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[Mod] Ascalon's Questpack (Kerzenburgforum)

2

Comments

  • jasteyjastey Member Posts: 1,318
    Miridor wrote: »
    Found another bug - this is what the reward looks like in the Of Wolves and Men quest
    Oh, I actually found what is causing the wrong texts if the sword is taken out of the chest (and not given by Thalantyr): it's a wonky (unused) item in BG:EE (it displays alright for BGT and probably for EET, too).
    Will be fixed in the next version!

    ZaghoulMiridor
  • ArtonaArtona Member Posts: 1,044
    @jastey
    Is there a possibility to spawn Aaron using the console? I' talking about "Failed picnic" quest. Some other mod I have installed adds some more challenging enemies to Gnoll Stronghold - and fission slime kills Aaron immediately after I enter the map. You can't finish the quest without talking to him, hence my question. :)

  • jasteyjastey Member Posts: 1,318
    @Artona Aron's cre code is ACQ12002.CRE. To be absolutely sure you could also set
    C:SetGlobal("SPRITE_IS_DEADACQ12002","GLOBAL",0)
    so he won't be detected as dead later.

    RaduzielArtona
  • ArtonaArtona Member Posts: 1,044
  • ArthasArthas Member Posts: 954
    edited May 6
    Okay,
    for the people that would like to skip the installation of Serpents of Abattoir (a questline that was never completed, sadly) you can skip it installing.

    If you look at the tp2, there is a section that is called "10. Die Schlangen Abbathors Teil I". If you put /* in front of it and */ right before the next section starts, the content of the Snakes of Abbathors should not be included in your game.


    By the way, Jastey,got two questions about the following quest, after reading readme here: https://github.com/whiteagnus/AC_QUEST/blob/master/AC_QUEST/Readme-AC_QUEST-English.txt

    The Lost Son
    All the half-elf Aphriel wanted was to lay down her bow in favour of a simple life. But then everything changed. Meet her in the bandit camp after dealing with the guards.


    -> it says at bandit camp, but I remember to have met before cloakwood mines. Do I remember wrong?

  • jasteyjastey Member Posts: 1,318
    @Arthas yes she is most definitely in the CloakwoodLodge area. Good catch.
    Just a note: White Agnus' GitHub is outdated by now. The current version of the mod is at my GitHub: https://github.com/Gitjas/AC_QUEST/releases/latest

  • ArthasArthas Member Posts: 954
    Jastey, can Aaron be moved right before the bridge? I admit I missed him more than once, because I completely forgot about him. So one is bound to meet him, if he goes back to the entrance.

  • jasteyjastey Member Posts: 1,318
    You mean at the side before crossing the bridge? (If I remember the area correctly.)

  • jasteyjastey Member Posts: 1,318
    I noted it down as an idea, I'll see what I can do.

  • ZaghoulZaghoul Member, Moderator Posts: 3,947
    As he was bound up in one of the pits by the gnolls after he was captured (as you have to cut his bonds), I thought it made sense him being where he was on the map.

    Wise_Grimwald
  • jasteyjastey Member Posts: 1,318
    @Zaghoul Would it be that much difference if he was on the fortress side of the bridge instead of the other one? (That's what @Arthas was requesting if I got it right?)

  • ArthasArthas Member Posts: 954
    edited May 13
    But why not top @Zaghoul ?

    you are right @jastey

    Edit: jastey, can you publish the .tp2 here with the excluded serpents of abattoir? I'm asking because the formatting in my file is really weird. Can I just put the */ right before? Or do I need to leave 1 (or 1+) space before the word?

  • ZaghoulZaghoul Member, Moderator Posts: 3,947
    I think the fortress side of the bridge would work just fine, as you have the two bridge guards right there. Gives them a little more to do, hehheh. It could make sense that they were the ones guarding him and had him tied up. That way the dialogue would not have to be changed I don't think.

    It would still makes sense and it would be hard to miss him as suggested.

    @arthas I suppose a pit at the top would work just as well though, as one passes those pits by in search of Dynaheir and it would be harder to miss him.

  • ArthasArthas Member Posts: 954
    I was just curious about what you thought for the top location (but I'm against it as well!). I already suggested my "solution". Thanks for your opinion!

  • jasteyjastey Member Posts: 1,318
    edited May 13
    @Zaghoul I think @Arthas meant after freeing Anton, not when he is still captured?

    @Arthas what you need is /* ... */ not the other way round (this is not the whole tp2 but only the important part for comparison):
    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 2841
    fj_loc_y = 2813
    fj_dest_x = 2841
    fj_dest_y = 2813
    fj_orientation = 7
    STR_VAR
    fj_structure_type = actor
    fj_name = Cindy
    fj_cre_resref = ACQ19003
    END

    /* //<-- -- -- from here

    ////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    //////////// ////////////
    //////////// 10. Die Schlangen Abbathors Teil I ////////////
    //////////// ////////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////


    ADD_JOURNAL TITLE (@90008) @10011 @10012 @10013 @10014 @10019 @10015 @10017 @10016 @10018 @10020 @10022 @10023 @10021 @3000007 @3000008 @3000009 @3000010 @3000011 @3000012 @3000013

    COMPILE ~AC_QUEST/D/ACQ10100.D~
    EVAL
    COMPILE ~AC_QUEST/BAF/ACQ6900.BAF~
    COMPILE ~AC_QUEST/BAF/ACQCUT01.BAF~
    COMPILE ~AC_QUEST/BAF/ACQCUT02.BAF~
    COMPILE ~AC_QUEST/BAF/AC8201.BAF~
    COMPILE ~AC_QUEST/BAF/AC4400.BAF~
    COMPILE ~AC_QUEST/BAF/AC4401.BAF~
    EXTEND_TOP ~%SEBaldursGate_BCS%.bcs~ ~AC_QUEST/baf/AR8200.baf~
    EVAL
    EXTEND_TOP ~%NashkelMines_BCS%.bcs~ ~AC_QUEST/baf/AR4400.baf~

    EXTEND_TOP ~%NashkelMines_MulaheysCave_BCS%.bcs~ ~AC_QUEST/baf/AR4405.baf~
    EXTEND_TOP ~%NEBaldursGate_BCS%.bcs~ ~AC_QUEST/baf/AR7400.baf~
    EXTEND_TOP ~%ESewers_BCS%.bcs~ ~AC_QUEST/baf/AR7326.baf~
    EXTEND_BOTTOM ~%CoastWay_BCS%.bcs~ ~AC_QUEST/baf/AR6900.baf~

    ACTION_IF GAME_IS ~tutu_totsc~ THEN BEGIN
    COPY_EXISTING ~%NWBaldursGate_Tavern_L2%.are~ ~override~
    READ_ASCII 0x94 area_script
    PATCH_IF (("%area_script%" STRING_COMPARE_CASE "None")=0) BEGIN
    WRITE_EVALUATED_ASCII 0x94 ~%NWBaldursGate_Tavern_L2_BCS%~ (8)
    END
    BUT_ONLY
    END

    EXTEND_TOP ~%NWBaldursGate_Tavern_L2_BCS%.bcs~ ~AC_QUEST/baf/AR7266.baf~
    EVAL

    ACTION_IF GAME_IS ~tutu_totsc~ THEN BEGIN
    COPY_EXISTING ~%NWBaldursGate%.are~ ~override~
    READ_ASCII 0x94 area_script
    PATCH_IF (("%area_script%" STRING_COMPARE_CASE "None")=0) BEGIN
    WRITE_EVALUATED_ASCII 0x94 ~%NWBaldursGate_BCS%~ (8)
    END
    BUT_ONLY
    END

    EXTEND_TOP ~%NWBaldursGate_BCS%.bcs~ ~AC_QUEST/baf/AR7200.baf~

    ACTION_IF GAME_IS ~tutu_totsc~ THEN BEGIN
    COPY_EXISTING ~%NBaldursGate_TempleofHelm%.are~ ~override~
    READ_ASCII 0x94 area_script
    PATCH_IF (("%area_script%" STRING_COMPARE_CASE "None")=0) BEGIN
    WRITE_EVALUATED_ASCII 0x94 ~%NBaldursGate_TempleofHelm_BCS%~ (8)
    END
    BUT_ONLY
    END

    EXTEND_TOP ~%NBaldursGate_TempleofHelm_BCS%.bcs~ ~AC_QUEST/baf/ARA002.baf~
    COMPILE ~AC_QUEST/BAF/ACQ10102.BAF~
    EVAL
    COMPILE ~AC_QUEST/BAF/ACQ10103.BAF~
    EVAL
    COMPILE ~AC_QUEST/BAF/ACQ10106.BAF~
    COMPILE ~AC_QUEST/BAF/ACQ10116.BAF~
    EVAL
    COMPILE ~AC_QUEST/BAF/ACQ10117.BAF~
    COMPILE ~AC_QUEST/BAF/ACQ10100.BAF~
    COMPILE ~AC_QUEST/BAF/ACQ10118.BAF~
    COMPILE ~AC_QUEST/BAF/ACQ10119.BAF~
    COMPILE ~AC_QUEST/BAF/ACQ10120.BAF~
    COMPILE ~AC_QUEST/BAF/ACQ4400Q.BAF~
    COMPILE ~AC_QUEST/BAF/ACQ44001.BAF~
    COMPILE ~AC_QUEST/BAF/AC4402.BAF~
    COMPILE ~AC_QUEST/BAF/ACQMINER.BAF~
    COMPILE ~AC_QUEST/BAF/AC4403.BAF~
    COMPILE ~AC_QUEST/BAF/AC4405.BAF~
    COMPILE ~AC_QUEST/BAF/ACUMBHUL.BAF~
    COMPILE ~AC_QUEST/BAF/ACQ4405.BAF~

    COPY ~AC_QUEST/ITM/KEY07.ITM~ ~OVERRIDE/ACQKEY01.ITM~
    SAY NAME1 @66
    SAY NAME2 @66
    SAY DESC @67

    COPY ~AC_QUEST/ITM/KEY09.ITM~ ~OVERRIDE/ACQKEY02.ITM~
    SAY NAME1 @68
    SAY NAME2 @68
    SAY DESC @69

    COPY_EXISTING ~SCRL2J.ITM~ ~OVERRIDE/ACQLET01.ITM~
    SAY NAME1 @70
    SAY NAME2 @70
    SAY DESC @71

    COPY_EXISTING ~SCRL2J.ITM~ ~OVERRIDE/ACQLET02.ITM~
    SAY NAME1 @70
    SAY NAME2 @70
    SAY DESC @72

    COPY_EXISTING ~SCRL2J.ITM~ ~OVERRIDE/ACQLET03.ITM~
    SAY NAME1 @73
    SAY NAME2 @73
    SAY DESC @74

    COPY ~AC_QUEST/ITM/MISC4T.ITM~ ~OVERRIDE/ACQLET05.ITM~
    SAY NAME1 @75
    SAY NAME2 @75
    SAY DESC @76

    COPY ~AC_QUEST/ITM/MISC4T.ITM~ ~OVERRIDE/ACQLET06.ITM~
    SAY NAME1 @75
    SAY NAME2 @75
    SAY DESC @77

    COPY_EXISTING ~SCRL2J.ITM~ ~OVERRIDE/ACQLET04.ITM~
    SAY NAME1 @70
    SAY NAME2 @70
    SAY DESC @78

    COPY ~AC_QUEST/ITM/BOOK92.ITM~ ~OVERRIDE/ACQBOOK3.ITM~
    SAY NAME1 @79
    SAY NAME2 @79
    SAY DESC @80

    COPY ~AC_QUEST/ITM/MISC4W.ITM~ ~OVERRIDE/ACQBOOK4.ITM~
    SAY NAME1 @81
    SAY NAME2 @81
    SAY DESC @82

    COPY ~AC_QUEST/ITM/PLOT18B.ITM~ ~OVERRIDE/ACQBOOK5.ITM~
    SAY NAME1 @83
    SAY NAME2 @83
    SAY DESC @84

    COPY ~AC_QUEST/ITM/HAMM05.ITM~ ~Override/ACQHAMM1.ITM~
    SAY NAME1 #6345 //War Hammer
    SAY NAME2 @85
    SAY UNIDENTIFIED_DESC #6716
    PATCH_IF GAME_IS ~tutu_totsc bgt~ BEGIN
    SAY DESC @86
    END
    PATCH_IF GAME_IS ~bgee eet~ BEGIN
    SAY DESC @100086
    END


    COPY ~AC_QUEST/ITM/BOOK92.ITM~ ~OVERRIDE/ACQBOOK1.ITM~
    SAY NAME1 @87
    SAY NAME2 @87
    SAY DESC @88

    COPY ~AC_QUEST/ITM/MISC6L.ITM~ ~OVERRIDE/ACQ10101.ITM~
    SAY NAME1 @89
    SAY NAME2 @90
    SAY DESC @91

    COPY ~AC_QUEST/ITM/ACQ1011A.ITM~ ~override~
    SAY NAME1 @92
    SAY NAME2 @92
    SAY DESC @93

    COPY ~AC_QUEST/cre/ACQ10101.CRE~ ~override~
    SAY NAME1 ~~
    SAY NAME2 ~~

    COPY_EXISTING ~%NashkelMines_MulaheysCave%.are~ ~OVERRIDE~
    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 583
    fj_loc_y = 831
    fj_dest_x = 583
    fj_dest_y = 831
    fj_orientation = 12
    STR_VAR
    fj_structure_type = actor
    fj_name = Dead Dwarf
    fj_cre_resref = ACQ10101
    END
    LPF fj_are_structure
    INT_VAR
    fj_type = 10
    fj_loc_x = 568
    fj_loc_y = 857
    fj_box_left = 573
    fj_box_top = 821
    fj_box_right = 583
    fj_box_bottom = 831
    fj_trap_loc_x = 587
    fj_trap_loc_y = 831
    fj_vertex_0 = 573 + (821 << 16)
    fj_vertex_1 = 573 + (831 << 16)
    fj_vertex_2 = 583 + (831 << 16)
    fj_vertex_3 = 583 + (821 << 16)
    STR_VAR
    fj_structure_type = container
    fj_name = ~Dwarf~
    END
    LPF fj_are_structure
    INT_VAR
    fj_con_itm_idx = SHORT_AT 0x74 - 1
    fj_flags = 1
    STR_VAR
    fj_name = ACQLET01
    fj_structure_type = itm
    END

    COPY ~AC_QUEST/cre/ACQ10102.CRE~ ~override~
    SAY NAME1 @94
    SAY NAME2 @94

    COPY_EXISTING ~%Beregost%.are~ ~OVERRIDE~
    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 2124
    fj_loc_y = 2503
    fj_dest_x = 2124
    fj_dest_y = 2503
    fj_orientation = 15
    fj_schedule = 0xfff0003f
    STR_VAR
    fj_structure_type = actor
    fj_name = Tarash
    fj_cre_resref = ACQ10102
    END

    COPY ~AC_QUEST/cre/ACQ10103.CRE~ ~override~
    SAY NAME1 @95
    SAY NAME2 @95

    COPY_EXISTING ~%CoastWay%.are~ ~OVERRIDE~
    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 0
    fj_loc_y = 0
    fj_dest_x = 0
    fj_dest_y = 0
    fj_orientation = 0
    STR_VAR
    fj_structure_type = actor
    fj_name = Wonderbunny Virginie
    fj_cre_resref = ACVIRGI
    fj_bcs_override = ACQ6900
    END

    COPY ~AC_QUEST/cre/ACQ10104.CRE~ ~override~
    SAY NAME1 @96
    SAY NAME2 @96

    COPY ~AC_QUEST/cre/ACQ10105.CRE~ ~override~
    SAY NAME1 @97
    SAY NAME2 @97

    COPY ~AC_QUEST/cre/ACQ10106.CRE~ ~override~
    SAY NAME1 @98
    SAY NAME2 @98

    COPY ~AC_QUEST/cre/ACQ10112.CRE~ ~override~
    SAY NAME1 @99
    SAY NAME2 @99

    COPY_EXISTING ~%SWBaldursGate%.are~ ~OVERRIDE~
    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 1298
    fj_loc_y = 1499
    fj_dest_x = 1298
    fj_dest_y = 1499
    fj_orientation = 12
    STR_VAR
    fj_dlg_resref = ACQ08000
    fj_structure_type = actor
    fj_name = Abbathorian
    fj_cre_resref = ACQ10112
    END

    COPY_EXISTING ~%BaldursGate_Undercellars%.are~ ~OVERRIDE~
    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 1132
    fj_loc_y = 926
    fj_dest_x = 1132
    fj_dest_y = 926
    fj_orientation = 14
    STR_VAR
    fj_structure_type = actor
    fj_name = Draglon
    fj_cre_resref = ACQ10106
    END

    COPY ~AC_QUEST/cre/ACQ10107.CRE~ ~override~
    SAY NAME1 @100
    SAY NAME2 @100

    COPY ~AC_QUEST/cre/ACQ10108.CRE~ ~override~
    SAY NAME1 @100
    SAY NAME2 @100

    COPY ~AC_QUEST/cre/ACQ10109.CRE~ ~override~
    SAY NAME1 @101
    SAY NAME2 @101

    COPY ~AC_QUEST/cre/ACQ10110.CRE~ ~override~
    SAY NAME1 @102
    SAY NAME2 @102

    ACTION_IF NOT FILE_EXISTS_IN_GAME ~SLNG04.ITM~ THEN BEGIN
    COPY ~AC_QUEST/itm/SLNG04.ITM~ ~override~
    SAY NAME1 #6733 //sling
    SAY NAME2 @80061
    SAY UNIDENTIFIED_DESC #6650 //sling
    SAY DESC @80048
    END

    COPY ~AC_QUEST/cre/ACQ10111.CRE~ ~override~
    SAY NAME1 @103
    SAY NAME2 @103

    COPY ~AC_QUEST/cre/ACQ10113.CRE~ ~override~
    SAY NAME1 @104
    SAY NAME2 @104

    COPY ~AC_QUEST/cre/ACQ10114.CRE~ ~override~
    SAY NAME1 @105
    SAY NAME2 @105

    COPY ~AC_QUEST/cre/ACQ10115.CRE~ ~override~
    SAY NAME1 @106
    SAY NAME2 @107

    COPY ~AC_QUEST/cre/ACQ10116.CRE~ ~override~
    SAY NAME1 @108
    SAY NAME2 @109

    COPY_EXISTING ~%CentralSewers%.are~ ~OVERRIDE~
    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 3657
    fj_loc_y = 2265
    fj_dest_x = 3657
    fj_dest_y = 2265
    fj_orientation = 12
    STR_VAR
    fj_structure_type = actor
    fj_name = Galder
    fj_cre_resref = ACQ10113
    END

    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 3677
    fj_loc_y = 2285
    fj_dest_x = 3677
    fj_dest_y = 2285
    fj_orientation = 0
    STR_VAR
    fj_structure_type = actor
    fj_name = Therk
    fj_cre_resref = ACQ10114
    END

    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 3677
    fj_loc_y = 2265
    fj_dest_x = 3677
    fj_dest_y = 2265
    fj_orientation = 7
    STR_VAR
    fj_structure_type = actor
    fj_name = Jarger
    fj_cre_resref = ACQ10115
    END

    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 3657
    fj_loc_y = 2285
    fj_dest_x = 3657
    fj_dest_y = 2285
    fj_orientation = 7
    STR_VAR
    fj_structure_type = actor
    fj_name = Wostok
    fj_cre_resref = ACQ10116
    END

    COPY ~AC_QUEST/cre/ACQ10117.CRE~ ~override~
    SAY NAME1 @110
    SAY NAME2 @110

    COPY ~AC_QUEST/cre/ACQ10118.CRE~ ~override~
    SAY NAME1 @111
    SAY NAME2 @111
    SAY INITIAL_MEETING @80036
    SAY DAMAGE @80037
    SAY DYING @80038
    SAY SELECT_COMMON1 @80036

    COPY_EXISTING ~%NWBaldursGate_Tavern_L2%.are~ ~OVERRIDE~
    LPF fj_are_structure
    INT_VAR
    fj_type = 6
    fj_flags = 1
    fj_lock_diff = 80
    fj_trap_active = 1
    fj_trap_status = 0
    fj_trap_detect = 50
    fj_trap_remove_diff = 60
    fj_loc_x = 456
    fj_loc_y = 462
    fj_box_left = 492
    fj_box_top = 396
    fj_box_right = 515
    fj_box_bottom = 445
    fj_trap_loc_x = 470
    fj_trap_loc_y = 450
    fj_vertex_0 = 515 + (445 << 16)
    fj_vertex_1 = 515 + (412 << 16)
    fj_vertex_2 = 493 + (396 << 16)
    fj_vertex_3 = 493 + (431 << 16)
    STR_VAR
    fj_key_resref = ~ACQKEY01~
    fj_trap_script = ~CTMM~
    fj_structure_type = container
    fj_name = ~ACSecret~
    END
    LPF fj_are_structure
    INT_VAR
    fj_con_itm_idx = SHORT_AT 0x74 - 1
    fj_flags = 1
    STR_VAR
    fj_name = ACQ10101
    fj_structure_type = itm
    END

    COPY_EXISTING ~%SEBaldursGate%.are~ ~override~
    READ_LONG 0xa4 "doors_num"
    READ_LONG 0xa8 "doors_offset"
    FOR( cnt=0; cnt<"%doors_num%"; cnt=cnt+1 ) BEGIN
    READ_ASCII ("%doors_offset%"+0xc8*cnt) "door_name"
    PATCH_IF (("%door_name%" STRING_COMPARE_CASE "Door1301")=0) BEGIN
    SET offset = ("%doors_offset%"+0xc8*cnt)
    WRITE_LONG (offset+0x28) 0x00000442
    WRITE_ASCII (offset+0x78) ~ACQKEY02~ (8)
    WRITE_BYTE (offset+0x8c) 100
    END
    END
    LPF fj_are_structure
    INT_VAR
    fj_type = 2 //travel
    fj_box_left = 915
    fj_box_top = 2828
    fj_box_right = 957
    fj_box_bottom = 2918
    fj_cursor_idx = 30 //door
    fj_vertex_0 = 915 + (2876 << 16)
    fj_vertex_1 = 957 + (2918 << 16)
    fj_vertex_2 = 957 + (2867 << 16)
    fj_vertex_3 = 915 + (2828 << 16)
    fj_flags = 4
    STR_VAR
    fj_structure_type = region
    fj_name = ACDOOR01
    fj_destination_area = AC8201
    fj_destination_name = Exit8200
    END

    COPY ~AC_QUEST/ARE/AC8201.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%BaldursGateDocks_BasiliskWarehouse%~ #6
    WRITE_EVALUATED_ASCII 0xd04 ~%SEBaldursGate%~ #6
    WRITE_EVALUATED_ASCII 0xd0c ~%SEBaldursGate_EXIT%~ #8
    COPY ~AC_QUEST/ARE/AC4400.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%NashkelMines%~ #6
    WRITE_EVALUATED_ASCII 0x18 ~%NashkelCarnival%~ #6
    WRITE_EVALUATED_ASCII 0x24 ~%GibberlingMountains%~ #6
    WRITE_EVALUATED_ASCII 0x3c ~%FireLeafForest%~ #6
    WRITE_EVALUATED_ASCII 0x19c ~%tutu_var%DEAD~ #5
    WRITE_EVALUATED_ASCII 0x2ac ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0x3bc ~%tutu_var%DEAD2~ #6
    WRITE_EVALUATED_ASCII 0x4cc ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0x5dc ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0x6ec ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0x7fc ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0x4cc ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0x90c ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0x4cc ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0xa1c ~%tutu_var%DEAD1~ #6
    WRITE_EVALUATED_ASCII 0xb2c ~%tutu_var%DEAD1~ #6
    COPY ~AC_QUEST/ARE/AC4401.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%NashkelMines_L1%~ #6
    COPY ~AC_QUEST/ARE/AC4402.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%NashkelMines_L2%~ #6
    ACTION_IF GAME_IS ~bgt tutu_totsc~ THEN BEGIN
    COPY ~AC_QUEST/ARE/AC4403.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%NashkelMines_L3%~ #6
    END
    ACTION_IF GAME_IS ~bgee eet~ THEN BEGIN
    COPY ~AC_QUEST/ARE/ee/AC4403.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%NashkelMines_L3%~ #6
    END
    COPY ~AC_QUEST/ARE/AC4404.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%NashkelMines_L4%~ #6
    WRITE_EVALUATED_ASCII 0x94 ~%NashkelMines_L4%~ #6
    COPY ~AC_QUEST/ARE/AC4405.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%NashkelMines_MulaheysCave%~ #6
    COPY ~AC_QUEST/ARE/AC4406.ARE~ ~override~
    WRITE_EVALUATED_ASCII 0x8 ~%NashkelMines_Cabin%~ #6
    WRITE_EVALUATED_ASCII 0x2ac ~%tutu_var%AMNIS4~ #7
    WRITE_EVALUATED_ASCII 0x3bc ~%tutu_var%AMNIS4~ #7
    WRITE_EVALUATED_ASCII 0x19c ~%tutu_var%EMERSO~ #7

    ACTION_IF NOT FILE_EXISTS_IN_GAME ~SKELAR02.cre~ THEN BEGIN
    COPY ~AC_QUEST/cre/SKELAR02.cre~ ~override~
    SAY NAME1 @80041
    SAY NAME2 @80041
    END

    COPY ~AC_QUEST/cre/ACQ10119.CRE~ ~override~
    SAY NAME1 @112
    SAY NAME2 @112

    COPY ~AC_QUEST/cre/ACQ10120.CRE~ ~override~
    SAY NAME1 @113
    SAY NAME2 @113

    COPY ~AC_QUEST/cre/ACQ10121.CRE~ ~override~
    SAY NAME1 @114
    SAY NAME2 @114

    COPY ~AC_QUEST/cre/ACQ10122.CRE~ ~override~
    SAY NAME1 @115
    SAY NAME2 @115

    COPY ~AC_QUEST/cre/ACQ10123.CRE~ ~override~
    SAY NAME1 @116
    SAY NAME2 @116

    COPY ~AC_QUEST/cre/ACQ10124.CRE~ ~override~
    SAY NAME1 @117
    SAY NAME2 @117

    COPY_EXISTING ~AC_QUEST/cre/ACUMBHUL.cre~ ~override~
    SAY NAME1 @80060
    SAY NAME2 @80060

    COPY ~AC_QUEST/2da/ACHP01.2da~ ~override~
    REPLACE 99998 @118
    REPLACE 99999 @119

    COPY_EXISTING ~%NBaldursGate_TempleofHelm%.are~ ~OVERRIDE~
    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 448
    fj_loc_y = 437
    fj_dest_x = 448
    fj_dest_y = 437
    fj_orientation = 3
    STR_VAR
    fj_structure_type = actor
    fj_name = Wostok
    fj_cre_resref = ACQ10116
    END

    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 497
    fj_loc_y = 460
    fj_dest_x = 497
    fj_dest_y = 460
    fj_orientation = 0
    STR_VAR
    fj_structure_type = actor
    fj_name = DWARF
    fj_cre_resref = ACQ10113
    END

    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 543
    fj_loc_y = 442
    fj_dest_x = 543
    fj_dest_y = 442
    fj_orientation = 3
    STR_VAR
    fj_structure_type = actor
    fj_name = DWARF
    fj_cre_resref = ACQ10114
    END

    LPF fj_are_structure
    INT_VAR
    fj_loc_x = 488
    fj_loc_y = 405
    fj_dest_x = 488
    fj_dest_y = 405
    fj_orientation = 3
    STR_VAR
    fj_structure_type = actor
    fj_name = DWARF
    fj_cre_resref = ACQ10115
    END

    COPY ~AC_QUEST/cre/ACQ10125.CRE~ ~override~
    SAY NAME1 @120
    SAY NAME2 @121

    COPY ~AC_QUEST/cre/ACQ10126.CRE~ ~override~
    SAY NAME1 @122
    SAY NAME2 @122

    COPY ~AC_QUEST/cre/ACQ10127.CRE~ ~override~
    SAY NAME1 @108
    SAY NAME2 @109

    */ //<-- -- -- Up to here


    END

    ////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    //////////// ////////////
    //////////// BEGIN PART 2 ////////////
    //////////// ////////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////

  • ArthasArthas Member Posts: 954
    Yup, after freeing him.

    Thanks for the .tp2. So basically I need just to write "*/ //" and put it before the End word, am I wrong?

  • jasteyjastey Member Posts: 1,318
    And the /* at the beginning of the component.

  • ArthasArthas Member Posts: 954
    Ah okay, thanks. The "from here" to "here" confused me.

  • jasteyjastey Member Posts: 1,318
    Oh. I hoped it would make it clearer ("from here - to here"). Glad it's sorted.

  • ArthasArthas Member Posts: 954
    There is a german adventure pack made only for BGT (but translated in English). What's the name? Was it also written by Ascalon as well?

  • jasteyjastey Member Posts: 1,318
    You mean Jarl's Adventure Pack. It's from Jarl. It changes quite a bit of content (restores some unfinished business also) and you either like it or you hate it. You'll have to try it to find out.
    This mod will not be splitted into subcomponents, and it is coded in a way that I cannot (won't) help with removing single components. (Just so you already know. I'm stressing this because I already tried and failed.)

    Arthas
  • ArthasArthas Member Posts: 954
    I checked it. Cool mod, but it goes a little too far in many things for my taste. A shame it can't be made modular.

  • IseweinIsewein Member Posts: 129
    edited May 23
    I really, really wish that adventure pack was modular and properly translated. It has some great elements IIRC, such as a quest for the Elfsong and more content for Husam and the trading coster.

  • jasteyjastey Member Posts: 1,318
    @Isewein If you are referring to Jarl's Adventure Pack, the current version should have a good English translation. It was revised a year back or so.
    I agree to the good content, the wish for modularity, and the missing EE compatibility in Jalr's Adventure Pack. Unfortunately, the mod is not coded with modularity in mind, and includes many BGT-specific changes to the game.
    White Agnus was working on a modular BG:EE version. He wanted to make it public. That was two days before he vanished, which is now almost two years ago. I sincerely hope he is ok.

    Isewein
  • IseweinIsewein Member Posts: 129
    edited May 23
    I didn't know the translation was complete! I'll have to have a look at it. Have you ever thought of salvaging some of at least the quest content for a new version with improved compatibility? Do you have the original modder's approval to adapt it? I suppose the code is a bit of a mess due to the lack of modularity, but with help of your tutorial over at G3 maybe parts of it could be ported over to EE as a team effort.

    It's always sad when an internet persona just vanishes and leaves everyone to wonder whether they're ok - but such is the nature of our anonymity, I suppose.

  • jasteyjastey Member Posts: 1,318
    Adapting parts would be a possibility but it's rather low on my priority list. I know White Agnus had his consent, but before I'd start tearing the mod apart I should reconfirm this includes me.

  • Wise_GrimwaldWise_Grimwald Member Posts: 2,415
    I have recently had to do a new install and in this one [Many, many mods] I am being told that I haven't found enough gibberling skins for Gerlado the Splendiferous.

    I don't think that the problem is with this mod as my game is having problems with counting many similar items [doppelgangers killed and suchlike] However, if I knew what the global variable is, that would enable me to finish the quest.

    I know all about the gibberlings in the Iron Throne, so they aren't the problem.

  • subtledoctorsubtledoctor Member Posts: 11,211
    I have recently had to do a new install and in this one [Many, many mods] I am being told that I haven't found enough gibberling skins for Gerlado the Splendiferous.

    I don't think that the problem is with this mod as my game is having problems with counting many similar items [doppelgangers killed and suchlike] However, if I knew what the global variable is, that would enable me to finish the quest.

    I know all about the gibberlings in the Iron Throne, so they aren't the problem.

    I may not have finished this one yet, but:
    I found two in the house, and a bunch more in the sewers and in the Iron Throne, and in the end I had 19 gibberling pelts. I don't remember if the two in the house actually dropped pelts? (I thought they were bandit scalps at first and didn't pick them up... when I went back later there was one in the house.)

    There may not be a problem - maybe I just haven't found all the gibberlings yet. But if this gives helpful information, there it is.

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