[MOD] The Stone of Askavar for Totsc, Tutu, BGT and BG:EE
Red_Carnelian
Member Posts: 90
A BG:EE version is now available for download.
The Stone of Askavar is a WeiDU-based mod for Totsc, Tutu, BGT and BGEE. This mod involves a main quest and several subquests. There are new items and areas as well as lots of new creatures to fight.
This version is BG:EE/SOD friendly with English, French, Polish, Spanish, German and Russian translations.
Compatibility: My current BGEE version is 2.6.6.0. I have tested the Stone of Askavar with Darkside of the Sword Coast, Nothern Tales of the Sword Coast and Dark Horizons without any issues. I have not tested it with EET or any other devices.
The Stone of Askavar GitHub Main Page: Read Me
Download: The Stone of Askavar latest release.
Webpage: The Stone of Askavar
Screengrabs:
Spider Cavern
Cassandra's Lute
The Stone of Askavar is a WeiDU-based mod for Totsc, Tutu, BGT and BGEE. This mod involves a main quest and several subquests. There are new items and areas as well as lots of new creatures to fight.
This version is BG:EE/SOD friendly with English, French, Polish, Spanish, German and Russian translations.
Compatibility: My current BGEE version is 2.6.6.0. I have tested the Stone of Askavar with Darkside of the Sword Coast, Nothern Tales of the Sword Coast and Dark Horizons without any issues. I have not tested it with EET or any other devices.
The Stone of Askavar GitHub Main Page: Read Me
Download: The Stone of Askavar latest release.
Webpage: The Stone of Askavar
Screengrabs:
Spider Cavern
Cassandra's Lute
Post edited by Red_Carnelian on
15
Comments
Hello. Thanks for updating SoA recently! I noticed that the BiG World Fixpack has a patch for SoA that is no longer doing anything because it doesn't match the latest SoA release, but the contents of the Fixpack patch are not fully implemented in the new version of SoA.
Here is the AR4300.baf script from the current version of SOA:
IF
Global("TeldornMessSpawn","GLOBAL",0)
GlobalGT("Chapter","GLOBAL",%tutu_chapter_4%)
THEN
RESPONSE #100
CreateCreature("TELMESS1",[2142.1648]%FACE_8%) // Teldorn Messenger
CreateCreature("TELMESS2",[1960.1487]%FACE_2%) // Teldorn Messenger
CreateCreature("TELAGENT",[2072.1603]%FACE_10%) // Teldorn Agent
CreateCreature("HARPMESS",[2030.1620]%FACE_2%) // Dead Harper Scout
CreateCreature("TELFGHT1",[2080.1640]%FACE_10%) // Teldorn Fighter
CreateCreature("STONEGOL",[2080.1580]%FACE_10%) // Stone Golem
SetGlobal("TeldornMessSpawn","GLOBAL",1)
END
IF
GlobalLT("CearwinQuest","GLOBAL",2)
Global("DoorS001active","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("DoorS001",FALSE)
Continue()
END
IF
Global("DoorS001active","GLOBAL",0)
GlobalGT("CearwinQuest","GLOBAL",1)
THEN
RESPONSE #100
TriggerActivation("DoorS001",TRUE)
SetGlobal("DoorS001active","GLOBAL",1)
END
Here is how the Fixpack patch modified the middle and bottom block of that script in older versions of SOA (this patch no longer does anything because the original script ha schanged):
Lines preceded by + are lines added by the Fixpack.
IF
GlobalLT("CearwinQuest","GLOBAL",2)
+ Global("DoorS001Active","AR3200",0) // the Fixpack version of this line (which was added to the SOA script after the Fixpack patch was written) uses "AR3200" instead of "GLOBAL" so the variable is only added to this area, not to the whole game -- using an area variable is probably safer for compatibility in case any other mod ever uses a variable with the same name
THEN
RESPONSE #100
TriggerActivation("DoorS001",FALSE)
+ HideAreaOnMap("ARS002") // is this unnecessary or handled elsewhere by the new SOA?
+ HideAreaOnMap("ARS005") // is this unnecessary or handled elsewhere by the new SOA?
+ SetGlobal("DoorS001Active","AR3200",1) // see the note above about "AR3200" vs "GLOBAL"
+ Continue() // the original SOA script block did not include this; now it does
END
IF
+ Global("DoorS001Active","AR3200",1) // see the note above about "AR3200" vs "GLOBAL"
GlobalGT("CearwinQuest","GLOBAL",1)
THEN
RESPONSE #100
TriggerActivation("DoorS001",TRUE)
+ SetGlobal("DoorS001Active","AR3200",2)
+ Continue()
END
The middle block in the current SOA script does not modify the DoorS001active variable so I think it executes every time the area script is processed (unnecessary, probably no harm, maybe slight lag?).
The Fixpack changes the variable in both blocks (first to 1, then to 2) so they only execute once. I am not sure if the HideAreaOnMap changes are still necessary, but I think it would be a good idea to incorporate at least this part of the Fixpack patch in this particular script.
Here is the reason why those changes (including the HideAreaOnMap entries) were added:
http://www.shsforums.net/topic/56752-the-official-bwp-fixpack-thread/?p=582227
Also, I noticed that SoA's script includes this block:
IF
Global("PoorMrColquetleFamily","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("PoorMrColquetleFamily","GLOBAL",1)
END
Why is this done? It seems to block the original BG1 code for this variable (from AR4300.bcs), effectively disabling this encounter:
IF
Global("PoorMrColquetleFamily","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("PoorMrColquetleFamily","GLOBAL",1)
CreateCreature("mrcolson",[2686.874],NNW) // Commoner
ActionOverride("mrcolson",DropInventory())
CreateCreature("mrcolwif",[2738.879],SW) // Commoner
CreateCreature("mrcolboy",[2720.890],SW) // Boy
END
//This block will deactivate the trigger preventing access to the cave.
//When CearwinQuest is set to 2 which is set elsewhere then on entering this area the default (active) state of the trigger will take over
IF
GlobalLT("CearwinQuest","GLOBAL",2)
THEN
RESPONSE #100
TriggerActivation("DoorS001",FALSE)
Continue()
END
This is a lot simpler. Similar to how Darkside (BGT) does it with another trigger in the same area. Setting an area variable within it to stop execution of that block but will also stop the block being executed if you enter the area again. No need to have any map references included as they are triggered by a creature's dialog in another area.
If you look in AR4300 in BGEE the creatures that are added by that script are actually in the area file as well. Its a bug. Rather than delete the block I disabled it untill it was sorted out. This has been flagged up somewhere but I can't find the comment.
C:MoveToArea("ARS001")
Also can you answer these questions for me.
Can you see the new areas on the worldmap?
Did you install Darkside of the Sword Coast after this MOD by any chance as I know this causes a problem in that area?
How did this go through ? Not game breaking but damn, it must have been there for a long time.
I have two questions.
1. The mod should be available in German, French, Spanish, Russian and Polish, but I do not see the .tra files in the language folder. Translations are gone. Can you please restore them?
2. Does this mod work with BGEE 2.1 and SOD?
2. No the mod does not work with BGEE 2.1 and SOD. I haven't bought the expansion yet.
Noted. Thanks for the reply!
IF
Global("TeldornMessSpawn","GLOBAL",0)
GlobalGT("Chapter","GLOBAL",4)
THEN
RESPONSE #100
CreateCreature("TELMESS1",[2142.1648],N) // Teldorn Messenger
CreateCreature("TELMESS2",[1960.1487],SW) // Teldorn Messenger
CreateCreature("TELAGENT",[2072.1603],NE) // Teldorn Agent
CreateCreature("HARPMESS",[2030.1620],SW) // Harper Scout
CreateCreature("TELFGHT1",[2080.1640],NE) // Teldorn Fighter
CreateCreature("STONEGOL",[2080.1580],NE) // Stone golem
SetGlobal("TeldornMessSpawn","GLOBAL",1)
I thought that the encounter take place in chapter 4. Or maybe GlobalGT means that I must be "over level 4"?
Edit: I didn't see previous post. I suppose it doesn't matter if I have SOD. I have BG EE 2.2 beta - mod won't work, am I right?
(Also, @Isaya is working to fix foreign language implementations and update of the french one.)
EDIT
It can be edited using Near Infinity and if you gve it the attributes found on the priapt against poison, it works fine.
Hopefully the writer of the mod will incorporate this before too long.
One guy didn't appear inside the area where you are supposed to fight three people ( can't remember the name, but it was probably a problem related with SCS given the fact that as soon as I entered the guy casted invisbility or something I can't remember and I couldn't find him)
> I could not enter the cave via the entrance, I could only leave it ( I had to use cluaconsole to move)
> I had a few duplicates of the stones
> The adventure ends but it seems to me that is sort of pointless? I mean no true reward but xp
@Arthas I could not enter the cave via the entrance, I could only leave it ( I had to use cluaconsole to move)
This was a problem before EE. It is a mod incompatibility. However considering how long the problem has existed, one would have thought that such a solution or similar would have been included in the mod.
The solution is below copied from the Bioware forum. I would have just posted this link, https://forum.bioware.com/topic/568329-modding-enhanced-edition/
but the forum is in the process of being closed.
vbigiani wrote this:
You need to remove the lines starting with a minus (in this case, there aren't any) and add all lines marked with a plus. Thus, this:
IF
GlobalLT("CearwinQuest","GLOBAL",2)
THEN
RESPONSE #100
TriggerActivation("DoorS001",FALSE)
END
IF
GlobalGT("CearwinQuest","GLOBAL",1)
THEN
RESPONSE #100
TriggerActivation("DoorS001",TRUE)
END
becomes this:
IF
Global("DoorS001Active","AR3200",0)
GlobalLT("CearwinQuest","GLOBAL",2)
THEN
RESPONSE #100
TriggerActivation("DoorS001",FALSE)
HideAreaOnMap("ARS002")
HideAreaOnMap("ARS005")
SetGlobal("DoorS001Active","AR3200",1)
Continue()
END
IF
Global("DoorS001Active","AR3200",1)
GlobalGT("CearwinQuest","GLOBAL",1)
THEN
RESPONSE #100
TriggerActivation("DoorS001",TRUE)
SetGlobal("DoorS001Active","AR3200",2)
Continue()
END
That is a permanent solution to the problem.
However it needs a fresh installation.
If anybody has come across this problem during a game the folowing code can be used after Ctrl Space
C:MoveToArea("ARS001")
However you will have to alter the baldur.lua file in wordpad first copying the following line into it while the game is closed.
SetPrivateProfileString('Program Options','Debug Mode','1')
@Arthas The adventure ends but it seems to me that is sort of pointless? I mean no true reward but xp.
Surely the amulets are the reward. They are not overpowered, but an extra defence against poison or hold is always useful. What would have been nice would be if you could merge all the amulets into one perhaps at a cost of 5000 or 10000 gold pieces. There is also the white robe of the spider which is very useful.
This link is helpful:
http://www.baldursgatemods.com/forums/index.php?topic=4937.0
Also note that the quests for the amulets have changed considerably, so beware of old posts.
MAJOR EDIT
A lot of what I have written here no longer applies. I have done a re-installation using BWS (Big World Set-up) with the latest version of the mod and so far it is bug free so a lot of the info above is no longer relevant. Many thanks to those maintainers who have done all that work.I'm sure I'll update my game at some point since most of the newer mods are 2+ and I don't like missing out, and I can keep using the console to get into the spider wizard cave for now. That's the most annoying glitch I've found in the previous version so it's not that bad.
So if it's too much work, I wouldn't worry about it, unless a bunch of other 1.3 holdouts suddenly show up.
Hopefully this time it will work out!