Irenicus' name is first told by the Dryad who talks first ("IDRYD1.dlg"). The variable for detection "Global("NamedCaptor","AR0602",1)" is only used inside the dryads' dialogues.
IF ~~ THEN BEGIN 3 // from: SAY #11172 /* ~Please stay and help us! We must escape from this... this Irenicus!~ */ IF ~Global("NamedCaptor","AR0602",0) !IsValidForPartyDialog("Jaheira") !IsValidForPartyDialog("Minsc")~ THEN REPLY #38656 /* ~The name of our captor, though we are no nearer understanding his motive.~ */ DO ~SetGlobal("NamedCaptor","AR0602",1) ~ EXTERN ~IDRYAD2~ 15 IF ~IsValidForPartyDialog("Jaheira")~ THEN DO ~SetGlobal("NamedCaptor","AR0602",1)~ EXTERN ~JAHEIRAJ~ 332 IF ~!IsValidForPartyDialog("Jaheira") IsValidForPartyDialog("Minsc")~ THEN DO ~SetGlobal("NamedCaptor","AR0602",1)~ EXTERN ~MINSCJ~ 85 IF ~Global("NamedCaptor","AR0602",1) !IsValidForPartyDialog("Jaheira") !IsValidForPartyDialog("Minsc")~ THEN EXTERN ~IDRYAD3~ 2 END
I can`t find Nem in the slums. Where is she? P.S. I found her 1 min after posting the comment. I looked for her everywhere and when I finally gave up and decided to leave the location then I found her standing near the exit. It happens
Uhm, most of them work on EET. Skie does. Also, it's a bit demanding, you know. I released ~30 mods. I already have to ask for help to keep them more or less updated.
havent been to spellhold yet.. not sure which areas those are... I ended up just spawning her but I would like to understand better so I can get her on a later playthrough without resorting to that,
It should include all original taverns you may access before Spellhold + the one I introduced in my Southern Edge mod. If you completed the quest successfuly and at least 2 days passed and you rested in a tavern, then it may be some random bug.
well i did uninstall and reinstall skie when i realized that installing her before Xan meant I would miss out on their crossmod so its probably my own fault but yeah I rested like 6-8 days after hearing the news that she was alive.
Okay editing here so I don't double post just some hilarious moments I wanted to share and am sorry I didn't get screencaps of.
Jaheira has just been cursed and right before she can begin her conversation with Isolde (my female charname sorceress) Skie decides to talk about herself instead XD I wish I could remember what she was talking about because that made it funnier but I just can't.
Then later on I rest outside and Skie and Isolde have a wine party which turns out to have been the wrong choice for the evening because Rhialto the Magnificent (from wild mage additions) ambushed our hungover butts XD Skie got revenge by being the one to finish him off when Minsc died and the rest of the party were running around uncontrollably thanks to failing their save vs horror.
@LavaDelVortel I've got the nitpickiest of all possible nitpicks, here: you credit Black Isle for the original Skie character in the readme, but Baldur's Gate (along with the Infinity Engine itself) was developed by Bioware (Black Isle was the publisher). Super common misconception, just wanted to make sure credit is given where it's due.
Sadly, I have no idea how to install mods on Mac and how to make my project work on them.
But I would like to also tell you some good news. I've updated the mod. It doesn't only fix the mistake mentioned by @redline. It also adds the 3rd component. Not a big one, but some players may be interested.
=> Component C - Add brand new SoD oriented items to BG2 => this component adds new SoD refferences to BG2 by adding new few items that somehow correspond to Siege of Dragonspear characters, places and happenings (Skie included). The items are sold by a new merchant at the promenade. He's standing new Lord and Lady Ophal. This component is independent an may be installed without components A and B.
There are 7 new items here. I've decided to add them through a shop because I want to avoid a situation where a player with lots of mods installed will get 10 new items after killing one NPC. I think it could be a bit weird, so I thought the merchant may be a safer option.
Some may wonder why this component is here: because I believe that BG2 should include more refferences to SoD plots and characters. It simply helps to get the feeling it's but a one story. Even simple refferences may be considered a step towards bringing those two games closer together. And that is what this mod is about. Skie: The Cost isn't just a quest. Or just a NPC. It's something that is supposed to link SoD and BG2. With the quest plot, the character and now also the items. Since there is Edvin's Unofficial Item Pack, I've decided to go in the direction of making new SoD-oriented items rather than bringing SoD items to BG2. Edvin's mod already does that.
Oh, and you probably guessed already that those items have their own item icons.
As I said - a small thing, but maybe some will enjoy it. The new version is in the first post. Cheers!
Thanks for @typo_tilly for checking all the text introduced in this update.
@SamuelVarg I don't have a Mac but this is how I understood it's working: -You need the mod folder "SkieCost" in your game folder, -and a renamed weidu for mac OS (renamed to "Setup-SkieCost") (could also be obtained by renaming it from another mod), -and a file "Setup-SkieCost.command" that should contain the following: command_path=${0%/*}
cd "$command_path"
./Setup-SkieCost Double-clicking the .command should then start the installation process.
I've just tried to install this mod using the EE Tool, but there was nothing new in Irenicus's dungeon. Looking at the install log, the that part of the mod didn't install. I don't know if this is an issue with your mod or with the EE Tool but thought I would mention it. There were no error messages when installing the mod, but I think the log shows that it didn't try/succeed? at installing:
### 0010: New quest for BG2 ### Ready for installation ### 0020: Allow Skie to return as a joinable NPC ### Ready for installation Setup-SkieCost.exe --no-exit-pause --noautoupdate --language 0 --skip-at-view --force-install-list 10 20 --logapp [Setup-SkieCost.exe] WeiDU version 24600 Using Language [English]
Do you know if I can just install the mod manually, or is that likely to break things? Or should I ask the people behind EE Tool about this instead?
@SamuelVarg I don't have a Mac but this is how I understood it's working: -You need the mod folder "SkieCost" in your game folder, -and a renamed weidu for mac OS (renamed to "Setup-SkieCost") (could also be obtained by renaming it from another mod), -and a file "Setup-SkieCost.command" that should contain the following: command_path=${0%/*}
cd "$command_path"
./Setup-SkieCost Double-clicking the .command should then start the installation process.
Thanks for the tip but I have no idea on how to do the weidu file or the command thing.
The .command is just a text file you could create with a simple text editor. For the weidu you need the executable and rename it. You could also - random example - download the osx version of bgqe, extract the package, copy the "setup-bgqe" executable and rename it.
@SamuelVarg - You can use @subtledoctor's Mac WeiDU Launcher. Just copy the SkieCost directory and t a copy of the Mac WeiDU Launcher into your game folder (the folder where the chitin.key file is location). Then, double-click the Mac WeiDU Launcher (depending on GateKeeper's settings, you might have to right click on the Mac WeiDU Launcher and select Open).
Hello @LavaDelVortel, as k4thos kindly pointed out here, the parameters of the EET function for ToB transition needs more parameters to make Skie available at the fate spirit for a new ToB game and also it provides functionality to remove the BG1/SoD Skie from the fate spirit list automatically. This means, that the ~SkieCost\scripts\LockEETSkie.baf~ doesn't need to be patched to the AR4500.bcs any more and the new code for the tp2 would be:
ACTION_IF GAME_IS ~eet~ BEGIN INCLUDE ~EET/other/EET_functions.tph~ LAF ~EET_NPC_TRANSITION~ INT_VAR type = 2 default_ToB = 1 clean_ToB = 1 STR_VAR dv = "l#2sdskie" override_SoA = "L#2SDSKI" override_ToB = "L#2SD25" dialog_ToB = "L#2SD25" cre_ToB = "L#2SD25" traFile = EVAL "SkieCost/translations/%LANGUAGE%/Skie.TRA" string = "@49" stringPosDV = "Sharteel" clean_ToB_DV = "Skie" END END ELSE BEGIN COMPILE ~SkieCost\dialogues\FateSp.d~ USING ~SkieCost/translations/%LANGUAGE%/Skie.TRA~ END
As far as I remember the present version works fine it's more like upgrading the mod to have the code in the tp2 rather than script patch. Eh, I may add it, but I won't tell exact date as I am drowning in work. Thanks.
The only thing that doesn't work in the current version is the spawning of Skie via Fate Spirit for a new ToB game, I think. The other thing is just cosmetics.
There are actually 3 different people you can convince to become the sacrifice. There's Biggie on the West side of the slums, who'll agree to become the sacrifice if you pay him 5000 gold to provide for the life and future of his son. There's Bontt, up on the roof near the Temple of Ilmater, a rogue who's dying from a dagger wound but is at peace with his fate because "he's got nothing left to live for". And there's Pyll, a halfling on the East side of the slums who, in his own words, has "done some very, very bad things", but he won't elaborate on what. Either way, he's terrified that what he's done will condemn him to a horrible fate in the afterlife, and you can convince him that doing this is a way of seeking redemption.
Comments
IF ~~ THEN BEGIN 3 // from:
SAY #11172 /* ~Please stay and help us! We must escape from this... this Irenicus!~ */
IF ~Global("NamedCaptor","AR0602",0)
!IsValidForPartyDialog("Jaheira")
!IsValidForPartyDialog("Minsc")~ THEN REPLY #38656 /* ~The name of our captor, though we are no nearer understanding his motive.~ */ DO ~SetGlobal("NamedCaptor","AR0602",1)
~ EXTERN ~IDRYAD2~ 15
IF ~IsValidForPartyDialog("Jaheira")~ THEN DO ~SetGlobal("NamedCaptor","AR0602",1)~ EXTERN ~JAHEIRAJ~ 332
IF ~!IsValidForPartyDialog("Jaheira")
IsValidForPartyDialog("Minsc")~ THEN DO ~SetGlobal("NamedCaptor","AR0602",1)~ EXTERN ~MINSCJ~ 85
IF ~Global("NamedCaptor","AR0602",1)
!IsValidForPartyDialog("Jaheira")
!IsValidForPartyDialog("Minsc")~ THEN EXTERN ~IDRYAD3~ 2
END
P.S. I found her 1 min after posting the comment. I looked for her everywhere and when I finally gave up and decided to leave the location then I found her standing near the exit. It happens
Anyway, enjoy the mod!
AreaCheck("AR0021")
AreaCheck("AR0313")
AreaCheck("AR0314")
AreaCheck("AR0406")
AreaCheck("AR0509")
AreaCheck("AR0513")
AreaCheck("AR0514")
AreaCheck("AR0515")
AreaCheck("AR0522")
AreaCheck("AR0704")
AreaCheck("AR0709")
AreaCheck("AR0712")
AreaCheck("AR1105")
AreaCheck("AR2010")
AreaCheck("l#nd07")
Also - IIRC - that must happen before going to Spellhold.
It should include all original taverns you may access before Spellhold + the one I introduced in my Southern Edge mod. If you completed the quest successfuly and at least 2 days passed and you rested in a tavern, then it may be some random bug.
Okay editing here so I don't double post just some hilarious moments I wanted to share and am sorry I didn't get screencaps of.
Jaheira has just been cursed and right before she can begin her conversation with Isolde (my female charname sorceress) Skie decides to talk about herself instead XD I wish I could remember what she was talking about because that made it funnier but I just can't.
Then later on I rest outside and Skie and Isolde have a wine party which turns out to have been the wrong choice for the evening because Rhialto the Magnificent (from wild mage additions) ambushed our hungover butts XD Skie got revenge by being the one to finish him off when Minsc died and the rest of the party were running around uncontrollably thanks to failing their save vs horror.
But I would like to also tell you some good news. I've updated the mod. It doesn't only fix the mistake mentioned by @redline. It also adds the 3rd component. Not a big one, but some players may be interested.
There are 7 new items here. I've decided to add them through a shop because I want to avoid a situation where a player with lots of mods installed will get 10 new items after killing one NPC. I think it could be a bit weird, so I thought the merchant may be a safer option.
Some may wonder why this component is here: because I believe that BG2 should include more refferences to SoD plots and characters. It simply helps to get the feeling it's but a one story. Even simple refferences may be considered a step towards bringing those two games closer together. And that is what this mod is about. Skie: The Cost isn't just a quest. Or just a NPC. It's something that is supposed to link SoD and BG2. With the quest plot, the character and now also the items. Since there is Edvin's Unofficial Item Pack, I've decided to go in the direction of making new SoD-oriented items rather than bringing SoD items to BG2. Edvin's mod already does that.
Oh, and you probably guessed already that those items have their own item icons.
As I said - a small thing, but maybe some will enjoy it. The new version is in the first post. Cheers!
Thanks for @typo_tilly for checking all the text introduced in this update.
But thank you for responding. I will try to fix it myself and I'll post if I solve it.
-You need the mod folder "SkieCost" in your game folder,
-and a renamed weidu for mac OS (renamed to "Setup-SkieCost") (could also be obtained by renaming it from another mod),
-and a file "Setup-SkieCost.command" that should contain the following:
command_path=${0%/*} cd "$command_path" ./Setup-SkieCost
Double-clicking the .command should then start the installation process.
### 0010: New quest for BG2 ###
Ready for installation
### 0020: Allow Skie to return as a joinable NPC ###
Ready for installation
Setup-SkieCost.exe --no-exit-pause --noautoupdate --language 0 --skip-at-view --force-install-list 10 20 --logapp
[Setup-SkieCost.exe] WeiDU version 24600
Using Language [English]
Do you know if I can just install the mod manually, or is that likely to break things? Or should I ask the people behind EE Tool about this instead?
Thanks!
https://forums.beamdog.com/discussion/17717/tool-easy-mod-installer-weidu-launcher-for-os-x/p1
This means, that the ~SkieCost\scripts\LockEETSkie.baf~ doesn't need to be patched to the AR4500.bcs any more and the new code for the tp2 would be:
INCLUDE ~EET/other/EET_functions.tph~
LAF ~EET_NPC_TRANSITION~
INT_VAR
type = 2
default_ToB = 1
clean_ToB = 1
STR_VAR
dv = "l#2sdskie"
override_SoA = "L#2SDSKI"
override_ToB = "L#2SD25"
dialog_ToB = "L#2SD25"
cre_ToB = "L#2SD25"
traFile = EVAL "SkieCost/translations/%LANGUAGE%/Skie.TRA"
string = "@49"
stringPosDV = "Sharteel"
clean_ToB_DV = "Skie"
END
END ELSE BEGIN
COMPILE ~SkieCost\dialogues\FateSp.d~ USING ~SkieCost/translations/%LANGUAGE%/Skie.TRA~
END
Cheers!