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cdx

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  1. Store cheese wouldn't be a problem with this, right: "Change Effect of Reputation on Store Prices -> Reputation has no effect, stores price fixed at 100%" and no charisma effect adjustment? I usually play with this installed, so I don't try to min-max when I sell things. In order to not need that option installed, would it be too complex to make normal ammo unsellable as part of an ammo price tweak? As for the bullets, they don't do much anyway, except for against skeletons. Although, if they are very limited, mages and clerics will just stand around when not casting. And micromanagement would increase, as without ranged for mages/clerics I wouldn't be able to select the whole party and click attack. So maybe it would be better to change arrows/bolts to 1gp each and leave bullets at 1gp per stack. It would fit well with the lore as well. As you said, there isn't that much metal on arrows/bolts, but there is some. So merchants wouldn't want to buy arrows/bolts for such a high price, but would be more than willing to sell them to you if you're willing to pay .
  2. I'd really like a tweak for common ammo in original BG1 - arrows/bolts use iron in arrowheads and are one-use items, so could be more expensive. Which would make stone bullets more expensive, too, due to demand. Would be great to be able to set their store price to something like 1gp per 1 arrow, or custom amount per stack. It could change the gameplay quite a bit, changing party composition and how many arrows you want to use in case you need money for an item. Also, would make me more inclined to use magic arrows because they wouldn't be that much more expensive than standard ones. And killing some kobold archers would feel really good . For extra flavor cheap arrows/bolts (not bullets) for 1gp per stack could still exist, but they should be weaker, maybe with 50% chance to do 0 damage. Another nice tweak would be a new option for the current mod which changes the stack sizes in stores - if 1 stack of 20 is 1gp in base game, 1 stack of 120 to be 6gp in stores. Otherwise the QoL change feels like cheating due to the lack of increase in price for a larger stack. Something really cool would be to set the buy markup at all stores to 40% to use with the no depreciation option. I imagine this should be about right for getting approximately the same total amount of gold in a playthrough as base game with depreciation, without the hassle of collecting things to sell in batches, spreading items among stores, etc. I really like the No depreciation mod to remove my OCD about selling optimally, but it ends up providing much more money.
  3. "AI to voice the additional dialogue?" Yes, without any qualms, but you need to re-frame the context of the question. People currently are answering the wrong question. Right now it is assumed to be "Is it ok to train a model on voiced lines from the original Voice Actor (VA) and use the model to generate more voiced lines without the VA permission?". Probably not, even though debatable. It is irrelevant though. The question should be: "How can I professionally voice mod content of existing characters with AI without infringing on the original VA rights?". To answer the right question: Hire a new VA for 30 minutes, or get a skilled unpaid volunteer, who is happy with the below process: have them practice for a few minutes on originally voiced lines until you are happy they convey the essence of the character. They may sound very similar to the original, or not, up to you. Then have them record only new lines necessary to train an AI model. Use that model to voice the mod lines, and possibly the original lines as well, with your intonation input for higher quality. This is you hiring a new VA (a "VA Engineer", as opposed to old-school "VA Artisans", explained below) to voice the character, replacing the original VA. Distribute the mod, for the Edwin example, as "having a full Edwin voice-over, from a great new VA who makes 'Edwin sound more like Edwin then ever'". This is pretty much the same as Matthew Mercer replacing Jim Cummings for Minsc. It works both for mods and commercially. New voice actor replaces old one. The difference between that and the Edwin example, is that you need a VA Engineer rather than a VA Artisan. VA Artisan/VA Engineer and industry:
  4. ToBEx v28 installed first, then TobEx AfterLife: v29.13 installed over it for BG2IMPROVEDGUI. The weidu.log is in the first post for more details. The prolem is no more though, with the removal of one of the Klatu tweaks.
  5. Thank you for the tips, it turns out it was another mod. I did a new identical install to see at what point it starts crashing and after some trial and error it got fixed by removing "~KLATU/SETUP-KLATU.TP2~ #0 #2050 // Prevent Wish Spells from Interrupting Caster: 1.7". No idea how it was causing Time Stop to break but without it things seem to be working. Sion fires off a Time Stop during the battle, which he didn't do previously, and the game keeps going.
  6. Turns out Time Stop causes the crash. It worked when I charmed Sion and cast Summon Dark Planetar but when I tried to cast Time Stop I got the assertion fail. Same thing happens if I try to cast Time Stop with the main character. The spell doesn't start to cast, as soon as I click on the spell icon in the spell menu the game crashes. Looking at the weidu log, any ideas what is likely to be causing it? Maybe it isn't SCS, I assumed it was when I saw ObjCreatureAI.cpp. I just had a look at the BG2 Fixpack docs to check BETA Core Fixes and don't see anything Time Stop related.
  7. Sion's Chain Contingency fires Improved Mantle, I:Abjuraton and a Horrid Wilthing, and the game continues ok, it crashes sometime after that as I continue playing if Sion stays alive. I checked his spells and he has Summon Dark Planetar, which I've never seen in the battle, so it's possible that the game crashes when he wants to summon it. I summoned a dark planetar on a player character and it worked fine. I assumed the only EET Tweaks option that I use wouldn't break things, as it says it's compatible with "BG2" (as Graion has linked to) but maybe it does.
  8. Hi, I don't know if it's caused by SCS but that's what it seems to me, any ideas of what this error is or how to fix it? "ASSERTION FAILED! Return Address: 0x940CB5 File: ObjCreatureAI.cpp Line: 19722 Expression: FALSE Message: (null)" Happens on Sion and Lavok every time except when I manage to explode Sion with a backstab. Weidu log:
  9. Hi @lefreut I did some edits for six pages. Button areas for the load/save screen and journal page, for the inventory quite a few small edits around slot boxes, for the priest and mage book pages the first and last number area and the line above. That one is maybe more of a preference thing, it just bugs me to have the numbers biting at the background with their edges. The spacing for some of the numbers has also been modified by a pixel or two, so I'm attaching the ui.menu as well. The ui.menu has changes for three pages: those two and the inventory page slot locations, to match as the backpack inventory spacing before editing the background. For the options page, I've made the vertical bar more integrated, but I'm not sure if it's better. Before it seemed pasted to me but it faded more to the background, which is probably better. For the buttons and the space between them, probably a matter of taste as well. Individual sockets don't look too bad, but the difference isn't big, so maybe not worth doing all the other pages with a gap between the buttons (other options pages, world map, etc). These are the main things I wanted to touch up. And here are the edited files: UI.zip
  10. Great I thought about a few minor things, similar to the character screen. For the inventory in particular, as that and the character screen get a lot of use. Any changes would be to what appears to me as minor errors, rather than changing how things look. The inventory - I'd do some adjustments of the borders which hold item slot areas, but I was wondering if you intend to move any of the slots at all? Especially if you consider that the boxes around them can be adjusted a bit. If you look at the image below, for example the green x, y, z gaps on the picture are sligtly different, do you intend to adjust any of the slots positions, if the borders marked with red could be moved a few pixels? I don't think it's at all necessary, but it would be a bummer if I edit the background and then decide it would be better the slots be moved a bit and redo the background :). For other pages, the spell menu numbers 1 and 7/9 don't look very well integrated where I've marked (A, B), so maybe that. I'm assuming these are in their final position as well? For the Map and the Options pages I could do minor adjustments on the buttons outside border, and I'm wondering whether the space between the buttons (C, D) should be filled in so each button would have its own slot instead of both of them in one slot. Also, for the Options the vertical bar (E) looks pasted, so I can adjust the corners to look something like F, more connected. For other pages, the Journal could have the button sockets slightly adjusted, and the same for the Load/Save screen. Other than that I don't see inconsistencies that bug me. Anything in particular that you'd like to see changed, mentioned or not? And what do you think about the things I've listed, do they seem worth doing?
  11. Hi lefreut, I wondered if you'd like to use for the mod a slightly edited character screen (GUIREC2). There are only very minor edits of the background to make the buttons appear more integrated. Mainly reshaping slightly the boxes around buttons. Here is a comparison, I think I've marked all the changes (14 total): If you want it, I can do a couple of more changes and try to do a github pull request, as I'd like to learn to use github The changes I want to make are the right edge between "Customize" and "Export" as there is a small hole right now, and actually revert the rightmost change or redo it. PS: How can I insert external images in a post? Other Media -> Insert image from URL doesn't seem to be working for imgur. Or is it preferred to upload images locally? When I pasted links of the right format, it auto-embedded them. EDIT: For the above it should be obvious, so I didn't mention that the bottom half is the one with the changes. I realised that probably an image isn't the best case for trying out a pull request, so here's the edited background image if you want to try it:
  12. I tend to look for portraits with good range of values (lighter and darker areas), use photoshop CS6 to increase the contrast, optionally adjust the levels for better range of values, increase vibrance a lot for bg1 painterly feel, maybe slightly increase saturation. If there is too much detail in the background I quickly blur it or paint over it with a big brush to decrease visual noise (not more than minute or two). I often play the non-EE games with resolution upscaled rather than with resolution mods. Scaled up from 800x600 with the above done, the portraits have pretty much idetical style as bg1 portraits.
  13. That's nearly exactly what I had in the file . I was hoping that there would be a more stremlined way to do it. Thanks for pointing out about the clicking. The conversation I'm doing isn't very long, so I keep thinking more is better, but I can see how it can become tedious. Here's a better example of what I was hoping there would be a way to do, with a different syntax (where ~%RND(3)% %x% %y% %z%~ returns a random one of x, y, or z). It would be great for replayability or repetitive processes. The "++" random selection is convenient but for "SAY" it takes fiddling. IF ~~ t2.7 SAY ~%RND(4)% %I'll catch you!% %You can't run away from me!% %It's pointless running!% %You've nowhere to run!%~ = ~%RND(3)% %I'm right behind you, ha!% %I'm catching up, hehe.% %Nearly got you!%~ = ~Theere you are. Think you can outrun me?~ ++ ~%RND(2)% %I wasn't running, I just wanted to pick up my glove. Here, got it.% %I wasn't running from you, I just wanted to see if we could jog for a bit!%~ + t2.8 ++ ~%RND(2)% %Ok, you've got me, happy now?.% %Well, you've got your filthy paws on me, satisfied?%~ + t2.9 END IF~~ t2.8 SAY ~%RND(2)% %As if. It's time to pay up, now.% %You think somebody would ever believe that? Time to pay your debt.%~ IF ~~ + next.thing END IF~~ t2.9 SAY ~%RND(2)% %Indeed, as happy as a kitten who gets all it's gold back.% %Indeed, as happy as a purse full of coin. Coin you owe me.%~ IF ~~ + next.thing END I wonder if EEEx or TOBEx have something like this, to take a string and parse it and display just a randomly selected part of it. It is another matter that writing with so much variation not much content would get done. After playing Hades non-repetition and text variation seem great though.
  14. Is there a syntax for randomly showing one of two SAY options? Something that would work as this code looks? IF ~~ t2.7 SAY_OPTION(2,1) ~Hi, have you changed your mind?~ SAY_OPTION(2,2) ~Hello, have you changed your mind?~ + ~RandomNum(3,1)~ + ~No..~ + t2.8 + ~RandomNum(3,2)~ + ~Nope.~ + t2.8 + ~RandomNum(3,3)~ + ~Not at all.~ + t2.8 ++ ~Yes.~ + t3 END In the Branwen tutorial mod I can see a way that works but it seems quite round-about: https://github.com/Pocket-Plane-Group/Branwen_for_BGII/blob/master/Branwen/Dialogue/O%23Bra25J.d#L841 For my example, in t2.6 I could have two identical REPLY options which lead to two different states, but then I'd need to repeat the t2.7 REPLY options in two states. A lot of repetition. Or the t2.6 REPLY options could lead to t2.7option1 ("Hi.") and t2.7option2 ("Hello.") which both point to t2.7 ("Have you changed your mind?"). This way I'd have the t2.7 REPLY options written only once but I need two extra transitionary states. Any way to streamline this similar to the code above? In weidu, or maybe some library from a mod?
  15. Thanks jastey, I've created a new account there, now waiting for approval. If I can't get it sorted there I'll try the discord or let you know.
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