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#1 The Imp

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Posted 15 August 2016 - 08:58 AM

Do you use a Global as a marker if the player goes through the skip ? If yes, what ?

And what's the containers name that drops all the items ? Or what ever you use--- Asking cause ... mods could add their stuff to that spot if the player chooses to skip, and only if then.


Edited by The Imp, 15 August 2016 - 08:59 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#2 Argent77

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Posted 15 August 2016 - 09:13 AM

No globals or other hacks. I'm using the very useful script action MoveContainerContents() to transfer pretty much everything from the dungeon to the surface. The script code is generated at install time, so even mod-added items and containers will be considered.

For special stuff like items created or given via script actions I have provided the option to place 2DA tables into a subfolder of my mod which describe how to handle the items in question. All files in that subfolder will be processed when the mod is installed. It's described in much more detail in the mod's readme, including example code.
 
Link to the Readme and table description

Edited by Argent77, 15 August 2016 - 09:25 AM.


#3 Roxanne

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Posted 15 August 2016 - 09:28 AM

No globals or other hacks. I'm using the very useful script action MoveContainerContents() to transfer pretty much everything from the dungeon to the surface. The script code is generated at install time, so even mod-added items and containers will be considered.

For special stuff like items created or given via script actions I have provided the option to place 2DA tables into a subfolder of my mod which describe how to handle the items in question. All files in that subfolder will be processed when the mod is installed. It's described in much more detail in the mod's readme, including example code.
 
Link to the Readme and table description

There is at least the Global("A7-ShortcutEnabled", "GLOBAL", 1) that handles if the portals operate normal or with the new feature. Should you decide not to use the new offer, everything stays as it was even if you have the mod installed.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#4 Argent77

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Posted 15 August 2016 - 10:05 AM

1. I agree that the placement can be improved. However, this container only contains items from the air elemental room (which are probably only one or two). I can try to find a better location though if it's too out of place.
2. Good idea. I'll add the option to the level 1 portals as well.
3. Good idea, too. I'll add it in the next release.
4. That aspect is causing me the same problems as the original authors of DBG. I've also mentioned it in the readme. There is currently no good way to handle NPCs universally. Some NPCs execute actions which will most likely break when I relocate them to the surface. Other NPCs will have introduction talks which don't make sense because of the changed location. I'm open for suggestions though. For now you have to pick them up the regular way before using the portal to teleport to the surface.


Edited by Argent77, 15 August 2016 - 10:14 AM.


#5 Roxanne

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Posted 15 August 2016 - 10:44 AM

1. I agree that the placement can be improved. However, this container only contains items from the air elemental room (which are probably only one or two). I can try to find a better location though if it's too out of place.
2. Good idea. I'll add the option to the level 1 portals as well.
3. Good idea, too. I'll add it in the next release.
4. That aspect is causing me the same problems as the original authors of DBG. I've also mentioned it in the readme. There is currently no good way to handle NPCs universally. Some NPCs execute actions which will most likely break when I relocate them to the surface. Other NPCs will have introduction talks which don't make sense because of the changed location. I'm open for suggestions though. For now you have to pick them up the regular way before using the portal to teleport to the surface.

Number 4 is an issue that DBG had before. Like stated, just relocating NPC does not work, as their introduction will be wrong (minimum). What is more is that you may loose additional contents that mods/mod NPCs add to the dungeon part of the game. The only solutions I see at this point is to a) mention it in the readme (which you do already) b) mention it in affected mod(s) readme(s) c) provide warnings for BWS users.

A problem is, that you cannot say that your mod is incompatible with those other mods because it will all depend on how a player will use the new feature.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#6 Argent77

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Posted 15 August 2016 - 11:00 AM

It might be possible to devise a plugin/addon system, similar to how it's currently done for the item tables, where each (script) file contains code to deal with a specific NPC. It should probably use a well-defined set of variables or functions to be able to interact with the main code. I have to see first if something like this is even doable.


Edited by Argent77, 15 August 2016 - 11:01 AM.


#7 Argent77

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Posted 15 August 2016 - 11:18 AM

Thanks. I'll still follow the NPC plugin idea since I could use it for Yoshimo as well.
 



#8 Sergio

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Posted 15 August 2016 - 04:15 PM

you are a boss for making such a mod.


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


#9 Argent77

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Posted 16 August 2016 - 02:28 AM

With the next release you can also register new areas that should be considered in the item transfer process.
 



#10 Argent77

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Posted 16 August 2016 - 04:35 AM

I have outlined a set of variables that will be executed for individual NPCs, so that they are properly dealt with even if you skip Chateau Irenicus.

 

My modding experience with regular NPCs is limited however. Can someone with more experience check if the provided variables are sufficient for dealing with any possible situation a custom NPC may be introduced to the party?

Let's assume we have to deal with Yoshimo in the addon script file "SkipChateauIrenicus/npc/yoshimo.tph":

Spoiler


Edited by Argent77, 16 August 2016 - 05:45 AM.


#11 Roxanne

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Posted 16 August 2016 - 06:24 AM

I have outlined a set of variables that will be executed for individual NPCs, so that they are properly dealt with even if you skip Chateau Irenicus.

 

My modding experience with regular NPCs is limited however. Can someone with more experience check if the provided variables are sufficient for dealing with any possible situation a custom NPC may be introduced to the party?

Let's assume we have to deal with Yoshimo in the addon script file "SkipChateauIrenicus/npc/yoshimo.tph":

Spoiler

Yoshimo may well be the only NPC feasible for your approach, because he has that simple pattern of never having been in party before and the option to let him join in the dungeon or send him ahead to CC on his own. Your code simulates the second option.

 

Things get much more complicated with Jaheira or Minsc for example - globals (and Locals) are set depending on actions taken while inside Irenicus' dungeon, you free them or not, you take them into party or not, their dialogues and re-joining LOCALS change based on how you dealt with them etc. In EET it gets even more complex due to the option to keep them from BG1 part of the game.

 

None of the mod NPCs you can find in those areas follows this pattern at all.

 

My argument would be - The mod is called Skip Chateau Irenicus and it does just that. Fullstop.

 

It makes little sense to skip this part of the game and then try to re-establish a game that simulates that you did not skip it. It is a mod for those players who have no interest in the contents, NPCs, actions, story told in this chapter and just want to skip ahead to Athkatla. It is a much clearer concept to keep it this way instead of creating a mixed mess of inconsistencies (Jaheira never knows about dead Khalid? Minsc has no idea about Dynaheir.) There is also  a load of interactions between joined NPCs that have contents related to stuff inside of the dungeon and will trigger out of sync.


Edited by Roxanne, 16 August 2016 - 06:25 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#12 Argent77

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Posted 16 August 2016 - 06:45 AM

This feature is primarily intended as an option for modders who want to relocate their NPCs if Charname skips Chateau Irenicus prematurely. It's purely optional. I don't plan to include any files except for vanilla NPCs you can meet in the dungeon. Since the code is in TP2 format a modder can even add situation-specific dialog to their NPC or add/modify related scripts.

Regarding Jaheira and Minsc, I haven't decided yet if I add code for them as well. If I do then it would only affect the characters if you never met them before (i.e. when you start a new SoA game). Otherwise I assume that you intentionally leave them to their fate.

I've tested it successfully on Adrian already with the following code (although his introduction scripts and dialogs are rather straightforward):

Spoiler


Edit: Tested it with Yasraena as well. This is the code:
Spoiler


Edited by Argent77, 16 August 2016 - 10:32 AM.


#13 Argent77

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Posted 22 August 2016 - 10:39 AM

New version: Skip Chateau Irenicus v2.0

Changes in v2.0:

  • Relocated a container in the rubble of the destroyed building on Waukeen's Promenade to a more suitable location.
  • Added more transportation options to the lower level portals in Chateau Irenicus.
  • Vanilla NPCs Jaheira, Minsc and Yoshimo can be recruited later if you decide to skip them in Chateau Irenicus.
  • Added German translation.
  • For modders: externalized areas to consider when transferring items to the surface.
  • For modders: implemented "addon" feature that can be used to deal with skipped NPCs.


#14 Argent77

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Posted 30 August 2016 - 04:26 AM

New version: Skip Chateau Irenicus v2.1

Changes in v2.1:

  • Added Polish translation (thanks Cahir)


#15 Argent77

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Posted 04 November 2016 - 07:13 AM

Thanks. But Chloe is a tough nut. I've made it work, but her alternate "intro talk" is the one as if you refused her company the first time, so you probably have to pay up front to get her join you. She can be found in the "Seven Vales" Inn at Waukeen's Promenade.

Besides Adrian, Chloe, and Yasraena, are there any more mod NPCs you can encounter in Chateau Irenicus?
 



#16 agb1

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Posted 04 November 2016 - 08:04 AM

Mod NPCs found in Chateau Irenicus:

 

Branwen from Branwen NPC - DL http://www.arcanecoa...d/Branwenv13.7z

Devin from Les Exiles de Lunargent - DL http://legendesstudi...r/Lesexiles.rar

Genie in Geomantic Sorcerer - DL http://gibberlings3....download&id=716

Moddie from Moddie the Vixen NPC - DL http://www.baldursga...=downfile&id=60

Frennedan from Frennedan NPC - DL http://dabus.bplaced...anmod_v1_03.zip

Lester from Lester NPC - DL ftp://eros.gram.pl/bg2/Lester_NPC_v0.8.zip

Raziel from Raziel NPC - DL http://baldur.cob-bg...c/Raziel_v1.exe

Silver Star from Silver Star NPC - DL http://www.shsforums...attach_id=27852

 

And of course Chloe.  I don't know if this is a complete list - I just grepped for Irenicus in the BWS mod ini folder.

 

And of course, not all of these are EE compatible yet.


Edited by agb1, 04 November 2016 - 08:05 AM.

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#17 Roxanne

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Posted 04 November 2016 - 08:06 AM

Thanks. But Chloe is a tough nut. I've made it work, but her alternate "intro talk" is the one as if you refused her company the first time, so you probably have to pay up front to get her join you. She can be found in the "Seven Vales" Inn at Waukeen's Promenade.

Besides Adrian, Chloe, and Yasraena, are there any more mod NPCs you can encounter in Chateau Irenicus?

There are, but they have not (yet) been converted to EE. So maybe you want to ignore them for now.


Edited by Roxanne, 04 November 2016 - 08:07 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#18 Argent77

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Posted 05 November 2016 - 04:00 AM

The listed mods are difficult to convert for various reasons. I'll ignore them for now. Most of them are rather old, so it's unlikely they will ever be converted to EE.
 



#19 Argent77

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Posted 11 November 2016 - 03:04 AM

New version: Skip Chateau Irenicus v2.2

Changes in v2.2:

  • Added NPC support for Adrian, Chloe and Yasraena
  • Fixed harmless error messages shown during installation


#20 Roxanne

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Posted 20 November 2016 - 09:41 AM

New version: Skip Chateau Irenicus v2.2

Changes in v2.2:

  • Added NPC support for Adrian, Chloe and Yasraena
  • Fixed harmless error messages shown during installation

Short question

I have recently started work on Chloe (abandoned by original author) to make her compatible with BG2EE and EET and also to develop further contents.

Does your moving her out of the dungeon make her have the air elemental statue in her inventory?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*