Great idea,
Although I crafted some areas for my own mod I am sure I could learn more than a thing or two from you.
Consider me in - though my amount of free time somehow seems to dwindle with every passing week.
Thauron
Member Since 14 Dec 2005Offline Last Active Apr 08 2009 09:55 AM
Community Stats
- Group Member
- Active Posts 216
- Profile Views 5648
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
User Tools
Friends
Thauron hasn't added any friends yet.
Latest Visitors
Posts I've Made
In Topic: Online Area Making Seminar
23 May 2007 - 12:18 PM
In Topic: Dialog file names from BG1 in BGT
06 May 2007 - 02:50 AM
Generally yes, with the exception of several dialogue files which exist both in BG1 or BG2 (or who collide with some other mod)
I think Ascension provided some handy files who document all the changes - I think in the help directory - I am not on my own computer right now so I can't give you the exact file ref or forward it to you.
I think Ascension provided some handy files who document all the changes - I think in the help directory - I am not on my own computer right now so I can't give you the exact file ref or forward it to you.
In Topic: problem with walking BGT MM
01 April 2007 - 12:20 PM
If I remember correctly the JCLEAN global didn't do anything with the timed states - well they did accidently at first but that caused a bug - they shouldn't have affected the timed states in BG1NPC4BGT.
As a typical "arrogant and stubborn old-time BGT bastard" I never even downloaded Tutu - shame on me - so I don't know how Tutu handles these dialogues either.
Anyway - I think all will agree with that the no-condition states needs to be blocked out - as BG1NPC already does - whether this be done by introducing the JClean global or a simple False() doesn't make any difference as far as I can see. Of course you'll need to block 2 states for Tutu, only one for BGT - I don't know if this is possible with a single set of files.
For the timed states - I think I was too quick when I said I wanted these timed states preserved. I can understand Domi wanted them not to happen - it would be rather harsch of him to abandon Charname just because he/she isn't as quick as he would want with regard to killing the bandits - especially when he might be halfway through a 'friendship path' after 20 days. On top of that, 20 days might be too short for some slow players, especially with SOBH installed. But lengthening the timers will only make his potential eventual abrupt leaving all the more absurd and uncharacteristic.
That being said - just removing the ~LeaveParty() & EscapeArea()~ at BGT state 2 (Tutu state 3) is no good enough either. It doesn't make any sense if Kivan would fire ~I fear that I must take my leave. I have urgent matters that must be attended to, and I cannot wait for you any longer. Farewell.~ and than just goes on te be a happy camper and stay - not even compatibility concerns make such silly dialogues a legitimate option. Either kill the state as well - or change the line too - but than any compatibility with other mods altering this state is lost as well anyway.
The same might be said in regard to BGT state 1 (Tutu state 2) - why let him threathen he is going to leave when he isn't going to leave anyway.
Due to the arguments I have given in my previous post (no present compatibility issues + unlikely for the future), I'd say just kill 'em all and be done with it - as BG1NPC does right now - maybe it can be done in a more elegant way but I'll leave that up to you. There are enough moments in Kivan's banters written by Domi where he shows his eagerness to reap vengeance upon Tazok and the bandits to know that it is very important for him.
Besides, Uri's bug shouldn't be caused by these states since the timers are indeed correctly falsed out (at least they are in my install), which I didn't notice (or check
) before my first post because the JFIX code was exactly the same as in BG1NPC4BGT where it did cause a bug - here also I was too quick in my judgement, sorry for that.
As a typical "arrogant and stubborn old-time BGT bastard" I never even downloaded Tutu - shame on me - so I don't know how Tutu handles these dialogues either.
Anyway - I think all will agree with that the no-condition states needs to be blocked out - as BG1NPC already does - whether this be done by introducing the JClean global or a simple False() doesn't make any difference as far as I can see. Of course you'll need to block 2 states for Tutu, only one for BGT - I don't know if this is possible with a single set of files.
For the timed states - I think I was too quick when I said I wanted these timed states preserved. I can understand Domi wanted them not to happen - it would be rather harsch of him to abandon Charname just because he/she isn't as quick as he would want with regard to killing the bandits - especially when he might be halfway through a 'friendship path' after 20 days. On top of that, 20 days might be too short for some slow players, especially with SOBH installed. But lengthening the timers will only make his potential eventual abrupt leaving all the more absurd and uncharacteristic.
That being said - just removing the ~LeaveParty() & EscapeArea()~ at BGT state 2 (Tutu state 3) is no good enough either. It doesn't make any sense if Kivan would fire ~I fear that I must take my leave. I have urgent matters that must be attended to, and I cannot wait for you any longer. Farewell.~ and than just goes on te be a happy camper and stay - not even compatibility concerns make such silly dialogues a legitimate option. Either kill the state as well - or change the line too - but than any compatibility with other mods altering this state is lost as well anyway.
The same might be said in regard to BGT state 1 (Tutu state 2) - why let him threathen he is going to leave when he isn't going to leave anyway.
Due to the arguments I have given in my previous post (no present compatibility issues + unlikely for the future), I'd say just kill 'em all and be done with it - as BG1NPC does right now - maybe it can be done in a more elegant way but I'll leave that up to you. There are enough moments in Kivan's banters written by Domi where he shows his eagerness to reap vengeance upon Tazok and the bandits to know that it is very important for him.
Besides, Uri's bug shouldn't be caused by these states since the timers are indeed correctly falsed out (at least they are in my install), which I didn't notice (or check
In Topic: problem with walking BGT MM
31 March 2007 - 02:35 AM
From the top of my head, I can't think of any mod which tinkers with these two states - BGTTweak doesn't, SCS doesn't either as fas I know - I think it does only alter the KIVANP dialogues, compatibilty with BG2 mods (TDD, Kivan and Deheriana,...) should no cause for worries either. DSOTSC, NTOTSC and SOBH are pretty minimalistic when it comes to dialogues (let alone alterations) of NPCs so they shouldn't be a problem either. I don't know of any other mod who might alter Kivan's behaviour.
So replacing the entire states should be no problem
- of course, just altering the original code might be considered 'cleaner surgery' as a transplantation
- On the other hand, if you want to introduce Kulyok's code, the changes will be so drastic that compatibility with other mods who might want to alter the very same states will become problematic anyway.
My opinion - just go ahead with the transplantation thing - BG1NPC is the very top of the BGT mod foodchain anyway - others have to adapt to it or be driven into extinction.
Who might want to alter this states anyway, I wonder - unless one wants to rewrite or expand on Kivan's BG1 story - but that would be an attempt to redo what Domi has already done - an utter waste of time, IMO.
Correct me if I am overlooking something.
So replacing the entire states should be no problem
- of course, just altering the original code might be considered 'cleaner surgery' as a transplantation
My opinion - just go ahead with the transplantation thing - BG1NPC is the very top of the BGT mod foodchain anyway - others have to adapt to it or be driven into extinction.
Who might want to alter this states anyway, I wonder - unless one wants to rewrite or expand on Kivan's BG1 story - but that would be an attempt to redo what Domi has already done - an utter waste of time, IMO.
Correct me if I am overlooking something.
In Topic: Some BG1 areas don't show up on map??
30 March 2007 - 09:43 AM
Did you uninstall the optional second bit of the Worldmap 6.4? This causes the areas be opened up differently than in standard BGT - the Ankheg farms f.e. only up after several parts of the main quest have been completed.
- Spellhold Studios
- → Viewing Profile: Posts: Thauron
- Guidelines


Find content