Author Topic: DSotSC BE:EE  (Read 24235 times)

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Offline CuChoinneach

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Re: DSotSC BE:EE
« Reply #15 on: January 17, 2013, 08:13:12 AM »
I see no problem with deactivating the script... originally the intent was that they wouldn't show up until you reached DSotSC quests... but since he and Keiria are not quest essential, then... hey, I don't see it as an issue. Although... I did have some sub-quests that were planned for those two :) that could be added in as a DSotSC expansion if someone wanted to make happen. They could be low-level quests....

Offline Solaufein

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Re: DSotSC BE:EE
« Reply #16 on: January 17, 2013, 11:15:43 AM »
I'm all for restoring cut content be it movies or games.

The Deactivate() should generally be used in area scripts to hide an entrance. You could get away with it in the clunkiness of the bG1 engine. EE is a little more sophisticated. Having that attached to a creature script will make it run, hence the stutter of the characters movement. Its confused on what to do. Jet'laya has the same thing in her script which I'll take care of before I go to the Cloakwood Mines. You can set a global such as
Code: [Select]
IF
    Global("MinesFlooded","GLOBAL",1)
    Global("DSJetSpawn","GLOBAL",0)
THEN
    CreateCreature("jetlaya",[889.877],1)
    SetGlobal("DSJetSpawn","GLOBAL",1)
END

in the area script file as a rough example.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #17 on: January 18, 2013, 11:24:18 AM »
Currently working on the NPC creature files so they are compatible (weapon proficiencies) with the current game engine.
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Offline Raven

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Re: DSotSC BE:EE
« Reply #18 on: January 19, 2013, 07:29:13 PM »
Cool that DS is being ported over for the enhanced edition.

Wow is that the real CuChoinneach posting here?

Maybe more of you old time modders will show up thanks to the enhanced edition.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #19 on: January 20, 2013, 07:15:19 PM »
Yes, the one and only.

No updates with DS BGEE in a while since I had to redo the NPC creature files to match BGEE .cre files. Also had to do some changes with their spawn points. The NPCs that had the scripts that had Deactivate(), Activate() caused major stuttering of that NPC. I removed that from the .cre files and put in GLOBALs for their spawning. Now I am ready to go to the Cloakwood Mines, finish that and get started with the DS quests.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #20 on: January 20, 2013, 09:50:38 PM »
Starting the DS quests.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #21 on: January 20, 2013, 09:51:26 PM »
Only to be disappointed that the DS areas are not where they are supposed to be.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #22 on: January 20, 2013, 11:28:05 PM »
Well guess we'll start over. Did the Dark One quest and wasn't able to finish since the game shares the same SPIN720 spell as the DS spell that resurrects the Dark One, thus breaking the mod.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #23 on: January 21, 2013, 09:57:52 AM »
After some reflection its not necessary to have a "spell" to respawn him. Use a script where when he dies, SmallWait() create another version of himself until you get his bottle.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #24 on: January 22, 2013, 11:36:08 AM »
New portraits are in order. This is the new CuChoinneach and Keiria.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #25 on: January 22, 2013, 11:36:01 PM »
Guess I will have to test everything over again now that my game is broken.
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Offline Red Carnelian

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Re: DSotSC BE:EE
« Reply #26 on: January 24, 2013, 01:42:24 PM »
Great to see you've got this working. The map is a pain when it comes to positioning the icons. I think I had to install the Mod then I used near infinity to check the icon positions rather than running through the game again. The x and y coordinates should be easy to spot in the TP2 file.
Little is known of Nirel, a powerful cleric who could resist the spells of his enemies. However, history does record that he was a vile zealot whose hatred for followers of other faiths knew almost no bounds. It is said that he kept the heads of his victims as trophies and was personally responsible for defiling over one hundred temples of other faiths. In the centuries since, his mace has appeared in the hands of evil clerics across the Realms.

Offline Solaufein

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Re: DSotSC BE:EE
« Reply #27 on: January 24, 2013, 08:30:59 PM »
The map is larger than BG1 because the game is set at a high resolution. That threw me off since I was using BG1 coordinates when I first set it.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #28 on: January 30, 2013, 10:56:42 PM »
Not many updates on here in a while but that doesn't mean we are not working. Lot of changes, new content is being worked on as I speak. Stay tuned.
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Offline Solaufein

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Re: DSotSC BE:EE
« Reply #29 on: March 18, 2013, 11:41:20 PM »
We are working hard on this version of the mod, which is why you haven't seen us around here much. Good things are happening behind the scenes.  ;)
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