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MegaMod 3.16: Mazzy Romance, Clara NPC, Darkside Anomen, Flying Aerie, For The Evil, & more! (DONE)

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  • BCaesarBCaesar Member Posts: 554
    edited January 21
    eamon wrote: »
    hzc756opkocw.png
    something about the ability is wrong tho

    As long as it creates the correct things then I'm not changing it. If the icon is right, and the name is right, and the thing it creates is right, then that's good enough for me. I don't even know how to get to that screen showing the ability description like that. How do you do it?
    eamon wrote: »
    she started the poison thing but after 2nd talk nothing comes anymore.. does it need a certain level or event in the game?

    After the 2nd part of the 2nd talk (after you raise her) then there's nothing else until after Bodhi in Chapter 6, except for that scene in the Copper Coronet.
    sooo after a while it resolved.. funny thing: clara was wearing a periapt of protect vs poison. i know thats really rare and not really something you need to keep in mind but would be fun to have her poison resistance show there :D
    Nope, I don't even know how to begin coding something for that so I'll pass. The main game doesn't care about things like this in their conversations at all, so I'm not going to.
  • eamoneamon Member Posts: 33
    oh. thats just the info screen you get by rightclicking the ability. like for spells or HLAs it just shows you the info. since you probably edited jans bruiser ammo and not this text it still shows this. i agree, pretty ignorable but also should be an easy fix
  • eamoneamon Member Posts: 33
    1ndlpkydlvds.png
    when you rightclick there
  • BCaesarBCaesar Member Posts: 554
    edited January 21
    eamon wrote: »
    oh. thats just the info screen you get by rightclicking the ability. like for spells or HLAs it just shows you the info. since you probably edited jans bruiser ammo and not this text it still shows this. i agree, pretty ignorable but also should be an easy fix

    In this case we probably didn't edit anything. We probably just selected one of the "Create Poison Arrows" abilities out of the several on the list, and it was one the game designers made that they partially changed and never used.

    Does it create poison arrows?
  • eamoneamon Member Posts: 33
    edited January 21
    it does create poison arrows. but there is no "create poison arrows" ability in the base game, is there? but it might be the case that there is a bg1 version that in bg2 points to jan jansens ability.

    edit: nvm i forgot eldoth poison arrow in bg1. so yeah, probably since it doesnt exist in bg2, the ability points to jan jansens' create ammo ability.
  • eamoneamon Member Posts: 33
    maybe its also not that important/ the goal of this mod is more enjoyment and not so much perfect balancing etc. but for minsk:
    he gives her berserk, but not enrage. this is a different version, giving her immunity to imprisonment which he himself doesnt have. (at least it says so in description, will test).

    but i can stop commeting on every thing i see and will just continue to enjoy your work, if ill find something that doesnt let me play or is a major bug ill tell you :)
  • BCaesarBCaesar Member Posts: 554
    edited January 21
    eamon wrote: »
    it does create poison arrows. but there is no "create poison arrows" ability in the base game, is there? but it might be the case that there is a bg1 version that in bg2 points to jan jansens ability.

    I figured it out. We actually did put in a new name and description, but in our TP2 file when we copy over names and descriptions, for spells we actually have to copy over a different line then we do for items (not "DESC"). For the items we created it works fine, but for spells we need to overwrite a different line.

    EDIT: I figured it out. We did it correctly for Dorn's Umberlee Ability. The line we need to overwrite is called "UNIDENTIFIED_DESC" not "DESC". The code looks like this:
    //Dorn's Umberlee Spell  
    COPY ~AllThingsMazzy/copy/New Items/_BDORNUM.SPL~ ~override~ 
    SAY NAME1 @131 /*Umberlee's Embrace*/
    SAY UNIDENTIFIED_DESC @132 /*Umberlee's Embrace
    (Alteration)
    
    Level: 4
    Range: Visual range of the caster 
    Duration: Instant
    Casting Time: 8
    Area of Effect: 15-ft. radius
    Saving Throw: 1/2
    
    This spell removes water from the bodies of every hostile living creature within the area of effect and returns it to the Goddess Umberlee, inflicting 1d8 damage per level of the caster. Affected creatures may Save vs. Spell for half damage. This spell is particularly devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell only harms enemies.*/
    

    So we'll change it for Clara's spells and it should be fine next update.
  • BCaesarBCaesar Member Posts: 554
    edited January 21
    eamon wrote: »
    maybe its also not that important/ the goal of this mod is more enjoyment and not so much perfect balancing etc. but for minsk:
    he gives her berserk, but not enrage. this is a different version, giving her immunity to imprisonment which he himself doesnt have. (at least it says so in description, will test).
    This is intentional. We didn't want to give her Minsc's ability because it makes him go yellow and be uncontrollable and if Clara did that she'd probably get herself killed really fast. It's also just generally annoying. So we gave her the Beserker subclass version instead.
    but i can stop commeting on every thing i see and will just continue to enjoy your work, if ill find something that doesnt let me play or is a major bug ill tell you :)
    Do please keep reporting anything that looks like a bug. We like to get them fixed. In theory, we'll eventually fix all the bugs and then there won't be any more.
  • eamoneamon Member Posts: 33
    edited January 21
    okey im making a list. Is it in your intention that i post it here, for ppl to read/point out mistakes or do you want everyone to find out for themselves?

    Keldorn question:
    tzvktxjwj8gd.png

    i just got non detection from valygar. is it intended that keldorn gives the same?

  • BCaesarBCaesar Member Posts: 554
    eamon wrote: »
    okey im making a list. Is it in your intention that i post it here, for ppl to read/point out mistakes or do you want everyone to find out for themselves?
    Sure, post it here. As long as you use the spoiler tab people have to click it to find out. And this thread is full of spoilers anyway.
    Keldorn question:
    tzvktxjwj8gd.png

    i just got non detection from valygar. is it intended that keldorn gives the same?

    Yup, that's working as intended.
    And Clara only has 2 banters with Keldorn so that's the last one.

    Also, @Ratatoskr , I fixed Clara's spell descriptions and tested them and they work fine. So that's done. It's in the latest test version.

  • RatatoskrRatatoskr Member Posts: 753
    Cool, cool. It'll be a nice big update when we get all your changes posted.

    And yeah, there are some overlaps in abilities between the different Clara banters. Partially because there are only so many abilities that seems appropriate (and the list gets kind of ridiculous if she has 1 of everything), and partially because most people won't actually see them all.
  • eamoneamon Member Posts: 33
    edited March 29
    Soo about Clara Banters and her boni:

    I'll edit this post from time to time and so far i got these in SoA:
    (Some might be wrong since i noticed changes a bit late. Feel free to correct or add something)
    SOA (All of these are either triggered on rest (some need to be wild/some tavern) or just by enough time passing:

    Jan Jansen: 1 Dex, 2 techno items
    Viconia: 2 poison abilities
    Wilson the Bear: 2 CON
    Valygar: Some Hiding, Non-Detection
    Neera: Helmet of Opposite Alignment, 3 Scrolls aoe invis
    Nalia: 2 Int
    Mazzy: 2nd Pip Shortbows
    Rasaad: 2 Dex
    Minsk: Abilities: Enrage, Charm Animal, True Sight
    Keldorn: Non-Detection
    Dorn: 1 Poison Weapon, 1 WIS
    Haer-Dalis: Shadow Door, 1 Pip Shortswords
    Aerie: 1 Charm Animal, Ability Find Traps (as per priest spell)
    Korgan: 2 STR 1 CON
    Yoshi: 1 Pip Katana, 1 backstab multiplier
    Edwin: 1 Ability Shadow Door
    Edwina: belt of masculinity/feminity (only works on clara)
    Jaheira: 1 WIS 1 CHR
    Imoen: 3 banters: Find Traps, Open Locks Boni and a fiery trap for both Clara and Immy



    So far nothing:

    Anomen(evil path): ?? (They are romancing, might be the reason for that.) turns out he needs to stay good for 1 extra banter
    edit: anomen gives her something which i wont spoil lol
    Post edited by eamon on
  • eamoneamon Member Posts: 33
    something weird i noticed (crossmod but mb not?): im using "everyone gets extra 1/2 attacks from specialisation" from cdtweaks. clara doesnt get them and has 1/2 apr missing in the weapons where she got 2 pips :(


    and a question:
    mazzy keeps mentioning she wants to kill all the thieves. doing so would need me to side with the vampires. isnt that the truly evil way? i thought mazzy would object joining bodhi
  • RatatoskrRatatoskr Member Posts: 753
    edited January 22
    We didn't do anything with that code for CDTweaks, so it may just not be compatible with the added bonuses for Clara. Since ours doesn't come from the class itself.

    And at first glance the banter list looks fairly accurate. I'd have to cross-reference our actual code to be 100% sure, but I'm pretty sure somebody gives her a backstab bonus. You also haven't gotten all of them yet.

    As for your second question,
    I can't remember if we coded anything specific, but I'm pretty sure Mazzy will get mad if you side with Bodhi. She's not in a hurry about the thieves, so don't do anything about that until she actually asks.
  • BCaesarBCaesar Member Posts: 554
    edited January 23
    @eamon @Ratatoskr
    Jaheira and Clara have 3 banters. Clara gets:
    WIS and CHR
    Anomen and Clara have 1 banter, but only if he went good. Otherwise they have lots of talks, but none are on the banter trigger.
    Neera and Clara have 4 banters and
    after Neera gets the book then Neera has a dialogue that can trigger with every other mage that can join your party.

    As for the thieves. Yes, Mazzy will leave your party if you side with Bodhi (that's from the normal game), and she leaves if you get low rep too, so bide your time. We have a lot of late-game quests like that.
  • eamoneamon Member Posts: 33
    so clara at the moment has 13 wisdom. jaheira was in our group for her whole romance, so lots of time, rests etc. and clara got 1 wisdom from dorn.

    does she start at 11?
    because i think her banters with jaheira didnt trigger at all.
    might be because i romanced jaheira? or does it need a certain situation before triggering?
  • BCaesarBCaesar Member Posts: 554
    edited January 24
    eamon wrote: »
    so clara at the moment has 13 wisdom. jaheira was in our group for her whole romance, so lots of time, rests etc. and clara got 1 wisdom from dorn.

    does she start at 11?
    because i think her banters with jaheira didnt trigger at all.
    might be because i romanced jaheira? or does it need a certain situation before triggering?

    Banters are random, so who knows when they'll trigger. In the original game you could go the whole game without seeing certain ones sometimes. But with the accelerator it helps speed that up so it triggers more often, but it's still random. There's no conditions other than that they're both in you're party.

    Clara's starting stats are:
    STR 14, DEX 16, CON 14, INT 13, WIS 11, CHA 16.

    Jaheira-Clara's first banter conversation goes:
    //1st Jaheira banter - she talks first
    CHAIN IF ~IfValidForPartyDialog("Jaheira") IfValidForPartyDialog("_bClara") InMyArea("_bClara") Global("B_BClaraJaheira","GLOBAL",0)~ THEN BJAHEIR _bClaraJaheiraBanter1
    @651 /*Clara, why are you here? What are you after?*/
    DO ~SetGlobal("B_BClaraJaheira","GLOBAL",1)~
    == B_BCLARA @652 /*Seriously? Well, I want to stay alive.*/
    == BJAHEIR @653 /*Then you have chosen your companions poorly. We live in constant danger.*/
    == B_BCLARA @654 /*I didn't choose you, you brought me back to life after Hexxat killed me.*/
    = @655 /*Death is everywhere, but I'd never seen someone like me come back before. Only people who are rich enough to pay a cleric get to come back. Well, them and powerful heroes like you.*/
    == BJAHEIR @656 /*Not all of us.*/
    == B_BCLARA @657 /*Yeah, I heard about your husband. So why are you here?*/
    == BJAHEIR @658 /*Khalid and I were friends of <CHARNAME>'s foster father, Gorion.*/
    = @659 /*When Gorion died, we decided that we would look after <CHARNAME> and Imoen for as long as they would have us.*/
    = @660 /*I do not have many friends left... this life is dangerous.*/
    = @661 /*You should leave and return to your noble family. Except that you can't because they are only a figment of your imagination.*/
    == B_BCLARA @662 /*I...*/
    == BJAHEIR @663 /*Do not worry, child. I understand. I once had no one as well.*/
    == B_BCLARA @664 /*Thanks, Jaheira.*/
    EXIT
    
  • BCaesarBCaesar Member Posts: 554
    edited January 27
    @Ratatoskr
    I'm in the Underdark, just got turned into Drow. Anyway I have recently:
    - Fixed some dialogue in the Mazzy Shade Lord Possession dialogue where she refers to the Shade Lord being dead even if you haven't killed him yet.
    - Fixed my fix to the HPrelate-Bodhi thing I coded earlier. Now it installs successfully and actually works. (I forgot some quotation marks). That was one of the edits I hadn't tested yet. I just noticed it.
    - Updated the new dialogues in the Russian tra file (thanks to Skusha for the translations).

    I'm going to try to speed through this and test the various Viconia options in the Viconia-Ust Natha glitches reported earlier to make sure they work.
  • ThrasymachusThrasymachus Member Posts: 955
    edited January 27
    I’ve used this mod a couple of time before (as my earlier posts indicate) and think that it’s great.
    I plan to use it again (once the updated version is available). Since my party composition and plans will be different than in the past, though, I have a few questions about some of the components.

    By way of context, I am thinking of (a) allowing the Mazzy-Imoen relationship to take its course and (b) romancing Viconia (following the “redemption” path, leading her eventually to become “non-evil” in ToB).

    Given (a), since the mod is compatible with “Imoen4ever”, does the Mazzy-Imoen romance still start after Spellhold (with that mod installed), or does it start earlier in the game? (Just curious about this, as I’m not sure I will in fact install Imoen4ever, depending on what other mods I decide to use.)

    Given (b), does it make sense thematically to install any of the “For the Evil” options? The “Sarevok/Viconia Relationship” looks like it wouldn’t fit well with the path that leads to Viconia becoming neutral (or Sarevok becoming CG, for that matter). Likewise, my impression based on the vague description is that the “Viconia’s Peace” component is pretty “evil” (although it takes place in SoA, whereas most of the “redemption” dialogues are in ToB, if I remember correctly). Based on past experience, I didn’t find the “Viconia in Ust Natha” to be necessarily “evil.” But it can involve Viconia leaving the party (in a past playthrough, I let her leave for good, as it made sense). But, assuming that you ask her to return in 15 days (iirc), would this break the romance? (I think most romances “break” after a certain period of time?)

    Also given (b), do the dialogues in which Mazzy attempts to redeem Viconia complement, override, or otherwise affect the dialogues in which the PC tries to redeem Viconia?

    Thanks again for this excellent mod. And thanks, as well, for any answers you can provide to the above queries.
  • MothorMothor Member Posts: 291
    No chance for an option romance between the PC and Clara in the future?

    I know that it got one between her and Anomen but I'm more interested in the above. :p
  • RatatoskrRatatoskr Member Posts: 753
    edited January 27
    @Thrasymachus I don't believe I ever actually played the Viconia romance, so BCaesar will have to answer most of your questions.

    I'm pretty sure there's an extra talk if you dump Viconia for Mazzy, but I don't remember if we accounted for the romance otherwise.

    I would agree that most of her evil content probably isn't thematic in that case. You can do Ust Natha without letting her leave if you're worried about breaking the romance though. And you're correct that Viconia's peace primarily effects the end of SoA outside of epilogue changes. If have to check the code to see if we accounted for the PC romance there. We probably did, we were a bit neurotic about different variables.

    And I think the Imoen4ever content is mostly that she'll talk in early scenes if she's around, not that the Mazzy content would start before Spellhold. But once again, I'd have to check the code to be sure 😅

    @Mothor neither of us have any intention of writing a PC and Clara romance. Though as with most of this mod, we wouldn't stop someone else from doing it. For my part, I feel like we'd probably have to "redeem" Clara or have the most insincere PC romance ever, and neither of those interests me.

    You do have a chance to sleep with Clara already if you happen to hit a very specific scenario, but that's as far as it goes.
  • BCaesarBCaesar Member Posts: 554
    edited January 27
    I’ve used this mod a couple of time before (as my earlier posts indicate) and think that it’s great.
    I plan to use it again (once the updated version is available). Since my party composition and plans will be different than in the past, though, I have a few questions about some of the components.

    By way of context, I am thinking of (a) allowing the Mazzy-Imoen relationship to take its course and (b) romancing Viconia (following the “redemption” path, leading her eventually to become “non-evil” in ToB).

    Given (a), since the mod is compatible with “Imoen4ever”, does the Mazzy-Imoen romance still start after Spellhold (with that mod installed), or does it start earlier in the game? (Just curious about this, as I’m not sure I will in fact install Imoen4ever, depending on what other mods I decide to use.)

    With Imoen4ever I thought it just used the same Imoen in the first dungeonand then after you rescue her (so she gets to keep the spells she learned in the first dungeon). Is there a mod that allows you to never lose Imoen? That would be crazy. If so, then Mazzy-Imoen will happen in Chapter 4 as that's the only requirement. So a couple of in-game hours after you sail to the island that Spellhold is on.
    Given (b), does it make sense thematically to install any of the “For the Evil” options? The “Sarevok/Viconia Relationship” looks like it wouldn’t fit well with the path that leads to Viconia becoming neutral (or Sarevok becoming CG, for that matter).
    Viconia-Sarevok should still be fine. Neither of them are really doing anything that evil, given that they approach relationships a similar way.
    Likewise, my impression based on the vague description is that the “Viconia’s Peace” component is pretty “evil” (although it takes place in SoA, whereas most of the “redemption” dialogues are in ToB, if I remember correctly).
    Viconia's Peace is pretty much the definition of evil. But you can just tell Viconia "no" when she outlines her plan. I don't think Viconia sees it as all that evil; she's just tired of being afraid and wants peace, and this is the best plan she could come up with.
    Based on past experience, I didn’t find the “Viconia in Ust Natha” to be necessarily “evil.” But it can involve Viconia leaving the party (in a past playthrough, I let her leave for good, as it made sense). But, assuming that you ask her to return in 15 days (iirc), would this break the romance? (I think most romances “break” after a certain period of time?)
    Not sure if that'll break the in-game romance; it might. You'd probably need to keep her with you to be sure. It might work provided you can pass 15 days of in-game time before the next Viconia romance real-time trigger happens, but that'd be risky. Or maybe it'll work fine. Not sure.
    Also given (b), do the dialogues in which Mazzy attempts to redeem Viconia complement, override, or otherwise affect the dialogues in which the PC tries to redeem Viconia?
    I'm pretty sure we coded them to be compatible, but I don't remember exactly how. The Mazzy one might not happen if you're romancing Viconia.[/quote]
    Thanks again for this excellent mod. And thanks, as well, for any answers you can provide to the above queries.
    Glad you like it.
    Mothor wrote: »
    No chance for an option romance between the PC and Clara in the future?
    Never going to happen. Sorry.

  • ThrasymachusThrasymachus Member Posts: 955
    Thanks for your quick answers! B)
  • RatatoskrRatatoskr Member Posts: 753
    It's possible I got Imoen4ever mixed up with a different Imoen mod 😅. But the rest should be true regardless.
  • BCaesarBCaesar Member Posts: 554
    edited January 27
    @Ratatoskr Okay so I'm deep in Ust'Natha testing. Of course the initial fix I coded for Viconia's leaving dialogues didn't work (I tested it today) because I forgot an "EXIT". So all I created was a game-breaking repeatable dialogue. This is why we test things. It seems to work now, but I'm not going to call it fixed until I test every possible story combination that I can think of (and there are a lot).

    I also moved Imrae from the entrance of the temple to the middle as that seems to work better (plus Phaere seems to also be at the entrance), and you have to talk to her instead of the dialogue starting automatically. I like that better. I gave you a couple of files to add to your list.

    Once I finally finish with this nonsense, I'll head over and get Bodhi next so I can do the Prelate thing. I'll test Viconia leaving for 15 days as my last one, so I can make sure she comes back (I thought I tested that already, but I thought that I tested lots of this stuff already, and yet sometimes it still doesn't work).

    For those of you with test mods. I attached the latest version to this post. But we're not updating the main post until I test all the fixes.
  • BCaesarBCaesar Member Posts: 554
    edited January 29
    More fun with testing. It'll take me a while to get through Ust Natha. Since the last time I have:
    1. Fixed the coding yet again on Viconia's leaving talks
    so that they triggered if you didn't give the eggs to the demon (like they were supposed to), but didn't trigger if you did give the eggs to the demon. So far so good, but I'm going to test it even more ways.
    2. Toughened up the demon slightly when he faced the dragon
    so that the silver dragon doesn't kill him before he finishes talking. A couple of stone skins did the trick. It worked almost all the time, but one of the test times the dragon critted twice and killed him. It wasn't game breaking, and actually looks just fine in game, but then you don't see the rest of the demon-walks code.
    3. Found out that my code for fighting the elves had a glitch if you had Hexxat in your party.
    If you killed the elves and Elhan and the War Sage went to the graveyard, and you had Hexxat in your party (which I never did in my first rounds of testing) then the last few lines of one conversation cut off. Hardly game breaking, but I added Warsage 2 and 3 and now everyone gets to talk as intended.

    So that's that so far. Latest test version is attached. At the moment all the Ust'Natha stuff is tested and working as intended, but there are more possible story/party configurations I could test (and I'm going to test every way I can think of and can easily do before I declare it done).
  • eamoneamon Member Posts: 33
    edited February 4
    i dont know if you just fixed this and im playing on the old version but in underdark, after killing adalon, the demon would "transform" my armor, when hes finished all armor is just gone.. auxcwhbawv0e.png


    edit: it seems that every armor after that i pick up is then not dissolved into adamantine dust. i kinda really like this idea, the halberd you could get by giving the demon the eggs was always dogshite (for some reason there are people who like aoe blind, 3 times per day with 0 saving throw bonus) and this offers a really nice but not too op bonus for being completely evil

    another question: when can i recruit bodhi? i remember reading "shes also an opponent of drizzt & co" but im now encountering drizzt and bodhi is not yet in my team.. did i have to do so in chapter 3 or 4?

    edit2:

    after emerging from underdark, i got 2 letters from (forgot his name, terl? the dude from anomen), just that he appeared 3 times and gave the letter for lady delryn aka clara twice.

    after that, when i go to meet qar jysstev, the butler still just tells me to go off and i cant say something like "i have a letter with me, lord jysstev has asked to meet"
    Post edited by eamon on
  • RatatoskrRatatoskr Member Posts: 753
    edited February 4
    @BCaesar more for you I think 😉

    The letter/Jysstev issue sounds like it might be another one of those end of conversation globals not setting properly. I never got that bug in my testing for Clara's sequences, but my computer is also slow as dirt, which may have actually helped avoid it.

    And for the armor, I would assume we had to delete the old armor to create the new version. But it seems like an oversight to not put it in their inventory immediately 🤔
  • BCaesarBCaesar Member Posts: 554
    edited February 5
    eamon wrote: »
    i dont know if you just fixed this and im playing on the old version but in underdark, after killing adalon, the demon would "transform" my armor, when hes finished all armor is just gone..
    Ugh. No, I haven't fixed this, and the bug just happened with me too. I'll try to figure it out. The annoying thing is that this used to work.
    another question: when can i recruit bodhi? i remember reading "shes also an opponent of drizzt & co" but im now encountering drizzt and bodhi is not yet in my team.. did i have to do so in chapter 3 or 4?
    Chapter 6. Gotta find her in her lair.
    after emerging from underdark, i got 2 letters from (forgot his name, terl? the dude from anomen), just that he appeared 3 times and gave the letter for lady delryn aka clara twice.

    after that, when i go to meet qar jysstev, the butler still just tells me to go off and i cant say something like "i have a letter with me, lord jysstev has asked to meet"

    This used to work too. Okay I'll add it to the list. I don't have any save where I can test this, but first I have to figure out what's actually wrong.


    Post edited by BCaesar on
  • BCaesarBCaesar Member Posts: 554
    Ratatoskr wrote: »
    @BCaesar more for you I think 😉

    The letter/Jysstev issue sounds like it might be another one of those end of conversation globals not setting properly. I never got that bug in my testing for Clara's sequences, but my computer is also slow as dirt, which may have actually helped avoid it.
    Yeah, I feel like stuff is breaking that we already tested and it worked just fine. Annoying.
    And for the armor, I would assume we had to delete the old armor to create the new version. But it seems like an oversight to not put it in their inventory immediately 🤔
    Easier than that. I simply changed the in-game global that made the armor turn to dust. There's nothing in the items themselves that make them disintegrate during sunlight. It was a in-game trigger that did that. I just broke the trigger. Which makes everything disappearing even weirder.
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