I seem to remember that this mod had quite a bit of content gated behind a romance. Do I remember wrong? Can I still enjoy it even if I don't play as a female <charname>?
Edit: re-read the first post of this page. I guess I could go with a female charname for once.
Verr'Sza doesn't care much if you are a man or a woman. But the content is much richer if you decide to continue your BG1/SoD romance (you actually get 2 NPCs then), but I wouldn't advise picking that option without playing BG1/SoD with him at least once, while also romancing him, as there will be returning characters and themes.
Note, however, that no matter if you play man or woman, his romance is a bit more explicit and he's not into roses and romantic walks. He's a rakshasa, after all, and a rather pragmatic one.
BTW, it's also been quite a while since I played that one, but I *think* the current version should be fine.
Basically, what happened is that I got two banters, the first where he said we got a nice spot in the pocket plane, the second where he asked me if Bhaal had rakshasa sons.
right after that I had a banter was the one where Phalh asked me what it takes to be a leader.
Now comes the issue:
Ver is talking about his family being dead. The dialogue starts with "It feels strange knowing that my father is dead"
But I haven't met the family yet.
Edit: I confirm that I can replicate it every time.
You meet his father in SoA, after the Underdark and I have a feeling (considering yesterday you were in SoD) that you've been doing some jumping with the console or something? Meeting his father is one of the most crucial parts and the script that forces that encounter to happen is super simple so I doubt it did not trigger:
IF
InParty(Myself)
AreaCheck("AR2500")
Global("L#2VerrRomanceActive","GLOBAL",2)
Global("L#2VerrFatherPlot","GLOBAL",0)
THEN
RESPONSE #100
ForceRandomEncounterEntry("L#2VE3","En")
SetGlobal("L#2VerrFatherPlot","GLOBAL",1)
END
So basically, you meet him during the worldmap travel right after leaving the elven camp and if the romance is active. The simplest explanation I see is that you used code to travel between the areas thus the travel encounter did not trigger.
I don't want to sound bitter, but... stuff like that happen often if you use codes to advance stuff with console and use a lot of jumping using the console... And I see no other option considering yesterday we were talking about SoD content and today we're talking about ToB content.
You don't sound bitter and you have all the rights to ask me what I've been doing.
No jumping, but I had finished SoD, even if I had asked you if I had met a bug with Phalh in the coalition camp.
As for Bg2, nowadays I'm pretty fast playing it - "fast" is relative to the total amount of hours can spend in bg2 (I've done Firkraag and Trademeet - this one because I was curious about what Ver' would say for the genie affair, went to spellhold, was admitted via the pirate lord, went through the portal rather than the ship, got the blood from the kuo-toa prince, killed the mind flayers, did Ust nasta to see if there was some special banter if I gave the egg to the demon lord).
As for Soa, I decided to enter Suldanesselar when
Ver asked me to focus on Irenicus and nothing else. That's the banter I got after the one where the sister tries to kill you. So I thought it was the end of the romance
Edit: I just loaded a Baldur's gate 2 save before going through the stairs in Suldanesselar, left it, and got the encounter. Thanks for your help!! https://imgur.com/a/0KUqbpD
Just a follow up concerning Verr and the original savegame, where I didn't have
the encounter with his family
As I told you, in ToB I got the dialogue where he talked about the death of his father (even if I didn't kill him in SoA).
I continued playing the ToB savegame for a bit and after that dialogue, I got the "encounter" with his dad in ToB (but it didn't work well at all). I report it just for completeness.
Also, I repeat that in my case I got the SoA encounter in SoA after I left suldanesselar.
You played a romance mod without giving any time for the romance to develop and you skipped like 60-65% of the game, and I am pretty sure you skipped lots of scenery talks for Verr and Phalh. I wouldn't be surprised if you also used codes, at least to trigger talks, because considering they happen every 40-60 minutes and there are some talks out there, you either used codes or missed a lot.
The only part I could have done better is add a script that would kill a romance if anyone tried to play the mod you did, as no other romances would allow you to proceed so far without giving time for the romance to develop. Sorry to say that, really, but if you expect these romance mods to work, all of them, really, you need to give these characters, stories and plots time to play.
> because considering they happen every 40-60 minutes and there are some talks out there, you either used codes or missed a lot.
Not necessarily disagreeing, but I think there may be some mods that can change some things. I had very strange results when I used the Tweak mod for instance, like Aerie suddenly triggering almost 5 of her usual speeches, within 2 minutes. Not saying this was the case here, but there can be very strange results sometimes. For instance, in my latest test-run I was able to clone Nalia indirectly - I did not hire her initially, until later, then hired her (also enabled the faster Nalia's keep option), then hired her, and a second Nalia spawned, telling me I should help her with the keep. Then I went to the keep for the first time, with the OTHER Nalia, and when I arrived there, I was instantly moved into a cut-scene, thus unable to retrieve the flail. Very strange result.)
There are mods that can make time between talks shorter and mods that tweak aspects of the original friendship, romances and quests. These very rarely affect mod-added timers (or most likely never affect them) and I know what timers I included in my mods.
I checked stuff specifically for this mod: and it's almost 30 minute space (between 4 friendship talks) and then between 13 timered romance talks. That alone give 8 h and 30 space between talks BUT none of these talks can happen in dungeons or outer-planar areas etc, so add another time until the party actually leaves some dungeon. Such delay may cause somewhat of a +2 hours delay. Most timered romance talks for most mods and original characters are designed to happen in chapters 2 and 3. So they are normally checks for that. I did not add these checks only so people could enjoy these talks in, for example, Brynnlaw (in case they needed one more moment for the romance to be set properly, but perhaps I need to change that for such cases). That is how this type of content is written in the original game and most mods mimic that pattern.
So, you would need to spend ~10 hours alone on chapters 2-3 to make sure such romances progress properly for this content. Uklesh, from what they said, did 2 quests (one of which is mostly dungeon) so there is no way a normal romantic content could play properly, thus I said: they either skipped A LOT of content and/or used console. And Shevy: we are not talking here about tweaked original content. I am speaking how the original talks are designed and how my mod was written and what most mods mimic. What you describe sounds more like a bug on a heavily modded game rather than an example of how things trigger. Again, these tweaks do not affect the mod content:
Accelerate/Decelerate Romances
BGEE, BG2EE, EET, BG2, BGT; skipped if Disable Romances is installed
This component will adjust the wait time between romance banters (aka love talks) for the original BioWare/Beamdog romances; mod romances are not affected. This will help the player adjust the length of the romance track to their play style. The speed can be adjusted faster or slower by a factor of 5 (20% to 500% of the default timers). Note that this will only affect the timers, not any other special conditions (such as resting, being outside, etc.) that may be required for the romance track to progress. This will also cover the pseudo-romances of the EE NPCs in BGEE.
So, I think this clarifies why I made these assumptions. Really, never try to speedrun a romance in such a way, without giving it the time to actually trigger and develop. It's kinda pointless and is going to cause weird stuff to happen. Sure, you may use codes, but you always need to do it carefully and just... don't be surprised if something gets weird.
Comments
Thankee!
Thankee!
Edit: re-read the first post of this page. I guess I could go with a female charname for once.
Note, however, that no matter if you play man or woman, his romance is a bit more explicit and he's not into roses and romantic walks. He's a rakshasa, after all, and a rather pragmatic one.
BTW, it's also been quite a while since I played that one, but I *think* the current version should be fine.
right after that I had a banter was the one where Phalh asked me what it takes to be a leader.
Now comes the issue:
Ver is talking about his family being dead. The dialogue starts with "It feels strange knowing that my father is dead"
But I haven't met the family yet.
Edit: I confirm that I can replicate it every time.
So basically, you meet him during the worldmap travel right after leaving the elven camp and if the romance is active. The simplest explanation I see is that you used code to travel between the areas thus the travel encounter did not trigger.
I don't want to sound bitter, but... stuff like that happen often if you use codes to advance stuff with console and use a lot of jumping using the console... And I see no other option considering yesterday we were talking about SoD content and today we're talking about ToB content.
No jumping, but I had finished SoD, even if I had asked you if I had met a bug with Phalh in the coalition camp.
As for Bg2, nowadays I'm pretty fast playing it - "fast" is relative to the total amount of hours can spend in bg2 (I've done Firkraag and Trademeet - this one because I was curious about what Ver' would say for the genie affair, went to spellhold, was admitted via the pirate lord, went through the portal rather than the ship, got the blood from the kuo-toa prince, killed the mind flayers, did Ust nasta to see if there was some special banter if I gave the egg to the demon lord).
As for Soa, I decided to enter Suldanesselar when
Edit: I just loaded a Baldur's gate 2 save before going through the stairs in Suldanesselar, left it, and got the encounter. Thanks for your help!!
https://imgur.com/a/0KUqbpD
I continued playing the ToB savegame for a bit and after that dialogue, I got the "encounter" with his dad in ToB (but it didn't work well at all). I report it just for completeness.
Also, I repeat that in my case I got the SoA encounter in SoA after I left suldanesselar.
The only part I could have done better is add a script that would kill a romance if anyone tried to play the mod you did, as no other romances would allow you to proceed so far without giving time for the romance to develop. Sorry to say that, really, but if you expect these romance mods to work, all of them, really, you need to give these characters, stories and plots time to play.
Not necessarily disagreeing, but I think there may be some mods that can change some things. I had very strange results when I used the Tweak mod for instance, like Aerie suddenly triggering almost 5 of her usual speeches, within 2 minutes. Not saying this was the case here, but there can be very strange results sometimes. For instance, in my latest test-run I was able to clone Nalia indirectly - I did not hire her initially, until later, then hired her (also enabled the faster Nalia's keep option), then hired her, and a second Nalia spawned, telling me I should help her with the keep. Then I went to the keep for the first time, with the OTHER Nalia, and when I arrived there, I was instantly moved into a cut-scene, thus unable to retrieve the flail. Very strange result.)
I checked stuff specifically for this mod: and it's almost 30 minute space (between 4 friendship talks) and then between 13 timered romance talks. That alone give 8 h and 30 space between talks BUT none of these talks can happen in dungeons or outer-planar areas etc, so add another time until the party actually leaves some dungeon. Such delay may cause somewhat of a +2 hours delay. Most timered romance talks for most mods and original characters are designed to happen in chapters 2 and 3. So they are normally checks for that. I did not add these checks only so people could enjoy these talks in, for example, Brynnlaw (in case they needed one more moment for the romance to be set properly, but perhaps I need to change that for such cases). That is how this type of content is written in the original game and most mods mimic that pattern.
So, you would need to spend ~10 hours alone on chapters 2-3 to make sure such romances progress properly for this content. Uklesh, from what they said, did 2 quests (one of which is mostly dungeon) so there is no way a normal romantic content could play properly, thus I said: they either skipped A LOT of content and/or used console. And Shevy: we are not talking here about tweaked original content. I am speaking how the original talks are designed and how my mod was written and what most mods mimic. What you describe sounds more like a bug on a heavily modded game rather than an example of how things trigger. Again, these tweaks do not affect the mod content:
So, I think this clarifies why I made these assumptions. Really, never try to speedrun a romance in such a way, without giving it the time to actually trigger and develop. It's kinda pointless and is going to cause weird stuff to happen. Sure, you may use codes, but you always need to do it carefully and just... don't be surprised if something gets weird.