NPC's have an Interjection but , I found out that bug lies within the 1st part of the Mod every other part works well , I wonder if I need trigger event with one of these NPC's before meeting Edwin to get the diary to trigger. I also havent enounted this problem before in the previous versions . I hope this some help Thanks for the swift reply I look foward to seeing Xzars item
"Men cry not for themselves, but for their comrades."
Hi Smiling, I found a propblem , for some reason when Edwin gives you the quest to assassinate the Wizard in the docks, (sorry forgot his name) for some reason the trigger that causes the quests journal entry doesnt fire and Edwin goes silent and the door to the wizards house doesent open . it couls be some conflict with another mod but when I removed this one the quest functioned ok . Good work and good luck on the next realese sound like your very busy.
Hmmm.. did one of the NPCs have an interjection before Edwin spoke? That's all I can think it is, b/c truthfully, I did not mess with that quest or any in-game quests .
Iam not sure if any the NPC's have an Interjection but , I found out that bug lies within the 1st part of the Mod every other part works well , I wonder if I need trigger event with one of these NPC's before meeting Edwin to get the diary to trigger. I also havent enounted this problem before in the previous versions . I hope this some help Thanks for the swift reply I look foward to seeing Xzars item
I did a quick check of the specific dialog in question and found that I had in fact added a few interjections without a passback meaning that the quest global for Edwin's quest to kill the thief would not start. I added passbacks now, so I hope that fixes the problem. Thanks again Oracle.
BTW: Faldorn will now be available in SoA. ToB was too long to wait for me.
There's a problem with Skie. If you don't take her when you meet her first time she goes to Five Flagons Inn (AR0509). But when you gain Bard stronghold, Five Flagons Inn changes to AR0522. So Skie is lost. Well you can always CLUA:Console there.
I also encountered the Edwin problem but that's already reported.
First question: does these npcs (Kagain, Tiax, Quayle, Alora, Xan, Kivan, Eldoth, Deekin and Ajantis) have any quests or encounters at SoA?
Second question: some of the item descriptions (bought from various stores) are lacking item statistic information (only name and some history about item). Is this intentional?
Third question: does npcs have any quests or encounters at ToB?
Update:
Also Yeslick is lost to Five Flagons Inn (AR0509) after kickout.
Edited by micbaldur, 19 May 2012 - 09:19 PM.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
There's a problem with Skie. If you don't take her when you meet her first time she goes to Five Flagons Inn (AR0509). But when you gain Bard stronghold, Five Flagons Inn changes to AR0522. So Skie is lost. Well you can always CLUA:Console there. Update: Also Yeslick is lost to Five Flagons Inn (AR0509) after kickout.
Thanks micbaldur. I'll think of something new for Skie and Yeslick in the upcoming version.
First question: does these npcs (Kagain, Tiax, Quayle, Alora, Xan, Kivan, Eldoth, Deekin and Ajantis) have any quests or encounters at SoA?
Unfortunately no. Perhaps that might change in the future but it all depends on memory limits and what I can upload.
Second question: some of the item descriptions (bought from various stores) are lacking item statistic information (only name and some history about item). Is this intentional?
Yes. To entice players to spend their gold, I kept some details mysterious. That way, you are not exactly sure what you are getting. Otherwise people tend to go for the buffest sword and forget about everything else. You might end up getting ripped off, but IMO collecting gold is too easy in SoA anyhow.
Third question: does npcs have any quests or encounters at ToB?
Again, no, but that may change. I would actually love to do some quests in ToB, but we'll see...
There problem in Ricster Hawklight's book delivery quest.
After you talked to Galoomp the Bookkeeper at Waukeen's Promenade Bookkeeper and Firebead Elvenhair should spawn at nightime.
AR0700.BCS:
Spoiler
IF
!Exists("7XCRE33")!Exists("7XCRE46")
TimeOfDay("NIGHT")
Global("BG1X5","GLOBAL",5)
THEN
RESPONSE #100
CreateCreature("7XCRE33",[4953.670],
CreateCreature("7XCRE46",[3708.1079],3)
Continue()
END
But 7XCRE33 is Kevril Slyther not Bookkeeper, it probably should be 7XCRE35.
Update:
That smiley inside spoilers is not my doing.
Edited by micbaldur, 21 May 2012 - 10:51 AM.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
There problem in Ricster Hawklight's book delivery quest.
After you talked to Galoomp the Bookkeeper at Waukeen's Promenade Bookkeeper and Firebead Elvenhair should spawn at nightime.
AR0700.BCS:
Spoiler
IF !Exists("7XCRE33")!Exists("7XCRE46") TimeOfDay("NIGHT") Global("BG1X5","GLOBAL",5) THEN RESPONSE #100 CreateCreature("7XCRE33",[4953.670], CreateCreature("7XCRE46",[3708.1079],3) Continue() END
But 7XCRE33 is Kevril Slyther not Bookkeeper, it probably should be 7XCRE35.
Update: That smiley inside spoilers is not my doing.
Thanks again micbaldur. It is evident that the whole file rename thing did not go as smoothly as I would have liked but it was not apparent to me how bad it was until last night...
WARNING: While trying to forget my SoA troubles with some ToB, I realized that nothing from this mod was working in ToB. After fixing a few things, I got the Fate Summonig to get the NPCs to appear, but none of their dialog is working other than the initial joining talk. I figure this has to be a problem with appending the files correctly, but I have been trying to do it all day without any success!
Here is an example...
7XCRE73 = Kivan
Dialog = 7XKIVA
Death Variable= 7XKIVA
APPEND ~pdialog.2da~
~7XKIVA 7XKIVAP 7XKIVAJ 7XKIVAD 7XKIVA25P 7XKIVA25J 7XKIVA25D 7XKIVA25~
UNLESS ~7XKIVA~
APPEND ~interdia.2da~
~7XKIVA 7XKIVAB 7XKIVAB25~
UNLESS ~7XKIVA~
EXTEND_TOP FATESP 6 #4
IF ~!Dead("7XKIVA")
!InMyArea("7XKIVA")
Global("KIVANSummonedToB","GLOBAL",0)~ THEN
REPLY ~Bring me, Kivan of the Forest of Shilmista.~
DO ~CreateVisualEffect("SPPORTAL",[1999.1218])
Wait(2)
CreateCreature("7XCRE73",[1999.1218],0)
SetGlobal("KIVANSummonedToB","GLOBAL",1)~ GOTO 8
END
BEGIN ~Kiva25P~
IF ~Global("KIVANKickedOutToB","LOCALS",0)~ THEN BEGIN KIVANOut
SAY ~I take it that you do not require my services any longer?~
IF ~~ THEN REPLY ~On second thought, Kivan, don't go anywhere.~ DO ~SetGlobal("KIVANKickedOutToB","LOCALS",0)
JoinParty()~ GOTO KIVANOutx
IF ~AreaCheck("AR4500")~ THEN REPLY ~Stay here for a time, Kivan. I will be back shortly.~ DO ~SetGlobal("KIVANKickedOutToB","LOCALS",1)
MoveToPointNoInterrupt([1626.1498])
Face(0)~ GOTO KIVANOut1
IF ~!AreaCheck("AR4500")
!AreaCheck("AR4000")
!AreaCheck("AR6200")~ THEN REPLY ~Go back to the pocket plane and wait there for me.~ DO ~SetGlobal("KIVANKickedOutToB","LOCALS",1)
CreateVisualEffectObject("SPDIMNDR",Myself)
Wait(2)
MoveBetweenAreas("AR4500",[1626.1498],0)
~ EXIT
IF ~!AreaCheck("AR4500")
!AreaCheck("AR4000")
!AreaCheck("AR6200")~ THEN REPLY ~Stay here for a time, Kivan. I will be back shortly.~ DO ~SetGlobal("KIVANKickedOutToB","LOCALS",1)~ GOTO KIVANOut1
END
APPEND 7XKIVA
IF WEIGHT #-10~Global("KIVANSummonedToB","GLOBAL",1)~ THEN BEGIN Intro
SAY ~Great Forest of Shilmista! What is going on here?~
IF ~~ THEN REPLY ~Kivan, it's me <CHARNAME>. I have summoned you here because I need your help.~ GOTO KIVANToB1
END
END
Anyone with modding experience that can offer advice, it would be reatly appreciated. Gah! This is frustrating!!!
EDIT: I've also tried this, editing the dilog files names, thinking that perhaps they were too long as that was stopping them from firing, but to no avail.
It's funny how a few days off can give you fresh perspective. I unistalled ToB found out the reason my dialogs files were not working was b/c I had previously installed the mod after the official ToB patch. With the new install, everything works fine... *phew*
So everything is back on track. Yeslick and Skie now go to Delosar's Inn instead of the Five Flagons and all else is well in Athkatla (or at least until someone finds another bug). The only thing keeping me from being totally satisfied with how the new version is coming along is the problem that I am having transitioning between night and day in the Water Gardens.
Just so the problem is clear.. The area changes from Day to Night..
.... But only if I rest the party. Otherwise, if I just let the ingame hours pass, the nightime actors and animations appear during the daylight. In a different thread http://www.shsforums...and-back-again/ , Wisp told me to check out Yovaneth's tutorial for some help, however, I am still unable to produce the goods. If I can't get it down, it will not be the end of the world, but I'd like to fix the problem if possible, so if anyone else has accomplished this and could provide some tips, it would be greatly appreciated.