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Topic Summary

Posted by: Salk
« on: November 21, 2019, 08:52:35 AM »

I fear that this restoration won't see the light of the day and it's a shame because it was promising.
Posted by: Marauder
« on: May 18, 2019, 09:23:03 AM »

I thought that the waste comment from the farmer was to indicate where someone (Bandits) would have a secret camp - they'd need to get rid of their waste too.
Posted by: Salk
« on: December 02, 2017, 02:06:39 AM »

Dear AstroBryGuy,

do you still intend to rebuild this nice quest? On the contrary of many other FEDEX quests that there are in the original game and even in some restorations, this one does have poignancy.

Posted by: Sergio1992
« on: August 15, 2015, 05:21:56 AM »

there should be also a forth option. Kill first the dryad after having joined her/then the merchants
Posted by: AstroBryGuy
« on: August 14, 2015, 09:10:46 AM »

I'm still working on it. I got distracted by working on restoring Mal-Kalen to Ulcaster. I wasted some time trying to do something interesting with the scripting that ultimately didn't pan out. ;)

I'll get back to it soon! Promise!  ;D
Posted by: Salk
« on: August 14, 2015, 08:54:21 AM »

I liked very much the idea of restoring the Waste Quest and I have indeed been wondering about it while playing my game these days.

It does fit as restoration more than other components that are simple FedEx missions (already too many).
Posted by: jastey
« on: February 19, 2015, 02:53:33 PM »

It wouldn't be the first component of bg1ub that adds new content to restore an original idea (e.g. the component The Mysterious Vial does it, too, to name one.)

I think it would be a great addition.

(EDIT: This time I am sure my post was posted!)
Posted by: AstroBryGuy
« on: February 19, 2015, 12:40:52 PM »

The first indication for the quest would be the FARM5 dialog which BG1UB already restores.

"Never met adventurers before. Well if you're a bunch of heroes, maybe you could find out who's been dumping all their waste in the lakes round here. You could find out who's at fault, and maybe put a stop to it, permanent-like."

"Journal entry:
A farmer who we met in the Wood of Sharp Teeth has told us that someone has been dumping waste in the forest."

This certainly suggests that a quest was planned for Peldvale (lakes in the Wood of Sharp Teeth). I would also propose that this undeveloped quest is why Peldvale has barrels strewn around the lakes - they contained the waste being dumped into the lakes. I assume that the quest was shelved early in development, before any dialog more than FARM5 was written, but not before the Peldvale map was created by the artists. When the quest was shelved, the barrels in Peldvale were filled with random gold drops instead and FARM5 ended up on the cutting room floor.

I think the above is a fairly logical inference. I'll concede that perhaps "restore" is the wrong word, given how little of the quest actually exists.  It's also entirely possible that I've got the intent of FARM5's dialog and the barrels in Peldvale all wrong.
Posted by: Almateria
« on: February 19, 2015, 01:53:51 AM »

Okay, I know our mod philosophies disagree, but please answer this:
If there Is no indication a quest would ever take place there, or in fact at all, why do you think it should be "restored"?
Posted by: AstroBryGuy
« on: February 18, 2015, 05:05:55 PM »

I think it does. Or at least, I've seen it used to advance time. Domi's Coran BG Friendship mod has a cutscene that advances time by a week.  It does via 7 DayNight(NOON) commands, with SmallWait(1) in between.

Code: [Select]
        StartCutSceneMode()
        CutSceneId("Coran")
        SetInterrupt(FALSE)
   FadeToColor([0.0],0)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SmallWait(1)
        DayNight(NOON)
        SetGlobal("P#CoranHunt","GLOBAL",1)
        SetInterrupt(TRUE)
        StartDialogueNoSet(Player1)
        EndCutSceneMode()
Posted by: CrevsDaak
« on: February 18, 2015, 02:54:50 PM »

What about using DayNight(MIDNIGHT)? I think it doesn't advance timers (I'm not sure though, and the IESDP doesn't mention that).
Posted by: AstroBryGuy
« on: February 18, 2015, 01:52:41 PM »

You're right, Jastey. I hadn't thought about the impact on game timers.

The night setting was mostly for ambience. If someone's illegally dumping trash, I assumed they would do it at night. Although if they are deep in the woods, I guess it doesn't really matter. No problem to drop that part.

So the first cutscene happens immediately after agreeing to help the dryad.

At the conclusion, another cutscene to fade to black, remove the trash and slimes, fade back in, have the merchants leave (if they are alive).
Posted by: jastey
« on: February 18, 2015, 01:13:17 PM »

I am confused. I replied to this the day before yesterday, but no reply from me here to see, so.. ??

In short: I like the ideas very much, but I would not advance the game time as it might shorten quest or mod added romance timers. If the confrontation is supposed to happen at night, I'd prefer the PC would have to return at night to see it.

I asked Jarl about his Questpack and making it an official English release, but had no reply yet.
Posted by: AstroBryGuy
« on: February 18, 2015, 12:54:15 PM »

That would be simple to do. Thanks for the file names to check! :-)
Posted by: White Agnus
« on: February 18, 2015, 12:20:01 PM »

Hmm, you could do a check for JA#NIMFU.CRE and NTNIMFUR.CRE... ;)

(I don't wanted to say, you couldn't implement this in BG1UB, but if any of these mods are installed, it would be nice, if the new component recognizes these two mods ;))

In the Big World Textpack there is an english translation for Jarls Adventure Pack, I don't know about the quality...  :P

Shilo Shen also checks for NTotSC, but erebusant deleted the script to create Shilo, this should be changed I think... ;)