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mod npc djinni bg2 bg2ee

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#21 Sergio

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Posted 09 August 2015 - 01:03 AM

Hmm...


Spoiler

it was my powerplay part talking. :)


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#22 Gwendolyne

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Posted 09 August 2015 - 01:56 AM

Hmm...


Spoiler

 

If you need a ring, PM what you need. If you are a minimum lucky, I might have something ready among my bam files I did'nt select for now. ;)


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#23 Argent77

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Posted 09 August 2015 - 08:11 AM

Thanks for your offer. The item in question works well enough in its current form, but I might get back to you when I have an idea for a new artifact.



#24 Argent77

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Posted 26 August 2015 - 02:02 AM

There is an annoying bug in this mod since version 1.3, which may prevent your party from leaving the current area if the djinni is NOT outside of his lamp. I'm currently working on a fix.

If you encounter this bug and can't leave the area, you can force the djinni to appear even when he's badly wounded by entering the following console command.
In BG2:

CLUAConsole:SetGlobal("A7AfaaqSummonOverride","GLOBAL",1)

 

In BG2EE:

C:SetGlobal("A7AfaaqSummonOverride","GLOBAL",1)


After that you can use the lamp to summon the djinni without delay.



#25 Ulb

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Posted 26 August 2015 - 06:17 AM

Reloading (save game and then reload it) seems to also solve the issue for those of us who like to keep Afaaq in his lamp. :)



#26 Argent77

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Posted 26 August 2015 - 06:45 AM

Good to know.

I don't really understand why this is happening, but I was able to fix this issue by removing a certain script action from a couple of scripts. Let's hope it doesn't break anything else.



#27 Argent77

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Posted 12 September 2015 - 11:09 AM

Update: Afaaq, the Djinni Companion v1.6

Important: If you've installed the Djinni Companion v1.5 or older together with QuestPack's "Revised Hell Trials" v2.4 or higher, you should avoid choosing the "neutral path" when dealing with the Greed Trial to circumvent a serious bug that affects the ToB storyline of the mod.

Changes in v1.6:

  • Fixed an incorrect check for QuestPack's "Revised Hell Trials" component, which resulted in the installation of the wrong dialog file.
  • Fixed a bug that prevented the party from leaving an area if the djinni was inside his lamp.
  • Added new rumors about House Arabani to the Drow innkeeper in Ust Natha.
  • Added more background information about House Arabani to several drow citizens.
  • Improved Afaaq's ability "Control Aerial Creatures".
  • Expanded Afaaq's level progression up to level 30 and added saving throw bonuses on level up.
  • Added more Afaaq-specific lines to Trademeet Dao Genies.
  • Afaaq reacts to failed pickpocket attempts from party members (TobEx/BG2EE only).
  • Various minor fixes and optimizations.


#28 -Your Name-

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Posted 21 September 2015 - 01:18 AM

Have any of you installed this mod in conjunction with Haiass el Lobo (the Wolf Companion)?

I am considering this mod for my next install, however I would be leery of both at the same time since Haiass the wolf also functions as a "7th party member" akin to a familiar.

It seems that if these two mods use similar methods to function, they might somehow clash.

Also, I use the regular BGII not the EE, for the information of anyone who might have tested or is considering testing this.

 

 



#29 Argent77

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Posted 21 September 2015 - 03:51 AM

I'm using the term "seventh party member" very loosely. Actually you can have as many companions as you want, so I don't think that Haiass or any other companion mod will interfere with this one. Also, from what I've seen, Haiass uses a different approach to accompany the party. He is a controlled creature, while the djinni companion is a full-fledged familiar (from a technical perspective) who behaves similar to a regular party member.



#30 -Your Name-

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Posted 22 September 2015 - 04:15 AM

Alright, well I will try to play with both next time I do a reinstall (probably sometime this fall or winter).
I will be sure to let you know how it works out whenever I do. Afaaq sounds pretty neat!



#31 Roxanne

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Posted 22 September 2015 - 06:13 AM

I'm using the term "seventh party member" very loosely. Actually you can have as many companions as you want, so I don't think that Haiass or any other companion mod will interfere with this one. Also, from what I've seen, Haiass uses a different approach to accompany the party. He is a controlled creature, while the djinni companion is a full-fledged familiar (from a technical perspective) who behaves similar to a regular party member.

 

 

Alright, well I will try to play with both next time I do a reinstall (probably sometime this fall or winter).
I will be sure to let you know how it works out whenever I do. Afaaq sounds pretty neat!

I have been through the game with multiple (animal) companions several times and there is generally no big problem not even when you summon additional monsters in battle. Of course you need some extra mouseclicks now and then in narrow dungeons (I understand you can put the djinni to his bottle if needed) but you are normally rewarded for the extra care. If you enter a new area, it is a good idea to click on the latern symbol in the right corner so all your party members are deep green, including the extra companions. This allows the game AI to automatically move them out of the way of your party members when required.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#32 Shaitan

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Posted 23 September 2015 - 01:55 AM

Hello

 

Trying you interesting mod for the first time, and my first impression is really good. I look foreward to learn Afaaq better to know.

Actually first time I did something else to the Dao than just deliever the head  :clap:

 

Nice graphics, pics and immersion. I had a comment from Jaheria about evil Rakshasas.

 

A few comments (very minor details, but for immersion) on the whole Trademeetquest stuff ~ wrapping ends up: I had to speak twice with Logan to get him to acknowledge that the Dao embargo had been lifted, allthough I allready had gotten the "thank you" speach and trinkets from the lady outside Logans office (don't remember her name) for lifting the embargo. And the Innkeeper (Vyatri) in Trademeet still thinks the Djinnis are about, but he also recognise me as the Hero of Trademeet :crazy:

 

I'll try to post a bit of feedback, but my gamingtime are spread thin.

 

Cheers



#33 Argent77

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Posted 23 September 2015 - 04:02 AM

Thanks for the feedback. I couldn't reproduce the issues with Lord Logan and the Innkeeper in my installation however. What mods do you have installed? Can you show me your WeiDU.log?



#34 Shaitan

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Posted 23 September 2015 - 10:59 PM

Hi

 

Will post it first time possible. That will probably first be Friday. Perhaps NPC Strongholds is the culprit?

 

Cheers



#35 Oracle

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Posted 24 September 2015 - 02:47 AM

I have the same problem with Logan and Merchants not fullly recogniseing that the blockade has being resolved and iam not using the NPC Stronghold mod

"Men cry not for themselves, but for their comrades."


#36 Argent77

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Posted 24 September 2015 - 02:55 AM

Can you post your WeiDU.log?



#37 Oracle

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Posted 24 September 2015 - 10:05 AM

Sure Np .  Iam enjoying the mod so far and looking forward to see how things turn out

Attached File  WeiDU.log   68.56K   432 downloads


Edited by Oracle, 24 September 2015 - 10:07 AM.

"Men cry not for themselves, but for their comrades."


#38 Argent77

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Posted 25 September 2015 - 07:29 AM

@Oracle @Shaitan Can you tell me the output of the following console commands after dealing with the Dao Genies?

CLUAConsole:GetGlobal("geniesgone","GLOBAL")
CLUAConsole:GetGlobal("SPRITE_IS_DEADtrgeni01","GLOBAL")

Edited by Argent77, 25 September 2015 - 07:41 AM.


#39 Shaitan

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Posted 25 September 2015 - 10:07 AM

Hi

 

Don't know if this went right? ITried.jpg

 

My Weidu.log BTW: Attached File  WeiDU.log   28.85K   433 downloads

 

Cheers



#40 Argent77

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Posted 25 September 2015 - 10:24 AM

Thanks for the WeiDU.log.

You have to remove the second colon (after GetGlobal) to avoid syntax errors. For convenience you can simply copy each line from my previous post (via Ctrl-C) and paste them into the game console (via Ctrl-V).







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