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[Removed] Sandrah NPC


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#941 Greenhorn

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Posted 18 January 2016 - 05:19 AM

As it stands now, a user doesn't have the choice to disable the "no game over" feature only for RtF - they only have the choice whether to install the "no game over" for the whole game.  I think most users who play RtF (including me) will want to experience it as you intended, so an optional patch to achieve that while also allowing the "no game over" feature to be used in the earlier parts of the game would be appreciated by users who like the "no game over" mod.

 

Edit:  I wrote optional above because of your point about user freedom.  Personally I can't imagine ever wanting "no game over" to work during RtF, considering it contradicts your intention for that part of the game, but if we want to give users the choice, then making it an optional component would allow for that choice.

 

 

You've made your position clear, so I'll just note that I wouldn't have any trouble accepting a rule change in this aspect after ToB, considering the story up to that point.

 

If I am not mistaken, all it needs for *game over* not to work anymore is to

SetGlobal("#GBhaalHP1","GLOBAL",22)

at your console, where or when you want.

I missed one of your comments while writing myself at the same time.

I have considered your points again and maybe there is a valid point to disable the no dead feature in RtF per default.

Reason:

The  "no game over" feature according to the mod that introduces it, is a consequence of the PC's Bhaalpowers. At the end of ToB the PC loses these powers regardless of his/her final decision.

- PC loses the ability to change into Slayer at will

- PC loses the ability to re-visit the enclave of Bhaal (ToB Pocket Plane)

- PC loses the extra protection from death

In a way that is consequentual.

 

Hmm, don't know exactly which mod allow cheating of death ( salk's PC death only on party deaths or is it Sandrah's feature?) but my humble observation would be that enabling TobEx tweak no game end if player1 dies and disabling it at the start of RtF is simplest and least painful solution, at least for BGT.



#942 Roxanne

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Posted 18 January 2016 - 05:44 AM

As it stands now, a user doesn't have the choice to disable the "no game over" feature only for RtF - they only have the choice whether to install the "no game over" for the whole game.  I think most users who play RtF (including me) will want to experience it as you intended, so an optional patch to achieve that while also allowing the "no game over" feature to be used in the earlier parts of the game would be appreciated by users who like the "no game over" mod.

 

Edit:  I wrote optional above because of your point about user freedom.  Personally I can't imagine ever wanting "no game over" to work during RtF, considering it contradicts your intention for that part of the game, but if we want to give users the choice, then making it an optional component would allow for that choice.

 

 

You've made your position clear, so I'll just note that I wouldn't have any trouble accepting a rule change in this aspect after ToB, considering the story up to that point.

 

If I am not mistaken, all it needs for *game over* not to work anymore is to

SetGlobal("#GBhaalHP1","GLOBAL",22)

at your console, where or when you want.

I missed one of your comments while writing myself at the same time.

I have considered your points again and maybe there is a valid point to disable the no dead feature in RtF per default.

Reason:

The  "no game over" feature according to the mod that introduces it, is a consequence of the PC's Bhaalpowers. At the end of ToB the PC loses these powers regardless of his/her final decision.

- PC loses the ability to change into Slayer at will

- PC loses the ability to re-visit the enclave of Bhaal (ToB Pocket Plane)

- PC loses the extra protection from death

In a way that is consequentual.

 

Hmm, don't know exactly which mod allow cheating of death ( salk's PC death only on party deaths or is it Sandrah's feature?) but my humble observation would be that enabling TobEx tweak no game end if player1 dies and disabling it at the start of RtF is simplest and least painful solution, at least for BGT.

 

The one we are talking about here is salk's PC death only on party deaths. Sandrah of course has no such cheat. And nothing of it is painful. The only issue is that when a player has enabled the cheat for the original game it changes after ToB but that is because he/she lost the Bhaalpowers that enabled it (according to the other mods lore). So everything works perfectly and what once was an issue is now a feature..


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#943 Greenhorn

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Posted 18 January 2016 - 06:12 AM

As it stands now, a user doesn't have the choice to disable the "no game over" feature only for RtF - they only have the choice whether to install the "no game over" for the whole game.  I think most users who play RtF (including me) will want to experience it as you intended, so an optional patch to achieve that while also allowing the "no game over" feature to be used in the earlier parts of the game would be appreciated by users who like the "no game over" mod.

 

Edit:  I wrote optional above because of your point about user freedom.  Personally I can't imagine ever wanting "no game over" to work during RtF, considering it contradicts your intention for that part of the game, but if we want to give users the choice, then making it an optional component would allow for that choice.

 

 

You've made your position clear, so I'll just note that I wouldn't have any trouble accepting a rule change in this aspect after ToB, considering the story up to that point.

 

If I am not mistaken, all it needs for *game over* not to work anymore is to

SetGlobal("#GBhaalHP1","GLOBAL",22)

at your console, where or when you want.

I missed one of your comments while writing myself at the same time.

I have considered your points again and maybe there is a valid point to disable the no dead feature in RtF per default.

Reason:

The  "no game over" feature according to the mod that introduces it, is a consequence of the PC's Bhaalpowers. At the end of ToB the PC loses these powers regardless of his/her final decision.

- PC loses the ability to change into Slayer at will

- PC loses the ability to re-visit the enclave of Bhaal (ToB Pocket Plane)

- PC loses the extra protection from death

In a way that is consequentual.

Hmm, don't know exactly which mod allow cheating of death ( salk's PC death only on party deaths or is it Sandrah's feature?) but my humble observation would be that enabling TobEx tweak no game end if player1 dies and disabling it at the start of RtF is simplest and least painful solution, at least for BGT.

 

The one we are talking about here is salk's PC death only on party deaths. Sandrah of course has no such cheat. And nothing of it is painful. The only issue is that when a player has enabled the cheat for the original game it changes after ToB but that is because he/she lost the Bhaalpowers that enabled it (according to the other mods lore). So everything works perfectly and what once was an issue is now a feature..

 

Yes, sorry about poor choice of words, but my english is, after all, very bad.  :D Under painful I meant incompatibility or eventual need of reinstall which you solved by disabling that feature at the start of RtF if I understood you correctly? Have a load of questions about your mod but that will have to wait until I study it and its documentation in detail. Until then, have fun and pleasant gaming and modding.



#944 The Imp

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Posted 18 January 2016 - 06:17 AM

but that is because he/she lost the Bhaalpowers that enabled it (according to the other mods lore ...

Actually the original game works on the bases that if your body dies, it looses the divine spark that is part of the soul, and thus even resurrecting it won't fix the problem. Now the mods lore allows longer separation of the two ... also relevant is the fact that Sarevok was resurrected in ToB, so...

Now in SandrahRTF ... I have no idea, how this should change. Perhaps not even try to kill the Bhall Spawn. And just give bad and worse outroes if you fail to save things. Or go ham and kill them yourself. :devil:


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#945 K4thos

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Posted 18 January 2016 - 08:06 AM

As it stands now, a user doesn't have the choice to disable the "no game over" feature only for RtF - they only have the choice whether to install the "no game over" for the whole game.  I think most users who play RtF (including me) will want to experience it as you intended, so an optional patch to achieve that while also allowing the "no game over" feature to be used in the earlier parts of the game would be appreciated by users who like the "no game over" mod.

 

Edit:  I wrote optional above because of your point about user freedom.  Personally I can't imagine ever wanting "no game over" to work during RtF, considering it contradicts your intention for that part of the game, but if we want to give users the choice, then making it an optional component would allow for that choice.

I can add this code to "Protgonist can die" tweak:

IF
  Global("K#STATE_REALLY_DEAD","GLOBAL",1)
  StateCheck(Player1,STATE_REALLY_DEAD)
THEN
  RESPONSE #100
    GameOver(19377)
END

So mods would be able to disable this tweak on the fly in-game by setting K#STATE_REALLY_DEAD to 1.



#946 Roxanne

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Posted 18 January 2016 - 08:24 AM

As it stands now, a user doesn't have the choice to disable the "no game over" feature only for RtF - they only have the choice whether to install the "no game over" for the whole game.  I think most users who play RtF (including me) will want to experience it as you intended, so an optional patch to achieve that while also allowing the "no game over" feature to be used in the earlier parts of the game would be appreciated by users who like the "no game over" mod.

 

Edit:  I wrote optional above because of your point about user freedom.  Personally I can't imagine ever wanting "no game over" to work during RtF, considering it contradicts your intention for that part of the game, but if we want to give users the choice, then making it an optional component would allow for that choice.

I can add this code to "Protgonist can die" tweak:

IF
  Global("K#STATE_REALLY_DEAD","GLOBAL",1)
  StateCheck(Player1,STATE_REALLY_DEAD)
THEN
  RESPONSE #100
    GameOver(19377)
END

So mods would be able to disable this tweak on the fly in-game by setting K#STATE_REALLY_DEAD to 1.

Sorry, but I did not bring that subject up for EET Tweaks. I asked a question of why the function is there and it was explained.
Why change your mod for another mod that is not even available for that game? Why add something for a type of gamer that never play that mod even if it were available? Somebody woke up sleeping dogs that should continue to slumber.

 

But I think your suggestion makes sense if SOME OTHER MOD has such a requirement or maybe some mod's subquest (it could toggle the variable for the time the specific plot is running.) It makes the game more flexible.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#947 agb1

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Posted 18 January 2016 - 08:26 AM

The proposed global name is a bit confusing -- specifically calling it a state rather than a toggle or tweak. Suggestion: K#DISABLE_PROT_CAN_DIE_TWEAK

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#948 agb1

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Posted 18 January 2016 - 08:30 AM

Incidentally, no game end on maze etc is a common spells tweak but not all players use spells tweaks. I could see wanting to use the EET Tweaks feature and RTF in the same install (if in the future RTF becomes available for EE).

Edited by agb1, 18 January 2016 - 08:30 AM.

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#949 Roxanne

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Posted 18 January 2016 - 08:40 AM

Incidentally, no game end on maze etc is a common spells tweak but not all players use spells tweaks. I could see wanting to use the EET Tweaks feature and RTF in the same install (if in the future RTF becomes available for EE).

OK back to square 1 - and not mix up completely different issues because they may sound similar.

 

In BGT there is a mod "Game over only on Party Death". With this mod the PC may go down to HP1 which causes him to get unselectable and unconcious. His party may fight on - if they win the battle, PC stands up again, gets healed and plays on. PC only dies when all party members have died.

This is the mod that was discussed in context with Sandrah RtF - since the original mod author had established his tweak as something caused by the PC's Bhaalpower and the author surely never foresaw a sequel of the game after ToB (where the Bhaalpower is lost), I found it legitimate to end this function when you go into RtF, it is even logical that the PC loses this type of protection.

 

All other functions/tweaks/mods that fiddle around with the PC dying/not dying are out of scope of these considerations and not to be mixed with it. And the mod discussed above is not even in EET.

 

I hope this clarification helps.


Edited by Roxanne, 18 January 2016 - 08:41 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#950 K4thos

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Posted 18 January 2016 - 08:50 AM

Why change your mod for another mod that is not even available for that game? Why add something for a type of gamer that never play that mod even if it were available? Somebody woke up sleeping dogs that should continue to slumber.

I was a bit confused with all these posts and this report: https://github.com/K...Tweaks/issues/3

 

I hope this clarification helps.

it does, thanks :)

 

The proposed global name is a bit confusing -- specifically calling it a state rather than a toggle or tweak. Suggestion: K#DISABLE_PROT_CAN_DIE_TWEAK

sure thing.



#951 Bronkhorst

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Posted 18 January 2016 - 02:25 PM

Reporting back that the missing scripts for the fat man, BPDEMON and MAGE18A, did the trick. Also the fix for the shadow druids worked. So thanks very much.

 

I've pasted the WEIDU log - EDIT removed the text and replaced with attachment.

 

I should say SPOILER.

 

 

Attached Files


Edited by Bronkhorst, 18 January 2016 - 03:28 PM.


#952 agb1

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Posted 18 January 2016 - 02:27 PM

Please edit the post and at least put [spoiler ] before the weidu log and [/spoiler] at the end ... to attach a file click "more reply options" button at lower right of the reply box, then click "attach file" at the bottom (when you click "more reply options" it gives you more reply options).


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#953 Samriel

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Posted 20 January 2016 - 10:05 AM

Wow, another version of the mod came out. Its great to see how this already quite nice mod keeps getting improved :)

 

Its been a while since I posted due to busyness in RL but I've got some time again to play and so a few questions.

 

1. Is it possible to update the game with a newer version of this mod or does one need to uninstall the game and reinstall everything again?

 

2. If it is possible to update without reinstalling then do previous save files still work or does one have to start from the beginning as it could cause problems within the game?

 

3. Was the option to romance romance Isobel and Leyala added since version 1.06(the last I played) and if not whether there are plans/considering doing so(pretty please :) )?

 

4. Are there any plans to expand further Jenlig role in BG1 or maybe even prevent her from dying?

 

5. Are there planned some new quests for BG1 and BG2 that help build up the bond(not necessarily limited to romance) between the PC and Sandrah?

 

6. Was there done some( or is planned) changes in quests or at least new reactions from characters based on the gender chosen for the PC? Also whether is there plenty of content for evil aligned(but not acting on that) PCs as I recall you started working on it.

 

Well, that should be it for now. Maybe some technical questions later if I have to reinstall all. :shifty: 



#954 Roxanne

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Posted 20 January 2016 - 11:27 AM

Wow, another version of the mod came out. Its great to see how this already quite nice mod keeps getting improved :)

Welcome back

Its been a while since I posted due to busyness in RL but I've got some time again to play and so a few questions.

 

1. Is it possible to update the game with a newer version of this mod or does one need to uninstall the game and reinstall everything again?

 

2. If it is possible to update without reinstalling then do previous save files still work or does one have to start from the beginning as it could cause problems within the game?

Very very much has changed since v1.06 and not only in Sandrah itself but also in the mods that Sandrah interacts with. The greatest part of those changes are in the BG1 part and thus ripple further into the rest of the game. Sandrah herself but also Jen'lig have been largely improved, as well as the relationship and quests with Imoen.

In addition BWS for install help has been massively improved with the help of some new maintainers,

Due to this I would recommend to do a new install of the BGT, it will be worth it - not just for Sandrah.

3. Was the option to romance romance Isobel and Leyala added since version 1.06(the last I played) and if not whether there are plans/considering doing so(pretty please :) )?

Not very much was really done in the RtF portion of the game and those changes are still on hold at the moment.

The reason for it is that Sandrah will use EET instead of BGT in the near future, i.e. as soon as EET will be officially released, I do not know if you have followed this development, so in a nutshell - EET will really make a continuous game out of the trilogy not just two games patched together, there will be a continuos chapter sequence, worldmap etc - it will be a basis for the RtF part to really work as it were part of the game. Porting the mod from BGT is a lot of work, so the BGT version is from now on just subject to bugfixes.

4. Are there any plans to expand further Jenlig role in BG1 or maybe even prevent her from dying?

Jen'lig has been largely improved. She will become more and more reacting to her *commanders* instructions as she begins to accept your lead. Her quest in BG1 was suffering from a number of tweaks from other mods and often failed - I have made it now independent from such influences. Furthermore there are now journal entires to make it easier to follow her plot. You will no longer lose her so easily unless you decide to kick her out. She will leave you after Sarevoks defeat and return to you in ToB - she never was part of BG2.

5. Are there planned some new quests for BG1 and BG2 that help build up the bond(not necessarily limited to romance) between the PC and Sandrah?

For EET a large number of additional quests will be done as there will be an extra chapter between BG1 and BG2 introduced in the game and Sandrah will follow you through that new part and add additional contents. EET will also integrate the former IWD games in the way of megamods  to the game - Sandrah will add new quests there rather than to the overcrowded Amn plot.

6. Was there done some( or is planned) changes in quests or at least new reactions from characters based on the gender chosen for the PC? Also whether is there plenty of content for evil aligned(but not acting on that) PCs as I recall you started working on it.

Sandrah's reactions and consequences from PC decisions are emphasized - both for good and evil characters. As a whole your behaviour has much more influence while your gamewise alignment became less important. The gender differences are mostly in the relationship between you, Sandrah and other NPCs (depending on their gender). The original idea of a good vs, evil path was replaced by a more generic approach where an evil PC has (almost) the same chances than a good one (if he/she tries hard enough) while a good one may just as easily fail when taking too many wrong decisions.

Well, that should be it for now. Maybe some technical questions later if I have to reinstall all. :shifty:

For the re-install I would suggest to use BWS if you have not done it before already - it has largely improved and should also prevent you from having installation issue to a large extend.


Edited by Roxanne, 20 January 2016 - 11:38 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#955 Samriel

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Posted 20 January 2016 - 01:40 PM

Hmmm...so with EET as the planned target do you plan to do also some content for Sandrah that is aimed for the upcoming Siege of Dragonspear expansion? Will the content of said expansion take over the recommended(or was it obligatory?) content as to how the PC was captured by Irenicus or will they somehow merge?

 

Glad to see that RtF is still planned to be expanded I think that there are potential there still for romance and more :)

 

Will the joinable characters from RtF return for the ToT or do you plan on focusing on introducing a new cast for that?



#956 Roxanne

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Posted 20 January 2016 - 02:09 PM

Hmmm...so with EET as the planned target do you plan to do also some content for Sandrah that is aimed for the upcoming Siege of Dragonspear expansion? Will the content of said expansion take over the recommended(or was it obligatory?) content as to how the PC was captured by Irenicus or will they somehow merge?

Not much is known yet about SoD other than that it is after Sarevok's defeat and prior Irenicus. Somehow EET will do the transition at SoD end to Irenicus. Sandrah is flexible enough to adjust to that, if at all necessary. I think it does not matter much for the overall flow whether your capture is some days or some weeks after Sarevok. Most likely some of the events that currently happen for Sandrah relatively compressed between leaving the Undercity and going to Amn can be better integrated into a longer story at that point.

Glad to see that RtF is still planned to be expanded I think that there are potential there still for romance and more :)

One additional idea from the makers of EET is, that the new enlarged playground (including maybe also IWD and RtF areas) will also be used by other modder who share my feeling that BG2/Amn already has more contents than it needs and you can very widely divert from the main plot during that part. It will be interesting to see.

Also - what you have seen so far of RtF is the main plot as a red thread through that part of the game, the basic storyline you can follow. The intention is to add alternative tracks, sidelines etc to make it less linear.

Will the joinable characters from RtF return for the ToT or do you plan on focusing on introducing a new cast for that?

ToT will be for Sandrah like Episode One of Star Wars. It takes you back to where it all began, i.e you cannot meet those not yet born (including your own former self and Sandrah) You will find some younger versions of those who already lived at that time, e.g Gorion, Elminster, Winthrop, Thalantyr, Drizzt etc, but mostly characters you have until then just heard about in your lore - the human Cyric and Midnight, Kelemvor before he was killed and restored - of course Bhaal and Aloundo, both still alive.

From the RtF cast L'Urieet Yantyrr may be possible, drow have the lifespan of elves, she could have been there already. Somebody who looks just like Sandrah will be there - her mother. The younger Irenicus with his lover Ellesime and a non-vampiric Bodhi.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#957 The Imp

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Posted 20 January 2016 - 04:03 PM

ToT will be fo... Drizzt ..

Erhm, you might wish to reconsider about him at least... cause more than likely, he wasn't on the move yet. See he didn't leave to adventure until the year 1341 on the surface, as then Montolio Debrouchee died, him being Drizzt first surface teacher, this is just 2 years before the Bhallspawn is born, and Drizzts adventure toke him to Bruenor. etc.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#958 Roxanne

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Posted 20 January 2016 - 11:35 PM

One does not exclude the other

Spoiler

Anyway - I leave the discussion about the game Baldur's Gate  as something that stands alone as it is, and all kind of external material like P&P rules or fantasy novels about Forgotten Realms or similar for people who can spent days discussing that. You can spend endless time to pick on topics like *when was PC born when he is not human but elf or do Bhaalspawns grow faster than others and how can one Bhaalspawn brother be a grown up dragon etc etc etc..."


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#959 Hack'N'Slash

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Posted 22 January 2016 - 03:21 PM

been having a couple of problems trying to reinstall this mod on a tactical build using the latest(23 hour old BWS). Last week I managed to install this quite well(only reinstalling due to wild mages..) and this week I keep getting a lot of conflicts in red and yellow like Sandrah World Map is required(A whole long list of them and that seems to through bws into a loop). if i do progress it'll eventually tell me that sandrah npc is required and I can't seem to fix. similar to another recent install prob.

 

i'll keep plugging away and see if i can get the conflicts down a touch and get this working again. or find my older bws files from last week.

 

Attached Files



#960 agb1

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Posted 22 January 2016 - 03:30 PM

Checking.  Did you open up Sandrah NPC's sub-tree and enable the first component (#0) manually?  It will not auto-select.

 

Just pushed an updated version of BWS with a minor change:

 

* All of Sandrah NPC de-selected by default (avoids the need to manually toggle component #0)

 

You don't need this new version -- I tested and was able to enable Sandrah with the previous version.  However this new version will enable all of Sandrah's components when you toggle the headline, which was not the case before.


Edited by agb1, 22 January 2016 - 03:50 PM.

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip