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Topic Summary

Posted by: Kulyok
« on: October 24, 2011, 01:06:07 PM »

More interjections don't influence banters or romance talks. Romance talks trigger every hour or so, I believe, but if you've got several romances in the party, you're bound to have more talks, especially if you play in dungeons- love talks don't trigger in dungeons, so you're going to have a bunch of talks on exiting there anyway.

Yes, each time you edit a file, you got to reinstall a mod. I advise you either installing banter accelerator component from IEP Banters for those purposes(and choose your optimal time), or edit the file AND install banter pack last. Or not bother at all.

Check your Weidu.log again - you might have some mod which edited their lovetalks' timers.
Posted by: fololololoo
« on: October 24, 2011, 11:59:39 AM »

Hmm I see. I don't have any other npc mods installed, but I did install a component called more interjections from either the fixpack or bg2tweaks, so maybe that's the culprit. Or maybe what I'm experiencing is normal for the built-in romance talks....
Is it required to do a reinstall of the mod every time I edit bantergoose.baf?

Thanks a lot! :)
Posted by: Kulyok
« on: October 22, 2011, 04:28:35 AM »

By default, banters pop every 40 minutes with the accelerator installed. Romance talks are NOT influenced by the banter accelerator. Check which other mods you have installed. Two ways: first, you could install a banter accelerator from IEP Banter Pack at Spellhold Studios(but see if you haven't got it already); two, you could uninstall the mod, edit the bantergoose.baf - instead of 2500(~40 minutes) you could put 7200(2 hours of real time), or more. Make sure that every 2500 is replaced with your new value. Then save and install the mod again. Keep a backup of bantergoose.baf just in case. Good luck! You're welcome to start a new topic next time, by the way.
Posted by: fololololoo
« on: October 21, 2011, 02:48:28 PM »

Hello, sorry for the necro but I have a related question: is it possible to edit the files to decrease the speed in which banter happens?

I installed the accelerator for SOA, found banter popping way too fast for my liking (went through about 5 romance talks with Jaheira and Aerie each, in one day (~1 hour real time)), uninstalled it, but it's still showing up too frequently.
Could you point me to which file I need to edit in order to decrease this?

Thanks! :)

EDIT: I'm referring to the BG2banter pack where the only option I saw regarding banter speed is to either install the accelerator or not. I want to set a specific value.
Posted by: fololololoo
« on: October 21, 2011, 02:45:54 PM »

Hello, sorry for the necro but I have a related question: is it possible to edit the files to decrease the speed in which banter happens?

I installed the accelerator for SOA, found banter popping way too fast for my liking (went through about 5 romance talks with Jaheira and Aerie each, in one day (~1 hour real time)), uninstalled it, but it's still showing up too frequently.
Could you point me to which file I need to edit in order to decrease this?

Thanks! :)
Posted by: Kulyok
« on: August 10, 2009, 11:56:25 PM »

It adds an extra script which adds a timer in your game. It works like a lovetalk timer, so, yes, if you play for 20 minutes, the timer will remember that 20 minutes have passed.
Posted by: guest
« on: August 10, 2009, 05:40:58 PM »

This topic is old, but not too much happens on these forums and it's still on the first page, so I hope it's ok to post here.

I know that the accelerator speeds up banters in terms of real time passed, but I was wondering does it keep a track of this through some variable or something for your saved game, or does it reset every time I exit/load up baldur's gate (or perhaps when I shutdown/restart the computer)?

I'm just wondering if it resets in some way. So, say I set the timer to fire banters every 30 mins; do I have to play 30+ mins in one go in order for a banter to occur? Or can I, say, play 25 mins, then exit my game/shut down/whatever and load it up again and I'll get the banter in 5 mins from starting, or will it be another 30 mins required once again?

Posted by: riche
« on: April 09, 2009, 08:47:28 AM »

Quote
It's just that i'm comparing to a particular BG1 mod, BG1NPC for tutu i think, which has actual timings you can choose for dialogues (albeit a particular type of dialogue - romances), there it states the standard as 1 hour real time, and gives options for 15/30/45/90 mins.

That's not precisely true. Banter accelerator in BG1 NPC acts exactly like the one in the Banter Pack. However, we have variable timers for romances in BG1 NPC(exactly these: 15/30/45/60/90 mins).

On the other hand, Interaction Expansion Pack over at Studios may have exactly what you seek: their version of banter accelerator includes a variable timer(a-la BG1 NPC romance timers) for banters.  In all other respects, it works exactly like jcompton described, though.
Posted by: Kulyok
« on: March 17, 2008, 09:07:35 AM »

Quote
With hostiles on screen - i read somewhere that spells are not taken into account as being in a combat sitaution or something,
and hence why dialogues happen in those occassions - but i'm not sure if this is something the accelerator does or happens in
vanilla BG2 aswell? (Though i do not recall it happening on the one play through of an unmodded game i played)

Vanilla game.

Quote
I think this was possibly a romance-type thing (Viconia maybe...) in which case it's not a banter pack issue i guess....

Exactly. If you're romancing, say, Nalia, Viconia and Aerie, you may have up to three lovetalks in a row.


Quote
In particular, i don't want to run out of banter mid-way in the game, and have lifeless NPCs...hence why i ask for even some vague description of how 'fast' the banters come. It obviously depends on play-style as to how long you take with the game, and thus any info would help be decide if the accelerator is right for me or not!

It may happen; it also depends on how many banters the characters in question have. To enhance the experience, I recommend Banter Pack, Interaction Expansion Project, and chatty mod NPCs: Keto, Kivan and Xan.
Posted by: Guest
« on: March 17, 2008, 09:03:42 AM »

Sorry to bother again, but i'm still unsure whether to install the accelarator or not.

I have used it once before (v6), and it seemed fine, except i would get dialogues in odd places:

With hostiles on screen - i read somewhere that spells are not taken into account as being in a combat sitaution or something,
and hence why dialogues happen in those occassions - but i'm not sure if this is something the accelerator does or happens in
vanilla BG2 aswell? (Though i do not recall it happening on the one play through of an unmodded game i played)

Also, i sometimes get dialogues one after the other - probably not more than two in a row, but even so it seemed wrong.

For example, one character tells me something and the dialogue screen ends, immediately afterwards he/she starts up again, continuing where they left off!

I think this was possibly a romance-type thing (Viconia maybe...) in which case it's not a banter pack issue i guess....

But if anyone can throw any light on the accelerator's speed, other issues a little bit more i'd appreciate it.

In particular, i don't want to run out of banter mid-way in the game, and have lifeless NPCs...hence why i ask for even some vague description of how 'fast' the banters come. It obviously depends on play-style as to how long you take with the game, and thus any info would help be decide if the accelerator is right for me or not!

Thanks very much once again.
Posted by: Kulyok
« on: March 16, 2008, 09:47:36 AM »

Absolutely, yes - this only applies for BGT.
Posted by: Guest
« on: March 16, 2008, 09:13:23 AM »

On a related note, i'd also like some clarification on the following BG1NPC component please:

Tutu and BGT: Jason Compton's Accelerated Banter Script
This component installs Jason Compton's Accelerated Banter Script, which basically makes banters happen more often. It is the same one as included with mods such as the Banter Packs for BG2, so if you have installed it there you don't need it again. Don't worry, the installer will tell you if you already have it installed.

I assume the underlined only applies for BGT?
I mean, surely if i have easy tutu installed, it will be a separate directory/folders etc than BG2, i.e. mod BG1 separately to BG2, so anything modded onto BG2 cannot affect an install of easytutu BG1, which is essentialy a separate entity, no?

Here's hoping you guys can clear this up...rather confused at the moment.

Posted by: the bigg
« on: March 16, 2008, 07:18:54 AM »

WHen I posted it was timing out and/or getting IPB errors. It works with all RealGlobalTimer()-depending event, so romances, banters and friendships are all in, either modded or original, provided it's installed after them.

Of course, if a particular event is area-dependent or quest-dependent, the mod won't help - it justs speeds up 'normal' talks. The speeding up is non-linear and hard to describe in non-mathematical terms, but the readme should give an aproximation.
Posted by: Rodman49
« on: March 16, 2008, 06:44:49 AM »

It's a component of TB#Tweaks over at SHS. Although SHS is down now, the newest version is available on IEGMC, so you at least don't have to wait.

SHS?  As in Spellhold Studios, the site is up.  I have no idea what this tweakpack is, but I shall d/l it.  Does it work with mod romances or just the original?  BTW, thanks for the link.
Posted by: the bigg
« on: March 16, 2008, 06:34:56 AM »

It's a component of TB#Tweaks over at SHS. Although SHS is down now, the newest version is available on IEGMC, so you at least don't have to wait.