Our mod should have code to deal with the normal EET chapter number changes, but I have no idea how IWD might affect that. I just copied our version off the standard EET coding in other mods since I don't use EET myself.
Guys, your log messages in the terminal during the install are killing me. ROFL
Thanks. I remember when we first found out we could edit those. Like many things in this mod we assumed very few people would actually see them. We were just amusing ourselves.
Hi, is there/what is the Mazzy romance global variable? (Or is it a local variable on Mazzy)? I can't tell if I'm on the friendship track or romance track in my playthrough and I'd like to check in EE Keeper to confirm. In TOB will she use local variable EXPLOVETALK variables? Thanks
We don't really use local variables in our mod so it's all globals for the Mazzy romance.
I'm not in a position to check the details right now, but I think it's literally just MazzyFriendship and MazzyRomance.
Have you hit the Underdark yet? The romance and the friendship paths are the same until then and the moment of choice should be very obvious. As long as she's still talking to you regularly, you should be on track.
Hi, is there/what is the Mazzy romance global variable? (Or is it a local variable on Mazzy)? I can't tell if I'm on the friendship track or romance track in my playthrough and I'd like to check in EE Keeper to confirm. In TOB will she use local variable EXPLOVETALK variables? Thanks
For some reason we did minimum stats too (in hindsight I would've coded a lot of that differently). I think we put the stats you need in the Readme; if not I can find them for you in the code. And you need to have killed the shade lord. If you do that and you're friends with her then she does her first romance talk in the underdark as Ratatoskr said
thank you for your hard work on this mod. It has been fun in the past.
I have one specific question regarding the incompatibility with the SCS component. I currently plan a megamod install using tactics remix instead of SCS, and since this mod also touches alot of scripts I wanted to ask which cre-file or script is the actual culprit for the incompatibility so I can fix it manually.
Thank you for your support and good luck in your endeavours.
@helo138 If I remember correctly, the primary issue is that SCS fully replaces the demon script instead of extending it, which removes the code our mod uses for Viconia's Ust Natha section. If your tactics mod does the same thing, you'll have a similar issue.
So your main options would be to:
1. Install this after SCS/your tactics mod. 99.9% of our scripts extend increase of replace so that should fix the issue and hopefully not break anything else, though I couldn't 100% guarantee it
2. Don't install the demon component of SCS/tactics mod which should avoid breaking that script
3. After installing other mods, go back and manually edit the affected script to put our code back in. I'm pretty sure we posted the code earlier in this thread when someone else first had this issue, so I'll see if I can find it
Thank you for the fast response. Taking a first look, the script appears unchanged, same length no obvious difference between vanilla and tactics remix. I will take a closer look when I start my megamod installation, will take a while.
Thanks again.
Thank you for the fast response. Taking a first look, the script appears unchanged, same length no obvious difference between vanilla and tactics remix. I will take a closer look when I start my megamod installation, will take a while.
Thanks again.
If you install our Megamod after Tactics then you'll be fine. Tactics replaces a lot of files entirely (at least it used to) but our mod only adds to the files, so as long as ours is installed after then it will all still work.
Thank you for the fast response. Taking a first look, the script appears unchanged, same length no obvious difference between vanilla and tactics remix. I will take a closer look when I start my megamod installation, will take a while.
Thanks again.
If you install our Megamod after Tactics then you'll be fine. Tactics replaces a lot of files entirely (at least it used to) but our mod only adds to the files, so as long as ours is installed after then it will all still work.
I understand, but this is difficult to do on EET, since all content, npc mods and so on have to be installed inside EET and Tactics remix should be installed after EET end. I will see how it goes.
Comments
Thanks. I remember when we first found out we could edit those. Like many things in this mod we assumed very few people would actually see them. We were just amusing ourselves.
As BCaesar said, we assumed most people wouldn't read them 😅
I'm not in a position to check the details right now, but I think it's literally just MazzyFriendship and MazzyRomance.
Have you hit the Underdark yet? The romance and the friendship paths are the same until then and the moment of choice should be very obvious. As long as she's still talking to you regularly, you should be on track.
For some reason we did minimum stats too (in hindsight I would've coded a lot of that differently). I think we put the stats you need in the Readme; if not I can find them for you in the code. And you need to have killed the shade lord. If you do that and you're friends with her then she does her first romance talk in the underdark as Ratatoskr said
thank you for your hard work on this mod. It has been fun in the past.
I have one specific question regarding the incompatibility with the SCS component. I currently plan a megamod install using tactics remix instead of SCS, and since this mod also touches alot of scripts I wanted to ask which cre-file or script is the actual culprit for the incompatibility so I can fix it manually.
Thank you for your support and good luck in your endeavours.
So your main options would be to:
1. Install this after SCS/your tactics mod. 99.9% of our scripts extend increase of replace so that should fix the issue and hopefully not break anything else, though I couldn't 100% guarantee it
2. Don't install the demon component of SCS/tactics mod which should avoid breaking that script
3. After installing other mods, go back and manually edit the affected script to put our code back in. I'm pretty sure we posted the code earlier in this thread when someone else first had this issue, so I'll see if I can find it
Thanks again.
If you install our Megamod after Tactics then you'll be fine. Tactics replaces a lot of files entirely (at least it used to) but our mod only adds to the files, so as long as ours is installed after then it will all still work.
I understand, but this is difficult to do on EET, since all content, npc mods and so on have to be installed inside EET and Tactics remix should be installed after EET end. I will see how it goes.