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MegaMod 3.13: Mazzy Romance, Clara NPC, Darkside Anomen, Flying Aerie, For The Evil, & more! (DONE)

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  • Wjm4thWjm4th Member Posts: 15
    Edit: it is not a huge deal, as greater restoration restores her dex temporarily, but then it begins dropping again every few hours. Anyway, again, not a huge deal and won't stop me from playing with the mod because it is really fun.
  • BCaesarBCaesar Member Posts: 480
    Wjm4th wrote: »
    Edit: it is not a huge deal, as greater restoration restores her dex temporarily, but then it begins dropping again every few hours. Anyway, again, not a huge deal and won't stop me from playing with the mod because it is really fun.

    Thanks, glad you like it.

    I'll go through the Mazzy-Vic stuff and see if I can find anything that affects Vic's character at all and let you know. Maybe something will pop out and we can figure out what's happening.
  • anyoneanyone Member Posts: 9
    BCaesar wrote: »
    anyone wrote: »
    Thank you for creating this mod. This is great! Two small questions (apologies if they were already addressed in the previous 42 pages of discussion):

    1) Is there a Charname romance path with Clara?

    2) Is it possible to make this mod compatible with the Rjali Romance mod? That seems to be the best multiple-romance mod out there (for better or worse).

    Thank you!

    Sorry for the late response. For some reason my email alerts don't seem to have been working.

    1) There is no romance with Clara. Though there is a way to sleep with her (which can lead to Jan Jansen's Ball of Superdark Darkness, which I love).

    2) I don't know that mod. What would need to happen to make it compatible?

    1). Cool! Thank you!

    2). Rjali’s Romance is a multiple romance mod. It also involves turning the De’Arnise Keep into an orphanage. The mod has its strengths and weaknesses, but one thing I like about it is the ability to romance an NPC and then “park” them at the Keep. That makes it possible to see what multiple romances are like without having to do 25 different time-consuming playthroughs.

  • BCaesarBCaesar Member Posts: 480
    Wjm4th wrote: »
    Edit: it is not a huge deal, as greater restoration restores her dex temporarily, but then it begins dropping again every few hours. Anyway, again, not a huge deal and won't stop me from playing with the mod because it is really fun.

    I looked through the full Mazzy-Viconia dialogues for Shadows of Amn and we don't do anything to Viconia. Here's all I found:
    On the 9th dialogue (Mazzy-Vic duel) we do the following to Mazzy.
    DO ~ApplySpell("Mazzy",CLERIC_POISON)~
    DO ~Kill("Mazzy")~

    In ToB you can also:
    Change Viconia's alignment to neutral during Mazzy-Viconia conversations.
    Give Viconia wings during Viconia-Aerie (part of Aerie's wings conversations/quests)

    And that's the only conversation that affects either of them. Viconia never has anything done to her. The whole thing is just triggered dialogues; no items, no actions, no anything. So I don't think the problem is us. That is strange though.
  • BCaesarBCaesar Member Posts: 480
    anyone wrote: »
    BCaesar wrote: »
    anyone wrote: »
    Thank you for creating this mod. This is great! Two small questions (apologies if they were already addressed in the previous 42 pages of discussion):

    1) Is there a Charname romance path with Clara?

    2) Is it possible to make this mod compatible with the Rjali Romance mod? That seems to be the best multiple-romance mod out there (for better or worse).

    Thank you!

    Sorry for the late response. For some reason my email alerts don't seem to have been working.

    1) There is no romance with Clara. Though there is a way to sleep with her (which can lead to Jan Jansen's Ball of Superdark Darkness, which I love).

    2) I don't know that mod. What would need to happen to make it compatible?

    1). Cool! Thank you!

    2). Rjali’s Romance is a multiple romance mod. It also involves turning the De’Arnise Keep into an orphanage. The mod has its strengths and weaknesses, but one thing I like about it is the ability to romance an NPC and then “park” them at the Keep. That makes it possible to see what multiple romances are like without having to do 25 different time-consuming playthroughs.

    1) No worries. If you ever can't figure out how to do something and want a hint let us know. We've never written a walk-through; we just answer questions here.

    2) At this point we're not adding anything except bug fixes and super-easy coding changes. So if it's gonna take a bit of work it's not going to happen. We're pretty involved in our current projects.
  • anyoneanyone Member Posts: 9
    BCaesar wrote: »
    anyone wrote: »
    BCaesar wrote: »
    anyone wrote: »
    Thank you for creating this mod. This is great! Two small questions (apologies if they were already addressed in the previous 42 pages of discussion):

    1) Is there a Charname romance path with Clara?

    2) Is it possible to make this mod compatible with the Rjali Romance mod? That seems to be the best multiple-romance mod out there (for better or worse).

    Thank you!

    Sorry for the late response. For some reason my email alerts don't seem to have been working.

    1) There is no romance with Clara. Though there is a way to sleep with her (which can lead to Jan Jansen's Ball of Superdark Darkness, which I love).

    2) I don't know that mod. What would need to happen to make it compatible?

    1). Cool! Thank you!

    2). Rjali’s Romance is a multiple romance mod. It also involves turning the De’Arnise Keep into an orphanage. The mod has its strengths and weaknesses, but one thing I like about it is the ability to romance an NPC and then “park” them at the Keep. That makes it possible to see what multiple romances are like without having to do 25 different time-consuming playthroughs.

    1) No worries. If you ever can't figure out how to do something and want a hint let us know. We've never written a walk-through; we just answer questions here.

    2) At this point we're not adding anything except bug fixes and super-easy coding changes. So if it's gonna take a bit of work it's not going to happen. We're pretty involved in our current projects.

    Understandable! Thank you for producing a great mod! Please let me know if I can ever help with anything, I’m a bit of a Luddite but I’d be happy to discuss mod ideas or writing. I’ve been playing BG2 for about 21 years, I love the game!
  • Wjm4thWjm4th Member Posts: 15
    BCaeser: I really appreciate the effort. Thanks super much. Let's chalk it up to an anomaly due to mods. Again, love your mod, thanks again.
  • BCaesarBCaesar Member Posts: 480
    anyone wrote: »

    Understandable! Thank you for producing a great mod! Please let me know if I can ever help with anything, I’m a bit of a Luddite but I’d be happy to discuss mod ideas or writing. I’ve been playing BG2 for about 21 years, I love the game!

    My best recommendation is to learn how to code a mod. Neither I nor Ratatoskr knew how to code back when we started. I just decided to learn and read through forums and picked people's brains. It's hard to figure out the basics, but there are some guides and people will answer questions for you if you put them in the main mod forum.

    We also tried to code our mod in a way that makes it really, really easy to copy. We've got labels on everything and the dialogue is listed two places so you can find it easily.

    In our case I started coding first and then a few years later when I ran out of time and Ratatoskr got tired of waiting then she learned how to code so she could make progress on the mod. And then by the end we were both coding and fixing stuff, which made life easy as we could help each other solve problems.
  • anyoneanyone Member Posts: 9
    BCaesar wrote: »
    anyone wrote: »

    Understandable! Thank you for producing a great mod! Please let me know if I can ever help with anything, I’m a bit of a Luddite but I’d be happy to discuss mod ideas or writing. I’ve been playing BG2 for about 21 years, I love the game!

    My best recommendation is to learn how to code a mod. Neither I nor Ratatoskr knew how to code back when we started. I just decided to learn and read through forums and picked people's brains. It's hard to figure out the basics, but there are some guides and people will answer questions for you if you put them in the main mod forum.

    We also tried to code our mod in a way that makes it really, really easy to copy. We've got labels on everything and the dialogue is listed two places so you can find it easily.

    In our case I started coding first and then a few years later when I ran out of time and Ratatoskr got tired of waiting then she learned how to code so she could make progress on the mod. And then by the end we were both coding and fixing stuff, which made life easy as we could help each other solve problems.

    Thank you! I will look into that. I don’t have any great ideas for a mod but I’d like to know how to do one if any come up.

    Out of curiosity, do you have a list of what happens for character interactions with Clara? I’m playing now and it’s pretty cool how she interacts with Jan and Mazzy.

  • RatatoskrRatatoskr Member Posts: 726
    Yeah, our mod has a lot more notes than the average code. It was partially just because we swapped coding back and forth and that helped us keep track of things.

    However, it was also with the intention that someone could look at our mod files and understand what each thing does. The vast majority of our coding was done by using other mods as examples and building on it, so we wanted to pass that on.

    For Clara, we don't have a specific list of interactions beyond what's in the mod summary or looking at the dialogue files. She does have at least two banters with everyone, but I think Anomen, Mazzy and Viconia have the most conversations overall.
  • AldarisvetAldarisvet Member Posts: 8
    edited February 25
    Hi!
    I've returned with a couple of questions.
    First, I've met a bug. I cannot kill Neb in his delerict house. He is unkillable. Also he cannot summon his 'children'. He begins with dialog, then he does nothing, after some time he repeats his iniitial dialog. And then again he does nothing. He is not attacking but cannot be killed.

    I have only 1 and 5 mudules of the mod installed - those about Clara.

    Second thing - I want to ask where you got these beautiful panels for dialog windows where portraits of NPCs are placed at the left. I saw a screenshot here in this thread with Minsk - hope you will understand what I mean.
    Post edited by Aldarisvet on
  • BCaesarBCaesar Member Posts: 480
    Aldarisvet wrote: »
    Hi!
    I've returned with a couple of questions.
    First, I've met a bug. I cannot kill Neb in his delerict house. He is unkillable. Also he cannot summon his 'children'. He begins with dialog, then he does nothing, after some time he repeats his iniitial dialog. And then again he does nothing. He is not attacking but cannot be killed.

    I have only 1 and 5 mudules of the mod installed - those about Clara.

    Second thing - I want to ask where you got these beautiful panels for dialog windows where portraits of NPCs are placed at the left. I saw a screenshot here in this thread with Minsk - hope you will understand what I mean.

    As best I remember, our mod doesn't do anything with Neb so I don't think it's us. What other mods do you have installed?

    You might be talking about "Portraits, portraits everywhere," which is a great mod. I try to always have it installed. It adds portraits to every NPC.
  • RatatoskrRatatoskr Member Posts: 726
    edited February 25
    Or if it's just the general formatting you're looking for, it could be one of the UI mods. Most likely one of Lefreuet's (not sure of that spelling) if it was my screenshot. I haven't used the standard UI since shortly after 2.0 came out.

    I also don't recall writing anything involving Neb either. If you don't have any other mods, is there a Clara line or any of our interjections that happens before the error?
  • AldarisvetAldarisvet Member Posts: 8
    Ratatoskr wrote: »
    Or if it's just the general formatting you're looking for, it could be one of the UI mods. Most likely one of Lefreuet's (not sure of that spelling) if it was my screenshot. I haven't used the standard UI since shortly after 2.0 came out.

    I also don't recall writing anything involving Neb either. If you don't have any other mods, is there a Clara line or any of our interjections that happens before the error?

    It was about UI.

    About the bug.
    I do not have any other mods installed.

    Concerning Clara dialogs - it is another problem. There is no progress with them at all. I had only one dialog Clara/Yoshimo when he promised to teach her next time they rest - nothing happens after that for a long time.
    With Viconia there were two dialogs - first when Clara asked to teach her to create a poison, then the second one when she wanted to take the deal back. Viconia's Peace quest appeard after that. Nothing happens afer that for a long time. But at the moment I took Aerie instead of Viconia so I do not know if it will continue.

    Strange thing is that compared to this Jaheira's romance progresses very quickly. Much faster than in vanilla BG2. This is the first time I play EE though.
  • BCaesarBCaesar Member Posts: 480
    edited February 25
    Aldarisvet wrote: »
    Ratatoskr wrote: »
    Or if it's just the general formatting you're looking for, it could be one of the UI mods. Most likely one of Lefreuet's (not sure of that spelling) if it was my screenshot. I haven't used the standard UI since shortly after 2.0 came out.

    I also don't recall writing anything involving Neb either. If you don't have any other mods, is there a Clara line or any of our interjections that happens before the error?

    It was about UI.

    About the bug.
    I do not have any other mods installed.

    Concerning Clara dialogs - it is another problem. There is no progress with them at all. I had only one dialog Clara/Yoshimo when he promised to teach her next time they rest - nothing happens after that for a long time.
    With Viconia there were two dialogs - first when Clara asked to teach her to create a poison, then the second one when she wanted to take the deal back. Viconia's Peace quest appeard after that. Nothing happens afer that for a long time. But at the moment I took Aerie instead of Viconia so I do not know if it will continue.

    Strange thing is that compared to this Jaheira's romance progresses very quickly. Much faster than in vanilla BG2. This is the first time I play EE though.

    The clara dialogues that you're talking about are just banters. Much like for characters in the normal game everyone gets one or two with every other character. They go on the normal in-game banter timer (it's somewhat slow and random). There is only one for Clara-Yoshimo. So that's working as it should. For Viconia and Clara, after Clara dies from poison and you resurrect her there isn't anything that happens until after you face Bodhi the final time in chapter 6, and that'll only trigger if you have "For the Evil" installed.
    (There's also one dialogue for Clara-Viconia in the copper coronet after Viconia teaches Clara poison).

    As to the bug my guess is that a dialogue is trying to happen and is failing and that's what's causing it. Figuring these out is kind of tricky. My guess is Neb is invincible until his dialogue triggers, and it can't trigger because one of ours is trying to trigger but can't.

    Jaheira's romance should be the same speed as normal, unless it's being triggered faster because of the bug I mentioned above.

    Questions:
    Who's in your party now?
    When you try to move around do any of the characters move slower, like they're trying to do something but can't?
  • BCaesarBCaesar Member Posts: 480
    edited February 25
    BCaesar wrote: »

    Questions:
    1) Who's in your party now?
    2) When you try to move around do any of the characters move slower, like they're trying to do something but can't?

    A third question too @Aldarisvet
    3) If you uninstall our mod does Neb's scene function as normal?

    I can probably figure out the bug, but there's a lot of code to look through so I need to narrow it down. If I know which NPC is trying to talk (and unable to) then I can figure out which pages of code I need to look through. So any help you can give is greatly appreciated.
  • RatatoskrRatatoskr Member Posts: 726
    Clara and Yoshimo actually do have 3 banters. However, as BCaesar said, the game's banter timer just triggers things at random. So you might get a bunch of banters with one character and then take ages to get one for another NPC.

    There are some other mods that can speed up the banter timer, but ours doesn't change it. The second Yoshimo banter doesn't have any special triggers though, so you should get it eventually.

    I suppose the bug could be related to the second Yoshimo banter somehow, but those don't usually cause this kind of error. And I never had an issue with them during testing.
  • RatatoskrRatatoskr Member Posts: 726
    edited February 25
    Not sure why my comment got posted twice, but I don't see a delete option so I'm just editing it down.

    Also, if you want to check the global for _BBCLARAYOSH, the 2nd Yoshimo banter just needs that to be 1. As long as it is, the banter should play at some point.
  • AldarisvetAldarisvet Member Posts: 8
    edited March 17
    BCaesar wrote: »
    Or if it's just the general formatting

    As to the bug my guess is that a dialogue is trying to happen and is failing and that's what's causing it. Figuring these out is kind of tricky. My guess is Neb is invincible until his dialogue triggers, and it can't trigger because one of ours is trying to trigger but can't.
    Near the delerict house there are two guys who fight each other for a girl, these two guys from the beginning of BG1. Carbon and.. forgot. One of them tries to initiate a dialog, coming for me, but then nothing happens. Probably this is the cause of the bug with Neb, and I am not sure it is connected with your mod now.

    Another bug is that my familiar is named like one of Clara speeches when she converts to Swashbucker, something about pirates and ships. The whole sentence instead of the name.

  • BCaesarBCaesar Member Posts: 480
    Aldarisvet wrote: »
    Near the delerict house there are two guys who fight each other for a girl, these two guys from the beginning of BG1. Carbon and.. forgot. One of them tries to initiate a dialog, coming for me, but then nothing happens. Probably this is the cause of the bug with Neb, and I am not sure it is connected with your mod now.

    Both of those could be our mod if a "stutter" is happening. A stutter is when a dialogue is trying to trigger but can't. The easiest way to tell is to make your party move from one side of the map to the other and see if one character is slower than the others. If a character has a stutter then they'll stop and start over and over and it makes them slower. Are any of your characters always moving slowly?

    Another way to test that is to uninstall the mod and see if things trigger as normal. Does that work?
    Another bug is that my familiar is named like one of Clara speeches when she converts to Swashbucker, something about pirates and ships. The whole sentence instead of the name.

    As far as I know, and Ratatoskr agrees, this usually happens when you install or uninstall a bunch of mods during a long game. Sometimes you install a mod after playing a whole lot, or uninstall it after playing it a while, or install a mod and then load an old save where you didn't have it installed. Sometimes the text threads get messed up. It's not usually because of any errors with any particular mod. I've got some old saves I use for testing where all kinds of characters have weird names like that.

  • VasculioVasculio Member Posts: 482
    I was considering this mod... but I'm not into beastiality
  • BCaesarBCaesar Member Posts: 480
    Vasculio wrote: »
    I was considering this mod... but I'm not into beastiality

    Haha, there's no actual human-animal sex in the mod. There is a Jaheira-Wilson romance (which follows the same lines as the Player 1-Jaheira romance) but she can shape-change into a bear, so that's just bear-bear sex 😁.
  • RatatoskrRatatoskr Member Posts: 726
    edited March 18
    It's also entirely optional and can be turned off before you get that far, like all the NPC romances.

    Which, you know, is probably something you should mention too 🤦😅
    Post edited by Ratatoskr on
  • ErykErykErykEryk Member Posts: 38
    BCaesar wrote: »
    Vasculio wrote: »
    I was considering this mod... but I'm not into beastiality

    Haha, there's no actual human-animal sex in the mod. There is a Jaheira-Wilson romance (which follows the same lines as the Player 1-Jaheira romance) but she can shape-change into a bear, so that's just bear-bear sex 😁.

    smh
  • rossbach451rossbach451 Member Posts: 168
    Is this the mod that allows Mazzy to join the Radiant Heart? If so, I need help. The Prelate won't talk to use when the "Mazzy and the Order" mission says it is our next step. Not sure why this happened. Is there a variable governing this, and if so what is it? I have seen some of it played out before, but never finished it. Any help would be greatly appreciated.
  • RatatoskrRatatoskr Member Posts: 726
    That sounds like our mod. In which case, two questions:
    1. Does the prelate talk to you at all? And if so, what does he say? From what I recall, our mod should just add extra responses to his existing dialogue.
    2. Do you have the NPC Strongholds mod and if so, was it installed before or after Mazzy? There's a known compatibility issue with that mod because it replaces his default dialogue. I coded a fix that should work but only if Mazzy is installed second.

    If the prelate doesn't say anything, that usually means something else is failing to trigger or his default dialogue got overridden somehow. I don't believe our mod should do that but I'd have to double-check the code.

    It's also possible that there's another mod that changes his default dialogue that we didn't account for.
  • BCaesarBCaesar Member Posts: 480
    edited March 25
    Is this the mod that allows Mazzy to join the Radiant Heart? If so, I need help. The Prelate won't talk to use when the "Mazzy and the Order" mission says it is our next step. Not sure why this happened. Is there a variable governing this, and if so what is it? I have seen some of it played out before, but never finished it. Any help would be greatly appreciated.

    Ok so I'm assuming you had the conversation between Mazzy and Keldorn that finishes with Mazzy saying "I am ready" and you just got the quest that says, "The First Step
    After much thought, Keldorn has said that he will help Mazzy join the Order of the Radiant Heart. We must go to the order and talk to Prelate Wessalen."

    Then when you talk to the Prelate there should be an additional dialogue option for you to say at the bottom. The requirements are that both Mazzy and Keldorn are in your party and able to talk.

    But those only work if you can talk to the Prelate, so if you can't talk to him at all then something else might be stopping that (probably another mod). Look at Ratatoskr's post above, she covers most of it.
  • rossbach451rossbach451 Member Posts: 168
    BCaesar wrote: »
    Is this the mod that allows Mazzy to join the Radiant Heart? If so, I need help. The Prelate won't talk to use when the "Mazzy and the Order" mission says it is our next step. Not sure why this happened. Is there a variable governing this, and if so what is it? I have seen some of it played out before, but never finished it. Any help would be greatly appreciated.

    Ok so I'm assuming you had the conversation between Mazzy and Keldorn that finishes with Mazzy saying "I am ready" and you just got the quest that says, "The First Step
    After much thought, Keldorn has said that he will help Mazzy join the Order of the Radiant Heart. We must go to the order and talk to Prelate Wessalen."

    Then when you talk to the Prelate there should be an additional dialogue option for you to say at the bottom. The requirements are that both Mazzy and Keldorn are in your party and able to talk.

    But those only work if you can talk to the Prelate, so if you can't talk to him at all then something else might be stopping that (probably another mod). Look at Ratatoskr's post above, she covers most of it.

    Yeah, all that the Prelate says is "It is good to see you again, Keldorn." That is it. I do have the stronghold mod (where NPCs can get the stronghold, right?), but I am unsure of the mod order. Thank you for tackling this, it is annoying but not a show-stopper. Thanks again!
  • BCaesarBCaesar Member Posts: 480
    edited March 27

    Yeah, all that the Prelate says is "It is good to see you again, Keldorn." That is it. I do have the stronghold mod (where NPCs can get the stronghold, right?), but I am unsure of the mod order. Thank you for tackling this, it is annoying but not a show-stopper. Thanks again!

    If he talks at all that's good. I can work with that. I'm pretty sure I coded it to work if you have the Paladin stronghold too. What does the Prelate say if you talk to him with Player 1 instead of Keldorn?

    I'm going to install the game and mod and open up Near Infinity and see if I can figure this out.
  • RatatoskrRatatoskr Member Posts: 726
    It's possible that we missed a Prelate line in the patch fix. In that case, we may be able to get you to a version of the line that will allow our quest to play.

    However the NPC Strongholds mod does just break our quest if it's installed after the Mazzy mod due to the way their dialogue changes work. I think the only way to fix that is to uninstall them both and reinstall with Mazzy second. But reinstalling too many mods can cause other issues with existing saves.

    So hopefully that's not it and BCaesar can find you a workaround.
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