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#1
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Forum Member Posts: 58 Joined: 11-January 05 ![]() |
I found a problem in player1.dlg. The variable VP_HrothgarInterjects is not being set from one to two in some NPC chained dialogs. I know for a fact it was not set in Dar's. This is a condition for one of your top-level blocks. What this does: with your dialog blocks as the top weight, the check never makes it past here, and none of the in-game blocks are firing. The whole scene with the Slayer change, for example. I manually set it to two and problems went away.
Also; is it really necessary to put a !Global("VP_InHlaruu","GLOBAL",1) check on the top of nearly every in-game script block inside of Baldur.bcs? I realize what this is doing for you--speeding up the execution of your additions, and to keep other events from firing in the past, while in Hlaruu(I know I'm butchering the spelling, I forget how it was ![]() But your (true) additions are mostly of the EXTEND_TOP variety. Why not just put a Global("VP_InHlaruu","G",1) check on your blocks? If you really don't want the rest of the BALDUR script to fire while there, you could add a single block at the end of yours: CODE IF Global("VP_InHlaruu","GLOBAL",1) THEN RESPONSE #100 NoAction() END Just be absolutely sure that this is set to something besides one, for any possible option, when leaving the Academy for good. Not only will this prove quicker in the long run (parsing-wise), it keeps all the in-game blocks from unnecessary adulteration. We both know what a dodgy file BALDUR.BCS is already, without any assistance. ![]() |
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#2
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Forum Member Posts: 58 Joined: 11-January 05 ![]() |
Sorry....It was a baited question, Vlad...
![]() If she is a fighter/druid, you probably already know that weapon proficiencies are hardcoded to straight ftr/druid for any "side kits". (No crossbow prof's, let alone grand mastery). If this is the case, I devised a workaround for the TDD kit Bladesinger (a fighter/mage combo). It's not 100% foolproof--if somebody slams on the buttons a bunch at levelup, they could possibly screw it. But in other cases, it works fine. Basically--it's set up as a CLAB spell gained at prof lvls (3,6,9,etc)--the spell sets a script on the pc/npc (override slot) temporarily, erasing itself at the end of the script. They temporarily switch to just the kit, with a corresponding (temporary) drop in XP. They get their proper proficiency choices during levelup. After levelup, they revert to their former values and multi-class. Sounds complex, but it actually works! On other news, I'll be making an NeJ biffing batch file later today. I reinstalled, now is the time. Would you like it set up as a replacement for your current one (if user chooses to use it, it overwrites your current batch) or as an optional component you could integrate into your package? Oh, BTW--I figured out why your patch wasn't installed last time. All the REQUIRE_FILE ~override/{blahblah.file} bits caught me, as my NeJ was biffed. I used TS-BP, so the TS fixes were not needed. And I didn't want the Imoen piece--so, no record of patch in weidu.log. If you choose to actually include the biffer in NeJ, a simple OR FILE_EXISTS ~data/NEJ-MISC.bif~ type of check is all that will be needed. ![]() |
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Lo-Fi Version | Time is now: 30th August 2025 - 05:19 AM |