Author Topic: BG1UB - EE compatible version - [Updated 2016-04-12]  (Read 23342 times)

Offline Salk

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Re: BG1UB - EE compatible version - [Updated 2015-01-28]
« Reply #25 on: February 25, 2015, 06:36:48 AM »
Hopefully AstroBryGuy will release a new version including the movie soon enough :)

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-27]
« Reply #26 on: February 27, 2015, 10:25:18 PM »
Hopefully AstroBryGuy will release a new version including the movie soon enough :)

Ask and ye shall receive!

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150227

http://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150227.zip (direct link to zip file)

Changes in in v14.0-beta-150227:
This release adds two new components to BG1UB:
* Nim Furlwing Encounter
* Restored Elfsong Tavern Movie (BG/BGT/Tutu only) - Thanks Sams!

Note: The Restored Elfsong Tavern Movie component is only for BG1, Tutu, and BGT. BGEE users who want this movie should install Sams’ BG:EE Classic Movies mod (http://www.shsforums.net/topic/55573-mod-bg-ee-classic-movies/).

Offline Salk

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Re: BG1UB - EE compatible version - [Updated 2015-02-27]
« Reply #27 on: February 27, 2015, 11:38:38 PM »
Wow! Thanks a lot, AstroBryGuy!

Offline jastey

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Re: BG1UB - EE compatible version - [Updated 2015-02-27]
« Reply #28 on: February 28, 2015, 04:49:56 AM »
Great thing!

Thank you for considering compatibility with Jarl's Adventure Pack!
« Last Edit: February 28, 2015, 04:52:34 AM by jastey »

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-27]
« Reply #29 on: February 28, 2015, 08:17:21 AM »
No problem!

I forgot to note it in the README, but yes both new components will skip if Jarl's Adventure Pack is installed. The Nim Furlwing Encounter also skips if North Side of the Sword Coast is installed. I'll update the README.

Offline Vreejack

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Re: BG1UB - EE compatible version - [Updated 2015-02-27]
« Reply #30 on: February 28, 2015, 08:29:24 AM »
Just finished Nashkel on a clean install. The string references seem ok on the Mulahey turn in, but there is still no way to turn in the emeralds to Oublek. Everything else implies there should be a way. I did fish them out of the sculpture.

Wasn't Kagain supposed to find the lordling's body and insignia at the caravan? There was nothing there and instead I get a "give up" message from him. I thought that was the original behavior.

Continuing to check...

« Last Edit: February 28, 2015, 11:45:23 AM by Vreejack »

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #31 on: February 28, 2015, 01:57:50 PM »
New beta!

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150228a

http://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150228a.zip (direct link to zip file)

Changes in v14.0-beta-150228
* Addresses BGEE compatibility issues with the Prism and the Emeralds component.
* Adds translations for the Nim Furlwing Encounter component in German, Italian, and Polish. Thanks to @Jastey (German), @Aedan (Italian), @Cahir & @Etamin (Polish), and Isaya (French).

EDIT: Silent update with Isaya's French translation.

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #32 on: February 28, 2015, 02:00:00 PM »
Just finished Nashkel on a clean install. The string references seem ok on the Mulahey turn in, but there is still no way to turn in the emeralds to Oublek. Everything else implies there should be a way. I did fish them out of the sculpture.

Wasn't Kagain supposed to find the lordling's body and insignia at the caravan? There was nothing there and instead I get a "give up" message from him. I thought that was the original behavior.

Continuing to check...

There were a couple compatibility issues due to differences between BG1's OUBLEK.DLG and BGEE's version.

I think I fixed them in the newest beta.

Offline Vreejack

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #33 on: March 03, 2015, 12:16:44 PM »
I just tested the emerald turn-in. It works, but you only get 300g for turning them in, plus 200 xp. If you sell them both to the merchant he will give you 1500g.

Edit: I am not saying this is a problem, as choices are good, but if you sell them then you are left with an unfinished quest. It's a minor quibble. I think those emeralds are unique but I am not aware of a simple way to detect a player selling them.

Edit 2: I think the emeralds should be marked as stolen. Wait, is that a thing in BG? Will merchants refuse to buy stolen items? The emeralds would be an obvious choice as many people already know about the theft and the bounty. I can't see the Nashkel merchant paying 1500 for such obviously stolen goods when there are guards marching back and forth in front of his door who are looking for the thief.

Edit 3: So apparently there is no "stolen" flag in the Infinity Engine. Here's an idea: Mark the emeralds as critical so they cannot be sold. Then, as soon as the emeralds are both taken down, one of them starts a conversation with the player, to the effect of "There is a bounty on these emeralds" with responses being "I should turn them in to the magistrate" or "I could probably get more selling them, though I will have to sell them at a discount." If the second choice is selected, then the quest log is updated and the emeralds are replaced with sellable versions that go for much less; say 300 each.
« Last Edit: March 03, 2015, 01:29:55 PM by Vreejack »

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #34 on: March 03, 2015, 03:51:45 PM »
I just tested the emerald turn-in. It works, but you only get 300g for turning them in, plus 200 xp. If you sell them both to the merchant he will give you 1500g.

Edit: I am not saying this is a problem, as choices are good, but if you sell them then you are left with an unfinished quest. It's a minor quibble. I think those emeralds are unique but I am not aware of a simple way to detect a player selling them.

Edit 2: I think the emeralds should be marked as stolen. Wait, is that a thing in BG? Will merchants refuse to buy stolen items? The emeralds would be an obvious choice as many people already know about the theft and the bounty. I can't see the Nashkel merchant paying 1500 for such obviously stolen goods when there are guards marching back and forth in front of his door who are looking for the thief.

Edit 3: So apparently there is no "stolen" flag in the Infinity Engine. Here's an idea: Mark the emeralds as critical so they cannot be sold. Then, as soon as the emeralds are both taken down, one of them starts a conversation with the player, to the effect of "There is a bounty on these emeralds" with responses being "I should turn them in to the magistrate" or "I could probably get more selling them, though I will have to sell them at a discount." If the second choice is selected, then the quest log is updated and the emeralds are replaced with sellable versions that go for much less; say 300 each.


Regarding being able to sell the emeralds, that is no different than the behavior in the original game. In the original game, they are generic emeralds. Since they are unique now, Oublek will only give the reward for the correct emeralds, but they can still be sold to merchants.

FYI, there is a stolen flag. It is in the item section of the character record file (CRE file). Stolen items can only be sold to "fences". However, there are no fences in vanilla BG1. BGEE does let a few merchants fence stolen goods, but there are none by default in BG1/TotSC or Tutu AFAIK (unsure about the BG1-part of BGT).

It would be an intriguing twist to make the emeralds "too hot" for most merchants. However, since there are no fences (except in BGEE), there would need to be someone to buy the emeralds. Hmmmm.... Wheels turning... ;D 

Of course, I'd want to talk with plainab (the author of this component) and Jastey about additions to the content here, and it may not go anywhere, but it's an interesting idea.

Offline Kulyok

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #35 on: March 04, 2015, 05:29:09 AM »
Adding a fence component would be wonderful. :) Somewhere around the corner in FAI, maybe?

Offline jastey

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #36 on: March 08, 2015, 11:40:27 AM »
This would be plainab's decision, although I assume he wouldn't mind tagging the emeralds as stolen and adding a fence.

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #37 on: March 08, 2015, 07:38:15 PM »
Hi Jastey,

I sent plainab and you a PM. I'd been meaning to send it, but RL got a bit hectic.

Thanks for the reminder!

Offline Salk

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #38 on: March 13, 2015, 12:03:46 AM »
The fencing sounds really a good idea. I totally support it!

One obvious fence might be Black Lily at the Thieves Guild in Baldur's Gate. I'll try and think of more...
« Last Edit: March 13, 2015, 12:11:01 AM by Salk »

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #39 on: March 13, 2015, 12:29:46 AM »
FYI, Rogue Rebalancing (and BGEE) already makes Black Lily, Silence, and Erdane fences.

http://avenger981.github.io/doc/readme_rr.html

Offline Salk

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #40 on: March 13, 2015, 04:29:49 AM »
Oh I didn't know that.

Still it would be worth having it for those who don't use RR but even those who do and play BGT (like me) would benefit for having those emeralds flagged as stolen.

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #41 on: March 13, 2015, 07:20:08 AM »
Sorry, I phrased that poorly. RR flags Silence, Black Lily, and Erdane as fences for Tutu and BGT. BGEE includes them as fences in vanilla.

My thought would be to add a fence available before Baldur's Gate city or Ulgoths Beard for the emeralds. I imagine most players do the Prism quest in Chapter 2 (maybe finish in Chapter 3 after the mines), so having to hang onto the emeralds until Chapter 5 would be a while. Plus a fence would be useful before Chapter 5 in general.

I could make the fence a separate thing, with an option to flags the emeralds as stolen - if plainab consents to that.

Offline Salk

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #42 on: March 13, 2015, 08:42:34 AM »
Sounds great. And that's exactly what I do, I get the emeralds in Chapter 2.

Offline kungfuhobbit

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #43 on: March 15, 2015, 03:03:05 PM »
Hi
Love the mod, many thanks for this EE-compatible version, I wouldn't play BG without it

Would you be able to incorporate the Restored-textscreen-music mod into this please?

http://forum.baldursgate.com/discussion/37486/restored-textscreen-music

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-02-28]
« Reply #44 on: March 15, 2015, 06:56:33 PM »
Would you be able to incorporate the Restored-textscreen-music mod into this please?

http://forum.baldursgate.com/discussion/37486/restored-textscreen-music

Unlikely. I think the Restored Textscreen Mod works best as a separate mod for Tutu and BGT, especially considering all of its language packs (not to mention, its Ascension64's mod, so it would require his approval anyway). It is also unnecessary for BG1 and BGEE, since both play the background music already.

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-07-13]
« Reply #45 on: July 13, 2015, 09:57:17 PM »
New beta version!

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150713

https://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150713.zip (direct link to zip file)

Changes in v14.0-beta-150713
* Some code modernization on BG1UB
* Fixes an error that affected automatic re-installation (when updating another mod, for example)
* Updates WeiDU to v238
* Provides some "enhancements" for the Ice Island Level 2 Restoration 8)

Offline Salk

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Re: BG1UB - EE compatible version - [Updated 2015-07-13]
« Reply #46 on: July 14, 2015, 02:02:19 AM »
Great!

Thanks for this new version!

Offline cmorgan

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Re: BG1UB - EE compatible version - [Updated 2015-07-13]
« Reply #47 on: July 14, 2015, 07:39:07 AM »
Very cool!

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-07-15]
« Reply #48 on: July 15, 2015, 11:52:11 PM »
Minor update to improve scripting and breath weapon animation for snow golems.

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150715

https://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150715.zip (direct link to zip file)

Changes in v14.0-beta-150715
* Improve scripting of snow golems in Ice Island Level 2.
* Snow Golem Breath uses BG2 Cone of Cold animation on BGEE/Tutu/BGT

Offline AstroBryGuy

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Re: BG1UB - EE compatible version - [Updated 2015-07-18]
« Reply #49 on: July 18, 2015, 11:25:53 PM »
Minor update to improve snow golem scripting for Ice Island and fix some issues with Oublek in Prism's Emerald Quest.

BG1UB v14.0 beta 2015-07-18

http://github.com/AstroBryGuy/bg1ub/releases/tag/v14.0_beta_150718

https://github.com/AstroBryGuy/bg1ub/archive/v14.0_beta_150718.zip (direct link to zip file)

Changes in v14.0-beta-150718
* Bugfixes for Snow Golem scripting for Ice Island Level 2. Thanks to Jace at Beamdog Forums for testing!
* Oublek will now take the emeralds on the "bad boy" branch (i.e. CHARNAME impersonated Greywolf).
* If CHARNAME impersonated Greywolf, Oublek's response when trying to collect first bounty depends on party's reputation.

 

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