Greetings! I installed the mod and started a new game to find the mod is not currently compatible with EET. I was able to do some edits on my end and everything is working now. If you'd like, I'd be happy to send you some push requests on git to add in EET compatibility.
Additionally, your script AR0119.BCS has a line for CreateCreature("SHATSK",[564.378],SWW); however, no such creature file exists. Do you intend to have a unique creature here?
I’d be happy for you to send them! It will be beneficial for me to see exactly what you’ve tweaked and where so I can learn to do it myself.
Also — the line in question is a holdover from an earlier version that I missed. I’ll have it removed. Thanks for spotting that.
I’d be happy for you to send them! It will be beneficial for me to see exactly what you’ve tweaked and where so I can learn to do it myself.
Also — the line in question is a holdover from an earlier version that I missed. I’ll have it removed. Thanks for spotting that.
I added pull requests and it should be ready for your review. Just double check that everything installs in the event I fat fingered anything, but it should work. Please let me know if you have any questions.
I found a bug with the dialog's and Ophysia is trying to start a conversation that doesn't exist.
IF
OR(7)
Global("WNOPHYFriendTalks","GLOBAL",2)
Global("WNOPHYFriendTalks","GLOBAL",5)
Global("WNOPHYFriendTalks","GLOBAL",8)
Global("WNOPHYFriendTalks","GLOBAL",11)
Global("WNOPHYFriendTalks","GLOBAL",14)
Global("WNOPHYFriendTalks","GLOBAL",17)
Global("WNOPHYFriendTalks","GLOBAL",20) // This doesn't exist and there is no dialog trigger for it.
THEN
RESPONSE #100
MoveToObject(Player1)
StartDialog("WNOPHYJ",Player1)
END
I found this bug when Ophysia attempted to initiate dialog but no dialog prompt occurred.
Love this mod the only downside is that she doesn't have a continuation in BG2 (yet?).
Not yet. I can guarantee with certainty that I will continue Ophysia into BG2, but there are other projects that will take precedence first. I'll post an update here when there's news to share!
Thank you! I'm reluctant to put a timeframe on Ophysia BG2 given that I have a lot of other projects underway and more planned, but rest assured that I want it to happen and I have plenty of concepts in mind for it, but I want to get better at modding so I can do them justice — so you'll see some other mods from me in the meantime!
Hi @Llewren I'm having fun with Ophysia so far (just started Ch3) but seem to have run into a bug/problem. It looks like she is trying to initiate a dialog that isn't happening. It makes it hard to save and even if I dismiss her from the party she follows around and doesn't talk if I talk with her.
Are there any variables I can check or set to get past this?
As an fyi, I am using the v1.2 from the Github release page that I downloaded.
EDIT: I found the WNOPHYFRIENDTALKS was set to 20, so I changed it to 21 and that seemed to fix it so that I could move forward. Although I also noticed that the WNPaperTrail was not set either..
Hi @Llewren I'm having fun with Ophysia so far (just started Ch3) but seem to have run into a bug/problem. It looks like she is trying to initiate a dialog that isn't happening. It makes it hard to save and even if I dismiss her from the party she follows around and doesn't talk if I talk with her.
Are there any variables I can check or set to get past this?
As an fyi, I am using the v1.2 from the Github release page that I downloaded.
EDIT: I found the WNOPHYFRIENDTALKS was set to 20, so I changed it to 21 and that seemed to fix it so that I could move forward. Although I also noticed that the WNPaperTrail was not set either..
This is a known issue that I've forgotten to fix -- sorry, that's my bad! As for the PaperTrail talk, it is supposed to trigger in Beregost during Chapter 3, but isn't required to progress her main series of conversations. Thanks for giving Ophy a try
This is a known issue that I've forgotten to fix -- sorry, that's my bad! As for the PaperTrail talk, it is supposed to trigger in Beregost during Chapter 3, but isn't required to progress her main series of conversations. Thanks for giving Ophy a try
No worries! Thanks for the quick reply. As I said having fun with the playthrough..
Hi @Llewren. Congrats on a well made NPC mod. I'm usually a bit wary of new NPCs in case they become suddenly omnipresent in the game, but she fits really nicely here (so far at least, I'm just finishing BG, I'll see how it feels in SoD.)
I'm just wondering about the banters she has with other NPCs, are they meant to replay more than once ? Garrick's and Dynaheir's have played multiple times. It's not a big deal, but I thought I'd ask anyway
Hi @Llewren. Congrats on a well made NPC mod. I'm usually a bit wary of new NPCs in case they become suddenly omnipresent in the game, but she fits really nicely here (so far at least, I'm just finishing BG, I'll see how it feels in SoD.)
I'm just wondering about the banters she has with other NPCs, are they meant to replay more than once ? Garrick's and Dynaheir's have played multiple times. It's not a big deal, but I thought I'd ask anyway
But still, thank you for the mod !
They are not! I'll have to fix that -- the banters were among the first pieces of the mod I put together and as a result I think some of the difficulties I had at that time have ended up shining through I will update the mod to fix this and any other repeating banters. Thanks for letting me know, and thank you for trying out the mod!
Put out a small update [v1.2.2] to address some banters repeating and others not firing at all. There is also a short new banter with Ophy/Eldoth and a rewritten + new banter with Ophy/Safana. The goal is to have three or four banters per companion, though inspiration for such things comes slowly. You can find it in the releases tab of the Github page.
Comments
I’d be happy for you to send them! It will be beneficial for me to see exactly what you’ve tweaked and where so I can learn to do it myself.
Also — the line in question is a holdover from an earlier version that I missed. I’ll have it removed. Thanks for spotting that.
I wish she was bisexual...
I added pull requests and it should be ready for your review. Just double check that everything installs in the event I fat fingered anything, but it should work. Please let me know if you have any questions.
I found this bug when Ophysia attempted to initiate dialog but no dialog prompt occurred.
Well spotted. I'll put a fix out shortly.
Not yet. I can guarantee with certainty that I will continue Ophysia into BG2, but there are other projects that will take precedence first. I'll post an update here when there's news to share!
Yes, this is the meaning of EET compatibility.
Cool mod so far @Llewren
Any idea when can we expect BG2 portion?
Thank you! I'm reluctant to put a timeframe on Ophysia BG2 given that I have a lot of other projects underway and more planned, but rest assured that I want it to happen and I have plenty of concepts in mind for it, but I want to get better at modding so I can do them justice — so you'll see some other mods from me in the meantime!
I'm currently on the hunt for a lesbian NPC for my next full trilogy run, so this is like skald music to my ears.
Are there any variables I can check or set to get past this?
As an fyi, I am using the v1.2 from the Github release page that I downloaded.
EDIT: I found the WNOPHYFRIENDTALKS was set to 20, so I changed it to 21 and that seemed to fix it so that I could move forward. Although I also noticed that the WNPaperTrail was not set either..
This is a known issue that I've forgotten to fix -- sorry, that's my bad! As for the PaperTrail talk, it is supposed to trigger in Beregost during Chapter 3, but isn't required to progress her main series of conversations. Thanks for giving Ophy a try
No worries! Thanks for the quick reply. As I said having fun with the playthrough..
I'm just wondering about the banters she has with other NPCs, are they meant to replay more than once ? Garrick's and Dynaheir's have played multiple times. It's not a big deal, but I thought I'd ask anyway
But still, thank you for the mod !
They are not! I'll have to fix that -- the banters were among the first pieces of the mod I put together and as a result I think some of the difficulties I had at that time have ended up shining through