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Rupert the dye merchant - Version 2.1.1!


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#21 Riviera

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Posted 28 February 2007 - 05:42 PM

See, I'm so naive that I never even thought about that. :doh:

Does it allow you to wear... *gasp* white clothing?


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#22 vilkacis

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Posted 09 March 2007 - 08:47 PM

Update! Rupert should now be fully functional without CLUAConsole. I have edited the first post.

[edit] Oh, and I think I should add: Miss Claire is in there somewhere, too. Just visit Rupert every time he appears in a new town, and you can't miss it. :)

Edited by vilkacis, 09 March 2007 - 08:54 PM.


#23 berelinde

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Posted 10 March 2007 - 05:15 AM

You also most definitely do not need to start a new game for him to appear. He'll show up in an area you've visited a hundred times already.

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#24 vilkacis

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Posted 10 March 2007 - 08:29 AM

You also most definitely do not need to start a new game for him to appear. He'll show up in an area you've visited a hundred times already.

Cool. :) I'll re-edit the post.

#25 Riviera

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Posted 10 March 2007 - 04:07 PM

I have BGT, so I'll let you know what comes of my playthrough tonight :D

EDIT: He showed up in the FAI no problem, but I used one of the hair dyes (the one that was brown all the way across.. in the section of colors in the middle of the list), and my game crashed :blink:

Edited by Riviera, 11 March 2007 - 12:09 AM.

I do not love you as if you were salt-rose, or topaz,
or the arrow of carnations the fire shoots off.
I love you as certain dark things are to be loved,
in secret, between the shadow and the soul.
- Pablo Neruda

#26 Deva

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Posted 11 March 2007 - 01:10 PM

Whoop, now I shall look simply spiffing as I gad about the sword coast. ^^ Thankyou, and I'll let you know if I encounter any problems. <3

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#27 berelinde

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Posted 11 March 2007 - 01:37 PM

Yeah, some of the colors over 78 or 79 are unstable and cause crashing.

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#28 vilkacis

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Posted 11 March 2007 - 11:53 PM

EDIT: He showed up in the FAI no problem, but I used one of the hair dyes (the one that was brown all the way across.. in the section of colors in the middle of the list), and my game crashed :blink:

Yeah, some of the colors over 78 or 79 are unstable and cause crashing.

Odd. I know some of them tend to crash if applied via Shadowkeeper, but I never had a problem testing them with Rupert. I haven't tested all 700 or whatever possible colour/location combinations, but I know I have repeatedly tested several of the higher ones without a single crash.

Unfortunately, since the problem seems to be the actual colours and not the method of application, I don't think there's anything that can be done about it. Perhaps a warning in the readme is in order. :(

Anyway, it's nice to know he shows up the way he's supposed to.

Whoop, now I shall look simply spiffing as I gad about the sword coast. ^^ Thankyou, and I'll let you know if I encounter any problems. <3

Thanks! :D

#29 berelinde

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Posted 12 March 2007 - 02:55 AM

Yeah, my party is sporting some of the higher numbers right now, and got there all right, but I think it's hit and miss.

Warning will probably do it: Make sure you save before shopping.

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#30 vilkacis

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Posted 12 March 2007 - 04:04 AM

Yeah, my party is sporting some of the higher numbers right now, and got there all right, but I think it's hit and miss.

Warning will probably do it: Make sure you save before shopping.

Would people think there's something wrong with me if I say I sometimes want to sock the Infinity Engine right in the megabits? :angry:

I re-edited the first post again. (Now with additional boldface!) And it's definitely going in the readme the next time I update the zip. (Eh. Or rar. Whatever.)

Sigh. And here I thought I had found a way to avoid those random colour crashes.

#31 berelinde

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Posted 17 March 2007 - 07:44 PM

Apparently, the dye Rupert sells is only semi-permanent and fades after 24 washings or an extended visit to the underdark, whichever comes first.

When the party is transformed from Drow back into their normal forms, colors revert to their original pre-dye state.

Thought you might like to know.

Edit: as a quick speculation, I wonder what happens if you use the solid-color black dye for your major color. Would it change the PC response number colors?

Edited by BGhead, 17 March 2007 - 07:46 PM.

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#32 vilkacis

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Posted 18 March 2007 - 01:00 AM

Apparently, the dye Rupert sells is only semi-permanent and fades after 24 washings or an extended visit to the underdark, whichever comes first.

When the party is transformed from Drow back into their normal forms, colors revert to their original pre-dye state.

Thought you might like to know.

Hm. Interesting. I have no idea how the game handles the drow transformation, but maybe I should have a look. I'm guessing Adalon's spell does something quite similar to what the dyes already do, thus overwriting the existing "set colour" effect.

...worse, though, I found that it's actually possible to dispel the dyes. Watch out when fighting dispel-happy enemies...

It would be such a pain to edit all those .itm files to correct it. I'm not sure if it's entirely a bad thing, though. Since it means it is possible to restore the character's default colours without re-dyeing after all...


Edit: as a quick speculation, I wonder what happens if you use the solid-color black dye for your major color. Would it change the PC response number colors?

No, the colours of numbers/names will remain the same as the one in the "change major colour" box on the inventory screen. I have been running around in everything from black to blue and shiny yellow, but the PC's default colour was dark grey and all his responses come up in dark grey. The "set colour" effect doesn't actually change the character's colours, it just "covers" it with another one.

#33 berelinde

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Posted 18 March 2007 - 03:36 AM

I think the behavior I witnessed counts as a feature rather than a bug. So you have to shell out 9 gp for a new bottle of dye. It's still really cool.

If you wanted to go absolutely blotto on this, you could even put in something that would change metal colors. That also controls the trim color on mage robes. I tried the "buckles and clasps" paint, but it didn't do it. But that's really OTT.

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#34 vilkacis

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Posted 18 March 2007 - 09:35 AM

Unless my memory plays tricks on me, Rupert's "armour paint" changes the metal colour. All the possible locations on the character's body *should* be covered.

Baldr017.png

Major/minor is blue/green, leather red, armour black and details white.

Post a screenshot if it doesn't work.

#35 RavenBlack

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Posted 11 December 2007 - 11:00 PM

Heh. Robe of Blinding Colors? :)

Seriously, this mod ROCKS. :Bow:

#36 -Guest-

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Posted 10 May 2009 - 05:37 AM

Can you make the paints/dyes not dispellable? NearInfinity allows that.

#37 vilkacis

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Posted 10 May 2009 - 07:46 AM

Yes. I could.


It may even happen if there's ever another release. (I wouldn't recommend anyone I don't particularly dislike to hold their breath until then, though.)

#38 Miloch

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Posted 11 May 2009 - 05:28 AM

You could probably do it with 1-5 lines of WeiDU code (patch all the effects to timing mode 9-Permanent After Death) rather than going through every single item individually.

Edit: Er, I mean non-dispellable, but same thing goes there too.

Edited by Miloch, 11 May 2009 - 05:29 AM.

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#39 vilkacis

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Posted 11 May 2009 - 11:07 AM

IIRC I already have it copy the contents of a folder and apply the same description to everything in it, so I pretty much expected it would work like that. Still, I have a couple of ideas for other items to add to Rupert's inventory, so if I do update the mod, it will be with those additions as well. And, well, there are the whole "time" and "effort" issues. :mellow:

#40 berelinde

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Posted 21 May 2009 - 08:31 AM

For some strange reason, the bam backgrounds show up as green. I'll attach a screenie & my weidu log.

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