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berelinde

Retired Gibberlings
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Everything posted by berelinde

  1. No, thank you! By the way, I'm really loving L1NPC for my BG2 game. Why does Minsc need to know how to use maces, anyway?
  2. One more: Haldamir: CRE: B!HAL DLG: B!HAL BCS: B!HALS No special items.
  3. Gavin: CRE: B!GAVIN BCS: B!GAVIN DLG: B!GAVIN ITM: B!GAVRNG, b!hand Don't know if somebody would want to give him a different class, but you never know. I wouldn't want somebody saying "This mod would be cool if only he was a fighter/cleric instead."
  4. Yeah, sorry about that! It took me the better part of seven weeks to build that file, so I can sympathize with you. But there is a way you might be able to speed things up on x#ict3.tra. Most of the lines, with very few exceptions, came from somewhere else. If it were possible, I would have been more than happy to include the original line references as comments after the individual TRA lines, but that made weidu unhappy. If you wanted to work in a text editor like Crimson Editor, you could do a search for each line. Search > Find in Files; Find what: ~string~; File type: *.*; Files: path to BG1 NPC tra, whatever that winds up being on your installation; Tick off these checkboxes: Match whole word only, Match case, Look in subfolders. That way, you could see if you already translated that line. I don't know if it would be faster than just translating the line, though.
  5. I can tell you what changed from v14 to v15. There two new files: x#ict3.tra and x#kiint_new.tra. In the following files, new lines are given TRA references in the 1000's and 2000's to differentiate them from material that was already submitted for translation. Unfortunately, they couldn't be put in a new file because of the structure of the interjections, but I did try to make them as obvious as possible by placing them at the end of the file and giving them easily spotted reference numbers. x#ajint.tra x#alint.tra x#brint.tra x#coint.tra x#dyint.tra x#edint.tra x#elint.tra x#faint.tra x#gaint.tra x#imint.tra x#jaint.tra x#kaint.tra x#khint.tra x#kiint.tra x#miint.tra x#moint.tra x#quint.tra x#saint.tra x#shint.tra x#skint.tra x#viint.tra x#xaint.tra x#xzint.tra x#yeint.tra x#totsc.tra Just so you don't faint when you see that list, I'd like to point out that there are usually less than a dozen new lines per file.
  6. About the voicing: After I've got BG1 NPC done, I'll ask Pete, Matt and Pippin (yeah, that's really his name... don't ask him unless you want a Maple Willow Aspen reaction) to make some recordings for you to see if you like any of them. I can't do it before, because if my computer is on, I'm working on BG1 NPC. Or you can hold out for Sir Kalthorine, but I'm afraid that he will be unavailable for the foreseeable future. His computer is no more, and he has no internet access.
  7. Funny you should mention a problem with the Duskblade kit. I installed it today, and started a Tutu game, with a Duskblade PC, and it went just fine. The character has 14 hp at first level, exactly what you'd expect for a character with an 18 con. I use "max hp" from Tweaks.
  8. I hope that means that we can still bounce ideas off you and/or get suggestions for getting Kivan's tone right. I appreciate the open attitude, and I'm thinking about adopting it myself for Gavin or any other NPC mods I do, but I'd be a lot happier if you at least *saw* Kivan banters ahead of time.
  9. Download the English soundset here.
  10. I've already got the English sounds extracted and decompressed using acm2wav, so now it's just compression to ogg. I'll take the sounds as MP3, or whatever other format you send them. WAVC, MP3, whatever, Audacity will OGG them. If they need normalization to -4dB, which is comparable to the English game sounds, I can handle that, too.
  11. I'd be happy to ogg Ajantis' BG1 sounds for you. Oh, but that reminds me, if you want the German soundset ogged as well, please email them to me, as I don't have access to the German game.
  12. I prefer Jaemal for my female PC. I didn't really play in earnest with a male PC, but if I did, it would have been a toss-up between Jaemal and Peony.
  13. Either would work. It's all a ploy to get a guy to look at your hair and face. Using the hand might be more realistic, though. Just for kicks, I attempted to flip my own bangs out of my eyes by moving my head in a short, sharp circular motion, and nearly dislocated my own neck. The cats are all looking at me like I'm mad.
  14. The way I understand it, the NPC romance won't kick in unless there is no PC romance. In other words, you needn't worry about the competition.
  15. That probably depends on your memory. I remember nothing of what I write, and never have, so I can play my own mod as if somebody else had written it. I can also replay mods ad nauseum, and have to leave little notes for myself when I don't particularly enjoy a mod not to go installing it again. Other modders, with better memories, might say "Not the hells *again!*" with a rapid clicking through the continue button.
  16. I agree wholeheartedly with Domi. Writing a mod just because the existing ones don't fill a need is often a good first step, but there has to be a story in there to drive it to completion, or it isn't going to get done. Fortunately, most people have more stories to tell than they will ever have time to write as mods, even if they write as fast as Domi. And there's all kinds of guidance available, if you're still interested.
  17. I'm telling you, it was opening Cloakwood early. When you've got to wait until you're almost halfway through the game before you can recruit an NPC, that NPC won't have a spot in an awful lot of parties. Now that Cloakwood is open, Faldorn and Coran are going to have a lot more interest.
  18. Found another one. For Durlyle (and presumably Delainey) %tutu_var_D%URLYLE1. For Tutu, it's _urlyle1. For BGT, it's durlyle1.
  19. We need to add one more variable to the list. "tutu_scriptp" should be "_" for Tutu "tutu_scriptp" should be "p" for BGT There are only two creatures in the game that require this, the two prostitutes that stand outside Feldpost's in Beregost. Still, it should probably go in there. I know that I need them in Gavin.
  20. Not entirely sure. NPCs get raised from the dead on a regular basis in my party (mostly because I have the tactical foresight of algae), so there isn't an awful lot that's truly miraculous about it. I don't know. It might be fun to have to jump through a couple hoops to get a character in the party.
  21. Psst! Big spoiler... ... ... ... ... ... Ajantis still dies, so there's no reason for Keldorn or Anomen not to notice. In fact, that was one of the things Jastey was working on with the Fixpack, to make sure that Garren didn't show up too soon for Keldorn/Anomen to say their bit.
  22. Keldorn and Anomen remark on Ajantis's death at the time it happens, but I don't think they bring it up in later banters.
  23. Not necessarily. If the light is coming from behind him, it might hit his hair, but be blocked by his hair, casting that side of his face in shadow. The more diffuse light on his face is the reflection of the light off the snow. Or maybe my explanation is nothing but a load of waffle.
  24. Project page is beautiful.
  25. A bastard sword is a sword that is somewhere between a longsword and a two-handed sword in length. It has the same shape as a longsword, with a wide, straight blade tapering to a point, but it is larger and heavier. A strong man like Ajantis could wield it one-handed, but its hilt allows the placement of two hands for a more powerful swing, if the wielder hasn't got a 16+ strength. I think it's the pun on the idea of a paladin using a weapon whose name suggests illegitimacy. The name is probably French. I know that "batarde" when applied to calligraphy means something that is a cross between gothic and later chancery hands. In swords, it probably means that it's the lovechild between a longsword and a two-handed sword.
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