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Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 12:46 pm
by Wizardry Dragon
My email is twicescorned at -nospamplzokikthx- gmail dot com.

If you could send me an up-to-date ucc.exe that would be appreciated too ^_~

Any thoughts on why mykellah.uc doesnt seem to being included? The delcaration is the same as the rest, and the path is valid.

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 1:03 pm
by marzo
Try this: add a blank line after the include.

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 1:14 pm
by Wizardry Dragon
Hmm, limited success. But I imagine the rest of the problem is errors in my conversation script.

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 1:44 pm
by marzo
Oh, I forgot: add on the first 'say' statement, prepend a 'item.', so that it is 'item.say(blahblah);'. It should make it work. Alternativelly, you can use 'UI_show_npc_face(shapenum, framenum);' before the first say statement, or you can replace 'item' by an NPC number/reference or a (negative) face #.

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 1:52 pm
by Wizardry Dragon
I could use oen of the constants though, couldnt I? So long as I made sure the NPC had one?

~Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 3:00 pm
by marzo
Yes.

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 3:14 pm
by Wizardry Dragon
Out of curiosity, where are the NPC constants for the Keyring quest located? I don't see them in Ye Olde List of BG Npcs (bg_npcs.uc)

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 3:27 pm
by marzo
In src/quests/keyring/constants.uc

I reserved the bg_npcs.uc for the original NPCs.

BTW, I tried (twice, now) to send you the e-mail to the address you gave above; I receive an error message shortly thereafter saying that the attachment is 'illegal'. Just to be clear, the -nospamplzokikthx- is to be deleted, right?

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 3:34 pm
by Wizardry Dragon
Yes, whats the type of attachment? Gmail can be touchy in regards to what it lets in as attachments.

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 3:39 pm
by marzo
Zip file. If you don't mind downloading another program, I can try using 7z instead (http://www.7-zip.org/).

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 3:57 pm
by Wizardry Dragon
Try it, if it works, I dont mind downloading the archiver ^_^

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Jan 30, 2006 4:05 pm
by Wizardry Dragon
And it worked! *victory fanfare music*

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Tue Jan 31, 2006 9:23 am
by drcode
If you find ucc bugs, perhaps you could start another thread just for reporting them (since this one's getting long). And it is a bug if ucc fails to report an error or just ignores an include.

Re: Finally... the long awaited Keyring Mod!

Posted: Wed Feb 01, 2006 1:43 pm
by WWWWolf
The mod so far sounds really cool.

Would be cool if two or three NPCs would be sent to do the actual Lock Lake clean-up task. They'd walk along the beach bushes and when talked to, they would say "hum hum, here we are, cleaning up the trash" or something along those lines. (Rudyom, maybe? A mage rendered crazy, making himself a bit more useful...)

Re: Finally... the long awaited Keyring Mod!

Posted: Wed Feb 01, 2006 1:52 pm
by marzo
Would be cool if two or three NPCs would be sent to do the actual Lock Lake clean-up task.
Yes, I have been toying with the idea. I was even thinking of having them actually pick up some of the garbage themselves (a custom Usecode schedule of sorts). I haven't gotten around to implementing it, though.

Re: Finally... the long awaited Keyring Mod!

Posted: Wed Feb 01, 2006 1:57 pm
by Wizardry Dragon
I actually did something like that in my own mod, kinda. I just had usecode eggs that would spawn people who would Loiter and say some random stuff about not wanting to have to pick up all this trash ^_~

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Wed Feb 01, 2006 2:44 pm
by Dominus
Rudyom, maybe? A mage rendered crazy, making himself a bit more useful...
like scattering some blackrock and then exploding it and thus blowing all the garbage to smitterens :)

Re: Finally... the long awaited Keyring Mod!

Posted: Wed Feb 01, 2006 2:45 pm
by Wizardry Dragon
Dominus - great minds think alike ^_~ Thats exactly what *I* thought, too.

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Wed Feb 01, 2006 2:55 pm
by Dominus
:)

Re: Finally... the long awaited Keyring Mod!

Posted: Thu Feb 02, 2006 4:55 am
by Crowley
Hallelujah! Great work Marzo. I've just began playing with the mod, but I've noticed that some of the language Zauriel uses strikes me rather un-Britannian, such as the way he uses the words 'couple', 'pretty' and 'stuff.

Re: Finally... the long awaited Keyring Mod!

Posted: Thu Feb 02, 2006 8:41 am
by drcode
Speaking of "custom usecode schedules", seems like we've discussed that before. It would be really nice to be able to create schedules in usecode. It's probably already possible, but not very convenient. Perhaps we need is more intrinsics that do the things in 'schedule.cc'.

Re: Finally... the long awaited Keyring Mod!

Posted: Thu Feb 02, 2006 8:44 am
by Wizardry Dragon
It would be nice if you put half a dozen custom shcedules (custom #1...#4...etc.) into the schedule, and have them open ended so we could code our own actions for said schedule.

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Thu Feb 02, 2006 11:30 am
by Garrett
Hm, looking very nice so far.

About the innkeeper key reclaiming, do they somehow remove the key from your keyring if you put it on the keyring? If that's not possible/believable, perhaps you could have them get annoyed and fine the player for destroying the key. And then have them change the locks so the player can't get back in. :)

As for the lake cleanup, it would be interesting if the Avatar could also help clean up.

If you set up a midden somewhere (maybe use several modified haystack pieces for this?) the player could pick up movable litter and dump it there. Heck, it could even decompose over time if you wanted to get really picky.

There would need to be some reward, like maybe 5 gold per piece of litter or something. Of course the option of blackrock demolition should also be available to the player.

Re: Finally... the long awaited Keyring Mod!

Posted: Thu Feb 02, 2006 11:35 am
by marzo
I don't allow putting inn keys in the keyring. But your idea has its merits...

Re: Finally... the long awaited Keyring Mod!

Posted: Thu Feb 02, 2006 11:39 am
by Wizardry Dragon
I have it as thus: when you leave the Inn the innkeeper asks for the key. If you give it to them, it increases your Honesty (yay karma!), if you dont, they throw you out and fine you.

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Thu Feb 02, 2006 11:55 am
by Beryllium
> I have it as thus....

That is perfect. No need to change it.

Re: Finally... the long awaited Keyring Mod!

Posted: Fri Feb 03, 2006 12:55 am
by Garrett
LOL. Sounds awesome. Have you allowed the player to stay again after the event, or are they permanently barred kinda like telling the nudists you kill bees?

Re: Finally... the long awaited Keyring Mod!

Posted: Sun Feb 05, 2006 4:03 pm
by Crysta the Elf
Image

i'd like to suggest these for Jaana, Mariah, and Laurianna's spellbooks (in that order).. i think having the first letter of their name on them is kinda cheesey somehow ^_^;

i'll work up some paperdoll art for them in a bit.. shouldnt be too hard to edit it off of the BG style spellbook one i made :P

Re: Finally... the long awaited Keyring Mod!

Posted: Sun Feb 05, 2006 4:15 pm
by Wizardry Dragon
*steals the graphics for no apparent reason*

(that is alright, right?)

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Sun Feb 05, 2006 4:19 pm
by Crysta the Elf
i did post them in that topic on your forums fro a reason.. :P

just wanted Marzo's opinion on it

Re: Finally... the long awaited Keyring Mod!

Posted: Sun Feb 05, 2006 4:20 pm
by Wizardry Dragon
Ah, I visited here before I went there, I saw that after I posted here and was like, d'oh! xD

I for one like it, and agree: they do look a little cheesy with the initial on the cover.

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Sun Feb 05, 2006 5:06 pm
by marzo
I am going to use them. *Very* good job!

Re: Finally... the long awaited Keyring Mod!

Posted: Sun Feb 05, 2006 5:54 pm
by Crowley
Meditating at the shrines I started thinking, is there anything in-game that tells you what the mantra for each virtue is and how long you should meditate at the shrine? There's always the possibility that someone who's unfamiliar with the previous three games is playing this.

Re: Finally... the long awaited Keyring Mod!

Posted: Sun Feb 05, 2006 5:59 pm
by marzo
I haven't added it *yet*, but it is in my list of things to do. Unfortunatelly, that list is about as big as my arm, so it may take a while...

Re: Finally... the long awaited Keyring Mod!

Posted: Sun Feb 05, 2006 6:47 pm
by Crysta the Elf
Image

paperdoll art :P

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Feb 06, 2006 1:09 am
by Crowley
I love the comments the party members make when you meditate. "There he goes again." "Is there a pub nearby?"

About the sidequest leading to the keyring, I'd say that from a storytelling point of view it is a bit too grand in scale. Though this is high fantasy, everything doesn't have to be about saving the world. As it is an optional sidequest it also creates a bit of a plothole: if you don't go through it, why doesn't Britannia bite it? That could be easily fixed just by altering the dialogue. The end of the quest could also be considered more dramatic like that: Zauriel doesn't do what he does to save the world, but solely because he loves Laurianna so dearly.

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Feb 06, 2006 1:29 am
by marzo
[quoteif you don't go through it, why doesn't Britannia bite it?[/quote]
Because I haven't implemented that yet :-)


More seriously (and I *have* thought about implementing that, mind you), I decided to take the SI route and decided that the avatar would always get there exactly in time to save Britannia. Even if the player destroys the Black Gate without saving Laurianna -- after all, why can't the newly-stranded avatar save her?

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Feb 06, 2006 5:10 am
by marzo
I love the comments the party members make when you meditate.
If you like those, you can give suggestions for other NPCs too. So far, only Iolo, Shamino and Dupre have comments.

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Feb 06, 2006 11:50 am
by Wizardry Dragon
I added ones for Jaana, and Katrina, in my mod ^_^

~ Wizardry Dragon

Re: Finally... the long awaited Keyring Mod!

Posted: Mon Feb 06, 2006 12:04 pm
by wjp