Author Topic: Ding0's Suggestions  (Read 4050 times)

Offline SimDing0™

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Ding0's Suggestions
« on: August 14, 2005, 03:01:57 PM »
Quote
Well, I figured I'd make it for both BG1 and Tutu since they're basically the same thing.  Fixing a dialog in one means easily fixing it in the other.  It'd just be a matter of having the installer detect which game it's being installed for.
I like it! Very Black Wyrm! :P

Echon mentions some UB here. A few suggestions:

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Meeting Elminster
Easy.

Quote
Entar Silvershield
Easy. Andy mentioned that he's supposed to die while you're in Candlekeep, so make sure to remove him. Skie/Eldoth should interact with him. And it probably ties in with the unfinished NPC stuff that Skie doesn't care at all when he gets killed.

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There seems to be some sort of punishment involving Keldath Ormlyr if the party kills Marl in Feldepost's Inn.
And assuming he isn't protecting Marl specifically, this begs the question of why Keldath doesn't care if you kill any other random guy in the town.

Quote
BioWare apparently intended to have two-handed axes in the game. One-handed axes use the AX1H** naming scheme that is also used by swords (SW1H** and SW2H**).
I think this'd be an enormous waste of time to implement given how unexciting two-handed axes were in IWD.

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There is an unimplemented cutscene after the game ends with an entire area and some items related to it.
I'd be against restoring this. BG1 closure works well, if abruptly.

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216 (Chain Armor Of Darkness)
  There are no ITMs or BAMs related to this. Possibly a developer having fun.
Sounds naff, and not enough info to go on. Don't bother.

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326-327 (Some riddle - ELMINS.dlg)
I think you'll see why this isn't going to work very well. You could probably do it as a classic IE riddle with "<CHARNAME>" as one of the responses, but...

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385 (Slime man - MTOWBE.dlg)
Yes, this jumps out as something the player should hear more about. Are there any enemies in the game who DO dissolve into slime when they die? I suspect Mur'Neth could have some sort of involvement.

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399 (Portal in Ulcaster School Ruins - MTOWBE.dlg)
I kinda like this idea, although I don't have any idea where it'd lead. I could make you a new dungeon, but that'd probably go beyond what you want to do with UB. Failing that, there's not much that can happen with it, unless you just gate a demon through for a chat or something.

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456 (Kagain find Entar Silvershield's son's body - KAGAIN.dlg)
  The body of Entar Silvershield's son is not in the game.
Please, for the love of anything at all, do something about those NPC quests!

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746 (Volo leaves without paying - VOLOSE.dlg)
Kinda cool, and easy to put back.

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1616 (Secret entrace to the Iron Throne building - HUSAM.dlg)
I assume it wouldn't break the plot to put this back. I don't see why it was cut, in that case.

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1667 (Uncovering the true identify of Eltan's 'healer' - TAMOKO3.dlg)
Are you sure this isn't in the game?

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1698-1709 (Being smuggled into Baldur's Gate - SMUGGL.dlg)
I like this. Modify it so entering normally gets you landed with a ton of Flaming Fists attacking you, unless you're invisible.

Quote
Firebead Elvenhair was named Wilton by BioWare at some point. His sound files are WILTN01-04 and there is a WILTON.cre (and DLG) who uses the same sound. Wilton is a farmer who gives the party the Cloak of Displacement for helping Farmer Brun.
I doubt there's any significance in this.

Some nifty stuff to be restored, overall.

Offline SimDing0™

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Ding0's Suggestions
« Reply #1 on: August 14, 2005, 03:48:35 PM »
Ding0 does easy stuff in 5 minutes:

Code: [Select]
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Elminster encounter outside FAI
COPY_EXISTING ~ar2300.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~SetGlobal("ElminsterSpawn","GLOBAL",1)~ ~SetGlobal("ElminsterSpawn","GLOBAL",2)~
REPLACE_TEXTUALLY ~Global("ElminsterSpawn","GLOBAL",0)~ ~Global("ElminsterSpawn","GLOBAL",1)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
// Potential situation here where player enters FAI area during chapter 4 but doesn't meet Elminster.
// If he comes back later on, Elminster could be talking about events that have already passed.
// His dialogues would also be out of order and disjointed. Worth worrying about?

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Place Entar Silvershield in his home
<<<<<<<< .../bg1ub/et_0101.baf
IF
!GlobalGT("Chapter","GLOBAL",6)
Global("D0CreateEntar","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("D0CreateEntar","GLOBAL",1)
CreateCreature("Entar",[649.904],12)
END

IF
GlobalGT("Chapter","GLOBAL",6)
Exists("Entar")
THEN
RESPONSE #100
ActionOverride("Entar",DestroySelf())
END
>>>>>>>>

EXTEND_TOP ~ar0101.bcs~ ~.../bg1ub/et_0101.baf~

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Offline icelus

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Re: Ding0's Suggestions
« Reply #2 on: August 20, 2005, 05:32:13 PM »
Ding0 does easy stuff in 5 minutes:

Code: [Select]
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Elminster encounter outside FAI
COPY_EXISTING ~ar2300.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~SetGlobal("ElminsterSpawn","GLOBAL",1)~ ~SetGlobal("ElminsterSpawn","GLOBAL",2)~
REPLACE_TEXTUALLY ~Global("ElminsterSpawn","GLOBAL",0)~ ~Global("ElminsterSpawn","GLOBAL",1)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
// Potential situation here where player enters FAI area during chapter 4 but doesn't meet Elminster.
// If he comes back later on, Elminster could be talking about events that have already passed.
// His dialogues would also be out of order and disjointed. Worth worrying about?

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Place Entar Silvershield in his home
<<<<<<<< .../bg1ub/et_0101.baf
IF
!GlobalGT("Chapter","GLOBAL",6)
Global("D0CreateEntar","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("D0CreateEntar","GLOBAL",1)
CreateCreature("Entar",[649.904],12)
END

IF
GlobalGT("Chapter","GLOBAL",6)
Exists("Entar")
THEN
RESPONSE #100
ActionOverride("Entar",DestroySelf())
END
>>>>>>>>

EXTEND_TOP ~ar0101.bcs~ ~.../bg1ub/et_0101.baf~

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Added to the .tp2.  Thanks, Sim.  :)
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Offline Andyr

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Re: Ding0's Suggestions
« Reply #3 on: August 20, 2005, 06:28:26 PM »
Re: 2 handed axes; I'm also not sure it's worth it. They'd just be a bit naff since you'd need the Halberd animation for them. There's none in BG2, either, so having them just in BG1 would look a little odd.

Or I think so, anyway. :)
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Offline Hendryk

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Re: Ding0's Suggestions
« Reply #4 on: August 21, 2005, 07:32:05 PM »
Dunno if having Entar Silvershield at his estate is a great idea.  It makes nonsense of the excuses you give the guard to get in if his lordship is right upstairs to verify your word.  And if Skie joins & leaves with the party, what on earth could you say to him that wouldn't put a huge bounty on your heads?  Seems to call for more of a quest than UB has scope for.

Offline Mongoose87

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Re: Ding0's Suggestions
« Reply #5 on: August 30, 2005, 08:20:57 PM »
I was always confused by that vial.  Eventually resorted to and regretted drinking it.

Offline Bex

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Re: Ding0's Suggestions
« Reply #6 on: December 10, 2005, 03:10:08 PM »
Assuming the secret entrance to the Iron Throne means the one accessible from the sewers, it's there.

Area 0224, top of the map, straight left.

Found it years ago, when I decided to make a map of all the sewer areas and precisely where each exit led.

Edit: Nevermind. Found the thread with the actual dialogue mentioning a house.
« Last Edit: December 10, 2005, 03:27:15 PM by Bex »
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Offline Salk

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Re: Ding0's Suggestions
« Reply #7 on: November 12, 2022, 01:50:24 AM »
Hello!

After many and many years, I resurrect this thread to comment on the present execution of the "Place Entar Silvershield in His Home" and calling for a global effort to change improve it.

As we can read above, SimDing0 himself correctly said that "Skie/Eldoth should interact with" Entar Silvershield. But the component does not take care of this aspect at all, something that BG EE does instead (partly, at least: Skie's presence is accounted for but not Eldoth's). I am not sure whether Entar, after summoning the guards, could theoretically be killed while leaving the premise but just in case adding a MINHP1 ring to its .cre file could be a reasonable safeguard.

Additionally, it would be great to create a synergy between this component and "Finishable Kagain Caravan Quest" since the latter doesn't seem to allow for any interaction between a party including Kagain and the restored Entar. This would also require additional dialogue adjustments.

Is there someone who could volunteer for this job?

Cheers!
« Last Edit: November 17, 2022, 06:26:57 AM by Salk »

 

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