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The Minotaur and Lilacor


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#1 Yovaneth

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Posted 29 July 2009 - 11:36 AM

File Name: The Minotaur and Lilacor
File Submitter: Yovaneth
File Submitted: 29 Jul 2009
File Category: Miscellaneous Released Mods

I've just played the Lilacor quest in BG2 and once again, I found myself extremely puzzled by the events in AR0418. You wander in and a minotaur promptly gets killed by four myconids. There are also three bodies lying around and no explanation whatsoever as to what has happened. Looks like another unfinished fedex, only I could find nothing beyond the minotaur's name (and even that looks suspect, as if there was a fedex planned involving minotaurs as the cre name is Slandor and the actual name is Andorian). A search with NI finds three dialogs with a reference to Andorian in them but all three dialogs are completely trashed; there is nothing to be read from them.

So to shut up my sense of frustration, I decided to add a small backstory - nothing more really than a conversation with the minotaur who reveals just what he and the three dead bodies are doing in Athkatla's sewers.

Maintenance update to v1.1: German translation by Gerri.
Maintenance update to v1.2: Italian translation by Ilot.
Update to 1.3: Mercurier's enemy-check code added to Andorian's fighting script. Readme added with an incompatibility list.
Maintenance update to v1.4: French translation by Le Marquis.
Maintenance update to 1.5: Russian translation by aerie.ru.
Maintenance update to 1.5.1: 'MODDER' statement removed from the .tp2 file. Move along - nothing to see here.
Maintenance update to v1.6: Spanish translation by Lisandro.
Maintenance update to v2.0: Polish translation by Lisandro, BG2:EE and EET compatibility.
 
 
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#2 Yovaneth

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Posted 21 August 2009 - 01:26 PM

Maintenance update to v1.1: German translation by Gerri.

#3 Yovaneth

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Posted 21 August 2009 - 01:26 PM

Maintenance update to v1.2: Italian translation by Ilot.

#4 mercurier

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Posted 24 September 2009 - 08:25 AM

A suggestion:
In this mod players can initiate dialog with Andorian without kiling all mycoids. The head of slandor.baf can be modified to avoid this.
IF
	!See([EVILCUTOFF])
THEN
	RESPONSE #100
		DialogInterrupt(TRUE)
		Turn()
		Continue()
END

IF
	See([EVILCUTOFF])
THEN
	RESPONSE #100
		DialogInterrupt(FALSE)
		Attack(LastSeenBy(Myself))
		Continue()
END

PS: I've edited my last post in your lightmap thread several days ago and it seems you haven't noticed it - it contains some useful info regarding BGT compability.

#5 Yovaneth

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Posted 24 September 2009 - 08:46 AM

Myconids attack anything on sight. I didn't want the situation where you could talk to Andorian in the middle of a fight - after all, the battle is already going on when you enter - so I deliberately check the body count before allowing any conversation.

-Y-

#6 mercurier

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Posted 24 September 2009 - 09:38 AM

I just checked your area script and dialog file.
-ar0418 has three myconids in vannila;
-your script spawns 6 more myconids;
-> there are 9 myconids to fight now
however, in the .d file the condition to initiate the dialog is GlobalGT("ysDeadMyconids","GLOBAL",5).

I strongly recommend you using DialogInterrupt(TRUE/FALSE) in creature's script rather than using body munber check in .d - the former saves you a global variable together with its operators. I've tested the modified code I posted and it worked.

Edited by mercurier, 24 September 2009 - 09:40 AM.


#7 Yovaneth

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Posted 24 September 2009 - 02:40 PM

The standard myconid does not have a DV so you can't do a body count, so as I spawn 6 myconids GlobalGT>5 is correct. Andorian will not speak to you until all myconids are dead. It looks ugly and doesn't appear to stack up, but it works the way I want it to. Well, it did in testing anyway!

Although having said that, I can see the advantages of your approach. If I ever update the mod (and I have one or two small ideas) I will go that route.

-Y-

Edited by Yovaneth, 24 September 2009 - 02:43 PM.


#8 mercurier

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Posted 24 September 2009 - 04:20 PM

Well, what happened in my game (a fresh SoA + slandor 1.2 install) is that Andorian did talked to me once a few myconids are killed... :crying:

#9 Cal Jones

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Posted 24 September 2009 - 07:37 PM

Interesting - I often wondered about the minotaur. Any more info about what the mod is?

#10 Yovaneth

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Posted 25 September 2009 - 07:16 AM

It's only a short conversation to explain his presence Cal - nothing more. Yet. I'm thinking about it. It really does look like a cut Fedex but there simply wasn't enough left over to let me piece together what was meant to happen; this is probably why the UB guys left it alone.

@mercurier: - Point taken. It didn't happen to me but that doesn't mean it can't happen. I'll update it fairly soon.

-Y-

#11 psychlopes

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Posted 09 October 2009 - 07:42 AM

I installed the minotaur and lilarcor quest after deeper shadows of Amn and the shadow dragon component didnt trigger (it should trigger after the minotaur dies in that area).
When I exit and re-enter the hobogoblins and myconids will respawn infinitely .

I had a work around by CLUA in the shadow dragon
sorry, game not installed right now

#12 Yovaneth

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Posted 11 October 2009 - 02:35 AM

I'll make an incompatibility note in the readme.

-Y-

#13 Yovaneth

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Posted 11 October 2009 - 02:53 AM

Update to 1.3: Mercurier's enemy-check code added to Andorian's fighting script. Readme added with an incompatibility list.

#14 Yovaneth

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Posted 16 November 2009 - 03:56 AM

Maintenance update to v1.4: French translation by Le Marquis.

#15 prowler

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Posted 14 January 2010 - 09:08 AM

Russian translation is ready. :cheers:

Attached Files


Murloc-translator
Coordinator of the Russian BWP Translation Team - Arcanecoast.ru
Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon


#16 Yovaneth

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Posted 07 February 2010 - 01:42 PM

Maintenance update to 1.5: Russian translation by aerie.ru. With apologies to Prowler for taking so long to release this.

-Y

#17 Jarno Mikkola

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Posted 07 February 2010 - 01:57 PM

Maintenance update to 1.5: Russian translation by aerie.ru. With apologies to Prowler for taking so long to release this.

Eeh, can this be revised?

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#18 Lisandro

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Posted 04 March 2010 - 05:35 AM

Spanish Translation.

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#19 Yovaneth

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Posted 13 March 2010 - 11:22 AM

Maintenance update to v1.6: Spanish translation by Lisandro.

-Y-

#20 -mikael-

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Posted 17 September 2014 - 12:42 PM

I really like this mod. Maybe update to BGII: Enhanced Edition, please?? :)