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[mod] Hephernaan BG2 (SoD spoilers)

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  • Thank you for creating this mod! Unfortunately, it isn't starting for me. I've entered and left the Graveyard District about 20 different times, from both exit points. Is there something else that needs to happen to trigger it?
  • LavaDelVortelLavaDelVortel Member Posts: 3,176
    No, not really. You usually need to enter the Graveyard, go to some other district, then return to Graveyard and when you try to leave again, an encounter should fire. However, I think you may just teleport to the area using the console:

    C:SetGlobal("L#HPHMAINENC","GLOBAL",3)
    C:MoveToArea("L#HPH1")

    Console information:
    https://gibberlings3.github.io/iesdp/appendices/clua/bgee.htm
  • KraakenDazsKraakenDazs Member Posts: 25
    Is it possible for someone to give me a quick overview of when the next part of Hephernaan's quest should trigger?

    I just traded items with his master in chapter 2 and we had 1-2 banter since, but he's been pretty quiet for a while now.

    How can i know if I've gotten enough respect with him to trigger the next part, or does anything specific needs to happen to trigger the next quest? If I didnt earn enough respect, is there a console command i can use to active the quest noneheless?

    Enjoying the mod tremendously so far, especially on a "good yet non-judgmental paladin" playthrough. The convos are great 😅😁

    Thank you!
  • LavaDelVortelLavaDelVortel Member Posts: 3,176
    Hephernaan has less talks than some other of my NPCs. I think you run out of timered talks, but that doesn't mean it's the end of the mod. You may still experience scenery talks, banters, interjections. There may be some on your way through further chapters.

    Cheers!
  • KraakenDazsKraakenDazs Member Posts: 25
    Thank you for your swift replies!!

    Do i have to bring Hephernaan along for Spellhold/ Underdark or if i swap him out his future quests will still be available?

    Running out of spots on my spellhold roster and a couple are already filled by other npcs you made 🤣😅😅

    (And failing that, is there any console code id be able to use to still experience his quest?)
  • LavaDelVortelLavaDelVortel Member Posts: 3,176
    IIRC, his continuation only includes a little idea/plot that happens right after Slayer change in Spellhold. So not really.
    But if you decide to drop Hephernaan for someone else, it's not like you will miss some huge something. As I sad, his whole plot is rather simple and there is no huge quest, more like a little gambit.

    So... perhaps just build a party you like and stick to it? Keep party members you truly want to adventure with.
  • KraakenDazsKraakenDazs Member Posts: 25
    Curious completitionist's curse , suppose. People like yourself put a lot of work into these mods, i kinda wanna experience the whole of it or as much as possible 😅

    Ironically Hephernaan is providing me the solution to my problem though... His book actually allows me to "stash" a few companions on his demiplane before leaving for Spellhold... And swap a few who have underdark or spellhold specific interjections. 😅
  • UlkeshUlkesh Member Posts: 350
    edited April 4
    Hephernaan and Foundling banter with each other.
    Hephernaan has also stuff with Khalid, but I don't see Foundling crossmod with Khalid.

    Wondering:
    1) Does Khalid speak with Foundling?
    2) Will Khalid quit the party if Hephernaan is with us?
  • LavaDelVortelLavaDelVortel Member Posts: 3,176
    I do not remember all the combinations. If you want to see if those characters talk to each other, it's best to see if there is such a combination in the Crossmod Banter Pack: https://github.com/Gibberlings3/Crossmod_Banter_Pack_for_Baldurs_Gate_II/tree/master/crossmodbg2/files -- none of my mods ever come with crossmod banters with other companions, it's all in CBP. Not all my companions talk to each other, even with CBP installed: with that many NPCs I released you get 253 unique combinations and with 2 SoA and 1 ToB talks that would be 759 banters. It's just too much even for me.

    No, I don't think he leaves. He might leave if you join Xzar and Montaron, though, IIRC.
  • UlkeshUlkesh Member Posts: 350
    I do not remember all the combinations. If you want to see if those characters talk to each other, it's best to see if there is such a combination in the Crossmod Banter Pack: https://github.com/Gibberlings3/Crossmod_Banter_Pack_for_Baldurs_Gate_II/tree/master/crossmodbg2/files -- none of my mods ever come with crossmod banters with other companions, it's all in CBP. Not all my companions talk to each other, even with CBP installed: with that many NPCs I released you get 253 unique combinations and with 2 SoA and 1 ToB talks that would be 759 banters. It's just too much even for me.

    No, I don't think he leaves. He might leave if you join Xzar and Montaron, though, IIRC.

    thanks. Seems like Khalid has banters with Hephernaan.

    What I'm left curious is if you will ever touch up Varshoon once again. I think it is the mod with the most potential you have ever released, but it feel untapped due to the fact that it was made really "early" in your writing career.
  • LavaDelVortelLavaDelVortel Member Posts: 3,176
    I'm not going to, I do not like that mod very much and I believe I released many much better companions than Varshoon. Besides, I almost never change mods that were already translated, with only a couple of exceptions. That won't be one of them.
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 103
    Hi, this is the Chinese translation for Hephernaan for BG2, and the EET Support modification, from Yoshimo0417.
  • LavaDelVortelLavaDelVortel Member Posts: 3,176
    Thanks. Will take a look at these tomorrow.
  • UlbUlb Member Posts: 298
    Hey, I've just taken Hephernaan through SoA (ToB is next) and thought I'd already leave some feedback before I forget.

    Really enjoy him overall, great work!

    Some issues I've found in version 3.2:

    - Diabolical Knowledge's level 16 version uses a none-existing *bam file as icon and has an infinitely looping animation. The base version works fine though. (Though I *think* the lore bonus percentage doesn't work with his kit's lore bonus, just his baseline lore. Didn't pay much attention to that though.)

    - His "Shapechange: Abishai" tranformation is handled via the spell instead of putting the polymorph effect on the weapon.
    IMHO, this is bad because the weapon can be dispelled independently from the polymorph effect either by dispell magic (actually happened in my playhrough) or by overwriting it with a different magical weapon.
    - The weapon also isn't flagged as undispellable for EEex.
    - The polymorph should probably be put on the weapon and the weapon be flagged undispellable.
    - Also, the 'remove spell/give innate' ability combo could be placed directly into the header instead of the "melee" part of the spell. That way, if he gets interrupted, you can get the ability back by using Shapechange: Half-Elf instead of having to rest.

    - His "home" isn't flagged as a dungeon, meaning the reputation loss occurs if he transforms there. This obviously doesn't make any RP sense at all.

    - I love his kit in general, but not having access to the best cleric spell in the game - Fire Storm - was just too much for me. I had to edit his kit to let him keep that one.

    - The casting speed penalty in his true form also feels uncalled for, but that's a matter of taste of course.


    That's all for now. Thanks for the cool mod!
  • LavaDelVortelLavaDelVortel Member Posts: 3,176
    The translation and EET compatibility are now in. I had to add something for the sake of EET compatibility, but it should all work now (I always add a special check for PIDs to make sure SoA PIDs won't black ToB talks on EET - the check works correctly for both BG2EE and EET)

    As for Ulb's report -- most of these things were also included (Diabolical Knowledge fix, Shapeshange's / Claws technical improvements, "Heph's home" area flag). As for other things (casting time penalty, available spells, header/melee effects) are not, as I want to keep these as they are.

    Furthermore, there was a little mismatch between one of the HLAs and its description, and that is fixed now, too. Translation is up to date; I simply adjusted the effect itself to match the description.

    Thanks and cheers! Version 4.0 is up!
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