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aiqa

Member Since 30 Sep 2017
Offline Last Active Aug 25 2025 11:55 AM

Posts I've Made

In Topic: Bug Report Thread

18 August 2025 - 07:27 AM

There is a conflict of sort with the Ascension mod. If you don't put a geas on Sarevok, and he doesn't change alignment (which this mod never lets you do), he joins Melissan in the final encounter. That is completely out of character with the romance mod.

 

Ascension is such a popular mod, the romance mod should have accounted for that. Easiest would have been to allow alignment change at the completion of the romance, since that blocks Ascension's switching sides function.


In Topic: Bug Report Thread

16 August 2025 - 03:58 AM

During ToB, I am getting stutter while Sarevok tries to engage in dialogue, without a valid response.

 

The stutter debug mod points towards SAREV25.BCS

IF
    !AreaType(IWDAREA)
    InParty(Myself)
    RealGlobalTimerExpired("SarevokTalkPC2","GLOBAL")
    !StateCheck(Player1,STATE_SLEEPING)
    Global("ExpBSarevok10","GLOBAL",1)
    Global("ForceTalk2","LOCALS",1)
    See(Player1)
    !See([ENEMY])
    !Range([NEUTRAL],10)
THEN
    RESPONSE #100
        DisplayStringHead(Myself,1085790)  // Running block 7 of SAREV25.BCS
        Interact(Player1)
END


So looking for a dialog that is supposed to match, the dialog for ExpBSarevok10 = 1 is in BSAREV25.DLG, but has some additional conditions added by the romance mod.

Dead("gromnir")
Global("U!SRemorse","GLOBAL",3)
Global("ExpBSarevok10","GLOBAL",1)
See(Player1)
!StateCheck(Player1,STATE_SLEEPING)
!Global("LS#SarevokRomanceActive","GLOBAL",1)
!Global("LS#SarevokRomanceActive","GLOBAL",2)


So while it stops the dialogue, it doesn't stop the script trying to trigger the dialogue. SAREV25.BCS should probably get those same conditions to for LS#SarevokRomanceActive, for the blocks that triggers an interaction for ExpBSarevok10 = 0-2.

 

/edit

Thinking about how I got in this situation, I think this is what happene: I only noticed I had to start the romance manually by talking to Sarevok, just after his first normal talk. Then I got a "more or less duplicate" of that same talk, meant for the romance. So at that point, both the normal talk timer and the romance talk timer, were active.


In Topic: Bug Report Thread

05 August 2025 - 02:47 AM

When Aerie initiates a conversation after saving her in the circus. I am getting a Sarevok romance related line.

"<CHARNAME>? 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
"<CHARNAME>, 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)".




			

In Topic: CtB 3.0 issues

25 July 2025 - 04:50 AM

Oh, just the classic "stereo ACM headers are set as mono" issue old IE music are plagued with.

 

Something like  https://github.com/T...8bcc090cb13R112 should be added to the repo after the transfer between the GH organizations is complete.


Doing another playthrough of BG. And this bothered me to much, so I looked into fixing it. So in the end this wasn't caused by headers, it's a part of the actual bgm audio (in music/[84-91] folders). A lowpass filter at 7000Hz removes the chirping sound. I created a bug report, with an explanation how to fix it https://github.com/S...Bodies/issues/8


In Topic: No Ceinwen dialog after she's saved from Cowled Wizards

22 December 2024 - 02:24 PM

A recap for the quest so far.

 

- Ceinwen in Council of Six Building can be saved by paying the cowled wizard. And after she is saved she asks to meet up at her house.

- Ceinwen in her own house can't be talked to, because her dialog now requires ys_CeinwenRot = 1. And ys_CeinwenRot is only set by waiting for 1 week to let the cowled wizard take Ceinwen to spellhold. There is no dialog available that fully matches saving her.

- When removing ys_CeinwenRot requirement from Ceinwen dialog, the quest continues to fetching blood from the vampire child using the special sword. But the dialog doesn't quite match.

- After getting the vampire blood, Ceinwen gives me 2 potions. One to become undead, and one antidote.

- Both potions work fine. Allowing me to get the key (ystankey) and leaving me with big stat debuff, that gets removed automatically after sleeping a few days.

- So now I return to the demon in the lighthouse, with the key. But he only has dialog written for a character that has turned undead. It suggests Ceinwen didn't give me the antidote to trick me, and requires ysghoul1 in the player inventory. I haven't turned undead because the antidote worked fine for me. And I don't have ysghoul1 (and I dont want it, because it can't be dropped)

- Changing that requirement from ysghoul1 to ystankey allows me to continue the quest. But again, the dialog doesn't quite match.

- The quest now all works fine until the quests points me to YS0392 and have to talk to Angharad and Garalial. Angharad tells me to talk to Garalial. Garalial doesn't have any available dialog.

- Garalial requires me to have ysghoul1 for his initial dialog. After replacing the dialog condition from PartyHasItem("ysghoul1") Global("ysGargelGhoul","GLOBAL",0) to Global("ys_TalkedToGarGel","GLOBAL",0) I can continue the quest. Again, the dialog doesn't quite match.

- Now off to get the orb. The dwarf was asking for a fight, so obliged and killed him. But that particular dialog path didn't SetGlobal("ys_TalkedToAngharad","GLOBAL",2), so now now I can't return the orb to Angharad. So I had to change Angharad's dialog condition to also accept ys_TalkedToAngharad set to 1. And added !PartyHasItem("ysorb") to an earlier dialog to prevent that from firing.

 

I didn't know the title of this mod refered to how it feels to try getting through it.