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Isewein

Member Since 29 Jul 2016
Offline Last Active Today, 03:18 PM

Posts I've Made

In Topic: Mazzy Romance Now Complete!

Today, 03:29 AM

And now there’s two! I haven’t played ATM, but Artisan’s Mazzy Romance for one has some of the best writing for the ‘chivalric romance’ trope I’ve ever seen. Serious and deep without veering into complete subversion. The ToB part especially is very on point, which is precisely when the other contenders I’ve tried (Isra, Ajantis) start to fall somewhat flat or feel out of place compared to the momentousness of the plot.

In Topic: [MOD] The Darkest Day z

14 September 2026 - 06:41 AM

Some more- Area ARPO08 is missing, it has not been imported by TDDz from TDD/are folder? CtD when trying to enter from ARPO05. (You could decide to remove the transition, the area is not really needed - just the inside of an unused hut). - The transition from Easthaven to Amn is an impovement well done. Much better to receive the Rusty Scabbard hint this way. The fat man at Suldarnessalar was very often missed (forum threads are full of that).

Finished the quest- the conversation with Mary Magus at the end is erroneous. (when you return from the floating citadel) . She tells you to continue your journey from her house in the south (i.e.ARPO10). The transition from ARPO10 to MM5102 is activated but CtD as MM5102.are does not exist (is not imported from TDD). Anyway, this hint and activation should not exist at all with TDDz as this was the old transition to ToB (you went to MM6102, then to the next area, talked to Mary Magus again and she started MoveToExtension, i.e.(former)transition to ToB). Rather Mary should send you back to Suldarnessalar to continue against Irenicus (or, if you decide to change Ellesime like proposed above, it should lead the party back to ar2812 for the final Ellesime talk, including other mod contents (if added)  and transition. It looks like either way, there are some changes required as how this episode could work in EET.a) If you let Elhan trigger, than after the Citadel the party needs to return to fight Irenicus - the Mary transition to ToB must be disabled.b) If you give Ellesime the trigger after Irenicus you may either- b1) use her again to complete other mods stuff, give reward for saving her town and perform transition to ToB OR- b2) you put everything into a single Ellesime meeting and let Mary do the ToB transition (like in old TDD) If you decide on a), there is also some clean-up in the dialogues required as they all hint to Irenicus defeat, which has not yet happened in this variation. I hope this is helpful. PS I have stored a savegame from which I can always start a testrun of a new mod version if that helps you.

Heureka!This may be the solution to preserve most of the original idea as discussed before while incorporating your new idea of Elhan giving the quest and leaving Ellesime untouched. 1. Revise Cut60a.bcs (which is triggered by Irenicus death in Hell) by replacing..........PlaySound("EFF_M21")
        Wait(1)
        StartCutScene("tz_cut59a")
END2. Create tz-cut59a.BCS by making a copy of Cut59a.bcs with revised lines:::::::::Wait(1)
        LeaveAreaLUAPanic("AR2800","",[4400.3200],N)
        LeaveAreaLUA("AR2800","",[4400.3200],N)
        ActionOverride(Player2,LeaveAreaLUA("AR2800","",4400.3200],S))
        ActionOverride(Player3,LeaveAreaLUA("AR2800","",[4400.3200],SSW))
        ActionOverride(Player4,LeaveAreaLUA("AR2800","",[4400.3200],S))
        ActionOverride(Player5,LeaveAreaLUA("AR2800","",[4400.3200],SSW))
        ActionOverride(Player6,LeaveAreaLUA("AR2800","",[4400.3200],S))
        MoveGlobal("AR2800","A7Afaaq",[495.316])
        Face(N)
        ActionOverride(Player2,Face(N))
        ActionOverride(Player3,Face(NNE))
        ActionOverride(Player4,Face(NNW))
        ActionOverride(Player5,Face(NNE))
        ActionOverride(Player6,Face(NNW))

        Wait(1)
        FadeFromColor([20.0],0)
        EndCutSceneMode()SetGlobal("tzqueststart","ar2800",1)ActionOverride("suelhan",StartDialogueNoSet([PC]))
        END 3. Let Global("tzqueststart","ar2800",1) trigger the Elhan dialogue to get the TDD quest- If the player accepts, the mage is coming to get him to Candlekeep- if the player declines the quest, then the dialogue starts original Cut59a, thus transporting you onward to Ellesime and back to original storyline (DONE with this branch) >>>starts ToB 4. All of the TDD quest can stay as in your current version until Mary Magus last dialogue. 5. Revise dialogue DDMary state 3 >>> instead of the mapnote and current cutscene make Mary start original Cut59a instead  - this will transport the party to Ellesime and back to original storyline (DONE with this branch) >>>starts ToB


It pains me to say this, but Roxanne’s solution here really does strike me as much better than the current implementation of TDDz. Running off in the middle of the battle for Suldanesselar flies not only against reason, but also the original modders’ intention. Alien, as the current maintainer of TDDz, would you consider integrating this change?

In Topic: PC Conflicts with the Cowled Wizards

13 September 2026 - 03:37 PM

After thinking about it, here is the reason Valerie supports your effort to break into Spellhold and save Imoen. This is a spoiler - Valerie will not normally reveal this until you arrive in Brynnlaw.

Spoiler


This is actually such a brilliant idea that it really pains me that this mod never came to fruition. It very neatly ties up a loose end of the game, introduces a character conflict and avoids having to code an entire new path through the game.

In Topic: Bug Report Thread

11 September 2026 - 08:38 AM

When Aerie initiates a conversation after saving her in the circus. I am getting a Sarevok romance related line.
"? Can...can I speak to you for a moment?"
 
This overwrites her "Uncle Quayle, you're okay!" dialogue.
It seems this is missing some relevant conditions to stop it firing early. 

CombatCounter(0)
!Detect([ENEMY])
ValidForPartyDialogue(Player1)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
IsValidForPartyDialogue(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
Global("LS#SarevokAeriePC","GLOBAL",0)

Skimming over the other dialog, this could happen with Edwin
", I could not help but notice your inappropriate glances at you brother. (Not that anything escapes my keen insight.)"
 
And early in ToB with Jaheira
"I require a moment of your time, Sarevok."
 
All those dialogues seem intended as "post sex". But don't have any conditions set for that. So I added "GlobalGT("LS#SarevokSex","GLOBAL",0)".


As for the banters firing too early, that sounds like an EET incompatibility to me, since in the original games, ToB (_25) instances of dialogue files were wholly separate from SoA ones. Could you confirm that you were playing EET?

An easy workaround would be to simply check for Sarevok’s presence in the party for all those banters.

In Topic: Bug Report Thread

11 September 2026 - 07:52 AM


Oh dear, I'm glad I decided to browse the forums a bit before committing to my next playthrough, evil and romancing Sarevok. I have Ascension installed, so that would've been a terrible end to the run
Also, just to be clear, evil and romancing Sarevok would never lead to the aforementioned problem to begin with (as long as your reputation is below 10), so you worried needlessly. Ascension only punishes you for being non-evil yet failing to redeem Sarevok, presumably since he sees little promise in such a pansy of a Bhaalspawn. ;)