Fade v4.0 with ToB released!
LavaDelVortel
Member Posts: 2,860
in BGII:EE Mods
After an extended standstill, the Fade NPC returns with a new writer (Kai of Candlekeep) and a new maintainer (Lava Del'Vortel) to bring you the final instalment of the story!
The new version of the mod incudes ToB content originally prepared by Mistress Elysia, as well as additional content by the new maintainers. It also includes a myriad of bugfixes, a new gift in SoA, EE compatibility, banters with EE characters, optional "Fade as a shadowdancer" component, Romantic Encounters crossmod, a brand new portrait by Lesatho and more!
"Fade is a shadow thief, under the employ of Aran Linvail. With her crimson hair, crimson eyes and lashing tail, she is definitely not your regular elf-on-the-street; she is a fey'ri, a part succubus with a temper to match. At first, her reasons for joining the party are unclear - is she a spy? Or something else…"
Related links:
http://www.shsforums.net/files/file/1083-fade/
http://www.shsforums.net/forum/322-fade/
The new version of the mod incudes ToB content originally prepared by Mistress Elysia, as well as additional content by the new maintainers. It also includes a myriad of bugfixes, a new gift in SoA, EE compatibility, banters with EE characters, optional "Fade as a shadowdancer" component, Romantic Encounters crossmod, a brand new portrait by Lesatho and more!
"Fade is a shadow thief, under the employ of Aran Linvail. With her crimson hair, crimson eyes and lashing tail, she is definitely not your regular elf-on-the-street; she is a fey'ri, a part succubus with a temper to match. At first, her reasons for joining the party are unclear - is she a spy? Or something else…"
Related links:
http://www.shsforums.net/files/file/1083-fade/
http://www.shsforums.net/forum/322-fade/
24
Comments
example
CHAIN IF WEIGHT #-1 ~InParty("NEERA")
See("NEERA")
!StateCheck("NEERA",STATE_SLEEPING)
Global("E3FADENEERATALK","GLOBAL",1)~THEN BE3FADE FadeNeeraSoA02
@6713
DO ~SetGlobal("E3FADENEERATALK","GLOBAL",2)~
==BNEERA @6714
==BE3FADE @6715
I don't know yet, how, or if, Hexxat has anything to do with it, but I do see one potential issue with the Lovetalk scripts.
The condition !StateCheck(Player1,STATE_SLEEPING) is in the dialogue, not the script that is supposed to start the lovetalks. If that condition fails, the lovetalk will skip entirely, and the next script in E3Fade.baf will increment the Lovetalks and reset the timer.
This part I'm even less sure about, but I think the way to handle this, instead of having !StateCheck(Player1,STATE_SLEEPING) in the BE3FADE.d file at all the lovetalks, you should have !StateCheck(Myself,CD_STATE_NOTVALID) and !StateCheck(Player1,CD_STATE_NOTVALID) as conditions to the code in E3Fade.baf file that initiates the dialogue.
Edit: I see you added the CD_STATE_NOTVALID code to the tp2, but looks like much work is required to integrate that with all the existing dialogue scripts. I think my suggestion above would fix the potential problem with the love talks skipping, though that would be some bad luck if you somehow had 1 of the 2 character in an invalid state 10 times in a row when the love talk timer comes around.
Edit 2: No, that won't work, if I'm right about how this works, adding an NOTVALID check before initiation the converation would still trigger the IF condition that increments the LoveTalk counter and Timer.... bit of a mess.... Sorry for the noise.
Edit 3: I see from the ToB scripts that you have already implemented everything I was babbling about above. But I think the SoA portion will need a bit of an overhaul. Pity there are so dang many LT's.
ERROR: No translation provided for @7055
[Fade/Scripts/E3Fade.baf] ERROR at line 94 column 1-36
Near Text: @7055
Not_found
ERROR: parsing [Fade/Scripts/E3Fade.baf]: Not_found
ERROR: error compiling [Fade/Scripts/E3Fade.baf]: Not_found
ERROR: compiling [Fade/Scripts/E3Fade.baf]!
The closest thing I could find was a post from a while back about removing a previous version of this mod, but I have no other versions of this mod. What I do have:
A couple of BG NPC mods
BG EET and the Big World Fixpack (Along with the modmerge)
And that's it. Any guidance on how to make that work?
EDIT: Opened the script in notepad++ and found the line in question:
"DisplayStringHead(Myself,@7055)"
Doing a search, this is the only instance of that function or that instance of @7055. Kind of wondering if I should just delete this?
Replace: ACTION_IF GAME_IS ~bg2ee~ THEN BEGIN
with: ACTION_IF GAME_IS ~bg2ee eet~ THEN BEGIN
BG2ee (and hence eet) use a different translation file, likely due to the new NPCs
The check for bg2ee is there for a reason.
This allows install but doesn't mean anything for NPC and contents mods. You just see the issues later in game. Just removing the check however works in most cases for tweaks or item mods and kits etc.
It always depends on a mod's contents, like using chapter references, dialogue swaps, resource references, areas, graphics, certain scripts, pre-requisites for ToB just to name a few.
Fade is NOT EET compatible for several of the reasons I listed here https://forums.beamdog.com/discussion/comment/950621/#Comment_950621 and just adding eet to the GAME_IS does not solve it.
=> Kai and me are responsible for ToB part of the mod, contacts with the new portrait artist, doing some bams etc. Both original authors gave me permission to fix the closed beta version and add whatever is missing.
=> This mod is not EET compatible, because the SoA content that's there would demand some very careful work that is beyond me. The code here, in the mod, is vere fragile and that's why there were people reporting some bugs etc. Actually the main problem is that the code should be rewritten in such a way, so the mod was still working on both old BG2 and BG2EE. Since the mod includes 500 kb of code in dialogue files (as the actual text is in .tra files) and 50+ different script files; dealing with the mod may be tough. Sadly, most important scripts were left without comments in the files, so sometimes locating elements that must be checked is now a nightmare.
=> I hope to join forces with someone who may help with the scripts and stuff, but I also have my own mods to take care of and I am helping with a mods developped by other authors, too. Some people who I thought that may help one day are on a break from BG modding now, but I actually believe they may be back. Until then, this is the only supported version.
=> The mod should work "more or less" for BG2, but there may be some bugs. Please, don't get rid of GAME_IS check, because that will only cause you frustration later in game. @PaulaMigrate is correct about what she told you here.
I hope that helps. I would be grateful for not arguing about stuff now, when it's all clear.