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> Getting Started, Installation & Preparation for the RJali-Mod
Seewead
post Jul 27 2017, 08:43 AM
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Joined: 20-March 16




Hello everybody! smile.gif

If you have never played the RJali-Mod before, then this thread could be for you. I hope you interested. smile.gif This thread shall be dedicated to hints, ideas and suggestions about the installation of the mod and the first steps to take.

No need to tell you, that am a big fan of the Rjali-mod. Otherwise, why would I write here? The Rjali-mod is unbelievably vast and extensive (so many aspects that I couldn't even begin to tell about all of them). And it brings the game to a whole new era in that it gives us multi-romance possibilities that were unheard of before. With this thread I would like to give you a few pointers, so that you can enjoy the mod as much as I do and - maybe - become a fan as well. blush.gif

So - getting started!

Hope it helps you, Seewead


Postscript: Be advised that this thread will bring you some little meta-knowledge (e.g. minimal spoilers).




A.
Do I have to play PSTEE and BGEE first
before I should use the Rjali-mod (with BG2EE)?

1.
Well, it is true, that the Rjali-mod reminisces a lot about the content of PSTEE. So if you have played PSTEE before, it will be fantastic in that you will meet a lot of people again and see a lot of the old places. That is one of the many intriguing parts of the mod. And it is - as far as I know - truly unique in its kind: Where else can you meet Ravel, Annah, Fall-from-Grace and all the others again? And what is more: The Rjali-mod incorporates 3 different elaborate romances with these ladys of PSTEE. So you even get the chance to kiss them - if you can believe that.

I myself have never played PSTEE. But because of that, I might be in the position to evaluate and I can assure you: There is really no need to play PSTEE prior to the Rjali-mod (with BG2EE). Right, on a few occasions I didn't understand everything "right off the bat", because I simply had not the corresponding background information. But that didn't turn out to be a problem. Most aspects you catch on pretty quick, because it really isn't that complicated. And the few aspects that I didn't understand in their whole extend posed no hindrance at all.

2.
Same goes for the Jini-mod (written by the same author), which takes place during BGEE. I am sure it is great, but I have not had the opportunity to try it out yet. And though it finds its continuation in the Rjali-mod, it is not _nesessary_ to know it in any way. But it seems reasonable to assume that you would enjoy the story of Jini and Fay even more so if you had the prior experience of the Jini-mod in BGEE. So while it is not a requirement at all, one should guess that the Rjali-mod becomes even better when you have played the Jini-mod before. thumb.gif


Edit: small change in thread-title and formulation and added content about PSTEE and BGEE


This post has been edited by Seewead: Jul 30 2017, 08:10 PM
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Seewead
post Jul 27 2017, 08:49 AM
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Posts: 103
Joined: 20-March 16




F.
Script change


Now this aspect could be overlooked quite easily in my eyes, so I would like to remind you of this.

Every NPC (and PC) has a certain script allocated to him or her, as you well know. That script decides how the character will act and react (like in combat or otherwise). Of course, it works only if you activate the party AI.

The default script, that the game gives every NPC automatically is called "ADVANCED AI". It is great, no doubt about that, because you can finetune it to your needs and your favourite play-style.

But when playing with the Rjali-mod, this "ADVANCED AI"-script bears a potential problem, that you should know about, because it could - theoretically - induce some serious problems for your game.

That is why the README of the Rjali-Mod urges you to change the script:
"Nota: BG2EE v2's new ADVANCED AI breaks dialogues, especially for all types of rogue who are forever going into and out of search-for-traps mode. I recommend that you not use it. Unfortunately, it is the default, so you have to manually change it for each member of your party including your PC and any new join/rejoin NPCs. [...]"

Now why is that?

Well, as far as I have understood: With "Baldur's Gate" a dialogue with more than two persons involved (like a group-conversation with three or even more people) is not that particularly stable and can get interrupted by other game events. Events like a thief activating or disactivating the "search-for-traps"-mode. Or a spell beeing cast. Or a priest activating his ability to "turn undead". And the Rjali-mod differs from other mods (and the vanilla game) in that it presents quite a few of these group conversations. Which is really awesome - one of the many very special things that you will enjoy a lot! But therefore a thief that is constantly going in or out of "search-for-traps"-mode via the "ADVANCED AI"-script could interrupt the conversation that is given by the mod. And an interrupted mod-dialogue could potentially lead to a problem: Maybe at the supposed (but due to interruption never reached) end of the dialogue there was a variable to be set? A variable that could rule the further game? Mind you, this is no problem or even "bug" of the Rjali-mod in any way. It is just that the Rjali-mod stretches your opportunities (by giving you to the possibility for group conversation dialogues), that the original scripts of the vanilla game were not prepared for a 100%.

Anyway, you see the potential problem. If you are interested in more details, you can read the thread "script problems" ( http://forums.blackwyrmlair.net/index.php?showtopic=5372 ) in this very forum.


Here comes my personal advice:
a.
You could keep away from the "ADVANCED AI"-script at all.
b.
Or at least make sure, that this script is finetuned not to allow the constant "search-for-traps"-mode (mind you, I have not tested this option a lot, but so far without any problems).
c.
And you could keep away from all thief-scripts, that enable constant "search-for-traps"-mode.
d.
But from my experience with the Rjali-mod so far, I deem it not necessary to stay away from scripts that enable spell-casting. After all, most of the spells will be cast during combat, when dialogues tend to be prevented anyway. Even the "turn undead"-option for priests, that some scripts offer, should be alright. As long as the script (like most of them do) uses this option only when undead are actually around (which will equal combat most of the time). Yes, that way, the possiblity remains to get an interrupted dialogue on rare occasions. So that way you would have to stay a little vigilant: If your group-members should fire a spell right in the midst of a dialogue and you feel unsure if the dialogue completed to the full, then you should seriously consider a reload of the last save. But that happens only on rare occasions anyway, like I said. Just keep this problem in mind, make saves and look out for problems. And let me assure you: That works without problems for me. thumb.gif



This was written concerning RJali-Mod version 8.4; look out for the changelog of future versions of the mod, because there could be changes.


edit: small spelling error and change of formulation

This post has been edited by Seewead: Jul 30 2017, 08:11 PM
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