I just figured it out after fiddling around for a few hours.
.....through a combination of high wisdom and Wish spells, my party almost never ...sleeps.... so i was not getting the initial dreams...
Altough for condition B it actually entails having killed Grom-Il Khan from what i can tell. Before then, the pocket plane doesnt give you a choice when teleporting out.
But i think ive figured it all out now!
Still having issues spawning the fire giants in Tethy forest but thats an easy console fix.
Mad props to your LCA assistant tool, i used it a lot to deduce what i might have been missing!
Please, add a way for the people using Skip Chateau Irenicus to skip the Chateau (via the procedure suggested by Argent77 for modders), while still getting the dialogue related to the dagger.
From the readme of skip chateau irenicus:
Information for modders
The mod is extensible regarding how containers and items are transferred after returning to the surface. The subfolder "tables" of this mod is scanned for 2DA files which will be processed based on their content. Mods which provide items for Chateau Irenicus can simply put their own 2DA files into the folder, so that it will be taken care by this mod later on. Only items that can be acquired by special means (such as quest rewards or by scripted actions) have to be handled by this method. Items from containers are transferred automatically.
Each 2DA file may contain information about whether to exclude specific containers from the item transference process, how to handle items acquired by scripted actions and what to do with unique or dungeon-specific items. You can find a more detailed description with example code in "SkipChateauIrenicus/tables/desc.txt".
The mod also provides an "addon" feature which can be used to deal with mod-added NPCs that can be found in Chateau Irenicus, but are skipped because of this mod. For that reason a modder can place a WeiDU script file with .tpa or .tph extension into the "npc" subfolder of this mod. A small number of predefined variables can be used to interact with this mod. You can find a more detailed description with example code in "SkipChateauIrenicus/npc/desc.txt".
How is the Sword of Chaos treated by the Skip Chateau Irenicus mod? Does it appear in the rubble? Or do you need some special interaction to access it?
Please, add a way for the people using Skip Chateau Irenicus to skip the Chateau (via the procedure suggested by Argent77 for modders), while still getting the dialogue related to the dagger.
From the readme of skip chateau irenicus:
Information for modders
The mod is extensible regarding how containers and items are transferred after returning to the surface. The subfolder "tables" of this mod is scanned for 2DA files which will be processed based on their content. Mods which provide items for Chateau Irenicus can simply put their own 2DA files into the folder, so that it will be taken care by this mod later on. Only items that can be acquired by special means (such as quest rewards or by scripted actions) have to be handled by this method. Items from containers are transferred automatically.
Each 2DA file may contain information about whether to exclude specific containers from the item transference process, how to handle items acquired by scripted actions and what to do with unique or dungeon-specific items. You can find a more detailed description with example code in "SkipChateauIrenicus/tables/desc.txt".
The mod also provides an "addon" feature which can be used to deal with mod-added NPCs that can be found in Chateau Irenicus, but are skipped because of this mod. For that reason a modder can place a WeiDU script file with .tpa or .tph extension into the "npc" subfolder of this mod. A small number of predefined variables can be used to interact with this mod. You can find a more detailed description with example code in "SkipChateauIrenicus/npc/desc.txt".
How is the Sword of Chaos treated by the Skip Chateau Irenicus mod? Does it appear in the rubble? Or do you need some special interaction to access it?
That's what I thought, but thanks for confirming. The LCA Soultaker dagger is part of the same quest reward as the Sword of Chaos, so it wouldn't make sense to have a separate interaction for it. With the Skip Chateau mod installed, you'd only miss out on one or two (very slightly) modified lines of dialog. Keep in mind that the journal entry explaining what to do with the dagger is triggered by possession of the dagger, not the Djinn's dialog. You'll see it as soon as you pick the dagger up from the rubble.
Yes. I don't recall if I put it in the exact same rubble pile as the Sword of Chaos, however. There are two or three different rubble piles, if memory serves. It's in one of them for sure.
Unless he has altered this, there is a precondition for recruiting her that you have completed the Elfsong quest in the Return to Baldurs Gate section (something about the same demon being involved in both events?), so whilst you technically could ditch Corwin immediately after starting ToB, you need to have *had* Corwin in your party for Caelar to become available later.
Unless he has altered this, there is a precondition for recruiting her that you have completed the Elfsong quest in the Return to Baldurs Gate section (something about the same demon being involved in both events?), so whilst you technically could ditch Corwin immediately after starting ToB, you need to have *had* Corwin in your party for Caelar to become available later.
Yes, it is still the case that Corwin is needed in your party to return to Baldur's Gate, which is where you encounter the demon that needs to be defeated to trigger the Caelar rescue quest.
Right I read that on this thread i need to do the elfsong quest and Corwin had to be in my party for that but then can ditch her…dont have EET but see thats been updated now for this mod, thanks
The dialogs are not timed, at least not in the way you may be thinking. When the timer expires, Corwin will randomly select a party member to banter with. If she has exhausted her banters with that party member, she will select another party member to banter with. Once the banter happens, the timer is reset. There are over 50 randomized banters across all of the vanilla characters in BG2, so it probably comes out to two or three per character. Some characters (Aerie, in particular) have more banters than others, and some banters will only trigger based on your progress to that point, irrespective of the timer.
One of the triggers for the second intimate encounter is for Corwin to have a healing spell in her spell book. If she doesn't have one, the initiating dialog won't trigger, even if the timer (four days, not ten) has expired. If the dialog still isn't triggering, please send a copy of your save game to support@fosiemods.net. Be sure to include both the .gam and .sav files.
The dialogs are not timed, at least not in the way you may be thinking. When the timer expires, Corwin will randomly select a party member to banter with. If she has exhausted her banters with that party member, she will select another party member to banter with. Once the banter happens, the timer is reset. There are over 50 randomized banters across all of the vanilla characters in BG2, so it probably comes out to two or three per character. Some characters (Aerie, in particular) have more banters than others, and some banters will only trigger based on your progress to that point, irrespective of the timer.
One of the triggers for the second intimate encounter is for Corwin to have a healing spell in her spell book. If she doesn't have one, the initiating dialog won't trigger, even if the timer (four days, not ten) has expired. If the dialog still isn't triggering, please send a copy of your save game to support@fosiemods.net. Be sure to include both the .gam and .sav files.
Oh I see, so she does not have dozens of timed banters with the protagonist like many other love interests, right?
Any plans of adding more romantic banters with her in the future?
And regarding the naughty stuff it indeed worked by giving her a healing spell in her spellbook. I would never came up with it as I rely mostly on offensive stuff.
Btw, is Corwin having a naked portrait after the 2nd naughty encounter normal? Not that I am complaining mind you but... :P
There are dozens of romantic dialogs already, but they are a mixed of timed and event / location driven. A good example of this is the dialog that begins when the player and Corwin stand in the vicinity of the statues that the townspeople erected after Trademeet was saved.
ToB and the Explicit mod include some additional dialogs, as well. At least for now, no additional dialogs are planned. The portrait should have changed back to whatever it was prior to the intimate encounter. I'll have to see what the problem is. You can change it back yourself by going to the LCA Assistant and changing Corwin's portrait through there.
Comments
.....through a combination of high wisdom and Wish spells, my party almost never ...sleeps.... so i was not getting the initial dreams...
Altough for condition B it actually entails having killed Grom-Il Khan from what i can tell. Before then, the pocket plane doesnt give you a choice when teleporting out.
But i think ive figured it all out now!
Still having issues spawning the fire giants in Tethy forest but thats an easy console fix.
Mad props to your LCA assistant tool, i used it a lot to deduce what i might have been missing!
FYI, I added compatibility with The Longer Road, for your next playthrough
@Ulkesh
That's what I thought, but thanks for confirming. The LCA Soultaker dagger is part of the same quest reward as the Sword of Chaos, so it wouldn't make sense to have a separate interaction for it. With the Skip Chateau mod installed, you'd only miss out on one or two (very slightly) modified lines of dialog. Keep in mind that the journal entry explaining what to do with the dagger is triggered by possession of the dagger, not the Djinn's dialog. You'll see it as soon as you pick the dagger up from the rubble.
@Ulkesh
Yes. I don't recall if I put it in the exact same rubble pile as the Sword of Chaos, however. There are two or three different rubble piles, if memory serves. It's in one of them for sure.
Yes, it is still the case that Corwin is needed in your party to return to Baldur's Gate, which is where you encounter the demon that needs to be defeated to trigger the Caelar rescue quest.
Initiated the 1st one via the talk with Madam Nin at the Copper Coronet.
Also, for some reason there are no more conversations with her past her like 4 or 5th timed talk.
I'm in early Act 3.
@Mothor
The dialogs are not timed, at least not in the way you may be thinking. When the timer expires, Corwin will randomly select a party member to banter with. If she has exhausted her banters with that party member, she will select another party member to banter with. Once the banter happens, the timer is reset. There are over 50 randomized banters across all of the vanilla characters in BG2, so it probably comes out to two or three per character. Some characters (Aerie, in particular) have more banters than others, and some banters will only trigger based on your progress to that point, irrespective of the timer.
One of the triggers for the second intimate encounter is for Corwin to have a healing spell in her spell book. If she doesn't have one, the initiating dialog won't trigger, even if the timer (four days, not ten) has expired. If the dialog still isn't triggering, please send a copy of your save game to support@fosiemods.net. Be sure to include both the .gam and .sav files.
Oh I see, so she does not have dozens of timed banters with the protagonist like many other love interests, right?
Any plans of adding more romantic banters with her in the future?
And regarding the naughty stuff it indeed worked by giving her a healing spell in her spellbook. I would never came up with it as I rely mostly on offensive stuff.
Btw, is Corwin having a naked portrait after the 2nd naughty encounter normal? Not that I am complaining mind you but... :P
There are dozens of romantic dialogs already, but they are a mixed of timed and event / location driven. A good example of this is the dialog that begins when the player and Corwin stand in the vicinity of the statues that the townspeople erected after Trademeet was saved.
ToB and the Explicit mod include some additional dialogs, as well. At least for now, no additional dialogs are planned. The portrait should have changed back to whatever it was prior to the intimate encounter. I'll have to see what the problem is. You can change it back yourself by going to the LCA Assistant and changing Corwin's portrait through there.
The portrait issue you described concerning the second SoA intimate encounter has been resolved. Thanks for letting me know.