Lemernis Posted July 27, 2008 Author Share Posted July 27, 2008 By the way, it's not that hard to avoid the loss of Yoshimo on the MoveToExpansion() action. Since this is only a strcmp in the bgmain.exe, you get away with simply changing the name there. That's great news. Because we have already seen that Yoshi survives via the buttplug variable. If he can simply be moved to ToB, then no need to spawn a copy of him. And hopefully the game then recognizes the character and his .cre file in the party there causes no bugs. Link to comment
Taimon Posted July 27, 2008 Share Posted July 27, 2008 Well, it would mean to patch the bgmain.exe, but it's not hard to find the place where to patch it. Link to comment
Icendoan Posted July 27, 2008 Share Posted July 27, 2008 But changing the name shouldn't be too ugly though. Icen Link to comment
grasp Posted August 9, 2008 Share Posted August 9, 2008 Any news on this mod ? Is it still being made ? Link to comment
Lemernis Posted August 15, 2008 Author Share Posted August 15, 2008 Yes! I got a little busy in RL and I still have to write up the dialogues for Icen to code. We're moving ahead on it now, thanks for asking! Link to comment
Icendoan Posted August 15, 2008 Share Posted August 15, 2008 I PMed you, when the dialogues are done (with ALL responses from the PC please). And I can do NPC-NPC Banter, if you like. Icen Link to comment
Riviera Posted August 20, 2008 Share Posted August 20, 2008 Gotta say, this would be awesome. I always did like Yoshimo. There aren't that many light-hearted folks in the BG Saga apart from Coran, Alora, Imoen, Garrick and Minsc. Three of those aren't even joinable in BG 2! Haer kind of counts, but he's morbidly cheerful, not silly like them. The global that saves his life amuses me far more than it really should. Link to comment
Icendoan Posted August 20, 2008 Share Posted August 20, 2008 Well, it is moving forward, but slowly. Both Lemernis and I are extremely busy and I have a backlog of things to do. (like that flipping documentation, Miloch ) So, taking place mostly in PMs, we have a framework to build on. Icen Link to comment
Grand_Dracolich Posted August 21, 2008 Share Posted August 21, 2008 Might I suggest the PC refrain from calling him Yoshi? Renal Bloodscalp called him that and Yoshimo said something like "Such a pet name is usually reserved for... Well... Let's just say we're not that close." Link to comment
Icendoan Posted August 22, 2008 Share Posted August 22, 2008 Already thought of and edited out. For the exact reason you just said. Icen Link to comment
Icendoan Posted August 22, 2008 Share Posted August 22, 2008 Ok, as for a changlog, here we go! We have one dialogue ready to be sent and coded, a system to keep Yoshimo and the frame of the mod. The buttplug variable is to be set at the very start of the game. Also, does anyone know a good system of tranferring the non linear format of a .D dialogue when the writer doesn't know .D? Icen Link to comment
Lemernis Posted August 22, 2008 Author Share Posted August 22, 2008 Might I suggest the PC refrain from calling him Yoshi? Renal Bloodscalp called him that and Yoshimo said something like "Such a pet name is usually reserved for... Well... Let's just say we're not that close." We'll take this at face value. But I always wondered if Yoshimo said that to Renal glibly, and mainly because he doesn't like him. I.e., it may just be a taunt at Renal. I'm curious now whether in the Bioware dialgoues for the PC, does the PC ever refer to Yoshimo as "Yoshi"? Or do any of the NPCs? Link to comment
Miloch Posted August 22, 2008 Share Posted August 22, 2008 Also, does anyone know a good system of tranferring the non linear format of a .D dialogue when the writer doesn't know .D?Not sure what you mean. Infinity Explorer is supposed to be good for browsing dialogue. Link to comment
Icendoan Posted August 23, 2008 Share Posted August 23, 2008 What I mean Miloch, is that Lemernis is writing the dialogue, and I am coding it. He has no idea how to code in .D. And can't learn it fast either. Now, he has sent me dialogues with a sort of playscript format, linear, one response. Sure, you can code that, but it isn't exactly what is needed for BG2. He understands the block format of it, just he finds it harder to keep the dialogue going if it is in blocks. Currently we have a sort of index image, which is like a map of the dialogue tree. We then have, in a seperate file, blocked text with a description of actions. Icen Link to comment
Miloch Posted August 23, 2008 Share Posted August 23, 2008 What I mean Miloch, is that Lemernis is writing the dialogue, and I am coding it. He has no idea how to code in .D. And can't learn it fast either.It sounds to me like the solution is for him to learn the .D format, and fast . Heh. If the goal is to write in a non-linear fashion, I think there's advice for that in the various NPC tutorials scattered around the fora. Link to comment
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