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!
Changes:
-"The Serpents of Abbathor": journal entry should not be set upon entering the Undercellar if quest is finished; shadows in the mines now give XP;
-"The Lost Son": in case the son was saved before talking to the mother the first time, she will recognise his presence and the quest will not be given first; the son should leave with the mother and not remain at the Friendly Arm Inn
-"Of Wolves and Men": quest should now be solvable regardless of whom the PC meets first; quest can still have happy end if werewolf was killed before talking to Aiwell; corrected misspelled name "Tonder" in Setup-AC_QUEST.tra; more journal entries added; PC can offer the werewolf's corpse to Thalantyr regardless of quest status; sword in the chest will have the correct description text.
-description for SLNG04.ITM corrected,
-items will only be installed if not present (instead of checking for BG:EE)
-adding ac_quest.ini
-renaming setup-ac_quest.ini to ac_quest.ini
-update to weiDU v246
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.
@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.
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.
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?
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.
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.
@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?)
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?
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.
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!
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
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
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
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 ~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 ~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
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.)
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.
@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.
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.
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.
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.
Comments
Will be fixed in the next version!
Changes:
-"The Serpents of Abbathor": journal entry should not be set upon entering the Undercellar if quest is finished; shadows in the mines now give XP;
-"The Lost Son": in case the son was saved before talking to the mother the first time, she will recognise his presence and the quest will not be given first; the son should leave with the mother and not remain at the Friendly Arm Inn
-"Of Wolves and Men": quest should now be solvable regardless of whom the PC meets first; quest can still have happy end if werewolf was killed before talking to Aiwell; corrected misspelled name "Tonder" in Setup-AC_QUEST.tra; more journal entries added; PC can offer the werewolf's corpse to Thalantyr regardless of quest status; sword in the chest will have the correct description text.
-description for SLNG04.ITM corrected,
-items will only be installed if not present (instead of checking for BG:EE)
-adding ac_quest.ini
-renaming setup-ac_quest.ini to ac_quest.ini
-update to weiDU v246
C:SetGlobal("SPRITE_IS_DEADACQ12002","GLOBAL",0)
so he won't be detected as dead later.
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?
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
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?
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.
@Arthas what you need is /* ... */ not the other way round (this is not the whole tp2 but only the important part for comparison):
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 ////////////
//////////// ////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
Thanks for the .tp2. So basically I need just to write "*/ //" and put it before the End word, am I wrong?
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.)
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.
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.
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.