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

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  • rossbach451rossbach451 Member Posts: 168
    BCaesar wrote: »

    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.

    He says the same thing to MC as he does to Keldorn.
  • BCaesarBCaesar Member Posts: 456

    He says the same thing to MC as he does to Keldorn.

    Okay, Ratatoskr is correct. The Stronghold mod changes the Prelate's default dialogue to that, so then you can't do our responses.

    A way to fix it would be to uninstall the NPC stronghold mod, then uninstall our mod, then reinstall the NPC stronghold mod, then reinstall ours. That shouldn't break anything.

    As long as our mod is installed after the NPC stronghold mod, it'll find that line of dialogue, and it'll attach our responses. And that should work even with an existing save. If you do that and it still doesn't work then let us know.
  • rossbach451rossbach451 Member Posts: 168
    BCaesar wrote: »

    He says the same thing to MC as he does to Keldorn.

    Okay, Ratatoskr is correct. The Stronghold mod changes the Prelate's default dialogue to that, so then you can't do our responses.

    A way to fix it would be to uninstall the NPC stronghold mod, then uninstall our mod, then reinstall the NPC stronghold mod, then reinstall ours. That shouldn't break anything.

    As long as our mod is installed after the NPC stronghold mod, it'll find that line of dialogue, and it'll attach our responses. And that should work even with an existing save. If you do that and it still doesn't work then let us know.

    I will try! Thanks!
  • rossbach451rossbach451 Member Posts: 168
    BCaesar wrote: »

    He says the same thing to MC as he does to Keldorn.

    Okay, Ratatoskr is correct. The Stronghold mod changes the Prelate's default dialogue to that, so then you can't do our responses.

    A way to fix it would be to uninstall the NPC stronghold mod, then uninstall our mod, then reinstall the NPC stronghold mod, then reinstall ours. That shouldn't break anything.

    As long as our mod is installed after the NPC stronghold mod, it'll find that line of dialogue, and it'll attach our responses. And that should work even with an existing save. If you do that and it still doesn't work then let us know.

    Yes, it worked! Now the only other question, does the game update the quests when Wesselan tells Mazzy to rescue Imoen? There was no change to the quest log.

    Regardless, thank you for all of your help!
  • BCaesarBCaesar Member Posts: 456

    Yes, it worked! Now the only other question, does the game update the quests when Wesselan tells Mazzy to rescue Imoen? There was no change to the quest log.

    Regardless, thank you for all of your help!

    Excellent.

    Yes, correct, that one time there's no change to the quest log. It's a quirk of how we coded the dialogues. To put a quest update there was too difficult coding-wise. But it will update the quest when you bring her back.
  • neuroghastneuroghast Member Posts: 10
    have you guys ever thought about breaking the main component into optional parts?
    i'd love to give it a shot to jaheira-wilson romance, but i'm really not interested in clara and mazzy is not my favorite character ever to keep around, so seems like a few things could be ignored on my end

    i obviously don't know if that's something interesting for you guys, but there's the suggestion. cheers!
  • BCaesarBCaesar Member Posts: 456
    edited April 21
    neuroghast wrote: »
    have you guys ever thought about breaking the main component into optional parts?
    i'd love to give it a shot to jaheira-wilson romance, but i'm really not interested in clara and mazzy is not my favorite character ever to keep around, so seems like a few things could be ignored on my end

    i obviously don't know if that's something interesting for you guys, but there's the suggestion. cheers!

    From a coding and testing perspective it worked much better to have it all as one, and breaking it up now would require dozens and dozens of hours of new coding and testing to make sure it all worked properly, so it won't happen.

    However, you can always install it and still not pick up Clara or Mazzy. Just about everything can be turned off in the in-game dialogue; like for Mazzy's recurring talks you can tell her just to be quiet. Same with any of the NPC-NPC friendships or romances, and also Aerie's wing talks. Sometimes the dialogue to turn something off doesn't show up until the 2nd or 3rd talk, but it should always be there relatively early on.
  • GeraldOne2GeraldOne2 Member Posts: 2
    amendara wrote: »
    Thanks for all the help.

    I fixed it!

    And the result was pretty awesome. This definitely is a must have mod for any playthrough. It was really interesting to be able to take Viconia down this path.

    The problem was demlord.bcs file was some other one, so I am guessing some later installed mod in my order overwrote it.

    These lines:

    Detect([PC])
    IfValidForPartyDialogue("Viconia")
    Global("_bDemonWalks","GLOBAL",1)
    AreaCheck("AR2201") //Temple of Lolth

    Were not even there. So I copied the baf from the All Things Mazzy folder of demlord.bcs and simply added to the file in Near Infinity. Then everything worked fine, and I got to have a much more satisfying journey to the surface, wiping out the elves and installing the demon at the new temple.




    Is there a way to fix this without using Near Infinity? I'm really enjoying the mod and would love to experience this. I'm on my second playthrough with this mod and I couldn't get the demon lord to respond either time. I satisfy all the requirements and the Globals are correct. I did a full reinstall for each playthrough and the only repeat mods are Ascension, eeuitweaks, cdtweaks, Talents of Faerun, and SCS. The first two were installed before the MegaMod. I'm not sure which mod could be causing this.
  • BCaesarBCaesar Member Posts: 456
    edited April 30
    GeraldOne2 wrote: »
    amendara wrote: »
    Thanks for all the help.

    I fixed it!

    And the result was pretty awesome. This definitely is a must have mod for any playthrough. It was really interesting to be able to take Viconia down this path.

    The problem was demlord.bcs file was some other one, so I am guessing some later installed mod in my order overwrote it.

    These lines:

    Detect([PC])
    IfValidForPartyDialogue("Viconia")
    Global("_bDemonWalks","GLOBAL",1)
    AreaCheck("AR2201") //Temple of Lolth

    Were not even there. So I copied the baf from the All Things Mazzy folder of demlord.bcs and simply added to the file in Near Infinity. Then everything worked fine, and I got to have a much more satisfying journey to the surface, wiping out the elves and installing the demon at the new temple.




    Is there a way to fix this without using Near Infinity? I'm really enjoying the mod and would love to experience this. I'm on my second playthrough with this mod and I couldn't get the demon lord to respond either time. I satisfy all the requirements and the Globals are correct. I did a full reinstall for each playthrough and the only repeat mods are Ascension, eeuitweaks, cdtweaks, Talents of Faerun, and SCS. The first two were installed before the MegaMod. I'm not sure which mod could be causing this.

    If it's the same problem as last time, one of the mods installed after our mod replaces Demlord.bcs (which is an error in their mod, or at least obnoxious). I don't know which mod it is that's doing this. Essentially if our mod is installed after the other mod it should work, but if the other mod is installed after ours then it replaces the demlord.bcs file and breaks our mod.

    Try uninstalling our mod and then reinstalling it and that should add our scripts back into demlord.bcs. That shouldn't break the other mod either, since our mod adds the scripts in rather than replacing the whole file. Then once you've reinstalled our mod try the demon again. Please let us know if that fixes it.

  • GeraldOne2GeraldOne2 Member Posts: 2
    Thanks for the advice. I will try this once I finish my current playthrough. I don't want to risk reinstalling just in case I mess something else up.
  • RatatoskrRatatoskr Member Posts: 713
    If you don't want to reinstall now, I believe the only other option would be to copy our code into your game's demon script file. But that would require Near Infinity (which was actually free to download last I checked but can have a bit of a learning curve).
  • RatatoskrRatatoskr Member Posts: 713
    edited May 2
    If we could figure out which mod is overwriting the demon script, we could at least add a compatibility warning for the future 🤔
    There's no way for us to stop the issue from happening if things are installed with Mazzy first.

    It shouldn't be cdtweaks since I use that and I'm not familiar with Talents of Faerun. I could see it being SCS if you install the whole thing since that makes a ton of script changes. But I thought it's pretty good about extending files.

    It sounds like it wouldn't be Ascension or eeui if you installed them first, unless Ascension somehow renames the script entirely.

    If I have the time at some point, maybe I'll do some digging. @BCaesar do you still have Ascension downloaded?
    Post edited by Ratatoskr on
  • BCaesarBCaesar Member Posts: 456
    edited May 2
    GeraldOne2 wrote: »
    Thanks for the advice. I will try this once I finish my current playthrough. I don't want to risk reinstalling just in case I mess something else up.

    Sounds good. If you close BG2, uninstall our mod, and then reinstall it before you start BG2 again it shouldn't break anything, but I can understand wanting to play it safe.
    Ratatoskr wrote: »
    @BCaesar do you still have Ascension downloaded?

    I actually never had Ascension. I thought about it because I dislike playing ToB and thought that maybe having Ascension might make ToB more fun, but I wanted to do my first ToB playthrough without mods, and then was so sick of it by the end that I didn't want to do it again, even modded. The only way I'd ever play ToB again would be if I ever expanded Bodhi-the-Elf and wanted to test it (but that isn't going to happen anytime soon if ever).
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