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Keeping Yoshimo [Alpha] v0.67 [BUGS]


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#1 Icendoan

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Posted 23 September 2008 - 01:10 PM

All bug reports and comments go here. Thanks.

Credits go to:
Lemernis (Writer)
Me (Coder and partial adder of humour)
The Bigg (Suggested code)

Enjoy.

Icen

Edited by Icendoan, 10 December 2008 - 09:57 AM.

Mods in development: Keeping Yoshimo
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#2 the bigg

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Posted 23 September 2008 - 01:27 PM

Try with this to make 'standard' yoshimo not die in whatever area he usually dies. Not even tested if it installs, much less if it works :)

COPY_EXISTING bgmain.exe bgmain.exe
REPLACE_TEXTUALLY CASE_SENSITIVE ~YOSHIMO~ ~	   ~ // make sure that they're exactly the same number of characters

Edited by the bigg, 23 September 2008 - 01:29 PM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.

#3 Icendoan

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Posted 23 September 2008 - 01:32 PM

He wasn't dying in any area if you cut the ButtPlug variable, but he would be lost in the ToB Transition. Thanks for the code, but I will probably stick with what I already have.

Icen
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#4 the bigg

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Posted 23 September 2008 - 01:51 PM

As you wish. I just tested that as working regarding the transition to ToB.
Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.

#5 Taimon

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Posted 23 September 2008 - 01:59 PM

Yes, this is just a strcmp in the exe. (Btw. there are also checks for Imoen, Anomen [alignment] and Edwin [Edwina] in the MoveToExpansion function.)

#6 Lemernis

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Posted 24 September 2008 - 02:06 AM

In a nut shell the mod

* allows players to keep Yoshimo for the entire saga
* adds dialogue re:Yoshi's betrayal of the PC (his spying b/c Irenicus' Geas)
* adds an entirely new sublot for Yoshi with dialgoues and an encounter
* adds a Tree of Life dialogue for Yoshi

This is what we have so far for the Alpha. And to be added in the next phase of development:

* a quest in ToB
* further dialogue re: issues of loyalty and character that arise both from Yoshi's involvement with Irenicus and the subplot referenced above
* NPC interjections re: new content
* ToB epilogue for Yoshi

optional:

* a fun little dialogue in Brynnlaw to drop a NPC without stranding them (for those who take a party of 6 to Spellhold, it's always been awkward RP to drop a NPC who then is in effect stranded on the island; this feature addresses that)

I think for most players just being able to keep Yoshi for the entire saga is going to make this a pretty popular mod, all by itself. It really is fun to have him along for the whole ride. And hopefully the new content will satisfy as well.

Edited by Lemernis, 24 September 2008 - 02:14 PM.

Keeping Yoshimo (story and dialogues)

#7 Domi

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Posted 24 September 2008 - 05:02 AM

You might also consider some additional banter for Yoshimo with other NPCs in late SoA-ToB, and the stuff like the Tree of Life :)
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#8 coaster

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Posted 24 September 2008 - 06:11 AM

Nice to have an alternative high level thief rather than Jan (who just irritates me). Plus level 21 maze traps with no save are a hoot. Or dual him to fighter! Oh the possibilities... :)

#9 Icendoan

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Posted 24 September 2008 - 07:13 AM

He has a ToL dialogue, Domi, but so far no banters.

Coaster, simply go to my profile and send me an e-mail if you want to test :)

Icen
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#10 Icendoan

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Posted 24 September 2008 - 07:39 AM

In a nut shell the mod

* allows players to keep Yoshimo for the entire saga
* adds dialogue re:Yoshi's betrayal of the PC (spying b/c Irenicus' Geas)
* adds an entirely new sublot for Yoshi with dialgoues and an encounter

This is what we have so far for the Alpha. And to be added in the next phase of development:

* a quest in ToB
* further dialogue re: issues of loyalty and character that arise both from Yoshi's involvement with Irenicus and the subplot referenced above
* NPC interjections re: new content
* ToB epilogue for Yoshi

optional:

* a fun little dialogue in Brynnlaw to drop a NPC without stranding them (for those who take a party of 6 to Spellhold, it's always been awkward RP to drop a NPC who then is in effect stranded on the island; this feature addresses that)

I think for most players just being able to keep Yoshi for the entire saga is going to make this a pretty popular mod, all by itself. It really is fun to have him along for the whole ride. And hopefully the new content will satisfy as well.


Half of that is for v0.2, and the encounter and option to drop a player have been semi-finished but not yet implemented.

Icen
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#11 jastey

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Posted 24 September 2008 - 08:58 AM

Congratulations! Unfortunately, I do not have time to test. One question, though: How does the changed Yoshimo.cre work out in sense of NPC banters? Would your Yoshimo banter under the DV of "yoshimo" with mod NPCs?

#12 Icendoan

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Posted 24 September 2008 - 09:20 AM

No, it will not, it has a different DV, #!Yoshi. However, as this NPC only comes into effect near Spellhold, it shouldn't be an issue.

Icen
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#13 jastey

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Posted 24 September 2008 - 11:42 AM

Ah, I see. Thank you for the answer!

#14 Guest_Guest_*

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Posted 24 September 2008 - 12:30 PM

Is there any chance that this could be made to work with Level One NPCs (I'm sure Nythrun would allow for it once she returns)? I know that Imoen has multiple cres and she works okay with Level One NPCs (the multiple cres thing just means that you have to level her up, pick her profs etc both at the start of the game and in Spellhold), so I'm hopeful that the same can be done for new Yoshi.

If, for example, I used Level One NPCs to give Yoshi Katana and Scimitar proficiencies, would your new Yoshi then have these?

#15 Icendoan

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Posted 24 September 2008 - 01:15 PM

Uhm, yes, if it were installed AFTER lv1 NPCs, as it literally generates a copy of your Yoshi7.cre and gives it a new dv, scripts, dialogue and exp.

However, he will be level 15, at least till I fix this, when you pick him up.

I try to make it as compatible as possible. The only real hitch will be if something crucial to the mod happens with Yoshimo in Spellhold and the mod's plot will revolve around that spot, and as far as I know there are no crucial romance LTs that happen when Yoshi betrays you, so it should be pretty seamless.

Icen

Edited by Icendoan, 24 September 2008 - 01:21 PM.

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