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Northern Wood Revealed (Magic Bow Quest)


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#1 erebusant

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Posted 19 August 2006 - 12:27 AM

I added the scripting to AR9000.bcs and AR4300.bcs to allow for the Northern Wood to be revealed on your Worldmap upon receiving the Elf Bow quest from either Haeball or the Demons in the Solitary Valley. Drop them in your override directory and you're ready to go. The only notation is, in order for the Map to be updated when the demons give you the Bow Quest is you have to actually travel out into the "Solitary Valley", and from there back into the Cloudpeaks. You can't just CLUA your way there or the IF/THEN block in the .bcs won't fire.

Attached Files


Edited by erebusant, 19 August 2006 - 06:41 AM.

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#2 Bloodtitan

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Posted 19 August 2006 - 05:01 AM

nice one, but the attached files can't be downloaded somehow...

#3 erebusant

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Posted 19 August 2006 - 06:36 AM

nice one, but the attached files can't be downloaded somehow...



Right-click and "save target as", then select the direcory you want it to go to. In the "file name" bar add ".bcs" to the ARXXXX, and in the "file type" bar select "All Files". It should be fine then,,,, :cheers:

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#4 --Lilith--

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Posted 12 September 2006 - 07:04 AM

I drop the Files into my Override Directory.

But i have no change by Haeball (AR9000).

When i talk to the Demons in the Solitary Valley i have a empty Messagebox. I can answer to the Demon, but i dont no what the Question is.

#5 --Lilith--

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Posted 12 September 2006 - 07:21 AM

Oh, there ist another Point. Im also drop the Files NTINDFIG.DLG and NTLLINDE.CRE into the Override Directory.

#6 erebusant

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Posted 12 September 2006 - 06:18 PM

Oh, there ist another Point. Im also drop the Files NTINDFIG.DLG and NTLLINDE.CRE into the Override Directory.



Have you put the files in your override directory before talking to Haeball? Also, does he ask you to get the bow? He won't do so unless you kill off Hasdar in Baldur's Gate. NTLLINDE.CRE only changes the dialog reference, and the NTINDFIG.dlg only changes the item reference so the demon's will recognize you have the body of the dead mage with you. Do you have that?

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#7 melkor_morgoth75

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Posted 13 September 2006 - 01:14 AM

Some help here ... where the bow is located? ;)

erebusant: (a bit off-topic sorry), have you had the same problem i wrote in "lobar" post?

thanks,

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#8 erebusant

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Posted 13 September 2006 - 04:32 AM

Some help here ... where the bow is located? ;)

erebusant: (a bit off-topic sorry), have you had the same problem i wrote in "lobar" post?

thanks,

mm75



The bow is located in AR40PB (The Northern Wood) I didn't have the issue with Lobar because I waited to talk to him. The dialog with him worked just fine. With Oupaste in the Blushing Mermaid, I had to initiate dialog with him about 4 times before he would say anything about the "Book".

Edit: 3 times. I am not sure why the original mod makes you do this but yes, you have to keep talking to him until he finally tells you the location. Maybe because he read the book and so can't talk clearly??

Edited by Sir BillyBob, 14 September 2006 - 06:39 PM.

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#9 melkor_morgoth75

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Posted 13 September 2006 - 06:03 AM

Ok, thanks mate ;)

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#10 LilithBe

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Posted 14 September 2006 - 04:11 AM

Have you put the files in your override directory before talking to Haeball? Also, does he ask you to get the bow? He won't do so unless you kill off Hasdar in Baldur's Gate. NTLLINDE.CRE only changes the dialog reference, and the NTINDFIG.dlg only changes the item reference so the demon's will recognize you have the body of the dead mage with you. Do you have that?


Yes, i put the Files into the Override Directory and begin an new Game. The empty Messagebox was at the first talk to the Diamons.

ps: sorry for my bad english

#11 erebusant

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Posted 14 September 2006 - 05:21 AM


Have you put the files in your override directory before talking to Haeball? Also, does he ask you to get the bow? He won't do so unless you kill off Hasdar in Baldur's Gate. NTLLINDE.CRE only changes the dialog reference, and the NTINDFIG.dlg only changes the item reference so the demon's will recognize you have the body of the dead mage with you. Do you have that?


Yes, i put the Files into the Override Directory and begin an new Game. The empty Messagebox was at the first talk to the Diamons.

ps: sorry for my bad english



Could you post your WeiDU log? I've never run into that issue. (Is there a German option on the install? I don't remember offhand. Perhaps that's difference in dialogs.) Do the demon dialogs work if you remove the NTINDFIG.dlg from your override directory? Do you get the world map to update if you kill Hasdar (by the Sorcerous Sundries in BG) and then talk to Haeball to get the bow quest? It should occur directly after exiting his tower and going back into the Larswood area.

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#12 LilithBe

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Posted 14 September 2006 - 08:08 AM

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name
~SETUP-BD-TOB.TP2~ #1 #0 // Baldurdash Fix Pack fuer ToB, v1.5 WeiDU
~SETUP-BD-TOB.TP2~ #1 #2 // Textupdatepack -> Deutsche Korrektur von Textfehlern v2.1
~SETUP-SOS.TP2~ #1 #0 // Shadows Over Soubar, v105 WeiDU
~SETUP-BGT.TP2~ #3 #0 // Baldur's Gate Trilogy - Hauptteil 1.01
~PROLOGUE/PROLOGUE.TP2~ #2 #0 // Wiederherstellen der Musik w„hrend des Prologes fr BG1TuTu und BGT-WeiDU
~SETUP-DSOTSC.TP2~ #1 #0 // DSotSC fuer BGT-Weidu v1.85 Mod
~SETUP-NTOTSC.TP2~ #1 #0 // NTotSC für BGT-BP v1.45 Mod
~SETUP-BONEHILL.TP2~ #1 #0 // Bone Hill-Mod v2.02 (Setzt BGT-Weidu oder Tutu voraus),
~SETUP-INDINPC.TP2~ #2 #0 // Indira NPC fr BGT-WeiDU
~SETUP-SAERILETH.TP2~ #1 #0 // Saerileth Romanzen-Mod v12 (BG2:SvA & TdB NPC) geschrieben von Nethrin und Sillara
~SETUP-SOLAUFEIN.TP2~ #2 #0 // Solaufein Romanze für Baldurs Gate II (SvA und TdB)
~SETUP-TASHIA.TP2~ #2 #0 // Tashia, eine zusaetzliche Mitstreiterin (mit TdB)
~THAPPY.TP2~ #0 #0 // Tashia Happy-Patch v.2.05
~SETUP-TSUJATHA.TP2~ #1 #0 // Tsujatha (BG2:SvA NPC) erstellt von Sillara of the Tamari
~SETUP-VANIM.TP2~ #0 #0 // Ein neuer NPC: Vanim, ein beruechtigter Meuchelmoerder
~SETUP-SHARTEEL.TP2~ #0 #0 // Shar-Teel Mod für Baldur's Gate II
~SETUP-C#AJANTIS_SVA.TP2~ #0 #0 // Sir Ajantis als NPC für BGII-SvA
~SETUP-CHIARA.TP2~ #0 #0 // Chiara - Ein Charakter aus dem Rosenranken-Forum
~SETUP-MALTHIS.TP2~ #0 #0 // Malthis, der Säbelrassler!
~SETUP-NPCFLIRT.TP2~ #2 #0 // Aerie Flirt Pack für SOA
~SETUP-NPCFLIRT.TP2~ #2 #1 // Aerie/Solaufein Romanzenkonflikt für SOA (Solaufein V60 oder höher empfohlen)
~SETUP-NPCFLIRT.TP2~ #2 #2 // Aerie Flirt Pack für TOB
~SETUP-NPCFLIRT.TP2~ #2 #3 // Aerie/Solaufein Romanzenkonflikt für TOB (Solaufein V60 oder höher empfohlen)
~SETUP-NPCFLIRT.TP2~ #2 #4 // Jaheira Flirt Pack für SOA
~SETUP-NPCFLIRT.TP2~ #2 #5 // Jaheira/Solaufein Romanzenkonflikt für SOA (Solaufein V60 oder höher empfohlen)
~SETUP-NPCFLIRT.TP2~ #2 #6 // Jaheira Flirt Pack für TOB
~SETUP-NPCFLIRT.TP2~ #2 #7 // Jaheira/Solaufein Romanzenkonflikt für TOB (Solaufein V60 oder höher empfohlen)
~SETUP-NPCFLIRT.TP2~ #2 #8 // Viconia Flirt Pack für SOA
~SETUP-NPCFLIRT.TP2~ #2 #9 // Viconia/Solaufein Romanzenkonflikt für SOA (Solaufein V60 oder höher empfohlen)
~SETUP-NPCFLIRT.TP2~ #2 #10 // Viconia Flirt Pack für TOB
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~SETUP-NPCFLIRT.TP2~ #2 #12 // Anomen Flirt Pack für SOA
~SETUP-NPCFLIRT.TP2~ #2 #13 // Anomen/Solaufein Romanzen Konflikt für SOA (Solaufein V60 oder höher empfohlen)
~SETUP-NPCFLIRT.TP2~ #2 #14 // Anomen Flirt Pack für TOB
~SETUP-NPCFLIRT.TP2~ #2 #15 // Anomen/Solaufein Romanzen Konflikt für TOB (Solaufein V60 oder höher empfohlen)
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~BWQUEST.TP2~ #2 #0 // Schwarze Rose Teil I: Marktpreise
~SETUP-C#SILBERDRACHENBLUT.TP2~ #0 #0 // Silberdrachenblut - Questmod von Gandalf the white
~SETUP-SIRINESCALL.TP2~ #2 #0 // Die Verlockung des lieblichen Gesangs der Sirenen
~SETUP-TACTICS.TP2~ #2 #0 // Verbesserter Ilyich (benötigt TdB)
~SETUP-TACTICS.TP2~ #2 #2 // Verbesserter TorGal und De'Arnise-Festung
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~SETUP-TACTICS.TP2~ #2 #5 // Verbesserter Irenicus
~SETUP-TACTICS.TP2~ #2 #6 // Verbesserte Bewachte Anlage (im Tempelviertel)
~SETUP-TACTICS.TP2~ #2 #7 // Verbesserte Verzerrte Rune
~SETUP-TACTICS.TP2~ #2 #10 // Gebhard Bluchers Verbesserter Mae'Var
~SETUP-TACTICS.TP2~ #2 #12 // Gebhard Bluchers Verbesserte Dämonenritter
~SETUP-TACTICS.TP2~ #2 #29 // Kensai Ryus Verbesserte Kupferkrone
~SETUP-TACTICS.TP2~ #2 #30 // SimDing0s Verbesserte Oase
~SETUP-TACTICS.TP2~ #2 #32 // Mike Barnes' Verbesserter Nordwald
~SETUP-TACTICS.TP2~ #2 #33 // Mike Barnes' Wandernde Berge
~SETUP-TACTICS.TP2~ #2 #35 // Schwierigerer Druidenhain
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~SETUP-UB.TP2~ #3 #2 // Kalah und was ihm versprochen wurde
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~SETUP-UB.TP2~ #3 #17 // Korrigierte Namen und Biographien der Charaktere
~SETUP-UB.TP2~ #3 #18 // Wiederhergestellte kleinere Dialoge
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~SETUP-BPV177.TP2~ #1 #2 // Verbesserter Spellhold
~SETUP-BPV177.TP2~ #1 #3 // Zauberstab des Orcus Zusatzfunktion
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~SETUP-BPV177.TP2~ #1 #6 // Verbesserter Gruftkönig, von Kensai Ryu
~SETUP-BPV177.TP2~ #1 #7 // Gnomischer Kämpfer/Illusionist im Hafenviertel, von Kensai Ryu
~SETUP-BPV177.TP2~ #1 #8 // Verbesserte Zufällige Begegnungen, von Gebhard Blucher und Kensai Ryu
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~SETUP-BPV177.TP2~ #1 #12 // Das Ritual, von Westley Weimer
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~SETUP-BPV177.TP2~ #1 #14 // Level-50 Regelset (Code von King Diamond)
~SETUP-BPV177.TP2~ #1 #15 // Ascension für BP
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~SETUP-BGTTWEAK.TP2~ #2 #1 // Angelo nimmt Notiz von Shar-teel
~SETUP-BGTTWEAK.TP2~ #2 #2 // Kagains l”sbares Karavanenabenteur
~SETUP-BGTTWEAK.TP2~ #2 #3 // H„rterer Sarevok und Semaj
~SETUP-BGTTWEAK.TP2~ #2 #4 // Hauptgegenden wurden w„hrend des Besuches erforscht
~SETUP-BGTTWEAK.TP2~ #2 #5 // Auf Druiden und Waldl„ufer reagierende B„ren
~SETUP-BGTTWEAK.TP2~ #2 #9 // Zuf„llig aktivierte Fallen in der Piratenh”hle -> Zuf„lligkeit anhand der Spielzeit
~SETUP-BGTTWEAK.TP2~ #2 #10 // Die Taschen der Schwertkste
~SETUP-BGTTWEAK.TP2~ #2 #11 // Ge„nderte Hervorrufungen -> TuTu-artige stufenbasierende Hervorrufung
~SETUP-BGTTWEAK.TP2~ #2 #13 // Arkion reagiert auf den Ruf des Spielers
~SETUP-BGTTWEAK.TP2~ #2 #14 // Coran reagiert auf den Tod eines Lindwurms
~SETUP-BGTTWEAK.TP2~ #2 #16 // Entferne das Brechen von Gegenst„nden
~SETUP-BGTTWEAK.TP2~ #2 #17 // Ausrstungslose Magier und Diebe sind verhllt
~SETUP-D0TWEAK.TP2~ #4 #1 // Korrekte beschworene Dämonen
~SETUP-D0TWEAK.TP2~ #4 #2 // Korrekte Dämonen Animationen
~SETUP-D0TWEAK.TP2~ #4 #3 // Wiedereinführung von Dimensionstor
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #50 // Avatar-Transformations-Skript
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #60 // Änderungen von Waffenanimationen
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #110 // Icon Improvements
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #120 // Change Avatar When Wearing Robes or Armor (Galactygon)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #1010 // More Interjections
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #1130 // Reputation Resets in BG2 (BGT Only)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #1160 // Mehrere Festungen/Gilden gleichzeitig leiten (Baldurdash)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #1170 // Zusätzliche Händler (Baldurdash)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #1180 // Weibliche Edwina
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #2060 // Waffenstile für alle Klassen
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #2140 // Erweiterte Mehrklassenoptionen
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3000 // Higher HP on Level Up -> Maximum
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3012 // Maximale TP für NSC (the bigg) -> Nur für NSC, die der Gruppe beitreten können
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3030 // Easy Spell Learning -> 100% Chance auf Lernen von Zaubern
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3040 // Nimmervoller Beutel ohne Kapazitätsgrenze
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3080 // Unbegrenzte Munitionsstapel
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3090 // Unbegrenzte Stapel bei Edelsteinen und Schmuck
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3100 // Unbegrenzte Tränkestapel
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3110 // Unbegrenzte Schriftrollenstapel
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3150 // Entfernen der furchtbaren Animationen des Spiegelumhangs und des Zaubers "Zauberfalle"
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3180 // Romance Cheats -> No Gender/Racial Requirements for Romance
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #3200 // Verkaufbare Stäbe, Knüppel und Schleudern (Icelus)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #4000 // Reaktionen der rekrutierbaren NPCs mit böser Gesinnung anpassen
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #4020 // ToB-Style NPCs
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #4031 // Consistent Stats: Edwin -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #4041 // Consistent Stats: Jaheira -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #4061 // Consistent Stats: Minsc -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #3 #4071 // Consistent Stats: Viconia -> Use BG2 Values
~SETUP-BP-BGT-WORLDMAP.TP2~ #1 #0 // Ueberarbeitete Weltkarte fuer Baldurs Gate - Big Picture und kompatible Modifikationen mit farbigen Baldurs Gate Kartenicons -> Installiere neue Weltkarte fuer die Megamodifikation
~SETUP-BP-BGT-WORLDMAP.TP2~ #1 #2 // Benutze die Weltkarte ebenso fuer Thron des Bhaal
~SETUP-BAGBONUS.TP2~ #0 #0 // Bonus Potioncase and Ammobelt to Deidre's store
~SETUP-ASHESOFEMBERS.TP2~ #3 #2 // Unique weapons (bolas and katars)
~SETUP-ASHESOFEMBERS.TP2~ #3 #5 // Priester des Oron Variation (ACHTUNG: Nur 9 Priester-Variationen, inklusive der von BioWare angebotenen, sind zu einem Zeitpunkt möglich.)
~SETUP-ASHESOFEMBERS.TP2~ #3 #9 // Priester des Yathar-Variation (ACHTUNG: Nur 9 Priester-Variationen, inklusive der von BioWare angebotenen sind zu einem Zeitpunkt möglich.)
~SETUP-ASHESOFEMBERS.TP2~ #3 #11 // Arenakämpfer-Variation
~SETUP-ASHESOFEMBERS.TP2~ #3 #12 // Neue Rüstung (Schuppen-, Bänder-, und Feldharnisch)

#13 LilithBe

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Posted 14 September 2006 - 08:38 AM

Yes, its a German Installation. I delete the File NTINDFIG.dlg from the Override Directory and now the 1st Dialog with the Demons work. I go directly to Haeball an kill him to get hims Key, get the Wizzard and go back to the Demons. He ask me again for the Wizzard. But i have the Wizzard in my Inventory. Shadowkeeper say the ID is NTMISC06.ITM.

#14 erebusant

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Posted 14 September 2006 - 08:47 AM

Yes, its a German Installation. I delete the File NTINDFIG.dlg from the Override Directory and now the 1st Dialog with the Demons work. I go directly to Haeball an kill him to get hims Key, get the Wizzard and go back to the Demons. He ask me again for the Wizzard. But i have the Wizzard in my Inventory. Shadowkeeper say the ID is NTMISC06.ITM.



That was the change I made in the .dlg reference. It references the wrong Misc (mage body) If you can open up the NTINDFIG.dlg in your installation and take a look at the "Actions" lines, one or two of them are referencing either NTMISC06 or NTMISC13 (I can't remember offhand which it is, but I think it's NTMISC13). Whichever one it is, change it to the other one, and save the .dlg file from your installation to your override directory. Then take the body you got from Haeball back to the demons, and they should react appropriately to the body and give you the Elf Bow Quest. Once they do that, leave the Solitary Valley and go back into AR4300, and at that point your Worldmap should update, and Northern Wood should show up on your Worldmap just North of the Wood of the Dead, and East of the Fields of the Dead. Let me know if this works. Thanks!

Edited by erebusant, 14 September 2006 - 08:49 AM.

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#15 LilithBe

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Posted 14 September 2006 - 03:17 PM

Ok, i change in the NTINDFIG.dlg from NTMISC13.ITM to NTMISC06.ITM and talk to the Demons. Now the give me the Bow-Quest :) After this the Northern Wood show up on the Worldmap. But i cant go to the Northern Wood (target not possible).

#16 erebusant

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Posted 14 September 2006 - 05:07 PM

Ok, i change in the NTINDFIG.dlg from NTMISC13.ITM to NTMISC06.ITM and talk to the Demons. Now the give me the Bow-Quest :) After this the Northern Wood show up on the Worldmap. But i cant go to the Northern Wood (target not possible).



Have you tried reaching it from Field of Dead or Wood of the Dead the 1st time? If that doesn't work, cluaconsole there with AR40PB.

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#17 Sir BillyBob

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Posted 14 September 2006 - 06:49 PM

New areas have to be access from the edge of a nearby area. No different than when you try to get to the Naskel mines but haven't walked south past Beregost yet. The locations in BGT are linked together by neighbors. In SoA, everything is linked to the City Gates (which is why you can jump to a new area from another area - as long as you have been to the City Gates).

As for DLG files, don't assume that you can use one from another player. Each DLG file is really a chain of dialog strings that point back to the DIALOG.TLK file which is different for every player. It gets changed everytime you add or remove mods, so unless both players used the game install with the same language and installed the same sections of the same mods, you are probably not going to have the same dialog file. And no, you can't just send someone your DIALOG.TLK file, that would then screw up any other mods that person installed. DLGs can only be installed by way of Weidu which will append the TLK file with the new dialog text. This is how we add new text to the existing game.

Whew, now then, is the NTMISC13 issue mine or someone elses?

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#18 erebusant

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Posted 14 September 2006 - 10:00 PM

New areas have to be access from the edge of a nearby area. No different than when you try to get to the Naskel mines but haven't walked south past Beregost yet. The locations in BGT are linked together by neighbors. In SoA, everything is linked to the City Gates (which is why you can jump to a new area from another area - as long as you have been to the City Gates).

As for DLG files, don't assume that you can use one from another player. Each DLG file is really a chain of dialog strings that point back to the DIALOG.TLK file which is different for every player. It gets changed everytime you add or remove mods, so unless both players used the game install with the same language and installed the same sections of the same mods, you are probably not going to have the same dialog file. And no, you can't just send someone your DIALOG.TLK file, that would then screw up any other mods that person installed. DLGs can only be installed by way of Weidu which will append the TLK file with the new dialog text. This is how we add new text to the existing game.

Whew, now then, is the NTMISC13 issue mine or someone elses?



I think you just need to change all the NTMISC13's in the NTINDFIG.D file to NTMISC06's before install and the dialog should compile correctly. The demons reference 13 which is the "body of Fey'Doch" and 06 is the "unidentified body" that you get from the chest in Haeball's basement.

Edited by erebusant, 14 September 2006 - 10:02 PM.

It takes a village...


#19 Rubberduck

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Posted 14 September 2006 - 11:43 PM

New areas have to be access from the edge of a nearby area. No different than when you try to get to the Naskel mines but haven't walked south past Beregost yet. The locations in BGT are linked together by neighbors. In SoA, everything is linked to the City Gates (which is why you can jump to a new area from another area - as long as you have been to the City Gates).

As for DLG files, don't assume that you can use one from another player. Each DLG file is really a chain of dialog strings that point back to the DIALOG.TLK file which is different for every player. It gets changed everytime you add or remove mods, so unless both players used the game install with the same language and installed the same sections of the same mods, you are probably not going to have the same dialog file. And no, you can't just send someone your DIALOG.TLK file, that would then screw up any other mods that person installed. DLGs can only be installed by way of Weidu which will append the TLK file with the new dialog text. This is how we add new text to the existing game.

Whew, now then, is the NTMISC13 issue mine or someone elses?



I think you just need to change all the NTMISC13's in the NTINDFIG.D file to NTMISC06's before install and the dialog should compile correctly. The demons reference 13 which is the "body of Fey'Doch" and 06 is the "unidentified body" that you get from the chest in Haeball's basement.



Just opened the mentioned NTINDFIG.DLG and found out that my version says NTMISC06. SO do i have to change it to 13?.
Can someone please give me the area code for the "Solitary Valley"?

#20 erebusant

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Posted 15 September 2006 - 04:44 AM


New areas have to be access from the edge of a nearby area. No different than when you try to get to the Naskel mines but haven't walked south past Beregost yet. The locations in BGT are linked together by neighbors. In SoA, everything is linked to the City Gates (which is why you can jump to a new area from another area - as long as you have been to the City Gates).

As for DLG files, don't assume that you can use one from another player. Each DLG file is really a chain of dialog strings that point back to the DIALOG.TLK file which is different for every player. It gets changed everytime you add or remove mods, so unless both players used the game install with the same language and installed the same sections of the same mods, you are probably not going to have the same dialog file. And no, you can't just send someone your DIALOG.TLK file, that would then screw up any other mods that person installed. DLGs can only be installed by way of Weidu which will append the TLK file with the new dialog text. This is how we add new text to the existing game.

Whew, now then, is the NTMISC13 issue mine or someone elses?



I think you just need to change all the NTMISC13's in the NTINDFIG.D file to NTMISC06's before install and the dialog should compile correctly. The demons reference 13 which is the "body of Fey'Doch" and 06 is the "unidentified body" that you get from the chest in Haeball's basement.



Just opened the mentioned NTINDFIG.DLG and found out that my version says NTMISC06. SO do i have to change it to 13?.
Can someone please give me the area code for the "Solitary Valley"?



If it already says NTMISC06, yours will work fine. Not sure why the difference. Maybe something different between versions? You really don't want to Clua there. Best thing is to go to the Cloud Peaks map, and look in the southern edge of the area between the 2 streams. You'll find it.

Edited by erebusant, 15 September 2006 - 04:45 AM.

It takes a village...