Thanks. And now, thanks to @CamDawg (and his coding & proofreading skills) and some other modders ( @kulyok & @jastey ), there is some nice crossmod content included in G3's Crossmod Banter Pack.
Are there any PIDs in the mod? Like being able to kiss, have sex or just hug Dynaheir depending on which stage is the relationship? Or even ask for advice or opinion on current events?
PIDs are included, but they are minimal -- writing those is kinda difficult and tiresome for me, but yep. Just don't expect much content. To see those, install Player-Initiated Dialogue when asked about them during the installation process. Also remember, that romantic ones are present only in ToB, when the romance becomes active, and they are more like additional questions rather than "(hug her)" and "(kiss her)" -- I always thought such options have some objectifying vibe to them.
Umm, yes, I'm sorry, there are banters with him. I just skimmed through Dynaheir dlg file for the sake of interest, but forgot to look into Korgan file as well. (Now this is awkward)
Hi Lava, I have a question for the Mask quests (also a potential compatibility issue with a SCS component if anyone interested):
This quest requires Deidre the merchant, but SCS has a component to hide them until later of the game (like chapter 6). So may I confirm, can I wait until chapter 6 to do this quest without repercussion, or it is still advisable to do it earlier (like maybe it has follow-up quests /stories/talks in earlier chapters...). If it is the latter, perhaps I can summon her now using the console command
Well, once you are back to the surface from the sewers, the clock starts ticking on this one. Furthermore, this quest has is 2nd version if you kept Minsc -- he can also complete it. To turn the timer off, use these codes:
I thought about adding a little script to get rid of the timer if Deidre is deactivated, but SCS does not add any variable I could check; instead, the merchant's spawning variable is turned to False(). It's kinda problematic for any mod that uses these characters somehow...
I've released v1.5 with a solution. It's not perfect, but it should work: if Deidre isn't there - !Exists("wmart2") is checked - for any reason, and the quest is active, she will appear so the talk could happen. Once it happens, she leaves the area.
Then, it happens again if Dynahaeir is in the party, and Deidre hears back from other Witches and is supposed to give Dynaheir a gift from them.
If Deidre is there, nothing should change. This is coded to work with both versions of the quest.
You may summon her, but as I wrote above the new version announcement, you can also turn off the timer. I posted the codes earlier today, so you can also use these. Or just summon her. Whichever approach you prefer.
You may summon her, but as I wrote above the new version announcement, you can also turn off the timer. I posted the codes earlier today, so you can also use these. Or just summon her. Whichever approach you prefer.
Sorry I didn't get it initially, after some own testings in the game just now, I finally understand. She will
warn me once after I have been sleeping of many days, and eventually leave the party if I dawdle further.
So that's why you shared the codes to turn the timer off. After that I can finish the quest whenever Deidre appears...
Yep, by "clock is ticking" I meant a timer activates and you need to complete the quest. There is one warning, and then Dynaheir / Minsc leaves (whichever is in your party, as I thought the quest could also be Minsc's mini-quest).
Oh, btw, I also included this one typo you reported to me elsewhere
I love what I have seen in this mod and I feel like I may end up like her more than the BG1NPC version, just like your Khalid mod. Not sure whether you remember it, I wrote a very short and incomplete opinion for your Khalid mod on my G3 post. I truly like him and quite regret I gave up that playthrough after Saradush (simply burnt out because TOB gameplay in that playthrough is so dull without SCS)... And I end up taking Khalid again in this playthrough, the first modded npc that I brought twice and still enjoy very much...I guess I was out of topic
Just to say having both Khalid and Dynaheir in the starter dungeon is truly a refreshing experience, and thanks for making their bg2 mod
Hi Lava, I have a question for the new area in TOB, just want to be safe:
We asked the fate spirit and discovered the new desert location, it was marked on the map but labelled as "not reachable", is this intended (likely we may discover how to get there later), or something went wrong (that I may need to teleport there using console command)?
Really cool, Dynaheir was always the one BG1 companion i missed most in BG2. One question regarding compatibility: does Dynaheir have "thematic" consistency with Imoen 4 Ever, i.e. either not mentioning the Imoen kidnapping at all or recognizing I4E being installed and disabling/changing comments about the kidnapping? That's one pet peeve i have with some BG2 NPC mods, them comforting or urging the Bhaalspawn about stepsis stuck in Spellhold, when she actually stands next to us
Just sharing an interesting interaction between this mod and the Tome and Blood Mod:
You may get
the special spells created by Dynaheir in TOB
in early game if you install the Revised Specialists component from the Tome and Blood mod because it allows the specialist mage to auto memorize all spells from their school when they joins you. So I guess if someone plays with EET, you may get such powerful spell in bg1... and narrative wise it does not make sense that she knows that spell before certain story in TOB.
Finished the game with her, enjoying her presence and writing very much. Everything went well except I didn't get her ending slide, probably interaction with ascension or certain mod. Definitely curios about her ending.
Sisterhood route, finished her quest and gave the spell to the merchant.
If you are interested in investigating how this happened, please let me know, will still keep the game and save files for some time.
Hi Lava, it sounds like recruiting Dynaheir depends on some door next to Minsc's cage; any idea how this mod interacts with argent77's Skip Chateau Irenicus (or other mods skipping the intro dungeon)? Would Dynaheir simply be unaccessible in that case?
If yes, then that may be a sufficient reason to not install SCI for once and to actually play the intro dungeon for the first time in many, many years lol
You can install both, I think. Just join Minsc, enter the new area with him, finish the encounter and then use SCI content. You may just miss a talk or two, IIRC.
Comments
C:SetGlobal("L#MinscMaskQuestHurry","GLOBAL",-1)
C:SetGlobal("L#DynaheirMaskQuestHurry","GLOBAL",-1)
I thought about adding a little script to get rid of the timer if Deidre is deactivated, but SCS does not add any variable I could check; instead, the merchant's spawning variable is turned to False(). It's kinda problematic for any mod that uses these characters somehow...
If Deidre is there, nothing should change. This is coded to work with both versions of the quest.
Sorry I didn't get it initially, after some own testings in the game just now, I finally understand. She will
Thanks Lava
Oh, btw, I also included this one typo you reported to me elsewhere
I love what I have seen in this mod and I feel like I may end up like her more than the BG1NPC version, just like your Khalid mod. Not sure whether you remember it, I wrote a very short and incomplete opinion for your Khalid mod on my G3 post. I truly like him and quite regret I gave up that playthrough after Saradush (simply burnt out because TOB gameplay in that playthrough is so dull without SCS)... And I end up taking Khalid again in this playthrough, the first modded npc that I brought twice and still enjoy very much...I guess I was out of topic
Just to say having both Khalid and Dynaheir in the starter dungeon is truly a refreshing experience, and thanks for making their bg2 mod
TOB feels so lively with 4 of your npcs
IIRC she says something that you should be able to set off from the river area or something like that? Got to AR6400 and try from there
Me weak, always miss the hints when playing modded content, probably get used to google for everything whenever playing a new games now
Traveling from AR6400 seems working, thank you
Cool! Enjoy!
You may get
If you are interested in investigating how this happened, please let me know, will still keep the game and save files for some time.
If yes, then that may be a sufficient reason to not install SCI for once and to actually play the intro dungeon for the first time in many, many years lol