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Use with megamods


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#1 -TrancingBear-

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Posted 24 July 2011 - 05:38 AM

I've gotten pretty good at following scripts and dialogs to the point where I managed to play the entire Reign of Terror mod without it working in the World Map. I just had to CLUAConsole:MoveToArea now and then - not perfect but it worked.

So I get that FFT does not work with megamods or the world map. Questions:

- Will installing FFT after megamods and the world map mess up the world map?
- If no to the above, can I play FFT by using the command console to jump to applicable areas?

Thanks!

TB

#2 Yovaneth

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Posted 24 July 2011 - 10:59 AM

Do you know - I have absolutely no idea to the first question. The answer to the second question is a definite 'no' because the movement to one area is scripted depending on actions you have taken. Think of the circus tent quest (Kalah) in BG2; that's a scripted area transition.

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#3 -TrancingBear-

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Posted 24 July 2011 - 11:34 AM

Thanks for the fast reply Yovaneth. In my experience the movements from one area to another work fine without the World Map. It's only when you leave a major area and are shown the map to select your destination that things go awry. Essentially the destination is not on the map so you need to MoveToArea to get to it. But once there, all of the movements within that major area work fine.

I'll give it a wack and let you know how it goes.

TB

#4 Jarno Mikkola

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Posted 24 July 2011 - 11:46 AM

- Will installing FFT after megamods and the world map mess up the world map?

Do you know - I have absolutely no idea to the first question.

What TrancingBear is asking is, how does the Fishing For Trouble add the worldmap element to the game in the WeiDU installation ? Do you overwrite the current worldmap with your own, or do you patch the file( Worldmap.wmp )...

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#5 Yovaneth

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Posted 24 July 2011 - 02:46 PM

It patches it. That patch (worldmap.wmp) was developed specifically for this mod and then got used elsewhere.

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#6 -TrancingBear-

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Posted 24 July 2011 - 05:36 PM

It's far from an exhaustive test, but the MoveToArea trick appears to work. First, installing FFT over a megamod/worldmap installation doesn't appear to have any ill affect on the map. All areas from the other mods continue to activate and be accessable when they're supposed to.

FFT itself also seems to work fine until, of course, you need to move to a major area. So when I got the first quest from Elminster, I did a MoveToArea("YS1000"), which starts me in the upper left-hand corner of the map, unfortunately, but I have no problem entering the buildings (are they supposed to be empty?).

Assuming this all sounds right, might be handy for those not wanting to dive into dialogs and scripts to know the area codes for the major locations and roughly where one should start on the map (e.g. bottom right, middle top, etc.) so that you can CNTR-J to that location.

TB

#7 Yovaneth

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Posted 25 July 2011 - 12:10 AM

The buildings are empty - Elminster wants you to find out why. Using CLUAConsole is going to work right up until the end of the mod - what follows is a SERIOUS end-of-quest spoiler but if you're using the console then you need to know it.
Spoiler

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#8 GeN1e

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Posted 25 July 2011 - 08:03 AM

I'm fairly certain that installing FFT after Worldmap will only bear cosmetic inconsistency, as well as inability to travel from FFT's areas to Megamod's.

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#9 -TrancingBear-

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Posted 26 July 2011 - 03:42 AM

Cool, thanks all. I decided not to look at the spoiler until it feels like I'm near the end and run into something I can't get passed. Who know, could be months from now. I'll report back when I get there and perhaps provide a spoiler-minimized "guide" for those in a similar situation. Thanks again!

#10 Miloch

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Posted 26 July 2011 - 04:19 AM

There is an unofficial patch of sorts for FFT and the Worldmap here. It seems to work AFAICT.

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