Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Message icon:

Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?:

shortcuts: hit alt+s to submit/post or alt+p to preview

Topic Summary

Posted by: Relexian
« on: February 24, 2011, 03:00:47 PM »

Wow. Fast reply. Thanks!

I think it was Tranzig that didn't have a scripting variable, which limits the potential for interacting with him. Neither did Laurel (the one who's hunting gibberlings north of the gnoll stronghold), and Algernon.

Thanks for the tip on where to look for how others have tweaked Beregost.
Posted by: Kulyok
« on: February 24, 2011, 02:23:53 PM »

I don't know how common this is, unused vars, but probably, yeah. We players never see them, after all. There are some vars in mods that never get used(in BG1 NPC, for one), too - some plotlines get abandoned and so on. Some of it gets resolved in BG1 UB - unfinished business.

Yep, setting deathvar to a vanilla game cre might get you into trouble. Check out the list of tutu mods at and at discussion - a pinned topic) - you'll be amazed. Beregost in particular is very popular. If it's at all possible, I'd recommend you to add your own new character. If you got your characters set in mind, see if it doesn't interfere with anything. jastey's mini quests come to mind, or Gavin, or even BG1 NPC and BG1 UB. Also, please, make sure you get a modding prefix, you'll likely need one if you haven't already. Check, first or second subforum from the top.
Posted by: Relexian
« on: February 24, 2011, 02:01:41 PM »

Thanks. That's kind of what I figured.

Is it common that the base game sets variables that are never used again?
Is there any rhyme or reason for why they gave deathvars to some of the encounters and not others?
If I use the TP2 to set a deathvar for an existing CRE which lacks one, is that likely to mess up anyone else's stuff? Apart from if they happened to use a different string for the deathvar, I mean.
Posted by: Kulyok
« on: February 23, 2011, 12:54:19 AM »

Since you want your encounter to happen after Tranzig anyway, I'd just add your own trigger(you met Tranzig and set a variable), or even use a Chapter 3 global. With Tranzig, most players kill him anyway to get the Ring of Protection(1500 gold).
Posted by: Relexian
« on: February 22, 2011, 03:48:14 PM »

I'm interested in setting up a mini-adventure that happens after the encounter with Tranzig. I decompiled his DLG and see that if you choose the dialog path that you let him escape, it sets two globals -- RevealBandits and BANDITENEMY. ReavealBandits is later used in area 3351 and Tazok (IIRC), but so far as I can tell, BANDITENEMY is never used anywhere. Just that one SetGlobal. Not even as a conditional to make sure the conversation happens only once.

1. I used WeiDU to search for the strings in DLGs and BCSs. Might I have missed something? Is there another way of using the variable other than a script or a dialog?

2. Since there exists a dialog path whereby Dead("TRANZIG") will never be set, and I'd prefer to have the encounter happen regardless of whether you fight him or not, what's the preferred method to trigger the event? Insert an additional transition into the dialog so I can set my own variable? Use the boolean equivalent to OR Dead() and the existing variable and hope that no one else decided to set it back to zero for some reason in their mod?