Kulyok Posted October 31, 2014 Share Posted October 31, 2014 Hi! so, I'm having this little problem: I got IWD NPC to install, but for some reason, the dialogues all added to the German dialogue files, not the English one(my game is installed in English). Naturally, I can't see any lines from Korin or Nella - it's Invalid ... . I'm probably being silly here and not seeing the obvious, but how should I install the mod properly, so it adds to the English dialogue.tlk? Using Weidu 23600. Also, I had to delete/comment some of my interjections: DCVQuest, DValesti, DKUKID, DKIERAN to get the mod to install, because I was getting messages the game couldn't find the file. I'm surprised - those were the existing original game dialogue files, what happened to them, why modify them? Link to comment
CamDawg Posted October 31, 2014 Share Posted October 31, 2014 Hi! so, I'm having this little problem: I got IWD NPC to install, but for some reason, the dialogues all added to the German dialogue files, not the English one(my game is installed in English). Naturally, I can't see any lines from Korin or Nella - it's Invalid ... . I'm probably being silly here and not seeing the obvious, but how should I install the mod properly, so it adds to the English dialogue.tlk? Using Weidu 23600.Grab the latest beta--I believe this was already identified and fixed by Wisp. Also, I had to delete/comment some of my interjections: DCVQuest, DValesti, DKUKID, DKIERAN to get the mod to install, because I was getting messages the game couldn't find the file. I'm surprised - those were the existing original game dialogue files, what happened to them, why modify them?DVALESTI is present and used by Valestis; the rest are unused and not included. Kieran Nye uses DKIERAN2, just like he does in IWD. DCVQUEST appears to be an unused clone of the dialogue restored for the High Baptist's flock, who all use DCAPVIL3 when restored by IWDEE/UB. Closest I could find to the unused DKUKID is Nate in Kuldahar, DNATE. Looking at the SVN, someone fixed some issues in Valestis' dialogue and it looks like a few states have moved around, so you're probably going to have to branch there anyway. Link to comment
DavidW Posted November 1, 2014 Share Posted November 1, 2014 IIRC Valestis's dialog was changed back in v7 of IWD-in-BG2, to handle a subtle difference between the IWD and BG2 engines' .dlg processing. Link to comment
CoM_Solaufein Posted November 1, 2014 Share Posted November 1, 2014 Since this is using BG2EE technology, are creature files having their script and dialogs assigned to their creature file instead of through the area file, which is what the original Icewind Dale did for some reason. Link to comment
CamDawg Posted November 2, 2014 Share Posted November 2, 2014 Since this is using BG2EE technology, are creature files having their script and dialogs assigned to their creature file instead of through the area file, which is what the original Icewind Dale did for some reason.There was no reason to change what was already working, so scripts and dialogues are still assigned via areas as they were in IWD. Link to comment
CoM_Solaufein Posted November 2, 2014 Share Posted November 2, 2014 They will still work if assigned to the creature's file for mods? Link to comment
CamDawg Posted November 2, 2014 Share Posted November 2, 2014 They will still work if assigned to the creature's file for mods? Just like BG2, for creatures in the area file, the script/dialogue assignments in the area file override the scripts in the creature file for that instance of the creature only. Spawning via script (or area if those fields aren't set) will use the assignments from the creature file. Link to comment
CoM_Solaufein Posted November 2, 2014 Share Posted November 2, 2014 Good to know. Now I can proceed on repackaging a IWD mod. What is the purpose of the ini files? I know this was talked about here or the BG forums, forget where otherwise I would look it up. Link to comment
Kulyok Posted November 2, 2014 Author Share Posted November 2, 2014 Btw, I've completely forgoten about IWDEE using larger portraits - I'll have to provide those. But I have a question: how would I recognize IWD EE? Is it possible through GAME_IS, and how? Link to comment
DavidW Posted November 2, 2014 Share Posted November 2, 2014 Since this is using BG2EE technology, are creature files having their script and dialogs assigned to their creature file instead of through the area file, which is what the original Icewind Dale did for some reason. It's entirely a matter of coding conventions, not engine differences - BG2 could have been coded with IWD-style script assignments. (I actually think the IWD style is more elegant - it makes reuse of creatures much easier.) Link to comment
subtledoctor Posted November 2, 2014 Share Posted November 2, 2014 But I have a question: how would I recognize IWD EE? Is it possible through GAME_IS, and how? From what I'm told, for now you can use FILE_EXISTS_IN_GAME ~howparty.2da~or wait for Weidu v237 which will support GAME_IS ~iwdee~. Link to comment
Avenger Posted November 2, 2014 Share Posted November 2, 2014 Good to know. Now I can proceed on repackaging a IWD mod. What is the purpose of the ini files? I know this was talked about here or the BG forums, forget where otherwise I would look it up. There are 2 ini types (at least). 1. hexnum.ini - these are externalized character animations. 2. areacode.ini - these are spawn ini files. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.