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[mod] Skie - The Cost of One Girl's Soul

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  • Shin0b1G6Shin0b1G6 Member Posts: 23
    edited August 2023
    Hey, looking to download the mod so I can have Skie in my party, but the usual website and download's not working. Anyone got an alternate link for me?

    Update: Nevermind. Weasel.net started working again. as did the download. What a relief.
    Post edited by Shin0b1G6 on
  • masteralephmasteraleph Member Posts: 275
    edited August 2023
    Had an interesting interaction today- in the process of the fights to free Skie and Yoshimo is wielding Fear of the Void. Got a crit on one of the Infernal Wyrms as they were coming in and...poof! They all died.
  • RagnarokpcRagnarokpc Member Posts: 3
    I've been using this mod along with the Tiax NPC. It had been working fine, but I just got my laptop back from being repaired. I had to reinstall the game and all mods. Now it seems the two NPCs' voices aren't working right. Any ideas what would cause this?
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    If you reinstalled it, remember to start a new game. Sadly, you can't just make a new installation and use previous save games. Your save games refer strings (lines) that aren't there or have other values.
  • shevy123456shevy123456 Member Posts: 267
    So I know that Skie was written by Lava. Yvette as well.

    Skitia maintains a few NPCs.

    https://github.com/Skitia/SkitiaNPCs

    And here the homepage:

    https://skitias-stories.com/

    I already suggested to Skitia some time ago to include Yvette,
    since it seems to fit into the girly side of the mod. :D

    But, as a wider question or suggestion, would it not make
    sense to kind of "bundle" these NPC mods? Kind of like
    combining all these NPC mods by different people and
    maintain them together AND offer them as complete installation
    kit? Kind of like a meta-installation of such mods.

    One benefit of this is for people who want to batch-install
    all these NPC mods rather than download them separately. Note
    that I am NOT suggesting to disable individual downloads per
    se. Ideally a script could be used to automatically combine
    these into a meta-installer mod, so I am not really suggesting
    a change, per se, to how people work on such mods. Anyway, I
    wanted to make this suggestion, perhaps in the future there
    may be a reconsideration of that suggestion.

    (I am writing this because I have had installation issues,
    also with Skie; while that may not be the fault of Lava at
    all, I need to narrow down slowly which mods are causing
    issues, and for the time being I moved the Skie mod outside
    of my default install. I keep track of this via a .yml file
    and a few scripts then help me repackage and reorganise
    things. Right now I am still fairly clueless as to what
    belongs where to, but I am reasonable certain that once I
    understand that DSL weidu uses better, I should be more
    easily able to change and modify stuff on my own. But first
    I want to have a clean installation base as much as that
    is possible.)
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    We are different authors with different mods, different ideas, and styles. I am not interested in creating any "bundles", I wouldn't want to decide what should come with mod X or Y and I wouldn't want others to decide how my mods should be shipped.

    Skitia maintains her mods, and I maintain mine. She is a great modder, but I bet we create in a bit different way and that's great. We however are in touch and our mods were tested together, I think we can say we both have quite some experience, and there are no incompatibilities we know of. That doesn't mean any of us is going to suddenly maintain each other work.

    So no. Let me also add that writing to other modders that perhaps she should include mods of some other active author in her own NPC pack is beyond bizarre and puts both modders in a really weird position.
  • MoonySolariMoonySolari Member Posts: 10
    Some spelling/grammar nitpicks:
    "Eddard Shildershield's Bracers"

    "I foung these bracers and... they have a name engraved on them... Eddard Silvershield"

    "Skie, you are swift and... weren't you taught dance?" should be "weren't you taught to dance?"

    All sentences in L#SD01.TRA need punctuation, as well as the line that Nem says just before starting the trial.

    Also, in EET, Skie does not seem to be continuous from BG1. I gave her a tome in BG1 and her stats are unchanged when I find her in BG2.
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Thanks. Will look at the typos (etc) when I have a moment.

    As for the EET - I never stated she is continuous, to be honest. EET was never this mod's "main platform". As I stated before, I do not use EET myself. And sorry, but that is not a feature I am planning to include.

    I hope that even though, the mod will bring you some fun! Cheers!
  • MoonySolariMoonySolari Member Posts: 10
    Thanks. Pity no giving her the INT tome and using Machine of Lum the Mad on her to dual to mage then...

    Also, she doesn't have a "bag's full" sound? Or maybe she has but it's not working?
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    edited December 2023
    There are tons of mods, and some of them add tomes. I added some, I'm sure. I don't remember if those of INT were among them, but I am sure that if not me, then someone else added them somewhere.
    Also, she doesn't have a "bag's full" sound? Or maybe she has but it's not working?
    There is a chance there is no such sound. I spent much time cutting her SoD audio files to create this soundset, but it's not like there was a line for everything and her BG1 sounds are of much different quality and they were standing out quite a bit, so I've decided to use only her SoD files.

    EDIT:
    I checked: yes, there are two tomes in my mods - one in Southern Edge and one in The Bloodied Stings of Barovia. I won't tell their exact locations as I don't want to spoil too much.
  • ThrasymachusThrasymachus Member Posts: 903
    I don't use EET myself. So when I use a tome on an NPC in BG1 and that NPC is recruited in BG2, I just console in the relevant tome(s) to adjust the stats appropriately. (If you can use EEKeeper, that's an option as well.)
  • Alfre4uAlfre4u Member Posts: 49
    edited June 10
    A long time wondered just how "bad" Skie Redone really was and even tried to find it a couple times recent and in past. (I am a massive lover of romance mods/companions)

    I mean was it so bad that the creator's thought of remaking romance with her was just a nightmare or what, I mean he made sure there was no remaining access to it, so that scary alone with the amount of mods that been saved/revived etc...


    (just wanted to say this since I am currently setting up a new playthrough and even the hopefully future playthroughs after it and another mod referenced it and made me look for it again and made me think with the countless mods out there why this one of all was thrown in that Indiana jones vault).
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Skie deserves a good story. The old one was not that, it wasn't even compatible (plot-wise) with the original game. Sometimes it didn't make sense and I myself was a teen when I tried to understand how to write stuff, so it wasn't of good quality. I wrote Skie: The Cost to offer something that would do at least a bit more justice to the character. She grows a bit more, story should make more sense and she can become a great adventurer now, while also keeping those parts of herself that make her amazing. Well, at least that was my goal.
  • AnselmAnselm Member Posts: 15
    I have a bug where after
    killing "Buyer" and "Seller" in the Docks and thus freeing Eddard, Eddard just stays where he is and nothing happens. No dialogues. I'm not able to initiate dialogue with Eddard etc. If I kill him then Skie does interject saying we won't be friends anymore but that's it. The quest in the journal also didn't progress beyond the first entry which reacs "We found out that Eddard Silvershield is not dead!" and ending in "We should check Vully's house". Any ideas or any workaround?
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Are you sure you haven't skipped any part? Have you talked to the man behind Vully's home? I played myself in the current version + it was reviewed without any mention of such a problem.

    If I were you, I would load some previous savegame and start over from the moment you're to follow Vully to his home. Always have Skie with you, let her talk, when Vully is down, find his note (there was a note IIRC), then go behind his home, talk to the man over there and progress to Docks. When needed, make small breaks after each time something important happens, just to be extra sure everything got set. Normally it wouldn't be necessary, but being extra careful won't hurt.

    Once you are in Docks, the cutscene will take you to the right spot and make it all play. Then see if the problem is still there. It really feels as if you skipped something, (and that would make sense in regard to the journal not progressing.)
  • AnselmAnselm Member Posts: 15
    Are you sure you haven't skipped any part? Have you talked to the man behind Vully's home? I played myself in the current version + it was reviewed without any mention of such a problem.

    If I were you, I would load some previous savegame and start over from the moment you're to follow Vully to his home. Always have Skie with you, let her talk, when Vully is down, find his note (there was a note IIRC), then go behind his home, talk to the man over there and progress to Docks. When needed, make small breaks after each time something important happens, just to be extra sure everything got set. Normally it wouldn't be necessary, but being extra careful won't hurt.

    Once you are in Docks, the cutscene will take you to the right spot and make it all play. Then see if the problem is still there. It really feels as if you skipped something, (and that would make sense in regard to the journal not progressing.)
    Yes I picked up the note after Vully attacks and is killed, and then talked to the guy behind the stairs, then going to the Docks puts me in the right place. I tried from earlier saves. I'm away from my PC for a week now but when back I'll try doing it with some breaks inbetween each stage.
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Strange. When you'll be checking this, check the value of these variables:
    L#2SkiEddardQuest
    L#2SkiEddardQuestJ
  • AnselmAnselm Member Posts: 15
    Strange. When you'll be checking this, check the value of these variables:
    L#2SkiEddardQuest
    L#2SkiEddardQuestJ

    do I just enter those into console?
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    You can check them with editors or with console by using GetGlobal:

    C:GetGlobal("L#2SkiEddardQuest","GLOBAL")
    C:GetGlobal("L#2SkiEddardQuestJ","GLOBAL")

    Cheers!
  • AnselmAnselm Member Posts: 15
    edited July 18
    okay, thank you!
    Post edited by Anselm on
  • AnselmAnselm Member Posts: 15
    edited July 22
    Strange. When you'll be checking this, check the value of these variables:
    L#2SkiEddardQuest
    L#2SkiEddardQuestJ

    I retried etc and still have the same problem. Before I go to the docks (I've already seen Vully and then the guy under the stairs but the journal doesn't update beyond telling me to look behind the stairs):
    L#2SkiEddardQuest = 11
    L#2SkiEddardQuestJ = 3


    At the point that I kill the slavers and Eddard is unresponsive:
    L#2SkiEddardQuest = 13
    L#2SkiEddardQuestJ = 3

    do you think I can use console or EEKeeper to add him to my party and then it'll just work as if I'd recruited him? although idk how to do that but maybe it'll be easy when I look into it or something
    Post edited by Anselm on
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Firstly, the J variable should be set to 4 at this point:

    C:SetGlobal("L#2SkiEddardQuestJ","GLOBAL",4)

    The conditions for this to continue are:
    Dead("L#2SDEDS")
    Dead("L#2SDEDB")
    InParty("L#2SDSkie")
    !Dead("L#2SDSkie")
    Global("L#2SkiEddardQuest","GLOBAL",13)
    
    So both Seller and Buyer should be dead, Skie should be in the party, Skie shouldn't be dead and the global should be Global("L#2SkiEddardQuest","GLOBAL",13)

    From your description, it should all be fine, UNLESS you for example killed Skie at some point and then "summoned" a new one with a console or something like that.

    The easiest fix would be to make sure you and Skie stand next to Eddard and use the code:

    C:SetGlobal("L#2SkiEddardQuest","GLOBAL",14)

    And then initiate a conversation with him.
  • AnselmAnselm Member Posts: 15
    It didn't work for me but now I realize the problem possibly. Early on, I told Skie to leave my party which I'd done a couple times before. Then when I went to Waukeen's Promenade to collect her, there were then two of her there and I did kill one of them and re-recruit the other. RIP
    Firstly, the J variable should be set to 4 at this point:

    C:SetGlobal("L#2SkiEddardQuestJ","GLOBAL",4)

    The conditions for this to continue are:
    Dead("L#2SDEDS")
    Dead("L#2SDEDB")
    InParty("L#2SDSkie")
    !Dead("L#2SDSkie")
    Global("L#2SkiEddardQuest","GLOBAL",13)
    
    So both Seller and Buyer should be dead, Skie should be in the party, Skie shouldn't be dead and the global should be Global("L#2SkiEddardQuest","GLOBAL",13)

    From your description, it should all be fine, UNLESS you for example killed Skie at some point and then "summoned" a new one with a console or something like that.

    The easiest fix would be to make sure you and Skie stand next to Eddard and use the code:

    C:SetGlobal("L#2SkiEddardQuest","GLOBAL",14)

    And then initiate a conversation with him.

  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Erm... I'm unsure why you would do that... The game lists all killed creatures so now the game thinks you killed Skie, even though there is another Skie alive. That may cause things like that to happen. I think there is a way to erase killing someone from the list, but I am unsure how to do that as I never tried it myself.
  • AnselmAnselm Member Posts: 15
    Erm... I'm unsure why you would do that... The game lists all killed creatures so now the game thinks you killed Skie, even though there is another Skie alive. That may cause things like that to happen. I think there is a way to erase killing someone from the list, but I am unsure how to do that as I never tried it myself.

    I didn't realise or think about this, so I killed one rather than have an extra Skie standing around the promenade breaking my immersion. Oh well, I am still really enjoying Skie as a companion and think her characterisation and personality is so well done. I will just get Eddard on my next playthrough.
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Know, that there is a chance that this may also break some other scripts, sorry, but I do not remember if/where I might have included checks if she's dead or not. Whenever such a check happens, the game will "think" that she's dead.

    In your .gam file, there is an entry like SPRITE_IS_DEADL#2SDSKIE -- perhaps changing it to 0 or erasing it would help? But it's just a guess, I am unsure how safe changing that entry is, so do that only on a separate save rather than on your main/only savegame.
  • AnselmAnselm Member Posts: 15
    Know, that there is a chance that this may also break some other scripts, sorry, but I do not remember if/where I might have included checks if she's dead or not. Whenever such a check happens, the game will "think" that she's dead.

    In your .gam file, there is an entry like SPRITE_IS_DEADL#2SDSKIE -- perhaps changing it to 0 or erasing it would help? But it's just a guess, I am unsure how safe changing that entry is, so do that only on a separate save rather than on your main/only savegame.

    I ended up dropping Skie out, then picking her up again and going to the Docks then prompted her to start her discussion with Eddard and everything seems to be working fine now. Yay!
  • Orphéo89Orphéo89 Member Posts: 15
    I have a question: during the quest to save Skie, do NPCs added by mods (like Kulyok's Xan for BG2) have interjections, please?
  • LavaDelVortelLavaDelVortel Member Posts: 2,860
    Nope. I mean, I *think* Jastey might have added something when you hit the morally difficult part with Ajantis? But that's been a long time ago. Any crossmod talks I remember are now part of this mod:
    https://www.gibberlings3.net/mods/npcs/crossmod/

    ...but those are mostly banters with Skie and Eddard.
  • Orphéo89Orphéo89 Member Posts: 15
    Nope. I mean, I *think* Jastey might have added something when you hit the morally difficult part with Ajantis? But that's been a long time ago. Any crossmod talks I remember are now part of this mod:
    https://www.gibberlings3.net/mods/npcs/crossmod/

    ...but those are mostly banters with Skie and Eddard.

    I see. On reading the crossmod readme, it does indeed add banters but no interjections.
    Thank you for answer me! ^^
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