Pocket Plane Group
BG2 Completed Mods => Unfinished Business => UB Workroom => Topic started by: icelus on April 09, 2004, 11:01:19 AM
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This is a quest which we have almost completely coded, but there are a few that are preventing its release. Hopefully we can get them fixed soon.
(Originally posted by deganawida at FWS)
Small Teeth Pass was another unfinished area. Originally, in the ruins area, you were to encounter a spirit or something that would allow you to lose the Slayer transformation (as a good character would find little to no use for it), and regain some of your other abilities later. (Remember, in Hell you learn that Irenicus didn't totally steal your soul; the two of you now share it. ) D. Gaider, who first spilled this a looong time ago at the old Black Isle boards, incorporated this idea with Ascension.
(The original thread can be obtained in .mht format here (http://www.icelus.net/misc/ub-slayer.zip)).
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By the way, the only thing left to do with this is edit the world map and the map icons .bam.
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Weren't there some problems with the AI scripting, though? If so, that'd be easy enough to fix. If we can get a version of worldmap.bam made that includes the new icon, we could release the component with an advisory that it would cause incompatibility with any other mods that overwrite the worldmap file (though I don't know of any WeiDU mods that do that at the moment).
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Exactly. I think Weimer wanted to do it for the Ritual component of Tactics, but gave up. Anyway, you get a wmp coder and a mapicons coder, and we can release it. I think.
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you'd find out soon enough, after release, if you were wrong. :D
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See, that's one component I wouldn't want to release without some good beta-testing. The last beta test, didn't even notice the numerous bugs in Spellhold, and it turned into a real mess when version 1.0 came out.
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Isn't there a way to weidu-ize adding an area to the world map rather than overwriting anyway? Or am I (typically) missing the problem? Still half-asleep. ::)
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Exactly. I think Weimer wanted to do it for the Ritual component of Tactics, but gave up.
Considering how much the Ritual has to do with the plot of BG2, and how much Wes cares about said plot in general, I'd say that's very unlikely.
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well, I'm sure you could get others, but I'd be willing to test for you. (it's one constructive thing I could do) :)
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Exactly. I think Weimer wanted to do it for the Ritual component of Tactics, but gave up.
Considering how much the Ritual has to do with the plot of BG2, and how much Wes cares about said plot in general, I'd say that's very unlikely.
I was talking about the stone statues grove to the world map.
Thanks a bunch, Cybersquirt, I'm sure Icelus would be happy to get fresh testers ;)
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Jumping up and down! Waving hand frantically! I'll volunteer for beta testing!
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Jumping up and down! Waving hand frantically! I'll volunteer for beta testing!
Aye, I'll join in on the fun :D
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hi all, glad to see things are still progressing despite the move of location (a few times hehe)
just an idea if the worldmap thing doesn't work. gaider said small teeth pass was unfinished, yes? and that's one of the locations already in the game. can't you just edit that so that the party always enters on say the east side and must reach the west side? then, the west exit leads directly to the stone heads. i'm thinking along the lines of the merchant in north forest in ToB. you enter from one side, and the entire purpose of the map is to reach the other side to continue onto yaga shura's stronghold. that way, you don't even have to deal with the worldmap. i'm not sure on the details, so i'm sure there's some reason why this wouldn't work, but it's worth suggesting 8)
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If we can get a version of worldmap.bam made that includes the new icon, we could release the component with an advisory that it would cause incompatibility with any other mods that overwrite the worldmap file (though I don't know of any WeiDU mods that do that at the moment).
You guys are aware of Camdawg's Tweak Pack (http://www.icelus.net/gibberlings3/index.html) and it's worldmap fixes, aren't you? He might be able to help here, and if you're going to include a worldmap, using one with consistent travelling times wouldn't hurt, either.
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This is related to the Slayer (but I didn't want to start a new topic for such a small thing) but in the slayer change dialogue then there is the following option:
+ ~False()~ + ~I accept, despite the risks.~ DO ~IncrementGlobal("SlayerDeath","GLOBAL",1)
SetGlobal("Slayer10","GLOBAL",2)
SetGlobalTimer("TheSlayerTimer","GLOBAL",60)
ApplySpell(Player1,SLAYER_CHANGE_TWO)
ApplySpell(Player2,DRAIN_PARTY)
ApplySpell(Player3,DRAIN_PARTY)
ApplySpell(Player4,DRAIN_PARTY)
ApplySpell(Player5,DRAIN_PARTY)
ApplySpell(Player6,DRAIN_PARTY)
ForceSpell(Player1,SLAYER_FEAR)~ EXIT
Any ideas?
Btw, I this dialogue option is viewable in InfExp in my no-mods install of BG2 but not my modded version. I don't know what removes it although my guess would be either Ascension (which adds new options to that dialogue) or you've already dealt with it in UB.
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Is there a Drain_Party spell? What does it do? I mean, it could only be the reputation drain or something.
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I doubt that's what it does coz the 'normal' slayer change works as follows:
+ ~True()~ + ~I choose to turn into the slayer.~ DO ~IncrementGlobal("SlayerDeath","GLOBAL",1)
SetGlobal("Slayer10","GLOBAL",2)
SetGlobalTimer("TheSlayerTimer","GLOBAL",60)
ReputationInc(-2)
ApplySpell(Player1,SLAYER_CHANGE_TWO)~ EXIT
That uses the ReputationInc() command to lower the parties rep.
The two commands defininately do exist in Spell.ids:
3808 DRAIN_PARTY
3807 SLAYER_FEAR
So the question is, what do they do?
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The spells are there. Please to be examining SPIN807 and SPIN808.
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Slayer fear basically causes a fear effect and some magic damage.
Drain party causes -5 to ALL stats for 60 secs.
OUCH
So when was this really harsh version of Slayer Change meant to occur?
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That would make Slayer Change even more rubbish...
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That would make Slayer Change even more rubbish...
Maybe the Slayer Change was gonna be much better but have this crazy disadvantage. Testers thought it sucked so they just toned down the Slayer Change.
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Should it be restored? Maybe as an alternate Slayer Change ability, the player getting to pick?
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Should it be restored? Maybe as an alternate Slayer Change ability, the player getting to pick?
I don't think its meant to be alternate. If anything its further down the line, once its started getting worse. It might have been meant to be the evil resolution of the Final Slayer Dream encounter.
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Or maybe it's what the Slayer Change was before you did that quest? (A variable gets set, and it's never used)
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Or maybe it's what the Slayer Change was before you did that quest? (A variable gets set, and it's never used)
Quite possibly.
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Should we code it that way, then?
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No idea. The thing that gets me is the text on it 'I accept, despite the risks' implies that CHARNAME knows (s)he's losing control. Whereas 'I choose to turn into the slayer' sounds like quite a niave CHARNAME...
I'd get more people's opinions.
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From Dan Simpson's Faq:
Xander77 found something interesting:
If you use CLUAConsole to teleport to AR2700 (Only works in SoA) you will
find the remains of an unfinished test - an area with giant heads (not
the one you find Illasera in) which force you to do battle with a slayer to
get a terrifying sword.
You can get the sword with CLUAConsole:CreateItem("Killsw01") -
It's sort of like PST's Eviscerator.
Hmm?
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This area is already being worked on.
However, I can guarantee you that you will NOT aquire Killsw01 in that component.
It would be slightly... unbalancing. Only plot devices use weapons like that...
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This area is where the Weimeric Ritual is performed.
In making my "mazzy the Paladin" MOD (available at FWM/Modder's Room, or probably also at Icelus.net) I too used this area as a setting (apart from re-naming it bi0000.are to avoid multi-mod incompatibility with the Ritual).
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Err...
Seeing how I posted this in the UB section, rather then a generic mod forum, I'm not asking about the area - I'm referring to re-instating the test/slayer battle.
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killsw01 is not a sword the PC was ever meant to be able to get; it's wielded by Arkanis Gath in the event that the PC alienates first Bodhi and then the Shadow Thieves, and its purpose is to insta-kill the PC.
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AR2700 is where the final Slayer dream takes place; it is listed as "planned" since UB version 1, iirc. ;)
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AR2700 is where the final Slayer dream takes place; it is listed as "planned" since UB version 1, iirc. ;)
Heh... don't remind me. ;)
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And IIRC, the area Weimer used is AR0069 (used in the dream part of the Slayer component). Did Dan Simpson have any proof about the killsw01, or did he simply assume? Because my game just crashed as soon as I entered that area, before I started tweaking it.
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Actually, Dan doesn't mess with the contributions to his Faq - he posts them as they are, bad grammar/spelling and all.
Asking Xander77...
Found out about this from the old Black Isle forums... I obviously presumed that "killsw01" as it is was not the version the player was meant to get, and it would be change to something less messed up if the area/test was ever completed, but I'm afraid that what I actually wrote doesn't reflect that...
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AR2700 is where the final Slayer dream takes place; it is listed as "planned" since UB version 1, iirc. ;)
Hmm... I can't seem to find it in the planned changes...
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Icelus - don't look here! ;D ;)
MAJOR QUESTS
-The kidnapping of Boo (Minsc's cut quest) - DONE! v1.0
-Pai'Na and the Spider's Bane quest - DONE! v1.0
-Suna Seni/Valygar relationship - DONE! v1.0
-Gorje Hilldark and the extended illithium quest - DONE! v1.0
-Bodhi's cat and mouse game in Spellhold - DONE! v1.0
-Kalah's admissions about what he was "promised" - DONE! v2
-The final Slayer dream
-Viconia's lycanthropy problem
-The missing lenses of the Rynn Lanthorn
-Haer'Dalis and the murder implication
-Haer'Dalis and the summoning wizard
-Viconia's Betrayal in the Underdark
-The Twisted Rune/Slavers/Roenall/Skin dancer interaction
-The sewer illithid and The Hidden
-The black lotus seller at the City Gates
-Keldorn's Old Friend
-Aerie's Kidnapping
-Deril the lich and Cernd
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Kish, Arkansis Gath's short sword of certain doom is actually STDEATH .
I have posted somewhere before that Weimer's Ritual does *not* use the same area as this... it is just an area that looks exactly the same. There is another one of these at the start of TOB, too.
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Yes, I mentionned that. But the area that Weimer used is still used in the Slayer quest.
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Kish, Arkansis Gath's short sword of certain doom is actually STDEATH .
You're right. My. All this time, I thought killsw01 was what he used to instant-kill people.
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I have posted somewhere before that Weimer's Ritual does *not* use the same area as this... it is just an area that looks exactly the same. There is another one of these at the start of TOB, too.
The ToB starting area looks different.
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Isn't it just the light?
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Now that WeiDU includes something that can, theoretically at least, add new icons to mapicons.bam, is there any future for the new area which ties in with the slayer change, etc.?
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Editing the world map and mapicon.bam files were all that was left to do, IIRC...
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So yeh. Who's gonna do the honours? :)
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Whoa... I think I missed something. I know Wes added a new command to map notes, but I think I missed something with the mapicons.bam thingamabob. :(
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INSERT_FILE and WRITE_FILE have been added, which means in theory that you can stick new bits of BAM in there.
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So no more evil incompatibilities between map adjusting mods? Sweet...
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Are there that many mods which overwrite mapicons.bam?
-Echon
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None that don't suck so far. But Ice is a man of conscience.
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But Ice is a man of conscience.
That's a myth. But, I will take a look at it this weekend. :)
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If you get around to do it, could you send the respective dialogue over for translation, if it#s feasible (i.e. if that wouldn't delay release for long)?
Thanks. :)
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If you get around to do it, could you send the respective dialogue over for translation, if it#s feasible (i.e. if that wouldn't delay release for long)?
Thanks. :)
Absolutely. And thanks for staying a step ahead of me. I'm disgraceful when it comes to keeping up with the translations. :(
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@Barren, can you send me whatever files you have for the quest? I'm not sure I still have all of the latest copies of the files.
Also, for everyone, my email has changed again. You can always email me at icelus@pocketplane.net, or via my ISP, icelus1@sbcglobal.net
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Earth to Barren. Read the threads, dude. I could really use those files if you still have them.
If you don't, I need to know that, too.
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Meh... ;D
Sent them to your PPG adress... Should be the latest version of them.
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Interesting... Apparently, if you could end west from AR0011 (illusory cutscene Candlekeep), you'd end up in AR2700 (Slayer dream area). AR0011 also has a cut area script.
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So where did it vanish to once Ice got it? :)
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The latest files, such as they are, are here: http://www.icelus.net/ub/Slayer.zip
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Hey, icelus.net works again!
Thanks.
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Sorry to bump this, but I havent been able to found anything other relevant of the status of this restoration.
So, as this been restored since the last post ?
As far I can tell, its no worry anymore regarding to adding location on the worldmap, simple code add require ?
Hope its not a silly question, thanks anyway.