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#595654 [translations] 2 lines in some languages

Posted by Roxanne on 04 July 2017 - 12:27 AM in Resource Request Forum

Thanks. So We need now German and Italian Hours and Unreachable + only Italian ~Yes, but don't patch the existing save games~ and ~Yes, and patch the existing save games~

German map uses these terms

Hours >>> Reisestunden  (meaning travelling hours), simply hours would be *Stunden*

Unreachable >>>> Ziel nicht erreichbar (meaning destination unreachable) may be shortened to *nicht erreichbar*




#595960 [Solved] Minsc walking bug with BGT - Minsc stops walking every second

Posted by Roxanne on 21 July 2017 - 12:35 PM in BGT Archive

*Stuttering* is an effect that can be caused by any code block in any script in the game if it contains a loop, i.e it tries to execute the same action at each cycle of the game running. Two people having the effect not even necessarily have it from the same source, Consequently there is not ONE universal solution for it. Find the issue in your speific install and get rid of it. If you think you found a general bug, share your knowledge.




#599613 [Solved] Adalon drow bug on EE [spoilers] [gamebreaking bug with PPE i

Posted by Roxanne on 16 January 2018 - 03:25 AM in Mega Mod Help

Try this:

Put the attached file into BG2EE/override

restart the game and talk to Adalon (without having done other weird stuff before)

Attached File  CUT44C.BCS   10.25K   685 downloads

 

At least in my EET install (1.0 RC9.2) it works without issue. I repaired even some other players saves with running through this script.




#597567 [MOD] Vampire World for EET

Posted by Roxanne on 18 October 2017 - 01:59 PM in BG:EE Modding

PS I started script's work on EET With Sandrah Mod. There was a lot of issues with DPLAYER2/3 scripts. And racial scripts had stopped working after some 5 or 6 chapter.

Just for the record

- Sandrah mod does not touch Dplayer2 or 3 bcs

- Sandrah mod does not change any racial scripts

And just imagine Sandrah in one party with Bodhi and vampires. Sandrah hates vampires and vampires hate Midnight that killed Myrkyl, god of vampires. 

Sandrah is compatible with Hexxat and Ninde.

 

The only true statement here is *vampires hate Midnight that killed Myrkyl, god of vampires.*  >> Midnight became Mystra at the end the Time of Troubles. Sandrah is a priestess of Mystra and she emulates her heroine Midnight best she can.

*Sandrah hates vampires" >> that is nowhere stated, she hates necromancers (and Red Wizards).

 

PS - The dead god's name slain by Midnight was Myrkul.

 

This is not about compatibility but about role playing - the two mods would not make much sense together. But that would be the case for many other NPCs or NPC mods in the game, it is not specific to Sandrah.




#600425 [MOD] The Darkest Day z

Posted by Roxanne on 19 February 2018 - 11:02 AM in BG:EE Modding

hi, sorry for the necropost. I'm doing a BWS/TDD run, all the quest worked fine until the last.

I did *NOT* get the quest from elhan, but from ellissene after the irenicus fight.

After i went to the village, talk with the kid, went to the inn, talk to the keeper and then the girl upstair, went out talked with the wizard, the traveller (he give me the letter) and the ranger, i went back to akhtala but i cannot find Weslun Tane. I searched all temples, i had a clean save right after irenicus battle so i tried a couple of times but I never got the npc to spawn and give me the wardstone.

If anybody could give me the wardstone code i can try to spawn it and see if i can keep continuing the quest, otherwise I'll have to start again with a clean install (i can't do anything else to advance)

Weslune is in the Lathander temple on the platform in the rear. If not

C:CreateCreature("DDPLOTA2")

 

otherwise

C:CreateItem("DDPLOTA2")

 

The scenario you describe is the original game plot, not the modified TDDz one. Are you even playing an EE game?

 

Anyway, my codes will be valid just the same. Just with CluaConsole: instead of C:




#600441 [MOD] The Darkest Day z

Posted by Roxanne on 20 February 2018 - 02:53 AM in BG:EE Modding

I'll do a clean install now that SoA is over and I'll pay a lot more attention in what content I'm going to download. Do you still reccomend BWS or is it better looking for every single mod by myself? Sorry for the little OT, I don't wanna spam and I thank you in advance for your reply.

 

Depends on whether you want to mod BG2EE only or if you want an EET install.

BWS makes sense only for large and complex installs on BG2EE or for EET installs, because that is where patching and install order start to get significant, which is something BWS does better than (most) players.

Or if you want many mods from different sites and are tired of searching them yourself. It is all a matter of scope and your own abilities.




#599888 [MOD] SoD Banter Restoration (for EET)

Posted by Roxanne on 30 January 2018 - 03:04 AM in Miscellaneous Released Mods

I like the mod but I've got a question for mod NPCs. Some of them have dialogue banters and some still have SoD style overhead texts. Your own Sandrah talks normal, no wonder. I also love Sirene but she's not covered. Is there a way to add her?

The mod only covers vanilla SoD NPCs.

 

Sandrah has *normal* dialogue banters because that is how the Sandrah mod is designed. SoD banter mod does nothing with her.

 

Sirene has overhead banters because the modder has chosen that presentation.

 

There are two ways for mods in SoD to handle this (if they care at all):

- the mod could add an option to chose the display you want. Probably easiest and best.

- the modder could just push an addon to this mod's github repository with its contents so it installs if the mod is detected.

 

There is no way that I could incorporate mod NPCs because

a) the mod owner may not like it

b) there is no way to keep things updated and synchronized if the author updates the mod

c) foreign language translations would not be covered




#600712 [MOD] Shine On Caelar

Posted by Roxanne on 01 March 2018 - 01:06 PM in Miscellaneous Released Mods

thumb-6b992b93cec17423c81f31fa368ceafb-c

File Name: Shine On Caelar
File Submitter: Roxanne
File Submitted: 02 Mar 2018
File Category: [Link to SHS page deleted - no longer valid]

 

 

DOWNLOAD LINK

 

 

 

 

1) Part 1 SoD Alternative


Many players have felt that the protagonist is denied the valid option during the negotiations with Caelar to decide in favor of her offers to join efforts against Avernus.
This mod allows the player to overrule the coalition leaders and make an own decision about joining Caelar. The motive is that the player knows enough about the betrayal planned by her advisor and tries to avoid the bloody battle over Dragonspear Castle.
The option for decision appears in the negotiation at Dead Man's Pass, provided the player has left way for such a decision by previous dialogues and actions.
The more information the protagonist has gained during the game about Caelar and those near her, the more options are available while at her side.
The Shining Lady will not become join-able during SoD and her fate when leaving Avernus remains as in the original game. The remaining plot in SoD is not affected, only during the trial you get an option to use your decision as additional argument.
Do NOT use this mod when playing SoD for the first time. It bypasses the semi-cinematic battles at coalition camp and breaking into Dragonspear Castle. The crusaders retreat peacefully and the Castle is in the hands of the Flaming Fist after you return from Avernus.

2) Part 2 Caelar's Rescue


This addition (for EET only) will allow you to finally release the Shining Lady from Avernus. The extension starts in ToB when you meet Aun Argent in Saradush. Your Bhaal plane portal allows you to access other parts of Hell and by this provides a means to rescue Caelar and let her join your party.
This way all your former opponents from the various campaigns (Sarevok, Caelar and Irenicus) may be added to your final party.
Instead of seeking redemption as a fallen paladin, Caelar will try to become the champion of a rising new god, although her idea about your role differs quite a bit from Sarevok's view...

Caelar has a quest concerning the souls lost in Avernus which includes the party's return to Dragonspear and various SoD areas.

 

A mod for SoD and EET by RoxanneSHS

 

 

 

 

 

Support and Bug reporting

 

 


 




#601052 [MOD] Shine On Caelar

Posted by Roxanne on 19 March 2018 - 09:43 AM in Miscellaneous Released Mods

How about getting Black Caelar for evil players? I want to strip her light forever and make her serve me

She already lost her light,

She is aasimar and an Argent - try to make her serve you against her will.

 

Spoiler




#601033 [MOD] Shine On Caelar

Posted by Roxanne on 18 March 2018 - 12:45 PM in Miscellaneous Released Mods

How do I start the part 2 rescue?

Spoiler

This is only available in EET. He will only be there if you sided with Caelar in SoD (in the final battle, it is not necessary to have chosen the part 1 alternative for that). And she survived, of course.




#601813 [MOD] Shine On Caelar

Posted by Roxanne on 18 April 2018 - 12:03 AM in Miscellaneous Released Mods

"Do NOT use this mod when playing SoD for the first time"

Hi Roxanne,

 

I'm sorry but I don't understand precisely what you mean by that.

 

I will try an EET-playthrough and I don't grasp what it implies to that end.

The mod provides an alternative but skips one of the BIG battles to get into Dragonspear Castle.

 

This is meant as a hint to at least once enjoy the original game as it was written and developed with much work and care. Only if afterwards you feel that you want another way to solve the case with Caelar, you should use that other road. It is for those with an urge to fill a gap in the original game, but for that you should at least know what is going on and decide only after you know the story. But of course you make decisions as you want, it is just my suggestion.

 

PS In EET you will be able to play the ToB contents regardless of whether you took the SoD alternative or not. Only prerequisite is that Caelar is still alive at SoD end.

Thanks a lot.

Well thought.  

i'll try with and without.

By the way, is the mod now included in a BWS installation?

You can select it in BWS, it is under NPC-related mods. It is not pre-selected.

And yes, you can install it anyway, because the decision which route you take is made in the game.




#601245 [MOD] Shine On Caelar

Posted by Roxanne on 26 March 2018 - 11:12 PM in Miscellaneous Released Mods

I have a problem with Caelar, her whole equipment cannot be removed or changed when she joins.

Did you install the mod AFTER you started SoD?

The mod uses the original Caelar creature, her items have the flag that makes items non-droppable. The mod changes those flags but it only has an effect if you never before met Caelar in the game. In addition, some items (that make her un-killable and specially animated are removed when you rescue her).

You can change the item flags with NI in your savegame if my assumption of late installation is correct.




#601770 [MOD] Shine On Caelar

Posted by Roxanne on 16 April 2018 - 09:32 PM in Miscellaneous Released Mods

Hey, can you elaborate what conditions cause the additional dialogue options (at dead man's pass)  to show/not show up?

I'm at that stop right now but have no option to overrule the NPC leaders.

This is set by the script in BD3000, the Coalition Camp

IF
GlobalGT("bd_mdd420_good","global",1)
GlobalLT("bd_alt_willing_surrender","global",2)
THEN
RESPONSE #100
SetGlobal("bd_alt_willing_surrender","global",2)
END

It depends on how you dealt with Caelar in previous meetings.

It does not appear in all of the conversation path's of that meeting, only if you follow the *peaceful* path during that meeting. You should get it when de Lancie says ~It pains me to say it, but Nederlok is right. This time. Though I'd happily sacrifice the Bhaalspawn's life to end this war, we don't know what sending them off with Caelar means.~ And you say ~I still think surrender is the best option....~

 

PS - I consider that there may be more options to trigger the alternative and I am open to suggestions. Since it is just evaluating globals, it will be simple to implement.




#601248 [MOD] Shine On Caelar

Posted by Roxanne on 26 March 2018 - 11:19 PM in Miscellaneous Released Mods

I have a problem with Caelar, her whole equipment cannot be removed or changed when she joins.

Did you install the mod AFTER you started SoD?

You're right.

I installed the part 1 of the mod and did SoD. I installed part 2 before I went to ToB.

 

So the Caelar I rescued is really the one I left behind at the seal?

 

Yes, you rescue the *real* Caelar. Only her plot person items are destroyed and her alignment has changed to LN during her stay in Avernus, that is something uncle Aun might have explained to you.




#600713 [MOD] Shine On Caelar

Posted by Roxanne on 01 March 2018 - 01:18 PM in Miscellaneous Released Mods

A Note for modders

Part 2 is currently suspended for release until details about a possible other mod that may bring Caelar back to the game are known. This is to avoid overlap or incompatibility.

 

From what little I know:

Part 1 stays true to the original SoD contents concerning Caelar and therefore should be compatible with any mod that adds her in later parts. Her outcome, all globals, files, etc. are equal to the situation in the original game when the player has Caelar as ally in the Avernus final battle.

For anyone who wants to take the deviation into account, this Global

 

Global("bd_alt_willing_surrender","global",9)

indicates that the alternative road was used during SoD part. This may be used for any EET compatibility.

 

Part 2 (if it will ever be released) will not start or affect any game until the party reaches Saradush. Compatibility can easily be achieved by my mod adding conditions to prevent the spawning of Aun Argent for the case that Caelar has already been freed by other mod(s).




#601811 [MOD] Shine On Caelar

Posted by Roxanne on 17 April 2018 - 11:39 PM in Miscellaneous Released Mods

"Do NOT use this mod when playing SoD for the first time"

Hi Roxanne,

 

I'm sorry but I don't understand precisely what you mean by that.

 

I will try an EET-playthrough and I don't grasp what it implies to that end.

The mod provides an alternative but skips one of the BIG battles to get into Dragonspear Castle.

 

This is meant as a hint to at least once enjoy the original game as it was written and developed with much work and care. Only if afterwards you feel that you want another way to solve the case with Caelar, you should use that other road. It is for those with an urge to fill a gap in the original game, but for that you should at least know what is going on and decide only after you know the story. But of course you make decisions as you want, it is just my suggestion.

 

PS In EET you will be able to play the ToB contents regardless of whether you took the SoD alternative or not. Only prerequisite is that Caelar is still alive at SoD end.




#600715 [MOD] Shine On Caelar

Posted by Roxanne on 01 March 2018 - 02:12 PM in Miscellaneous Released Mods

Thank you for releasing this.

I have added a little warning I forgot in the first post:

 

Only tested for EET, SoD compatibility is assumed from technical assessment.

I did not find anything in the files etc that I touch that makes a difference for this mini-mod extract. The main part is still not released.




#601068 [MOD] Shine On Caelar

Posted by Roxanne on 19 March 2018 - 10:02 PM in Miscellaneous Released Mods

When you troll her about serving Belhifet, she agrees to serve him and becames Black Caelar. It would be cool to kill Belhifet and make her your own slave as god of murder.

This would require another mod and another game all together.

In my mod, she only becomes join-able during ToB. By that time B is long dead and you are far from being god of murder yet.




#598320 [MOD] Saradas Magic

Posted by Roxanne on 16 November 2017 - 01:06 AM in BG:EE Modding

In the tp2

COMPILE ~saradas_magic\AR2304.baf~

overrides anything else in ar2304.bcs, thus making the mod incompatible with any other which adds contents to this area.

EXTEND_BOTTOM ~ar2304.bcs~ ~saradas_magic\AR2304.baf~

would not be destructive.




#597445 [MOD] Sandrah Saga For EET

Posted by Roxanne on 13 October 2017 - 10:14 AM in Miscellaneous Released Mods

This is a bit off topic but since its one of your mods Roxanne then maybe you can help.

 

Namely, I have trouble installing SoD Banter Restoration.

 

Here is the debug.

It says that BDBanter.2da is missing. This file only exists in EET games and after EET was installed. Is that your case?




#601683 [MOD] Sandrah Saga For EET

Posted by Roxanne on 13 April 2018 - 12:55 PM in Miscellaneous Released Mods

Thats fine.  I was mostly worried about it conflicting with the Sandrah mod, but you just answered that for me.  I'm making notes of the mods I won't install thru BWS next time, I did a big install this time to just see how it rolled and for these reasons especially, so I can figure out what mods not to install next time.

 

I'm enjoying the Sandrah Mod and just want to make sure I don't do anything to break it at this point, so you answered what I needed.  Thanks.

 

PS - is this the primary Forum for Sandrah related discussions?  Not bugs or the BWS thing, just the Sandrah Mod.  I just found it and haven't had time to dig thru but I will later.

The BWS topic is for support and issues with that tool specifically. Admittedly it is not always obvious for a player having an issue where the source of it may be. So many use the BWS topic to report things because they used BWS to install their game. Many people visit and read the posts there, so often you get help there faster and surer than in some more specialized topics.

 

As for the two Sandrah topics - I created the Bugs and Support forum for the purpose stated by its name. The [Mods] one is something created automatically by the forum software, I guess the idea was to give mods a *home*.  Both are not strictly related to the mod, because many players - just like yourself - use it for help with *a game that contains Sandrah*. Personally, I have no problem with that, it just makes things harder to find for others. (The search function of this forum is not very useful.)




#597202 [MOD] Sandrah Saga For EET

Posted by Roxanne on 02 October 2017 - 05:30 AM in Miscellaneous Released Mods

Thank Roxanne for your very quick reply. I will try to describe the way I proceeded:

 

1 First I reinstalled via BWS without the Eilistraee mod you suggested. Sadly I ran into the same error as before, suggesting that Eilistrae is at least not the only problem (if at all).

2.1 According to the earlier solution you described, I manually uninstalled SandraNPC and reinstalled component 1-5, with the option to ask for every component. The Manual installation ran perfectly to this point.

2.2. Changing back to BWS I quit the manual installation and told BWS to continue. BWS provided the next error regarding a problem that some components have to be installed all at once. This time BWS only provided the option to skip the component.

3.1. I switched back to manual installation again, uninstalled SandraNPC and could again successfully install the package (this time the whole component, without asking for single components).

3.2. Back to BWS, I told BWS to skip

4. It seems that BWS registered the manual installation an continued with the next packages.

 

I was wondering regarding the issue in 2.2. In the beginning I told BWS not to install the different components in batches, because that lead to memory issues during the installation of SCS. But SandraNPC seems to be designed to be installed in one go, as far as I understood the error message? In this case could it be that by deselecting the batch installation of BWS I messed up the install procedure of SandraNPC, thereby producing my initial bug?

Or is SandraNPC designed to work, if I skip some/many of the subcomponents of this mod?

The only reason for Sandrah to have components at all is to easier find errors and solve problems. For a successful installation, all components are required. If you skip one during install, the remainder will fail. This is said in the mod description but maybe you did not notice it. The main reason for the subcomponents is not to have to install all the area and item stuff at the beginning just in case there is a late error in some dialogue compile. But contentswise, Sandrah NPC is one big block. The optional components are found by the mod itself by looking for other files/mods in your install and either adding or skipping contents.

Hope your issue is solved now,




#599052 [MOD] Sandrah Saga For EET

Posted by Roxanne on 24 December 2017 - 09:44 PM in Miscellaneous Released Mods

Should I use some mod component to reduce experience? This mega mod seems very mega. I tend to end ToB with 6 to 6-5 million experience points for a group of 6

Many involved mods have already reduced XP to take this into account. I suggest to use EET_Tweaks as well which reduces XP and other. Also, de-select max HP on level up from game options menu.




#599193 [MOD] Sandrah Saga For EET

Posted by Roxanne on 30 December 2017 - 02:41 AM in Miscellaneous Released Mods

Thanks very much for your response. I was out of irenicus' dungeon. I think i lost him during the planar vampire quest for sandrah at waterdeep(not sure though). The console summon worked so I have him back now. I was wondering will he be as strong as he was before or is this a brand new lvl 1 haiass? not that I really care just wondering. Thanks.

You can do C:GetGlobal(Haiasslevel","Global"). I was anticipating that is would be 3 unless you had visited Suldanessalar already.

 

Haiass3 is the levelled up one as he would have been when you meet him at the promenade. (He levelled up in BG1 when you crossed the northern bridge in Nashkel and when you passed Wyrm's Crossing).




#602122 [MOD] Sandrah Saga For EET

Posted by Roxanne on 29 April 2018 - 09:01 AM in Miscellaneous Released Mods

Is the Caelar mod and the Tamoko mod compatible with each other? Or any plans for that?

There is no reason for them not to be. They are independent like any other two weidu mods would be. There is not even any content overlap. In fact, the two women only ever meet during the SoD final battle. Caelar as party member happens only in ToB.

 

I find it a bit strange however why Tamoko wanted Sarevok to let go of his goal and convince the PC to "save him". Or why she loved him if she was with him only for ambitions sake. Still, I find it appealing the idea of a more accurate in her evilness Tamoko based on her alignment.

 

I can certainly understand to let go of the old and overused romance formula though with Tamoko the potential for a "tragic" romance seemed more interesting than most NPC romance mods that offer typical happy endings. Especially since there are so few evil romance mods particularly with female NPCs.

Writing romance mods is not my cup of tea. I have no talent for it and only limited interest. I enjoy playing other writer's romances if they are well written but I stay out of that *genre* myself.

I rather bring out other aspects of the NPCs. Tamoko trying to save Sarevok? Maybe she tried to convince even herself of this, but was it maybe just not trying to go down with him?

 

 

Will the Sandrah mod offer some extra expansion for her maybe?

Sandrah and Tamoko have interactions for sure. Sandrah's main topic is *Time of Troubles are not over yet* and this is something she shares with Tamoko, even if from a completely different angle.

Spoiler

More importantly, are there any plans perhaps for the outcome of the Tamoko mod to affect interactions with Sarevok in ToB or/and perhaps offer some expansion to him as well? Maybe some extra endings or different options by the end which would lead to those endings? Or will it be possible ONLY by using it along those Sarevok mods that you mentioned(I assume the Sarevok romance and friendship mods)?

The intention is to make everything around Tamoko consistent with what is told in later parts of the game including the romance and the friendship mod. However there will be no dependencies. It will work in whatever mod or not-mod setup you install.