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> Bug reports
nullset
post May 13 2017, 01:10 AM
Post #21


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Seewead, I did some checking. The BG2 Banterpack uses only bantergoose, so the accelerator here should not be used in BG2EE; it does not use the BG2EE banter acceleration mechanism. The interesting thing is that the BG1NPC mod does use the mechanism for BGEE. IN Rjali v8.3, I am adding banter acceleration if it has not already been installed.


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Seewead
post Jun 18 2017, 10:44 PM
Post #22





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Dear Nullset, I have made a new install and I am not very far into the game. But - if you are ready for it tongue.gif - I would like to continue with my feedback and some ideas how to finetune your splendid work. Not really "bug reports", just some thoughts. Here goes:


Concerning: Rjali Version 8.2


B.1.
Description:
The new voice of Fay is a little bit of a downer for me sad.gif . Her "yes" seems to be cut out from an already existing sentence, is it not? At last it feels like that to me, because it seems to be cut off to early somewhat, if you get my meaning. Like something at the end is missing. Do I make any sense here? Or is it something else that feels wrong about the voice?

Suggestion:
More love to her voice would be very much appreciated. thumb.gif


B.2.
Description:
Yes, now you put some items in the container of Jini's brothel and the festhall. Unfortunately, whenever you come back and look again, the containers are filled anew. I am afraid, this is because of the nature of your constructed areas, is it not?

Suggestion:
Uh, dunnow how to fix that, if my guess is correct and the problem lies within the construction of your new areas. Maybe some kind of workaround could be possible for you? Like, for example, set some global variables for every emptied boxes? Oh, no fun here.


B.3.
Description:
Another problem, that comes with the special nature of your created areas: If you drop an item there and leave the area even for a short time, the item is gone for good. Happend to me with one of my most precious items in the Festhall. As you can imagine, I emptied the containers and found some scrolls and other stuff and I took everything I could carry. THEN Jini gave me her portal-stone. And because of my full inventory, I dropped the first item in my inventory, beeing my most precious item. And THEN in the next moment your mod brings me back to Toril. Of course I immediately tried to come back and pick it up - but in vain, lost forever. Supplement: Happend to me twice now: Ravel gave me her hair curl. And because my inventory was already filled up, I dropped the Stone that Jini gave me. And bevor I can pick it up again, your mod beams me to the brothal. Of course I could return (would it not have been Jini's stone that I lost), but I already know, that nothing stays in your new realms, so going back wouldn't make sense anyway.

Suggestion:
If you give items to Charname in your newly created areas, make sure that the beaming process to another area gives enough time to gather any possibly fallen items from the ground. Or better: Charname could be asked, if he is ready or not to go on.


B.4.
Description:
Nalia is version 5 now.
Imoen is version 3.9.

They both still work fine with your mod.

Suggestion:
Just an update for your readme.


B.5.
Description:
I like the change of Fay that is made by the Deva's tears. But if you ask me: Afterwards she should be considerable slower than before. This would make the change more credible and would feel more real.

Suggestion:
Give the whispy Fay an even higher movement factor and diminish that considerably after the transformation.


B.6.
Description:
Now how shall I put it: I am not that keen on your portraits that much. Sorry about that. Hope you don't mind. It's nothing wrong with them. Just not my cup of tea, so to speak. Especially the girls from old PST. Probably because I never played PST and therefore perceive no feelings of remembrance for them. But not to worry, everybody can change them alright (with your approval, of course).

But during my search for the right portrait-names to change, I realized that your portraits don't have a decent resolution to begin with. For example, your portraits sometimes even use the size S (the smallest one).

Suggestion:
You can kill all the smaller ones. All you _need_ is the largest form L. Unless you want different views of the same npc, of course. Then (and only then) you would need different pictures. But then you could go for M (not S) as well; at least make sure that the dimensions are 210x300 and not any smaller. There is no need for smaller pictures. If the game should need anything, it can downsize your picture on its own. Actually, the game will accept custom portraits up to 652 x 1024 pixels.

Found this here: https://forums.beamdog.com/discussion/42915...-portrait-sizes

That would make your portraits much more brilliant and crisp, I guess.


B.7.
Description:
Something is missing about Fay. There were times during my run, when I thought about her and then I would have loved to take a look at her. But I couldn't and can't. Because she is not in my group, technically, and therefore has no character-sheet.

Suggestion:
I think an analogon of a character-sheet would be pretty awesome. At the moment, I have to talk to her to - at least - see her smallest (!) bigcry.gif portrait. And why can't I give some nice little clothes to Fay? And change her colors? rolleyes.gif She definitely would want that.


B.8.
Description:
Here comes a big dissapointment for me: I have the possibility to ask horace about all my love ones, which is just great. Kind of like a gallery, in that you can dwell for a little bit. But what does your mod gives me? The smalles-possible pictures (S-format). I would need a magnifying glass to see my girls.

Suggestion:
Please give me huge L plus plus. Go for it! wink.gif


So much for now. I sincerely hope, you take my ideas as usually not as criticism, but as ideas for the betterment of your great mod. wub.gif

See ya, Seewead

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Seewead
post Jun 22 2017, 02:24 PM
Post #23





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Hi there, here are a few more, if you should be interested. Most of them are, as you already know, rather ideas and propositions than real "bugs".


Concerning: Rjali Version 8.2


C.1.
Description:
Rjali's Ring gives here invisibility and improved haste several times a day. But for reasons unknown to me, it is not only Rjali, but Fay as well, than can use these same spells. Is this meant on purpose, because I also married Fay and gave her a (maybe identical?) wedding ring as well? Or is this simply an oversight?

Suggestion:
Remove these item-related spells from Fay. Or explain, why she can do this.


C.2.
Description:
By the way: I would like Fay to have some innate special abillities. It could be nice to let her actually _do_ something. laugh.gif

Suggestion:
Give her something, that fits her, why don't you? What about "Glitterdust" or "Luck"? Just something minor, but still usable.


C.3.
Description:
One time Fay asked me out and urged me to follow her to her room in the Festhall to share some quality time with each other. But when we arrived at the Festhall, I suddenly changed my mind. This was, because I remembered, that there was a time-related quest going on in Toril. Your mod wasn't prepared for that. biggrin.gif Even after we returned to Toril, she kept telling me to shut the door of her room. Seemingly, in her mind she was still back in her room at the Festhall. No major problem. I could fix it by bringing her there and continue as planned.

Suggestion:
Still, you could make her aware.


C.4.
Description:
Now, this is really a bug, though I find it difficult to describe it for you exactly: So far I it occured three times in my current run of the game. At a certain point, one of the girl is constantly firing lovetalk after lovetalk, only stopping for just a moment inbetween. Mind you, the lovetalks are all in order and perfectly working, nothing wrong with this. But the amount of time, that usually has to elapse for the next lovetalk to trigger, seems to be ignored.

WHEN does this happen? Well, this is still a little blurry for me. And I've got only a theory to this question: As far as I can determine, this can sometimes happen right after a change in the status of the amour (like in the variables "JaheiraRomanceActive" or "PgNaliaRomanceActive" and so on). Or maybe it is not this status-variable, but the moment, the flirting is commencing (I am guessing this could be something like "PgNaliaFlirtstart"? or "RjFayFlirtStart"?). Here are my three examples: First it happend to me with Fay right after the marriage with her. The second time this occured with Nalia right after the flirts started (this is a little after the Isea-Quest, if memory serves). And the third time it happend right after Skie joined my team (she starts talking right away wink.gif ).

WHAT is happening (well, besides the endless lovetalks like there is no tomorrow wub.gif )? When this happens, then the console seems to get inactive in a matter of speaking. Like when I save the game in the moments inbetween the lovetalks, the usual notification "quicksave succesful" is not shown. Well, all of this is no major problem, because the game still saves alright and the whole problem is gone right after starting the game anew from scratch.

Suggestion:
Now, my guess would be, that it has something to do with your acceleration of the lovetalks, don't you think? Maybe you could find the time to look into this.


So much for this batch. I enjoy your mod quite a lot. All is running smooth, hot and amusing. smile.gif

Thank you, Seewead

This post has been edited by Seewead: Jun 22 2017, 02:25 PM
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nullset
post Jun 22 2017, 04:03 PM
Post #24


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#Seewead: I am back from my sabatical, but it is going to take some time to address the issues you raise. I have been on to a pro who steered me to the solution to the container problem. Until I get the new release out, I suggest you get a bottomless bag of holding to keep inventory slots available. Post more bugs if you must. Just don't expect me to acknowlege them as I will be busy butting my head against a wall. I won't be ignoring them, although I do not promise to implement them all. Have I ever? Back when I can see light at the end of the tunnel...


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Seewead
post Jun 22 2017, 07:09 PM
Post #25





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Dear Nullset, I hope I wasn't to forward with all my "bug-reports". Maybe I got a little over my head. rolleyes.gif Well, as always... biggrin.gif

I want you to know, that I don't expect anything; just want to tell you, how I enjoy your great work and give you some ideas how to go on.

But if you should finde the muse, the time, the liking to adress my ideas, problems and proposition: Great! thumb.gif

And if you allow me a question: Why would you "but your head against a wall"? Please do not, there is really no need for this. smile.gif


See ya, Seewead

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nullset
post Jun 22 2017, 07:57 PM
Post #26


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Because some of the problems seemed intractable at the start. I had sort of noticed some of them in passing before but thought them too tough to deal with at the time. With the major work out of the way, I can take the time to hack at them again. I butt my head because, when I arrive at a solution, I feel very stupid. Don't apologize for doing a good job. Every programmer needs quality control to check on his/her work. A little humiliation is good for the code. The main thing here is that some of the fixes will require more complexity in the dialogue to cover the bases. Some of my decisions are made to reduce that complexity without compromising the story line. Since I am not planning any major new content, this is in the nature of clean-up. Critique to your heart's content. If I disagree, I will send you a raspberry.


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nullset
post Jun 23 2017, 08:11 PM
Post #27


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Seewead,

B1 - Nope. I only added the voicing to signal response. It is NOT chopped from a full sentence, but borrowed from another voicing. Might revisit this later. Might not.

B2 - Fixed. Turns out "Cannot Save Game" in an area prevents it from saving any status in the .gam file. I did this because I had read that the Store/RestorePartyLocation did not persist across game save/load. Turns out I was wrong, and I have allowed the game to be saved in the new areas (except the Modron Maze, where you had better watch out!)

B3 - See B2 for the retention of dropped items. I am also removing most of the automatic transfers, requiring you to use the Portal Stone manually to move around. This gives the player greater control and requires that you have the Portal Stone in your posession, which should solve that problem. Unfortunately, this will require me to look more deeply into dialogues as there are more options available. The fix is on the way, but it's gonna take a while, and quite a few runthroughs to test it.

B4 - Done. Thanx. I had been playing with those two. I just hadn't gotten around to updating the README.

B5 - Nope. Might revisit this later. Might not.

B6 - Again, nope. Some of those were the best I could find, and the small ones are there for use by game displays that require small portraits. Don't like mine? Roll your own.

B7 - Nothing I can do about the character sheet. This is a hard coded game facility, and it applies only to party members. I do NOT modify the Infinity Engine itself.

B8 - Again, the size of the pictures here is hard coded into the engine. Nothing I can do about that.

C1 - I am removing all abilities from all engagement/wedding rings. The Rjali Ring will retain them, but that comes only with the equip option or by request from Horace.

C2 - Nope. I envision her as a romantic adjunct who runs like hell from hostile encounters. She is not supposed to do anything.

C3 - Solved this by giving you the option to delay the encounter. Be warned the Fay will bug you frequently until you give in, and her love talks won't start until you do. Also, once you are in the Festhall, Fay puts a hex on the Portal Stone and you cannot exit until you have performed!

C4 - It is probably aggravated by all the dialogue and script in my mod, but I have looked at it and the basic problem is in the sequence of handling timers in these NPCs. Evidently, the timer is not updated before the talk trigger, and the script initiates multiple talks on the basis of an already expired timer. I might look at this again when I have nothing else to do. Meanwhile, suffer! This is actually normal behaviour if you have asked Horace to accelerate parking, but that's another issue over which you already have control.

Still making changes with testing to come. Wait for it!


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nullset
post Jul 3 2017, 06:05 PM
Post #28


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Just issued v8.3 Couple of changes not in your lists you might be interested in. Check the version history in the readme. Download should be updated in a day or so.


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Seewead
post Jul 7 2017, 11:18 AM
Post #29





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Dear Nullset, I have taken a look at your readme for version 8.3. Happy about it. Nevertheless here comes some more (ideas, bugs, thoughts):


Concerning: Rjali Version 8.2 (still)


D.1.
Description
One thing that is bugging me (big time) is your orphanage. Don't get me wrong - the concept is a nice idea and the affiliated dialogues of the girls are spotless. But you seem to have stopped right there. The implementation of the orphanage-concept remains incomplete, if not even shallow and coreless. Look: I come back to Nalia's keep and I expected the orphans to greet me with shouts and Hello. But they had no text, were absolutely silent. Billie, Annie, Megan, Sean, Suzy - nothing but shells. That dissapointed me. Given, maybe your mod is expanding on this as I go further along with my current run of the game (don't know that yet), but until now it was definitely something that I missed.

Suggestion:
Give them a little live, please.


D.2.
Description
Same goes for the rest of the occuptants of the keep. Like I was expecting Olma, the cook, to tell me about the mischief the kids had already done. And what about Chanelle, the maid? Does she like children or what?

Suggestion:
Let the orphanage feel as something real, why don't you?


D.3.
Description
Corresponding thought: The keep gives me the creeps, feels rather like a graveyard than a home. For instance, it is scarred with this somber-spooky music; that was great for Torgal's attack, but now? No wonder the children are keeping stumm and mute. biggrin.gif To tell you the truth, this is no place for children.

Suggestion:
Make it a happy place, please. Change the music. Some slow gaelic folk tune or something? Virtually anything would be better for sure. That would give the place a whole new atmosphere.


D.4.
Description
The keep feels horribly deserted. As it should have felt right after Torgal's massacre. But now? Where is everybody?

Suggestion:
Give it some animals and two or three peasants. Breath in a little bit of life, man! I would suggest some dogs and cats. And of course a herd of horses. The girls would love them. And two cows - need some mild, don't they? I really think, that a bunch of added creatures would give the place a whole new feeling. Shouldn't that be rather easy to implement? It would mean much for me.


D.5.
Description
Concerning Rjali scouts the troops: Nalia
Rjali: "And he has promised me that, when this is over, we will set an orphanage for these poor children we see everywhere."
Nalia: "[...] Where do you intend to do this?"
Rjali: "[...] we could set up housekeeping and the orphanage in Castle deArnise."
Nalia: "So that's wy we have been sending children to the keep."

Problem: Small inconsistency here, if I remember correctly: When we started the orphanage earlier on, it was that we informed the Major Domo of the keep about it. And - or so I rember it - Nalia was standing right beside us and was informed about that too - in the same scene, was she not? She was a little bit reluctant at first, because she felt somewhat overruled in her own keep, but then gave in willingly.

Suggestion:
Change the text that I quoted above.


D.6.
Description
You already know, how much I appreciate the possibility of parking the love ones in the keep. But I am not that satisfied _where_ you put them. When I approach them I always get the feeling, that they are horribly unhappy. I guess it has something to do with the very bad, gloomy atmosphere in the whole keep (see my thoughts above). Maybe it is because they seem to be so lonely in the keep, because nobody is there (as I already mentioned).

Suggestion:
Well, what to do about that? A possibility would be to place all of the parked girls in the great hall with the Major Domo. Not ideal, but at least much better then now; at least that would take away the total isolation a bit, I guess. Or you could give them the possibility to wander around a bit?

Aerie is teaching Elvish at the local school. Or so she tells me, I can't see it. Though I have to admit: Putting her in the loo amuses me a lot. biggrin.gif Branwen tells me, she had a talk with Sergeant Bjorn about his training of Sean and Suzy - you could place her with them? But who is Sergeant Bjorn anyway? Do I know him? Where is he? By-the-way: Branwen is spelling it "Sargeant", you could correct the "a", if you feel like it. Or is it me that is wrong with the spelling? And Jaheira has plans for an orchard - well, should she not be outside of the keep in the nature? Viconia could maybe do some battle-training with our guards in the castle yard? But of course we would need a couple of guards for that in the first place. As we should get them: We let the Major Domo spend a big deal of money for that, are we not? Yes, some troops on the wall of our keep would definitely change the impression of our castle.

Something I would like to add: dialogue-wise the parking of the girls is neat. You did a good job on that. Thanks! Only I still want _more_, but I guess, you already expected that. tongue.gif


D.7.
Description
Horace appears in silence.

Suggestion:
He should come with a "puff", don't you think?


D.8.
Description
If you check with Horace on the status of your amours and you are NOT in the same room/area as the girls, Horace tries, fails and starts all over again. For example: Go to Ribald's market, leave the group inside and let Charname go outside to the promenade. See?

Suggestion:
He could tell Charname to bring the girls with him, before making that kind of inquiry.


D.9.
Description
When Horace gives you the names of your amours, the ones that are parked in the keep are only mentioned without giving their portrait. That is a pity.

Suggestion:
Possible solution, I have thought of: Make them part of the party for a second to show their portrait and get them out again right after that. It would be super-cool. Or another idea for a work-around: Give their portraits to some hidden, invisible familiars, so that you can use their portraits like Fay's picture.


D.10.
Description
When you fulfill the trademeet-quest and become town-hero, they use to build some statues of Charname and his crew around the fountain. Funnily enough with your mod you get a Rjali-statue twice, but none for Charname. laugh.gif

Suggestion:
No idea what could be the reason for this. rolleyes.gif


O.k. - I have some more of this, but I gotta go now. See ya later, Seewead


Edit: minor spelling-errors corrected



This post has been edited by Seewead: Jul 7 2017, 11:47 AM
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nullset
post Jul 7 2017, 01:57 PM
Post #30


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D.1 - They have life. It just doesn't start until you have acquired all 6 of them, Rjali has suggested getting back to Daleson, and Daleson suggests you talk with them.

D.2. - Unless my muse hits, I am leaving these game characters alone. See D.4 below.

D.3. Nope. That's the music the game designers assigned, and changing it would be a pain if possible. Live with it.

D.4. - That way lies madness. Adding fleets of minor characters is an openended project which, for the sake of my sanity, I will not take on. (You should see what they have done for crowd scenes in the Siege of Dragonspear expansion in BG1.)

D.5. - It only seems that way. Think about it. This is the first that Nalia has heard about the menage, which implies that she was not listening before as she wouldn't have being so self-involved. Let it stand.

D.6. - There is always room for expansion. Unfortunately, I am not up for major changes at this time. (See D.4)

D.7. - Horace is a quiet Djinn, but I will think about it.

D.8. - This I will do something about.

D.9. - Possible, but a pain. I'll think about it.

D.10. - Don't know what is happening there. It is nothing I have directly affected.



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nullset
post Jul 9 2017, 02:37 AM
Post #31


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OK. D7/8/9 have been fixed. I'll wait for those other bugs you mentioned. Also, I don't want to get a reputation as a flibberty-gibbet by issuing updates so frequently. Unless there is a critical fix involved, of course, which is not the case here.


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Seewead
post Jul 12 2017, 05:51 PM
Post #32





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Dear Sir, I am - as always - grateful for your betterment of the mod, very much so actually. And of course I do clearly register, that you don't want to invest much more of your time in the mod any further. Now that is not only up to you, but also totally understandable: If you think of it, you must have already spend endless hours in the Rjali-Mod. When I am - in spite of this - going on with my little "bug-reports", then I hope they don't feel like a burden for you. I wouldn't want that.

And especially I hope that you don't mind me making suggestions on topics, that are not bugs from a technical point of view. For example D.1., D.2, D.3, D.4 und D.6 in my last posting. Nevertheless in my eyes these points count as real "bugs". Given, they do not concern an error in the coding, so the game works well without their correction. But in my imagination every programmer of a game-mod (like yourself) will want to create certain emotions and feelings in the user of their coded product. That is what game-mods are all about after all, are they not? Now, if these feelings are not conveyed as one would want that, this could be regarded as a reason for improvement of the mod, regarded as an "emotional bug" cool.gif. Just invented that word myself - love it. smile.gif Anyway, you get my meaning.

This was the reason for the points I made above. So I hope you don't mind and you would be so kind to let me reiterate just a little bit:

D.3
I had the idea, that changing the background music of the keep-area could be the by far fastest and easiest way in changing the unhappy, gloomy atmosphere. Me beeing no modder myself, I am without a clue about these things. But these threads I found for you:

https://forums.beamdog.com/discussion/comme...#Comment_885222
https://forums.beamdog.com/discussion/63045...ement-for-music
https://forums.beamdog.com/discussion/42501...o-existing-area

Maybe they could help you in changing the sound. Doesn't sound like too much of a problem?


D.4
The other rather quick and easy way in changing the horrible graveyard-feeling of Nalia's keep was in adding a couple of animals and such.

I was not talking about mass scenes or anything that could pose a threat in any way. Siege of Dragonspear is not what I meant. Just a bunch of horses, two cows and a few cats, for example, on the outer terrain of the keep. And if you could throw in some guards or peasants without text, that would already count as a bonus. wink.gif


Just my thoughts, dear Nullset. blush.gif

Now to more "bug-reports" in my next post. Coming up in an hour, Seewead


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Seewead
post Jul 12 2017, 07:24 PM
Post #33





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Posts: 103
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Concerning: Rjali Version 8.2 (still)


E.1.
Description
Not a bug in any way. In fact everything was working as promised. I only wanted to mention this to you as kind of interesting.

I was on the endeavour of romancing Jaheira. I hadn't done that in a long time. But I rememered many of the problems. Seemingly some of them are corrected since the Enhanced Edition, could that be? Or maybe it was the Fixpack I installed via BWS that corrected the romance bugs of hers. Dunno.

Anyway, I wanted to park her in the keep. Which is only possible after reaching NPCromance=2. Which feels like a very good idea of your mod on the idea that the girl should be emotionally part of the family before beeing left alone waiting in the keep. Only there are some romances, that reach NPCromance=2 but very late. For Jaheira it was after her lovetalk number 69, if I recall correctly. Imagine that! Similar like Nalia, that could take you VERY long. Thank goodness you provided possibilties to speed up the lovetalks like crazy. Only that stops when some trigger for the next lovetalk is missing.

When that seemed to be the case, I found this old post (pre Enhanced Edition), telling me: To reach the next lovetalk, I would have to finish the Harper plot (Xzar quest) AND have the Bandit-Incident. Only after that Meronia would spawn in some outdoor area as beginning of the Galvarey quest and continue the chain of lovetalks. Well, I had already done both of them, Xzar and the Bandits. Didn't work though. bigcry.gif
Here is my source I found: http://www.sorcerers.net/community/threads...per-hold.21460/. In this post they gave away the (maybe outdated?) code for this part of the Jaheira romance:

"IF
OR(2)
Global("JaheiraRomanceActive","GLOBAL",1)
Global("JaheiraRomanceActive","GLOBAL",2)
!Global("Chapter","GLOBAL",4)
!Global("Chapter","GLOBAL",5)
!Global("Chapter","GLOBAL",7)
Global("LyrosJob","GLOBAL",3)
Global("JaheiraBanditPlot","GLOBAL",9)
Global("JaheiraHarperPlot","GLOBAL",0)
AreaType(OUTDOOR)
GlobalGT("LoveTalk","LOCALS",25)
InParty(Myself)
!See([ENEMY])
!Range([NEUTRAL],10)
CombatCounter(0)
THEN
RESPONSE #100
SetGlobal("JaheiraHarperPlot","GLOBAL",1)
CreateCreatureObjectOffScreen("JAMERONI",Myself,0,0,0) // ~Meronia~
END"

Because of this I was about suggesting to you to change the code for Jaheira in some way. To make sure she would be parkable, even when buggy. But then some real-time days later, it happend totally out of the blue: I had the bandit-quest AGAIN (don't know why though) and immediately after that Meronia spawned with the missing lovetalk. What the heck? Thank goodnes, happy end.

In your Readme I found this:
"Version 3
- Fix BG2EE Jaheira final romance dialogue loop. (Have to keep an eye on this one...)
[...]
Version 4
- Remove BG2EE Jaheira fix. (Bad idea in the 1st place. Loop was only annoying.)"

But my guess ist, that concerns only the very last lovetalk where everybody is waiting (endlessly) for Terminsel. Am I right?

Anyway. As you can see, nothing to do for you. Only wanted to tell you about it. Thought it could be interesting.


E.2.
Description
There are two persons, that you have around you all the time: Fay and Rjali. Therefor it can get a little bit boring with them after some time, if you understand. They are great, obviously, no doubt about that. But let's face the fact, that you read the same lines from them over and over again. Hours and days and weeks. Especially when talking is sped up. To be honest, that can get a little bit annoying, even big time. Which would be such a pity!

Suggestion:
Well it would be great, if these two could get some fresh sets of flirts after some time or chapters has passed.


E.3.
Description
Grace and Annah have the same attributes (Strength, Agility and so on).

Suggestion:
Give them some more markedness.


E.4.
Description
Grace and Annah and Ravel all start at poor levels (like 6 or 7 or so). That feels especially inappropriate, when you use the possibility to let them join only later. Because by then most of my group had already reached levels 11 or 12. And it felt double odd, because theses NPCs are supposed to be NOT normal people. With Ravel for example, who is supposed to be VERY old.

Suggestion:
Maybe give them more XP? I was thinking about something between level 12 to 15 for Ravel. The other maybe a little more? Just an idea. What do you think?


E.5.
Description
Grace and Annah don't have any weapon-skills. Why should that be? Is there any meaning in this?

Suggestion:
Help them out, will you?


E.6.
Description
Annah should have a mighty fire-resistance, should she not?

Suggestion:
Make her like she is (80%?)


E.7.
Description
The paperdolls of Anna and Grace in my character-sheet are not showing any weapons in hand, even when equiped with some.

Suggestion:
Well, I realize, these are no ordinary ones. But if there can be something done about it...


E.8.
Description
Little spelling bug:

Grace right after wedding: "Merry greet the day, husband!"
[...]
Charname: "Wonderful! And I see what you mean about her beauty. I was her enthusiasm, that attracted me to her in the first place."

Suggestion:
Correction: "It was her enthusiasm"


E.9.
Description
You told us about potential, even game-breaking problems that come with the default script. And you suggest using the agen-script instead. But when they join you, Annah, Ravel and Grace all carry the default script, if memory serves.

Suggestion:
You could give them the the agen-script right from the start. Hm... Maybe not Ravel, because she is a caster - better some mage script.


E.10.
Description
A am still not sure, by what rules exactly this happens: But often when I make a girl wait in the keep for me ("parking"), her inventory is cleared and given to my remaining group. Well, not really complaining here. But on the other hand, Jaheira had to give me the locket that I had given her as a present. And her harpers needle. That felt quite stone-hearted to me. blink.gif

Suggestion:
I guess it would be alright, if everybody keeps what they have. You can always strip them yourself if need arises (of inventory, I mean...). And it can be nice to have at least something on them, should you take them back in your group.



Stop, gonna make a new post now. Just wait a moment, Seewead tongue.gif



Edit: Minor corrections of content and spelling.


This post has been edited by Seewead: Jul 12 2017, 08:25 PM
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Seewead
post Jul 12 2017, 08:01 PM
Post #34





Forum Member
Posts: 103
Joined: 20-March 16




Concerning: Rjali Version 8.2 (still)


F.1.
Description
With my "bug-report" B.1 (see above) I already mentioned Fay's "Yes", that annoyed me somewhat. Now I found out, that Ravel and Fay share the same "Yes". That really breaks the immersion for me. Big deal.

Besides, I am not so sure, if that "Yes" even belongs to the rest of Ravel's voice-files. Does really sound a wee bit different in my ears.

Wanted to check more closely, but somehow I wasn't able to find Ravel's soundfiles in your audio-folder. Where are they anyway?

Suggestion:
Do some magic for me and find something different for Fay. Make her (and me) happy. wink.gif


F.2.
Description
Here is the thing: Through your mod you are hinting, that Kalah's circus tent is inside a genie lamp. I would like you to encourage to try out the mod "Unfinished Business" (only the component "Kalah and what he was promised"). Takes only mere minutes and goes like this: After the freeing from the circus-illusion a girl approaches you and gives you a magic lamp, that Kalah did use. If you go to the crooked crane (second story) at the city gate, you can get control over the lamp for one (last) wish.
It is perfectly compatible with your mod - technically that is.

Suggestion:
Maybe think of it. Does it spark something in you? Would you like to enlarge on the theme? To be honest, I had not understood what your mod was telling me. In what lamp have we been? Had it something to do with Horace or his niece? What goes? Did I not pay attention? Got to tell you, that it was much to high for me. wacko.gif


F.3.
Description
Ran into a big persistent stutter-bug, unfortunately.

Crew at that moment were: Charname, RJali, Neera, Ravel, Nalia and Tyris Flare (and Fay, of course).

When does it happen: Exactly after Tyris joins us. And ends when I drop her out of the party. Dumping an other girl doesn't help it. Hm... I guess, that makes it pretty much probable, that Tyris could be the cause for that. Could you confirm? Normal Parking, agen-script.
Mind you, I have also installed the crossmod-banterpack ( http://www.gibberlings3.net/crossmod/ ) and the IEP-banter mod ( http://www.spellholdstudios.net/ie/npciep ), but I made triple sure, that none of the NPCs is in my group, that are adressed by these two mods.

Suggestion:
If you could help out, that would be cool. Wanted to go for Tyris again after such a long time. Was looking forward for it, but had to abandon for good.


F.4.
Description
Annah: "I bin thinkin about the differences between Sigil and here."

This dialogue-sequence doubles. Happend to me inside of Ribald's shop and right after I got outside on the promenade again. Normal parking speed, agen-script.

Suggestion:
No idea - maybe just a hiccup in the system? Or is it in the coding? Was the only incident during all of her lovetalks.


F.5.
Description
Ah, I had forgotten to tell you this one: Via Horace you get the option: "I would like to park my woman as quickly as possible.".

Now, I have to tell you, that I misconstrued that phrase for a long time in the game. I didn't get the idea, that this was meant for speeding up the lovetalk-timer. At all. What was I thinking? Well, at first I had the impression, that I had to kind of flag the girl with this option to make her parkable somehow. Now I feel silly, when I write it down that way. blush.gif

Suggestion:
Nevertheless you could make it more obvious, what this is for. Like: "I would like the progression of my romances to speed up.". Or something similar?


So much from me for the moment. Hope it helps. Hope you enjoy my suggestions. Always keep in mind: What I do not critizise, that I enjoy a lot. biggrin.gif And that is nearly everything of your mod. Hope you are not mad at me. Hope you have fun. Thanks for your great work. I enjoy the testing. wub.gif


Sincerely, Seewead (Rob)



Edit: Corrected small spelling error.


This post has been edited by Seewead: Jul 12 2017, 08:30 PM
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nullset
post Jul 12 2017, 09:15 PM
Post #35


Master of Paradox


Forum Member
Posts: 248
Joined: 7-April 15
From: Canada




E2 - You can park Fay after you take over the Keep. If you are spending that much time flirting, how do you ever complete a runthrough?

E4 - You can always get Horace to give them some experience.

E7 - Nature of the beast. The animations are straight from PST, and they do NOT support the regular BG paperdolls.

E9 - Actually, no. The default script is assigned by the game when a player joins the party. If a player leaves and comes back, they are assigned the default script again.

E10 - Her complete inventory is NOT given to the party. However, there are items in the game that are flagged to remain with the party. When an NPC with one of these items leaves, the item is returned to the party. This is established in the definition of the item.

F2 - It is Jini's lamp, as last seen in BGEE-SOD (Jini mod).

F3 - I'll have to look into the Tyris Flare thing. Could take a while.

As to the rest: I am having a very busy summer; I am recovering from surgery; my muse has been on vacation for quite a while, and I am not able to address your concerns at this time. Bugs I can deal with strictly using reason; the other requires something else that I am out of at the moment.


--------------------
nullset
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Seewead
post Jul 15 2017, 06:49 AM
Post #36





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Posts: 103
Joined: 20-March 16




Dear Nullset, since I read your message this morning, I got very worried. I sincerely hope, you are recovering well and guard your health - surgery is not something to be taken lightly. I remember myself beeing in hospital ten years ago - nothing I would like to go back to. But what is more: Obviously you need to do something else that has nothing to do with mod-writing, at least for a good long while. smile.gif I went to Canada only once in my life for a couple of days, so I don't know next to nothing about your country. But from what I hear, the summer is supposed to be the nicest season? I hope you find some way to enjoy it.

Maybe I will give you some more feedback and "bug-reports" in the future. But don't you care about "bugs". Enjoy the praise the people have for your mod. It is already outstanding and an incomparable piece of work. No change is nessesary in any way!

I really hope you get well, best wishes to you, Rob

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Seewead
post Jul 23 2017, 08:16 AM
Post #37





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Posts: 103
Joined: 20-March 16




Coming back to one of my earlier "bug-reports" (see above):

QUOTE(Seewead @ Jul 12 2017, 09:24 PM) *
E.2.
Description
There are two persons, that you have around you all the time: Fay and Rjali. Therefor it can get a little bit boring with them after some time, if you understand. They are great, obviously, no doubt about that. But let's face the fact, that you read the same lines from them over and over again. Hours and days and weeks. Especially when talking is sped up. To be honest, that can get a little bit annoying, even big time. Which would be such a pity!

Suggestion:
Well it would be great, if these two could get some fresh sets of flirts after some time or chapters has passed.

QUOTE(nullset @ Jul 12 2017, 11:15 PM) *
E2 - You can park Fay after you take over the Keep. If you are spending that much time flirting, how do you ever complete a runthrough?


Dear Sir, I may have expressed myself poorly here, so you missunderstood: I meant the flirting that is initiated by Fay and RJali THEMSELFS. Whether you like it or not, whether you want it or not, they always come up with the same very few lines. And because I have them around all the time, these lines grow thin rather sooner than later. I am sure you can imagine. Given, I could send away Fay. Already did that. But with Rjali the problem remains. After you read the same sentence from her a hundred times, there is no feeling left in it. Which would be a shame, don't you think?

wub.gif , Seewead

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Seewead
post Jul 23 2017, 08:57 AM
Post #38





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Posts: 103
Joined: 20-March 16




Concerning: Rjali Version 8.2 (still)

Yes I know, Nullset, you don't have the time for these. Only I am likely to forget these points soon enough again, so I write them down just now for your future reference:


G.1.
Description
When Grace is parked in the keep: She uses the bedroom, that belongs to Nalia since childhood (following the deArnise romance that is). That feels odd for me.

Suggestion:
a. You could move her to another place?
b. Or you could give a little explanation to make the user of your mod understand. Maybe the girls switched rooms? Or do they share? Just a few sentences would do the trick nicely.


G.2.
Description
Orphanage story: In your mod the servant Daleson equals the Majordomus, who runs the keep in your absence. I was surprised. For me they always were two totally different persons. Searched the net. Didn't not find any indication they could be the same person. You sure about that? Or am I wrong?

Suggestion:
Change the relevant lines in the orphanage plot. Where Rjali talks to and about "Daleson" it should read "the Majordomus". Or - much better in my eyes: create Daleson himself. After all, one cannot expect the Majordomus himself to look after the kids.


G.3.
Description
Orphanage story: Bobby needs to learn controlling his wild magic. Nalia takes the task to help him with that. But hey: What about Neera? She would be ideal and much more up for the job, beeing a wild mage herself. Problem: At the time of the mentioned dialogue, I had already parked Neera in the keep, whereas Nalia was still a member of my group (if I remember correctly). But during my conversation with Bobby Neera stands just around the corner in the next room, only a couple of meters away. She must have overheard our conversation. Why don't she say anything?

Suggestion:
It would be very nice if a parked Neera would be recognized by your mod for that conversation. That way Neera could take over the job that is tailor-made for her.


G.4.
Description
Orphanage plot: Three kids are training with a guy named "Bjorn". But I remember from a conversation I had with Branwen back in the days, that he is "Sergeant Bjorn".

Suggestion:
Make him "Sergeant Bjorn". That would feel right for me.


G.5.
Description
Orphanage plot, the aforementioned situation with the three kids training with Sergeant Bjorn: The kids hardly recognize me and don't react to me at all. Well, I get it: They are mesmerized by the training of the sergeant, alright. But that doesn't seem to be a good enough explanation for me, when the sergeant stops the training and expressly makes the kids greet me: Still two of the children remain completely speechless. Why is that?

Suggestion:
Give them a few more lines, please. That would feel much better.


Thanks for your time, Seewead thumb.gif

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nullset
post Jul 23 2017, 02:24 PM
Post #39


Master of Paradox


Forum Member
Posts: 248
Joined: 7-April 15
From: Canada




G1 - As mentioned elsewhere in the mod, the sleeping arrangements in the de'Arnise Keep are somewhat unusual. I leave the resolution of this conundrum to the imagination of the user. Have fun contemplating the possibilities...

G2 - Daleson IS the Majordomo and is introduced as such by Nalia. There is no indication anywhere that Daleson looks after the kids himself. I'm not entirely sure where this is coming from.

G3 - Will alter this dialogue to cover a parked Neera.

G4 - Will change Bjorn to Sargeant Bjorn.

G5 - Of course the two kids ignore you! They are learning military discipline. Bobby greets you because, as Sargeant Bjorn points out EXPLICITLY, he is not taking to the military discipline as well as the other two. You must keep clearly in your mind that, while the keep is your home now, it is still a military installation. Just as you should keep in mind that this romance mod is an addon, and is not intended to replace the game plot.

Note that the next release (v8.5) will be a long time in coming. I will make adjustments as necessary, but will not release them until there are sufficient to warrant a release.


--------------------
nullset
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Seewead
post Jul 24 2017, 05:31 PM
Post #40





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Posts: 103
Joined: 20-March 16




Concerning: Rjali Version 8.4

H.1
Description
More of a coincidence, that I just happend to see this: In your new version 8.4 the README says: "Copy weidu-mac over Setup-Jini.exe."

Suggestion
Pretty sure it should say: "[...] over Setup-Rjali.exe." or something similar, isn't it?


Thought, I'd tell you this right away, Seewead

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