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#440741 Bug Report for Version 0.49

Posted by agnar on 15 March 2009 - 02:19 PM in Classic Adventures

Interesting. My install of v0.49 (also on XP) crashed partway through but worked fine the second time, but I thought it was just a fluke (until now that is...).


Hmm, i installed .49 on XP and it went fine. i removed .48 and .47 to get a clean start then installed .49 and it worked fine the first time.



#440540 Some Game Plot Questions

Posted by agnar on 13 March 2009 - 10:31 AM in Classic Adventures

There has been some form of misunderstanding. I'm talking about the Gauntlet quest where PC is supposed to save Princess Fenla. The urgency I was talking about was because The Sentinel was in a hurry to destroy The Gauntlet and so I felt that was the thing that I should do first. And that's the reason why I thought that I could save Fenla after I had destroyed The Gauntlet. I don't know if it's against the idea of the PnP modules, I'm just saying that I got stuck because I played the game the way that I felt was the right way.


one thing to keep in mind is you can unlock the door without immediately talking to the princess. You can also talk to her and ask her to wait there until you finish off the gauntlet, then come back and escort her out.



#440493 Quick question about the ghost tower

Posted by agnar on 12 March 2009 - 11:16 PM in Classic Adventures

the reward for rescuing the giantess, is that supposed to come later on when you get to add in the giants modules?


What reward? Right now you get some XP for doing this. Yes, this will benefit you later in the giants series (though I don't know how yet). I may have her tell the messenger to give you something. Not sure just yet.

The gauntlet and the guards tell you in so many words (but not directly, so this needs fixing) that the keep is yours.


ok, i just meant where she says her father will reward me for rescuing her. i figured it was meant to be built on when the giant modules are added in. i just wanted to make sure i didn't miss something.

The same for the pelja thing, she's fairly obviously someone to have a chat with, i just wanted to mention it, in case she was supposed to approach the pc, and it just wasnt working for me. i'd thought in the first game i played she apporached me, but i've got a babd memory so i was just remembering incorrectly. :)



#440406 Some Game Plot Questions

Posted by agnar on 11 March 2009 - 08:47 PM in Classic Adventures

one thing i think i mentioned elsewhere but in case i didn't, i noticed the last couple times i played pelja didn't instigate the talk. she just kind of stood there, until i talked to her. i didn't know if she is supposed to approach us, i thought she did the first time through. i've always had rihn, vild, or both, in the party. And she does give the quest if i speak to her first. Just wondered if some forcetalk setting isn't right on my install.



#440402 Quick question about the ghost tower

Posted by agnar on 11 March 2009 - 08:36 PM in Classic Adventures

Ah, ok. just for kicks i actually did both the U and UK series. i know it's meant to be either or but doing both in one game is fun, and since i couldn't get althon to come along on the lizardmen thing, i was stuck with icar and piney bluff.

Something i'm unclear on with the gauntlet thing, i didn't recall being officially awarded the keep, did i miss some step there? i had the captured guardsmen on my side, destroyed the gauntlets, rescued the princess, talked to the guards after and told them it was over. But i didn't recall anything there about the keep being mine. Also i'd wondered, the reward for rescuing the giantess, is that supposed to come later on when you get to add in the giants modules?



#440323 Quick question about the ghost tower

Posted by agnar on 11 March 2009 - 03:00 AM in Classic Adventures

So, can anyone tell me what actually triggers this quest occuring? i am playing through .48 currently and when i was in mistmoor, i had icar in the party and the reward dialog was broken with him in the party. i got the no valid links or replies error when rilithar offered a knighthood to icar. So i tried dumping icar and doing the reward talk, this time it covered all but the PC (the group then was rihn, aesdale, leigha, shadow and pc). So the pc was never offered the knighthood thing that i saw.

Anyway, i get to the selgaunt bridge and i get roped into the ghost tower quest, which i honestly didnt want to do this go around. So i quit the game, went into shadowkeeper, i was going to see if i could change a variable to avoid it, but i never figured out what triggered the quest. So i figured i was stuck playing through it, i reloaded the auto or quick save, i forget which, from just outside the iron throne's tent, and this time, for some reason, i never got the ghost tower quest.

i didn't change any variables in SK, i loaded the save game, looked around, then exited when i couldn't figure out what triggered the ghost tower/huron thing. So i was wondering if it's random or what.



#440213 Bug Report for Version 0.49

Posted by agnar on 09 March 2009 - 01:51 PM in Classic Adventures

Hey, I haven't see you here in ages.

What you mentioned is exactly how I just got the file reuploaded. I am hoping to then get it turned into one file for you all to download. Normally I don't have this many problems with uploading but at 1.35GB, maintenance on the server, and a freshly upgraded ftp program all seem to have conspired against me.  We will have to see what happens when the next major release comes out. I don't want to attempt this with a 1.5GB or larger file.

BTW, it was mentioned above about using a download manager. The files are uploaded to an ftp server at SHS. My ftp program allows for autoresume of uploading and usually that works fine. This time around it didn't.


Would it be hard for the end user to download the 6 or 7 smaller files and extract them out ready for installation? i don't mind dl'ing larger files, but some users might be able get CA as 6 or 7 smaller packages when they're afraid to start the dl of a 1.4GB file. Not sure how you did the splitting, so maybe it's not a user-friendly process, but just thought it might make things easier all around if it's feasible.



#440046 Bug Report for 0.48

Posted by agnar on 07 March 2009 - 11:59 PM in Classic Adventures

Incorrect.

Dialogs and scripts check for a creatures's "death name" not their filename. This allows the game to have several CRE files for the same creature. Go browse the Imoen files to see. She must have a dozen of them if you are playing BGT. The script wasn't checking for Aesdale because of some other variables higher up in the dialog and brought over from the captain. Hopefully I have that fixed now but I see that Althon still brings out Icar even though I am trying to go do the lizardman quest. Something still isn't right and it won't be right in version 0.49 either. I'll keep working on it.

Althon's dialog has become very complicated over the past year. Right now he has to check if Paraway in in the group, Aesdale is in the group, both are in the group, and finally whether or not you are doing the Piney Bluff quest or the lizardman quest. Sigh. As I already said, it is broken. I'll work on it some more as I keep trying to get 0.49 uploaded. My ftp software is giving me timeout problems with SHS.


Ah, ok, that's what i get for trying to wade through the files without knowing shit about how they really work, yet. :) i should've known it couldn't be so simple, or you all would have fixed it already.

On the upload thing, would something like http://www.freedownloadmanager.org/ work for you? i had to use it to download the .49 successfully, and it has an upload feature, though i haven't used it. i'm not sure if any compatibility issues come up with SHS, but thought i'd mention it as a possibility. It cut my download time for .49 waaaay down and got it all cleanly, no errors.



#439886 Bug Report for Version 0.49

Posted by agnar on 06 March 2009 - 11:50 AM in Classic Adventures

Sorry if i'm a pain but has anyone else had an error extracting the .49 rar file after download? i have what looks like the whole file, 1.34GB i think, and i used a download manager to make sure it completed. But when i go to open it i get an error. i'm repairing it with winrar but during the repair it tells me the file ends unexpectedly or something like that.

i'll try the repaired file and see if it's still functional, but i wondered if it was just me or if the upload got cut short.

*edit: I repaired the file and as I'm extracting it I get the message that the file TC3300N.tiz is corrupt, but i also was asked if i wanted to overwrite some files (only.49 was in this directory) so i don't know if there were double copies of any files or if that happened during the repair.



#439881 Odd Solaufein bug - Xulaye not in my party

Posted by agnar on 06 March 2009 - 10:34 AM in Xulaye

I'm currently playing through with a mostly good party, and decided not to take Xulaye(she's very insistent, but I kept refusing until she gave up). My party is PC, Amber, Auren, Angelo, Yasraena, and Branwen.

All seemed to go ok in Ust Natha until Phaere ordered us to kill Solaufein. He responded with nothing but "I have no interest in speaking right now. All I desire is to remain here and drown myself in black mead until I forget I ever met that witch".

I poked around with NearInfinity (I don't really know what I'm doing, but it's fun :ermm: ), and it looks like he gives that response if global variable SolaufeinJob hasn't reached 8.
I checked with the console (GetGlobal("SolaufeinJob", "GLOBAL") and it showed 7, then I used SetGlobal("SolaufeinJob", "GLOBAL", 8 ), and then I got the dialogue options where I can kill him or get his cloak and let him go.

Note that I have Weimer's Solaufein mod (version 103) installed, as well as Xulaye v1 - although at this point (i.e. before dealing with the eggs, etc), Solaufein is probably the original one, not the Weimer version.

Anyway, not a serious bug, and I'm not sure if it's caused by Xulaye, Solaufein, or some weird interaction between them when I didn't take Xulaye, but I thought I'd mention it here ...


Hmm, i think that's probably Weimer's Solaufein because i cant recall ever getting that response. i've played with Xulaye installed and both in and out of the party and never got that problem, but i've never used the Solaufein mod. i could be wrong of course, but in my play throughs the Xulaye mod didn't seem to touch soluafein's dialogue very much, adding perhaps 2 or 3 lines to him in response to Xulaye. But most of the Xulaye content is focused on her interacting with the party and the PC.



#439876 Need Help with Mistmoor Quest

Posted by agnar on 06 March 2009 - 09:28 AM in Classic Adventures

As busy as you guys are, i had thought to try and answer his questions myself, having played through and found this stuff before. But i worried about giving away too much, giving out spoilers, etc. if i answer folks trying to help i'll err on the side of hints, not step by step walkthroughs of course, but i wanted to check, being fairly new to the forum.

i use this
Spoiler
i wish i'd noticed that quick access thing earlier. hah... Now i just feel thoroughly innattentive. :whistling:



#439859 Bug Report for Version 0.49

Posted by agnar on 06 March 2009 - 05:27 AM in Classic Adventures

You can always download it later. Nothing in this version requires you to go download it immediately.

There are many bug fixes I have included from what you all have posted here. There are still many to do and I am sure some new ones that I have created. The interiors are the main reason for a new upload. The mod is huge and took me several tries to get it uploaded. The next couple of updates will probably just be individual mods and bug fixes. Version .50 will be the next big one but I don't expect that one anytime soon.



Thanks for the quick answer, and once more for all of the hard work. i was thinking of starting over, playing again, and since you did include a bunch of fixes too i probably will download this version before playing through a 4th time. Along with the pure fun, knowing changes were made at various spots i can try to be useful too and make note of any bugs new to me from previous  runs.

A couple days ago i decided to try making an npc myself, for BG2, though since i don't know the code yet, obviously i'm just doing the writing part currently. i figure get that done then teach myself how to code it properly. But just the writing part, all the different options and responses, for just one npc... makes it all the more impressive to me what you folks have done here with CA.



#439854 Silver Princess & Sunless Citadel Modules

Posted by agnar on 06 March 2009 - 05:16 AM in Classic Adventures

Yes, currently the Vault does allow you to access NPCs that you have never met. I have to do a scrub on each NPC to see which ones you talk to and which you haven't, then update the access list to only show you those that you have met. It will get done someday but maybe not immedately. For now, you can access them if you want to see what their potential is. Just remembe that most of them are at level 2-3 so they will have a hard time of it in Myth Drannor.


Ah ok, i hadn't considered that they would be the same versions i originally would meet. That's a good way to keep folks, for now, from just pulling in a high level npc you've never met and acting like you're old buddies. *grin*


i should also add, having just this last run through paid more attention to the summoning dialogues, i like the way you did those. Stupidly i ran through the dialogues too fast the previous run throughs, so missed out on the chance of meeting certain people. :)



#439850 Bug Report for Version 0.49

Posted by agnar on 06 March 2009 - 05:09 AM in Classic Adventures

Please post any bugs for Version 0.49 here.


Not a bug report yet, and if this is out of place here, i apologize. i just wanted to check on something, before i downloaded the .49 version. Are the only changes the selgaunt interiors, or where some bug fixes from previous versions done also? Since i only downloaded .47 and .48 a couple weeks ago, i'd feel bad sticking spellhold with another 1 GB+ download by me right away just so i can see the interiors. i'm sure they're worth the download, but i just wondered if there where changes that affect the storyline/playing experience also.

i hope no offense is taken from my asking. Now, if you have worries about bugs with the movement around selgaunt itself and i can be helpful exploring the empty city, going in all the buildings, then i'll be glad to grab it and run it through it's paces in the new areas.

i guess owning/running a few websites of my own has made me think more about other sites bandwidths and since you all do this stuff for free, i did want to ask before grabbing another 1GB+ download.   :cheers:



#439675 truly amazing work on this guys!

Posted by agnar on 04 March 2009 - 01:28 AM in Classic Adventures

Thank you, we really need a coder but I am sure I might add a writer or two if I can find people who are dedicated to write certain NPC's in the near future.


Understandable, i imagine the coding can become incredibly painstaking. i wish i knew how to code this stuff, it might push me to do some modding myself. i really need to sit down and try to teach myself how i suppose. i used to program in a few older pc languages way back and i do a bit of html, so i guess i can learn. Just need to peek around for the tutorial type stuff on coding i suppose and find the time to learn it.



#439674 Bug Report for 0.48

Posted by agnar on 04 March 2009 - 01:23 AM in Classic Adventures

I think I just found out why Althon and Icar seem totally oblivious to Aesdale (at least early in the game, i havent yet had aesdale all the way through to the slavers). In the dialogue where Althon is supposed to first meet the pc, and notice aesdale, then offer to help with the lizardmen, it's checking for TCAESDALE being in the party. But his cre file is named TCAESDAL without the E, so won't this always cause this dialogue check to fail?

In my games at least, when i accept the saltmarsh mission to find the lizardmen, then go visit althon, he doesnt notice aesdale and acts like i turned down the saltmarsh captain, offering only the piney bluff missions and Icar.

i also found at least one spot in Icar's dialogues where it also checks for TCAESDALE.



#439631 Crazee's CA Thread

Posted by agnar on 03 March 2009 - 01:05 PM in Classic Adventures

I've really enjoyed playing through CA - the effort you've put into the mod shows. Well done on all the work so far, and good luck for all the work you have left to do. There are just a few things that bug me.

1) This is probably me just being an idiot, but I have never once managed to successfully complete the quest in Saltmarsh where you pick up Aesdale. Whenever I return from the quest, I'm always told that I am a pathetic failure, and that I need to do what I'm told next time. This annoys me for a number of reasons. Firstly, as far as I'm aware, I have done everything I was told to do, and if I didn't then it clearly wasn't obvious enough. Secondly, and perhaps more important, is the fact that the Captain of the Militia, or whatever her name is, is so bloody rude to me each time I fail! From what we see of her character beforehand, it doesn't seem appropriate, and it makes me so angry I almost don't want to continue onwards with the quest. If she said that to me in real-life, I'd tell her to bugger off and do it her bloody self next time. Luckily my character is more patient than I. "It's a shame Charname can't follow simple instructions. Thanks to his utter negligence, we don't have all the information we need." - Well sorry, you arrogant bitch, but I don't see anyone else doing anything for Saltmarsh!" - Why was I not given this option?!


5) Speaking of NPCs, the characters play such a huge part in a mod. At first all the characters seemed pretty talkative, but they seemed to have petered out a little, so that now, they're almost silent. As well, some characters seem to have loads more attention paid to them than others. It would be nice if every now and again, say, Erky, or whatever his name is, interjected into some of the later quests.



i've never gotten that response, but i did see some of the dialogue files so i think that response only happens if you miss one or more of the crucial bits of info on the ship. Did you pick up and bring back all scrolls, books, etc. on the ship? i cant recall offhand if there's 2 or 3, but there's mutliple bits of info, a map, some other stuff so make sure you do a thorough search of each floor of the ship and all the dead.

i think the npc banters thing is in part due to some of the later adventures being newer, so they've expanded the length of the game play but haven't had time yet to add in additional banters/dialogue. The interpersonal stuff must be totally different to write up than the adventures. The adventures/quests come from modules so they have some groundwork in place they just need to figure out how to code it all into the game format. But knowing what blush should say to aesdale or the pc requires putting yourself into blush's head some.

i know i always had an easier time writing up reports/examinations of books, movies, history, whatever, than i do now writing my fiction novel. *grin*



#439622 Bug Report for 0.48

Posted by agnar on 03 March 2009 - 11:32 AM in Classic Adventures

- aleigha has some kind of invisible amulet equipped because I cant put any amulets on her and it says item cant be removed.
- swamp snakes aren?t hostile
...but I don?t get rivians sword.

That's probably the amulet that makes her unkillable, and it's on her because you summoned her via the CLUAConsole. The first talk before the joining talk removes it.
You probably have a ranger or druid in your group, so the 'neutral animals' never attack, unless attacked upon.
I am quite sure that one of the guards in the 'Temple' you go after you have just escaped from Tiny, has Rivians sword, so you probably just missed him.


The last time i got aleigha by joining cath, starting his missions, so the unkillable thing should be removed. But maybe it's not removed because i couldn't complete his quests due to bugs? And actually, i think when i consoled her in during a previous run through, i was able to put amulets on her i'm sure. It was only this last run through when i joined cath to do the quests for him, but couldn't seem to complete the umberlee temple quest.

never knew neutral animals reacted like that to rangers or druids. i think aleigha might've still been in the group at that point so that explains that.

i must've missed him then, thanks, i'll be sure to kill everyone next time. *grin*



#439613 Why this may take longer than expected

Posted by agnar on 03 March 2009 - 10:00 AM in Ninde

Indeed, good luck Deva! Such a great opportunity must come first of course, but we'll be around when you get time to finish Ninde, still eager to play *smile*



#439611 truly amazing work on this guys!

Posted by agnar on 03 March 2009 - 09:44 AM in Classic Adventures

I first played D&D in the early 80's with my brother and a few friends. i was in 2nd grade, he was in 8th grade, but we both really got into it. we started out on basic, moved on to advanced, but never went to the newer versions. To be honest we also never played many of the modules, mostly sticking to our own adventures and campaigns. Probably because it cost moeny to buy the modules and we prefered spending that cash on the books to expand the game world itself instead.

The only module i conciously remember us playing was the keep on the borderlands. But even so playing these classic adventures is great, and it's amazing how much you've already accomplished, totally transforming bg2, highly impressive!

I love the npc's you've developed so far and the dialogue so far. If i had any knowledge of modding i'd offer to help with that. But my skills lie more in writing fiction. i suppose if it's needed i can lend a hand with spellchecking/proofreading of dialogue, possibly even helping write some if desired, though i know these are other people's characters and writing for someone else's creation is always a touchy thing.

I posted a long bug post, hopefully some of it is helpful, and if i can be helpful in other ways, let me know. Once again, amazing work by everyone on this mod, thanks for all the hard work!



#439610 Bug Report for 0.48

Posted by agnar on 03 March 2009 - 09:34 AM in Classic Adventures

i plan on making a praise post too but wanted to do this too, hopefully it's helpful. Now this isn't all, i forgot to take notes on stuff through out the game, so only a partial list, the ones that really stuck out. I'm afraid some of it will be out of chronological order as some i remembered after the fact, others i wrote down as i played through. i changed party membership a good few times so it's tough to say exact party makeup at all points of the game. Some of these may be well known, some not, sorry if any are repetition of known bugs.


- if I rescue aesdale, have him in group, do the lizardmen thing, then go visit althon, althon doesn?t realize aesdale is there. I can take icar, do all the stuff in piney bluff, but althon never recognizes aesdale, aesdale never sees althon.

- i dumped vildamyr in westgate, expecting rihn to go also, allowing me to pick up chaarna and someone else from that area, but rihn didn't leave, and when i tried removing her, she forcetalked the pc immediately with only 1 option "yes, join us" forcing me to take her back. i finally managed it by creating vildamyr again, taking him back, then removing rihn and then she took him with her. but vild, upon being removed, just vanished without a word.

- Seems to be a lack of clarity on entering the slaver fortress as at the point I get there, I didn?t know who markessa was and didn?t know icar was working for her/inside. So if I?m there with althon in party but not icar I don?t know (in game) whose name I should give to pass in safely if I don?t want to fight my way way.

- Even if I give markessa?s name outside, when I get inside, everyone attacks me except the monk guy to the right, and the guys meeting near him. Seems like there ought to be some questioning at least, before they go hostile, or they?d have lots of dead visitors or dead slavers.

- misspelling, excaped slave instead of escaped slave (guy on the ground surrounded by goblins

- ogres in slaver fortress look to have clubs/morningstars but when killed have only bolts on the bodies.

- The known and annoying ?quaffs a potion? thing that appears through out the slaver mods, and I also had rurik start to do it this last game after I dropped him from the group.

- ogre executioner triggers his talk as soon as I enter that level, even though he?s a good few rooms away.

- althon?s confusing dialogue when fighting markessa if I refuse to spare her. He also made no mention this last game of taking her body with us.

- chaarna didn?t spawn in cell one game, did spawn the other 2 games. Chaarna?s joining dialogue is REALLY repetitive as I think I tell her to join me 3 times before she actually does.

- chaarna romance triggered really fast when I went to silver princess route, did not seem to trigger at all when I did goblin citadel even though I brought her flowers.

- small village of escaped slaves near fortress never recognize I gave them the money and they never move on to safety.

- elvish slaves with shar priestess never leave after I rescue them.

- the captain beril and crew recruitment work out of order, recruiting the crew first then beryl.

- Elora goes hostile upon escaping suderham prison and trading her for althon. She goes hostile along with all peasants and soldiers when the captain says the ?there they are, don?t let them get away? line.

- minister tudwill bribery thing only works sometimes, others it breaks and says no valid replies or links and doesn?t take the cash.

- the lack of a falastra revelation seems a bug. She says its too dangerous, vanishes, then she?s there fighting you, but there?s never any ?she was a spy? sort of dialogue upon that confrontation, nor my character asking wtf is she doing with them.

- markessa (evil) and falastra have a banter where markessa keeps calling falastra ?ketta? and says she has red hair.

- I got the shadow hunters encounter even when she wasn?t in the group. I never realized it was her they chased until it happened once with her still in the group. Also shadow didn?t react after we killed them and kept her safe.

- the cath/aleigha encounter is still really buggy. I never seem to get aleigha?s dialogue before dying where she can join. Only way I got her is by killing her then creating her again, forcing her to join, or doing cath?s missions. His missions still don?t work right, cant complete them all.

- glasses of identification on pirate ship are broken, no charges ever.

- aleigha has some kind of invisible amulet equipped because I cant put any amulets on her and it says item cant be removed.

- cant rest near the lizard minister despite his saying he?d watch over me as I did. When a spider awakes me from rest near the minister and I attack the spider, the lizard man minister also goes hostile for no reason.

- swamp snakes aren?t hostile

- wyverns tail upgrade by icar is broken, cant get it to upgrade.

- icar is broken near the blacksmiths shop in piney bluff. Wont stop asking me if I want stuff worked on. Some variable isn?t setting.

- when icar and rurik take gems/potions for upgrades they take the entire stack not just the amount needed. So if I have 4 rogue stones and the upgrade needs 2, I lose all 4 unless I move 2 into another characters pack.

- I had the renfeld poisoned/harpers encounter when going back to piney bluff from the gauntlet quests? ending.

- should there be some reward, other than XP, for rescuing the frost giant princess? Or is that left open for the later mods involving the giants?

- rilithar CAN equip a bow even though his kit shouldn?t allow that, like althon?s.

- pelja didn?t force talk my pc on the selgaunt bridge so I could have walked past her without initiating that.

- dialogue loop if I say no to althon rejoining in selgaunt. He keeps asking over and over until I say yes, or I manually reset the ?IWasKickedOut? variable to 1.

- ilhara cannot wear amulet of power even though paladins ought to be allowed, and elora CAN wear it even though monks shouldn?t be able to.

- spacing in selgaunt upon arrival is off, 1 of 6 member party appear on a dock way down on the southern edge of the map while the other 5 appear on dock next to ship.

- some clarity that parties items are in box on ship might be good as first time through I missed the box and so never picked it up.

- also seems to be some unique items that don?t always come through, others that shouldn?t be there. I get rihn?s sword and living flesh thing even when she?s not in the party, but I don?t get rivians sword. Some other things too but forget exact details.

- does rivian eventually get the chance at getting the pommel gem for her sword back from eanwulf?

- even after I get to selgaunt I was getting the suderham peasants yelling for the ?guards? message over and over.

- upon reviving markessa in suderham only 1 talking option results in her joining, the other 2 she just stands there with nothing to say and dialogue exits abruptly. Seems some further talk should happen when I ask for her help.

- perhaps not a bug, perhaps to be explained later, but I had the markessa clone In the group when I went to suderham and restored the evil markessa to life. I told her to meet us in selgaunt, she vanishes, I continue on with the clone. After capture by the slave lords in suderham, the markessa clone is suddenly named Ceri without any explaination. Ceri is the name/pic of the woman icar meets in piney bluff, but there?s never any mention of all that.



#438951 Silver Princess & Sunless Citadel Modules

Posted by agnar on 24 February 2009 - 11:29 AM in Classic Adventures

Chaarna always leaves at the end of the Silver Princess, she does return later. You have to find her. I am afraid it is too late to return. If you finished the Slaver ship, SP wouldn't offer you much of a challenge anyhow. Remember SP has three joinable NPC's that you can have only if you go through it. Sunless has two NPC's. CA is now big large enough with many different paths to enjoy. You will find that it does have replay value, So I suggest try both different ways with different games.


i wanted to mention, i thought it was odd that in the vault of ages i was offered the npc's from the silver princess dungeon, whom i'd never met as i played through the sunless citadel this time. i didn't pick them so maybe he says "who?" if i ask for aleigha. But i thought it odd i was offered folks i'd never met there.

i'll try to post a more thorough in depth thing with questions, praise, bugs, etc. later on.



#438356 dialogue loop

Posted by agnar on 17 February 2009 - 11:56 PM in Mazzy Friendship

I'm not using the banter accelerators and seem to get them at the right time, so that probably is the case.


Which is annoying as, without banter accelerators i have to seemingly play all of watchers keep and every single quest, plus leaving my game running paused alot to get through any romance and other such talks to play. Ah well... no such thing as perfection. :)



#438323 dialogue loop

Posted by agnar on 17 February 2009 - 12:40 PM in Mazzy Friendship

Thanks, agnar, I'll fix it ASAP--I'd love to hear your thoughts on the friendship once you've finished the game! :cheers: The problem was that the variable wasn't being set. Fixed now--will release the next version when I'm done with the next version of Xulaye. :)



Hi, I like the mod very much, good, interesting banters that fill in the character well. One thing i've noticed, and it's not just with the mazzy friendship, it seems a common issue with mods. i often get banters at odd or inconvenient times. Maybe i move through the game too fast these days. But sometimes mazzy's talk about having the trademeet statue and the hero of trademeet happen before i leave trademeet, other times it seems to happen many days later for no apparent reason. i didn't know if any of her banters are tied to areas (outside the obvious underdark, bodhi's lair and brynnlaw ones). But it can be quite amusing when i'm carefully moving my party across the amaunator floor in the proper letters to have mazzy just run across the supposedly trapped letters and start a chat about losing companions or something similar. And she never gets hit by the trap. Perhaps she's too light to set it off. *grin*

But then i suppose the banter accelerators and so on are partly to blame for probably all the mods odd timings. It's always fun to exit a "no-banter" zone of some dungeon or other and suddenly each party member has 12 things to say...   :cheers:

Why just yesterday i had the fun experience of com's encounters causing a drow party to appear seeking revenge in the graveyard district at the same time as bodhi kidnapped nalia (thanks to dearnise romance mod) and fighting off those vamps. i tried to get the drow to appear elsewhere, sleeping and hanging out in various other spots outside of town, but they only wanted to attack in the graveyard. Struck me as funny a whole troop of drow wandering into the graveyard district like that unnoticed.   :whistling:

But as to the mazzy friendship, it's well written and well done. i have always felt the game was missing such interactions. it seems odd that folks traveling together so much have so little to say unless they're falling in love.  So thanks for the hard work!



#437534 dialogue loop

Posted by agnar on 10 February 2009 - 12:35 AM in Mazzy Friendship

I did try a search but found nothing so I wanted to mention this in case it's an unreported bug.

I do have a good few mods installed other than the mazzy friendship mod, but I thought it most likely from this mod interacting with Keldorn.

Once before I played through with Keldron and Mazzy in my group, with the mazzy friendship installed. Upon entering the radiant heart building mazzy does her banter about wishing she could be a paladin and being in the building upsets her, and Keldorn puts in his 2 cents also. But then it repeats, and she keeps it up until i change the variable for that banter. I usually play with the mazzy friendship installed, and have run through many games with mazzy in the group and the friendship, and the only time I see this bug in this banter is when keldorn is also in the group and we enter the radiant heart.

I can post a list of the common mods I had from both installs when I had this issue if you want, let me know. But I think the only common mods were the fairly normal stuff, banter packs, tweak packs, flirt packs...

That would be the I#MAZZYRADIANTHEART variable, i think thats what i did both times, set it to 3.