Woah, writing all that down must have been a lot of work! Thanks!
There are also these forgable items, but even I don't remember where I placed all the components 😅
PS: @michael_snow IIRC, Abbathor is a quest from the Breagar NPC mod.
There is a "Serpents of Abbathor" quest in Ascalon's Quest Pack.
Yes, it's from Ascalon's questpack, not Breagar NPC.
Iirc, it was originally part of the NPC mod and then moved to the quest pack, hence the confusion.
@LavaDelVortel I for one am really glad that it is that way! Modularity is great, but new content actually acknowledging new content is even better (and rare enough in the modding scene, alas).
Woah, writing all that down must have been a lot of work! Thanks!
There are also these forgable items, but even I don't remember where I placed all the components 😅
Quick question: as far as I can tell there are conflicts with these mods. Can you confirm this? I would like to test the mod, but I can't do without some of it.
+ Secret of Bone Hill (EET)
+ The Grey Clan Episode 1
+ Indira NPC
+ Lure of the Sirine's Call
+ Dark Side of the Sword Coast for EET
+ Finch NPC
+ Gavin NPC
+ Mur'Neth NPC
+ BG1 NPC Project
No. As far as I know there are no conflicts with these mods. However I do not play with some of these, but I don't think any significant incompatibilities were reported lately.
So basically you'll end up with two overlapping travel triggers that each get activated during their respective quests, and then remain activated:
(I had Stone before Shades in my install order, but did the quest from Shades first, and could complete both quests just fine that way. But I suppose there could be situations where a player wants to enter one of those two caves but the other cave's travel trigger "wins".)
Maybe the other "incompatibilities" are similar cases?
Though I can't immediately think of any incompatibility with The Grey Clan Episode 1, Lure of the Sirine's Call, Dark Side of the Sword Coast, and BG1 NPC Project, and haven't tried the other listed mods.
The Stone of Askavar and Shades are fine working together. If the Melting Man quest is active, the quest character will leave the cavern and stay outside the cave. After you approach him you, he will say:
~The cave collapsed and got bigger and... they are just too many spiders. I suppose I'll stay outside for now.~
So yes, that one was handled years ago. I think there was a tiny problem with Eldoth from NPC Project and the Friendly Arm Inn quest, but that is also handled in a similar way. If the problem appears, Eldoth will say:
~Eh, if you really need to talk to him, do it without me. Let me stay next to the inn entrance or let me go upstairs. He'll be more talkative when I'm not around, I presume.~
...telling players directly how to handle the problem in an immersive way.
Why? :P At least people now know what it more or less looks like I've been asked before about these two mods using the same cave entrance All's fine Cheers!
I do not have access to the image (I do not have an account) nor do I understand German, so if some translation files need to be updated, attach the updated version (here or in a PM) so I can include them in an update. Just please, test if they work fine.
No, what I mean is that I do not speak German and without an account I do not see any images, as enlarging them require an account.
If there is some file that for example is ANSI while it should be UTF-8, or if there are some mistakes/typos in the translation files, I would be grateful if you or someone capable of testing it could send me corrected file(s) which I could include in the mod.
Ahhh, ok. Enclosed some pictures. Hopefully that shows the error.
I changed the first letter in the first response with near infinity wich was shown icorrectly and from then the dialogues and the mod were ok, but with incorrect letters. Only in this quest! Rest of this beautiful mod is without a mistake.
The thing is that I just installed it while also picking German translation and nothing seems to break the game. I can get through the dialogue without any problems. There was a translation update meanwhile (you are using v8.2 and the present version is v8.8). Is there any chance that the translation authors could check it somehow as I don't know if it's fixed or not. Morywen? @Acifer?
If it needs a fix, could you provide me with a corrected .tra file? It's hard to fix / test if something is working correctly already when I do not get the crash myself.
I have just tested Dunstin's dialog with V 8.8 in German, it works without errors. The issue should therefore no longer exist in the latest version of SotSC.
I have also checked all German .tra files again, they all come in utf-8 format. So there shouldn't be any more errors with the German version at all.
I was here probably many times. But i need to come back and say it out loud. This is absolutely fantastic mod. Especially if you like good RP and cannot live without good stories. I would just get rid of that golem and werefolks as it is not adjusted to SCS. However you can always ctrl+y. But the stories. Man they are so good, they blend so good even though they are a little bit different than vanilla. Cannot recommend it enough. It's one of Lava's best.
Hi @LavaDelVortel
Is there any chance to rework the ring Amauna's warm smile?
Since it works by checking if day/night and applies the wisdom buff, we're getting some weird behaviour:
Branwen with base wisdom of 17:
Rested during the night, woke at 9am. Got the buff applied twice:
Which then quickly goes back to normal, (one instance of buff):
This will go on (jumping from 21 to 19 wis) untill you remove, let the buffs expire, and requip the ring.
Also, there's the actual issue that while resting, the buff goes away, so a cleric/druid won't recuperate additional spells learned while having the wisdom buff.
Hmm, I may need to think about it, there is indeed no effect that would prevent the stacking, but there may be something else that should be done about this. Until then, it may be a good idea to swap the ring to something else.
Hmm, I may need to think about it, there is indeed no effect that would prevent the stacking, but there may be something else that should be done about this. Until then, it may be a good idea to swap the ring to something else.
Thanks.
I went ahead and edited the ring for permanent +1 wisdom and AC and called it a day lol.
Also, states +50% fire resistance but it's set at 40%:
Sword of Shard-Shatterer:
States that min. strenght is 14, but is set at 13:
Edit: Is there a chance to proc Horror on this sword? I can't get it to proc reliably, sometimes procs twice in a row, sometimes just never. Can't figure it out on Near Infinity either.
All is fixed. Both rings and the sword. Amauna's Warm Smile bonus to Wisdom is now +1 but active always, as long as the ring is equipped. The Armor Class bonus is still time-dependent. All descriptions were adjusted to match the change.
As for the sword: the Horror is triggered only when holding the item AND when that specific character slays the enemy with that spell. If the target is killed by anyone else, any other effect, then the Horror won't be triggered. If for some reason this doesn't work once every few instances, I would blame the engine itself.
As for the sword: the Horror is triggered only when holding the item AND when that specific character slays the enemy with that spell. If the target is killed by anyone else, any other effect, then the Horror won't be triggered. If for some reason this doesn't work once every few instances, I would blame the engine itself.
Version 8.9 is up. Cheers!
Figured so, because the item settings look correct. Gonna fiddle with it some more and report if any findings. (proc on every single kill is pretty OP tho anyways).
As for the sword: the Horror is triggered only when holding the item AND when that specific character slays the enemy with that spell. If the target is killed by anyone else, any other effect, then the Horror won't be triggered. If for some reason this doesn't work once every few instances, I would blame the engine itself.
Version 8.9 is up. Cheers!
Ok so the problem seems to be with the EVILCUTOFF target, it's very inconsistent. Sometimes triggers twice in a row, then it won't trigger for 15 straight kills. This makes the effect too unreliable.
I've gone ahead and edited to target Self and Myself, and tuned the probablity to 50%, otherwise it'd be too OP.
This solves it.
Comments
There are also these forgable items, but even I don't remember where I placed all the components 😅
Iirc, it was originally part of the NPC mod and then moved to the quest pack, hence the confusion.
@LavaDelVortel I for one am really glad that it is that way! Modularity is great, but new content actually acknowledging new content is even better (and rare enough in the modding scene, alas).
Quick question: as far as I can tell there are conflicts with these mods. Can you confirm this? I would like to test the mod, but I can't do without some of it.
+ Secret of Bone Hill (EET)
+ The Grey Clan Episode 1
+ Indira NPC
+ Lure of the Sirine's Call
+ Dark Side of the Sword Coast for EET
+ Finch NPC
+ Gavin NPC
+ Mur'Neth NPC
+ BG1 NPC Project
I believe the question may come because of the EET Install Tool or something like that, so let me just leave this link here:
https://www.weaselmods.net/showthread.php?tid=1158
So basically you'll end up with two overlapping travel triggers that each get activated during their respective quests, and then remain activated:
(I had Stone before Shades in my install order, but did the quest from Shades first, and could complete both quests just fine that way. But I suppose there could be situations where a player wants to enter one of those two caves but the other cave's travel trigger "wins".)
Maybe the other "incompatibilities" are similar cases?
Though I can't immediately think of any incompatibility with The Grey Clan Episode 1, Lure of the Sirine's Call, Dark Side of the Sword Coast, and BG1 NPC Project, and haven't tried the other listed mods.
~The cave collapsed and got bigger and... they are just too many spiders. I suppose I'll stay outside for now.~
So yes, that one was handled years ago. I think there was a tiny problem with Eldoth from NPC Project and the Friendly Arm Inn quest, but that is also handled in a similar way. If the problem appears, Eldoth will say:
~Eh, if you really need to talk to him, do it without me. Let me stay next to the inn entrance or let me go upstairs. He'll be more talkative when I'm not around, I presume.~
...telling players directly how to handle the problem in an immersive way.
Another thing was a possible interaction with the wild magic and it was also fixed thanks to Jastey and GraionDilach:
https://github.com/Gibberlings3/BG1NPC/pull/105
Each of these fixes is like 1+ year(s) old so... yeah.
Forget I said anything.
I discussed and solved the issue with help from @Jastey in the german forum:
https://baldurs-gate.de/index.php?threads/kurze-fragen-kurze-antworten.45150/page-10
From Near Infinity/String Encoding Errors:
https://baldurs-gate.de/index.php?attachments/1730743962208-png.19278/
If there is some file that for example is ANSI while it should be UTF-8, or if there are some mistakes/typos in the translation files, I would be grateful if you or someone capable of testing it could send me corrected file(s) which I could include in the mod.
I changed the first letter in the first response with near infinity wich was shown icorrectly and from then the dialogues and the mod were ok, but with incorrect letters. Only in this quest! Rest of this beautiful mod is without a mistake.
If it needs a fix, could you provide me with a corrected .tra file? It's hard to fix / test if something is working correctly already when I do not get the crash myself.
I have also checked all German .tra files again, they all come in utf-8 format. So there shouldn't be any more errors with the German version at all.
Must have in your mod's list.
Is there any chance to rework the ring Amauna's warm smile?
Since it works by checking if day/night and applies the wisdom buff, we're getting some weird behaviour:
Branwen with base wisdom of 17:
Rested during the night, woke at 9am. Got the buff applied twice:
Which then quickly goes back to normal, (one instance of buff):
This will go on (jumping from 21 to 19 wis) untill you remove, let the buffs expire, and requip the ring.
Also, there's the actual issue that while resting, the buff goes away, so a cleric/druid won't recuperate additional spells learned while having the wisdom buff.
Thanks.
I went ahead and edited the ring for permanent +1 wisdom and AC and called it a day lol.
Ring Oolanglar'toll
Typo in descrption:
Also, states +50% fire resistance but it's set at 40%:
Sword of Shard-Shatterer:
States that min. strenght is 14, but is set at 13:
Edit: Is there a chance to proc Horror on this sword? I can't get it to proc reliably, sometimes procs twice in a row, sometimes just never. Can't figure it out on Near Infinity either.
Cheers mate,
As for the sword: the Horror is triggered only when holding the item AND when that specific character slays the enemy with that spell. If the target is killed by anyone else, any other effect, then the Horror won't be triggered. If for some reason this doesn't work once every few instances, I would blame the engine itself.
Version 8.9 is up. Cheers!
Figured so, because the item settings look correct. Gonna fiddle with it some more and report if any findings. (proc on every single kill is pretty OP tho anyways).
Ok so the problem seems to be with the EVILCUTOFF target, it's very inconsistent. Sometimes triggers twice in a row, then it won't trigger for 15 straight kills. This makes the effect too unreliable.
I've gone ahead and edited to target Self and Myself, and tuned the probablity to 50%, otherwise it'd be too OP.
This solves it.
Just some typos for the journal entry when finishing Infesting Light:
I suppose it should read: helping the farmer with the zombie infestation... and the creature calls itself Infesting Light, not plural.
Cheers,