In decompiled _XANP, state 3 ("reputation reaction on rejoining party")
IF WEIGHT #4 /* Triggers after states #: 6 11 12 even though they appear after this state */
~HappinessLT(Myself,0)
~ THEN BEGIN 3 // from:
SAY #86955 /* ~This whole mission has been a dismal failure from the very start. Consider my debt repaid, friends, as I certainly do.~ */
IF ~~ THEN DO ~SetGlobal("IHATEYOUALL","LOCALS",0)
ChangeAIScript("",DEFAULT)
LeaveParty()
EscapeArea()
~ EXIT
END
Rechecking BGT\Compat\BG1NPC\FluidStates.tpa, BG1NPC's .tp2, and BG1NPC\lib\g3_fluid_cpmvars.tpa - the entries are there for BGT 1.06+ and 1.05- as well as Tutu, so no problems with crossmod variables on this one. Apparently no one else plays around with Xan's Post file in such a way as to create fluid states.
Added to bg1npc-v17\bg1npc\core\dlg\x#jfix_bgt.d
line 16
ADD_STATE_TRIGGER %XAN_POST% 3 ~!Global("X#XARomanceActive","GLOBAL",2)~
Added to bg1npc-v17\bg1npc\core\dlg\x#jfix_bgt.d
line 14
ADD_STATE_TRIGGER %XAN_POST% 3 ~!Global("X#XARomanceActive","GLOBAL",2)~
A recheck of "HappinessLT(" on Xan's decompiled _XANJ.D with BG1NPC installed shows no Happiness/Breaking Point condition left open. X#JClean takes all of them out to allow PID. The player will not face Xan just leaving while force-clicking. Instead, it takes an active response from a player to trigger him leaving the party forever.
This should mean that on both Tutu and BGT, when you kick Xan out of the party at reputation extremes, one of two things will happen:
1. If he is not in an active romance with PC, he will leave.
2. If he is in an active romance, he should be able to rejoin.
repaired 11/24/2008 prerelease v17