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[mod] Athkatlan Grounds: Southern Edge

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  • ProfErrataProfErrata Member Posts: 36
    Dear Lava, thank you for your quick reply…well, technical details aside, considering the fact that the French version of BG2:EE will take years to be finished - I’mnot specially optimistic about this subject, the work is enormous even for motivated translators - I can only be patient and wait and see…But I hope one day everything will work out and I could play in my language at yours remarkable mods for BG2:EE, no doubt…Luckily IWD:EE is already available in French and now it’s a marvellous game indeed; ah the red button ! the kits ! and your items mod, of course…
    But nevertheless I’m curious to know how you have been able until now to create so many mods with a professional quality, a huge work of typing and an above average level of programming - and not in your native language ! - for already old games that are BG/BG2, even if they have been improved with the EEs…So have you some hidden super-powers ? hé hé !
    Cheers et à bientôt !
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    @evildevil97 - it's a bug. Travel time will be fixed in next version.
    @ProfErrata - thanks! As I said: I will keep in mind your request and if I have an opportunity to make it work on vanilla BG2, I'll prepare it with someone :) There is a person I have in minda, but he's not here right now. I hope he'll be back soon, though, and then... but as I said, we'll need a moment :)
    Cheers!
  • PaulaMigratePaulaMigrate Member Posts: 1,201

    I went through the basic story of the mod with a test character and cheats out of curiousity and one thing really through me off: Why does it take four ingame hours to get to and from the Southern Edge from any other Athkatlan district? I figured it would be like the others, with no real ingame time passing between districts.

    This is a limitation of the game engine itself - it is the minimum time possible between areas on the worldmap. (I mean areas that can be added by mods - the original town areas are something else.). The modder can either choose to allow travel only from specific exit points with 0 travel hours or do it by worldmap with a travel time of Y times 4h, where Y is any number except 0, so 1x4h is as low as it gets.

    Unless someone finds out how to add inner town areas to the worldmap.
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Oh, I was to check number 0, but if you're saying that it can't be 0, then... well... Maybe a new solution will be found, once. I guess that it's not a big deal now, so let's just enjoy the story, heh :)
  • PaulaMigratePaulaMigrate Member Posts: 1,201
    edited June 2017

    Oh, I was to check number 0, but if you're saying that it can't be 0, then... well... Maybe a new solution will be found, once. I guess that it's not a big deal now, so let's just enjoy the story, heh :)

    You may want to check 0 anyway. In the Region of Terror mod it is used for RA4300.are (The arena in Athkatla) and it works - I don't know if other prerequisites need to be met. But looking at that mod may help. (Another mod adding a town area is Fishing for Troubles *Government West* (YS0390.are) and this one has a trvelling time as well.)

    Here is some code, I just have it at hand:
    //ROT Area Links Table links.tbl
    SRC_AREA  SRC_NWSE  TARGET_ARE  ENTRY_NAME  TRV_TIME  DEF_ENTRY  ENC1     ENC2     ENC3     ENC4     ENC5     ENC_PROB
    
    AR0020    S         RA4300      ExitS       0         4          AR0046   N        N        N        N        10
    AR0400    N         RA4300      ExitS       0         4          AR0046   N        N        N        N        10
    AR0400    E         RA4300      ExitS       0         4          AR0046   N        N        N        N        10
    AR0400    S         RA4300      ExitS       0         4          AR0046   N        N        N        N        10
    RA4300    N         AR0020      ExitSW      0         4          AR0046   N        N        N        N        10
    RA4300    E         AR0020      ExitSW      0         4          AR0046   N        N        N        N        10
    RA4300    S         AR0020      ExitSW      0         4          AR0046   N        N        N        N        10
    RA4300    W         AR0020      ExitSW      0         4          AR0046   N        N        N        N        10
    One thing though >>> RoT requires BP-BGT Worldmap, so I am not sure if all of this works with the standard WM.
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    We'll see, thanks. It may need to wait, though, as I made an update not so long time ago and now I am a bit busy with RL stuff :) But I'm still here, reading posts and replying when I can.
  • badungubadungu Member Posts: 53
    @LavaDelVortel,

    updating the travel times should be easy, the problem is, sc#addWmpAre only supports one travel time for all areas, I've written a patch function, which updates the travel times. :)

    Create a file inside your modfolder with the name "updatetime.tpa", copy & paste this code inside the file:

    DEFINE_PATCH_FUNCTION updateTTime STR_VAR area_toUpdate = "arename" BEGIN GET_OFFSET_ARRAY wmp_area_array WMP_AREAS PHP_EACH wmp_area_array AS area_num => area_offset BEGIN READ_ASCII area_offset area_name (8) NULL PATCH_IF ~%area_name%~ STRING_EQUAL_CASE ~%area_toUpdate%~ BEGIN SET area_id1 = area_num END END PHP_EACH travelTime AS area => tTime BEGIN GET_OFFSET_ARRAY wmp_area_array1 WMP_AREAS PHP_EACH wmp_area_array1 AS area_num => area_offset BEGIN READ_ASCII area_offset area_name (8) NULL PATCH_IF ~%area_name%~ STRING_EQUAL_CASE ~%area%~ BEGIN FOR (i = 0; i <= 24; i+=8) BEGIN GET_OFFSET_ARRAY2 links_array area_offset 0x38 4 0x54+i 4 0x50+i 4 0xd8 PHP_EACH links_array AS links_num => links_offset BEGIN READ_LONG links_offset links_index PATCH_IF links_index = area_id1 BEGIN WRITE_LONG links_offset+0x24 tTime END END END SET area_id2 = area_num END PATCH_IF area_num = area_id1 BEGIN FOR (i = 0; i <= 24; i+=8) BEGIN GET_OFFSET_ARRAY2 links_array area_offset 0x38 4 0x54+i 4 0x50+i 4 0xd8 PHP_EACH links_array AS links_num => links_offset BEGIN READ_LONG links_offset links_index PATCH_IF links_index = area_id2 BEGIN WRITE_LONG links_offset+0x24 tTime END END END END END END END

    Inside the tp2 add this code after adding the area with sc#addWmpAre:
    INCLUDE ~%MOD_FOLDER%/updatetime.tpa~ ACTION_DEFINE_ASSOCIATIVE_ARRAY travelTime BEGIN // Areaname Traveltime "AR0020" => 0 // City Gates "AR0300" => 0 // Docks "AR0400" => 0 // Slums "AR0500" => 0 // Bridge District "AR0700" => 0 // Waukeen's Promenade "AR0800" => 0 // Graveyard "AR0900" => 0 // Temple District "AR1000" => 0 // Government "AR1100" => 4 // Umar Hills "AR1300" => 2 // d'Arnise Keep "AR1304" => 2 // d'Arnise Keep "AR2000" => 4 // Trademeet "AR1200" => 4 // Windspear Hills END COPY_EXISTING ~worldmap.wmp~ ~override~ LPF updateTTime STR_VAR area_toUpdate = ~L#ND01~ //area to update END

    Inside the travelTime array you could add or change the values if needed (TravelTime is the value *4)
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    @badungu - are you some modder under a different nickname? :P As I said, this matter may wait until I have more time, but I will check this out! Thanks. If you don't mind, I'll send you a message when I'll be implementing this. Maybe next week.
  • badungubadungu Member Posts: 53
    Nope, started modding a few weeks ago, but learned alot looking at other modders code and the weidu documentation. :smiley:

    If you find any problems in my code or have any questions, feel free to contact me. :)
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    edited June 2017
    The mod just got updated. After many request, I made it compatible with old BG2. It was harder than I thought it would be, so I'm not planning on making my other EE-only mods work on old BG2. But here you are - Souther Edge for both platforms! :) List of all changes:

    -Vanilla BG2 compatiblity, with many alternative files to match old BG2's engine limitations and resources
    -New component: custom area icon
    -New content: Ribald's delivery mini-quest (starts at Adventurer's Mart)
    -New content: "Buried Love" mini-quest (starts in the Graveyard's tomb)
    -New content: Unique commoners
    -Restored tasloi animation for vanilla BG2
    -Amaretto talk fix (link to wrong response)
    -Some small fixes and tweaks of SE items
    -Slightly modified Chapter 6 shop
    -Slightly more difficult final battle
    -Merchant escort variable quest fix
    -Addej journal entries compatibility for EE
    -Additional proofreading (by Artemius_I)
    -Travel time fix (by badungu)
    -Savegame patching (by K4thos)
    -Traification (by GeN1e)


    @ProfErrata - you may be interested in that.
    Post edited by LavaDelVortel on
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Updated with better code, now patching save games is optional. WeiDU was updated, too. Grab the mod and play it. Cheers!
  • ProfErrataProfErrata Member Posts: 36
    Dear Lava, thank you for having taken quickly into consideration my suggestion; now I can play with this mod on my "vanilla" BG2 and it’ll be for my next game…Ah ! Note I’ve already caught a brief glimpse of your work and I’m amazed by its quality and the quantity of texts typed; and you say it’s only a little mod…I’ve sent a message in the French forum "La Couronne de Cuivre", asking a future translation of your mod in my native language but well it won’t be for the moment …
    Thank you and merci encore !
  • StefanOStefanO Member Posts: 346

    Updated with better code, now patching save games is optional. WeiDU was updated, too. Grab the mod and play it. Cheers!

    Thank you for making the save game patching optional. Is this true for your other mods as well?
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    @ProfErrata - you're welcome. It was harder than I thought and took make 3 weeks (and I needed some help from other modders) to make it work on the old game. I'm afraid that won't be possible again, if I release some quest mod... if that will ever happen at all. Anyway, enjoy the Edge! :)

    @StefanO - yep. All mods have that option now.
  • franco8737franco8737 Member Posts: 52
    edited August 2017

    Hi, just tried this mod today. May I have some hints on Amaretto's job and the last pieces of parasites? As far as I know, I almost finished all the quest in Southern Edge except Amaretto one and the smuggler and still missing the last piece and I have no clue on looking for a new job for her (seems she have no intention either?), btw I am in Chapter 2.
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    edited August 2017
    @franco8737 - I may need some more information to be precise, but... okay, let's give it a try:

    Amaretto - the person that talks to her must be of 15 or more charisma. otherwise you won't be able to make her tell her real story. It may be other person than CHARNAME

    Parasites parts - 1. chest in the house with breached door (top of the map); 2. weid play of the angry bard (2nd floor of Inside the Wall); 3. Mr. Cat - one of the cats near Mairo, he has some head strings when you are close enought so you should see him; 4. Girl in one of the tents, bring her a nice toy to get it

    Smuggler - I have no idea where you got stuck... you just start the quest with the guy who wants to buy a dress for his daughter, then you go to one of the tents, go to Promenade with thing he gives you and then returns to where you met the guy; alternativelly after getting the box from him, you may take it to the Council of Six.
  • franco8737franco8737 Member Posts: 52

    @franco8737 - I may need some more information to be precise, but... okay, let's give it a try:


    Amaretto - the person that talks to her must be of 15 or more charisma. otherwise you won't be able to make her tell her real story. It may be other person than CHARNAME

    Parasites parts - 1. chest in the house with breached door (top of the map); 2. weid play of the angry bard (2nd floor of Inside the Wall); 3. Mr. Cat - one of the cats near Mairo, he has some head strings when you are close enought so you should see him; 4. Girl in one of the tents, bring her a nice toy to get it

    Smuggler - I have no idea where you got stuck... you just start the quest with the guy who wants to buy a dress for his daughter, then you go to one of the tents, go to Promenade with thing he gives you and then returns to where you met the guy; alternativelly after getting the box from him, you may take it to the Council of Six.

    Thank you. Finally finished the quests. The mod is nice and well-made!
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    @franco8737 - Remember that there may be something more. Make sure you talked to many other men and women standing here and there. Also, there is a mini-quest that becomes available later, after saving Trademeet. Also, there is a new merchant later in game (after Underdark). You may also visit the girl whom you gave the toy and talk to her a couple of times. But the new talks are unlocked with time. Cheers!
  • Necromanx2Necromanx2 Member Posts: 1,246
    @LavaDelVortel, I am playing this mod and I also have Faiths and Powers installed. I can't find anybody who can cast goodberry (with FnP it seems to have gone away or at least Jaheria cannot cast it) or find a scroll for it anywhere I have looked. Any suggestions?
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Huh, I have no idea. I don't use Faiths and Powers and I'm afraid there are no scrolls that allow casting that spell. But worry not, this mini-quest give you very small reward. It was there only to give player a chance to ever cast that spell :P Just enjoy all the other quests :)
  • Necromanx2Necromanx2 Member Posts: 1,246
    Very minor point. The ring of sacred shades from the temple in the southern edge does not show the negative energy icon when worn to let you know it is active. It does provide the benefit (tested this) so not a big deal. Just wanted to call it out.
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Ok, thanks!
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Not sure if you know, but when I was writing Southern Edge, I also had another "district" in mind - The Isle of the Tangled Oak, a small village on the northern edge of the City of Coin. The idea was to create a village that was once seperated from the "big city", but as Athkatla grew, it got "devoured" and some now consider this it a part of Athkatla. The islanders, though, remember their story and even though the accepted how the Isle is now seen, they remind people they have their own culture there, their own tales about the Tangled Oak that is to protect their small piece of land.

    I am not sure if the mod will be created, I had it in plans. However Beamdog announced the fanart contest and I thought I would take part in it and that motivated me to create the main area. If you want to take a look, use this link.

    And let's hope I will once find some time to actually create the mod itself. I can't promise that, but perhaps that's just another reason to share the idea and the map - you know, so the idea did not die.

    Anyway, that's all. Just thought I would share idea. No news about Southern Edge itself. Hope you're enjoying the mod, everyone! Let's hope that's not my last quest mod!
  • ProfErrataProfErrata Member Posts: 36
    Will the new and corrected version of Southern Edge be released very soon ?
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Uhm, just replied you at SHS. I know only about 4-5 typos. I am waiting for something more to fix and/or new translations. New version will happen, but not "very soon". The mod is playable and works quite fine, there will be next version, for sure, but when more things are to fix or implement.
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited November 2017
    Just had an issue with one of the SE quests.

    The parasite, when you bring the wood and instructions to the carpenter. I brought him the materials and then spent about 5 days doing other quests. He now acts like I never gave him the materials. Milo is asking for the box when I speak to him. So I am stuck.

    This is a first as it has always worked up to now. This is the first time I waited so long to get the box back.

    Is there something I can set in EEKeeper to get the box?


  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    edited November 2017
    Maybe that's a stupid question but how much gold do you have? Because he also says the cost is 50 gp. The code here is quite simple:


    IF~Global("L#NDBoxCarpenter","LOCALS",0) PartyHasItem("L#NDWOO") PartyHasItem("L#NDMAN")~THEN REPLY @3 /* I have this special wood here with instructions on how to make a box from it. Is it something you can manage? */ DO ~TakePartyItem("L#NDWOO") DestroyItem("L#NDWOO") TakePartyItem("L#NDMAN") DestroyItem("L#NDMAN") SetGlobalTimer("L#NDBoxTime","GLOBAL",ONE_DAY) SetGlobal("L#NDBoxCarpenter","LOCALS",1)~ EXTERN L#NDCAR CARPENTER00B

    IF~Global("L#NDBoxCarpenter","LOCALS",1) GlobalTimerExpired("L#NDBoxTime","GLOBAL") PartyGoldGT(49)~THEN REPLY @4 /* I came for the box I ordered. */ DO ~SetGlobal("L#NDBoxCarpenter","LOCALS",2) GiveItemCreate("L#NDBOX",Player1,1,1,0) TakePartyGold(50)~ EXTERN L#NDCAR CARPENTER00B2

  • Necromanx2Necromanx2 Member Posts: 1,246
    edited November 2017
    You are far from stupid. I on the other hand... I had less than 50 gold on me. Once I got more, he offered the box. Sorry for my idiocy.
  • jasteyjastey Member Posts: 2,780
    Maybe add a reply option for PartyGoldLT(50)? I always like having reply options like in real life: "I came for the box I ordered." - "Yes, but I need to charge you 50 gold. Come back if you have the gold." :)
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    There is a chance the mod is being translated, so... I would like to avoid that. At least to the moment I know no translations for the mod are being prepared. Also... well, it's the first time someone has nearly 0 gold after going through Irenicus Dungeon and Slums :P
    Anyway, enjoy rest of the mod! :)
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