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Lauriel

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Posts posted by Lauriel

  1. I don't know how I could forget this, but this update changes labels to meet @AL|EN's globally unique label preference.  So, labels have changed.  They needed to change anyway with this update since the entire mod is structured differently to allow installation on non-EET games.

    This is rather a big deal.  But there will be no need for them to change in the future.

  2. 2 minutes ago, jastey said:

    I think we'd need a new category for that?

    I agree - what should we call them?  Story changers?  LOL  Would anyone even understand what that is?  It's late here so ideas aren't flowing...but I'll sleep on it. :)  Right now, my ini looks like:

    Type = Tweaks
    Before = NPC, bg1re
    After = c#endlessbg1

    I just now took out the requireformer = EET ... oops.  A little late...I'll put up a new release this weekend after I test a few things.

  3. 10 hours ago, Mike1072 said:

    No, I don't have any first-hand knowledge of this.  Just making a joke.  It sounds like you found an error in the IESDP.

    Well darn!  I was really hoping I had screwed something up. LOL

  4. On 8/20/2020 at 1:22 PM, Guest Gob Oafenplug said:

    I didn't think this could be a problem - TOKEN_TEXT should be untranslated (never seen in game, only in files, so its language can remain English as other game resources) and STRINGT / STRINGF should be strrefs rather than bare strings?

    Unfortunately, Tokentxt.2da doesn't substitute the string associated with a strref put there.  I believe the documentation is wrong and have started a topic to that effect in the IESDP forum.

  5. STRINGT - strref if condition is true (i.e. VALUE < STAT OR VALUE = STAT)
    STRINGF - strref if condition is false (i.e. VALUE >= STAT OR VALUE != STAT)

    It doesn't take a strref.  It takes a string.  If you put in a strref, you'll just end up with the number being put into the dialogue, not the associated text.

  6. 2 hours ago, Mike1072 said:

    You can add a string to the game and store its assigned strref in a variable using SET blahblah_strref = RESOLVE_STR_REF (~blahblah~).  It should work with tra references too: SET translated_strref = RESOLVE_STR_REF (@123).

    Then you can use that variable when you are adding to the .2da.

    RESOLVE_STR_REF worked, however when I use the token, I get the number replaced in the text, not the string associated with the strref.  I think the docs are wrong.  I think it needs to be a string, not a strref.

  7. On 1/24/2020 at 10:59 PM, Mike1072 said:

    Those last 2 columns should be strrefs according to IESDP.

    I know this is old, but you're right.  The docs say it should be strrefs, not strings.  The strings work, but I'd prefer to use strrefs if possible for languages that don't use our character set but haven't a clue how to get INSERT_2DA to convert string to strrefs or any other way of getting at the strref of a custom string.  So is the documentation incomplete and it can be strrefs or strings, or is it wrong and it only takes strings?

  8. 2 hours ago, Endarire said:

    @Lauriel
    If I have Endless BG1 installed, what are the main benefits of also installing Transitions?

    1. There is an option for a new bhaalspawn ability
    2. You can have a home with a chest whose contents will transfer to SoD camp chests
    3. There are a number of new clean-up quests - depending upon who you dispatched before you face Sarevok
    4. Korlasz dungeon will free of hand-holding, I think it makes it more fun
    5. You can choose to skip the ending of SoD if you'd like (at any point you'd like), and go right to the capture scene before BG2
    6. You can use an abbreviated capture scene leading to BG2
    7. Imoen will be given innate magic missile abilities in BG2
    8. You'll be able to stay in BG2 after Irenicus is killed
    9. You'll be able to regain your bhaalspawn abilities after Irenicus is killed

    That's all I can think of off the top of my head for this version.

  9. 32 minutes ago, Endarire said:

    @Lauriel
    How does Transitions interact with Endless BG1?

    During installation, for example, it will skip the installation of equivalent components, like towns people chatter.  For some components where things are handled slightly different, like Sarevok's equipment, it will ask if you want the Transition's version or EBG1's version.  It will start off it's conversation with Duke Belt differently if you have EBG1's award ceremony installed.  And EBG1 will accommodate Transition's handling of the Korlasz dungeon quest, where it's just another dungeon crawl with no hand-holding from Imoen, if the you're there for a Transitions clean-up quest.

    @jastey, have I missed anything?

  10. 1 minute ago, AL|EN said:

    @LaurielYou label is fine as long as you understand that even if the label contains 'TRANSITIONS' which match tp2 name of you mod, it has to stay the same after theoretical transfer into different tp2 (you mod or someone else). You might also suggest for a better term.

    Yeah, I'll name mine more for what portion of the game it affects.  Like my snark components, some are strictly for SoD and some for BG2 and some for in between.  I think I'll break them out so they can be incorporated into other mods for just those campaigns and not require EET for those that are campaign specific.

  11. 3 minutes ago, DavidW said:

    Well, in that case I'm confused again. If LABELs carry the tp2 name of their parent mod, and that tp2 name changes when the component is moved, then I can't at al see what the point is. @AL|EN?

    Nope, you're right.  I totally misunderstood.  I'm so glad I started this topic.  I'd have done this all wrong.  I misread 1 sentence ...

  12. 6 minutes ago, DavidW said:

    PI's syntax is not restricted as WEIDU's is to checking LABELs only of a particular mod, so LABELs can follow a component even as it migrates between mods (and should not be changed when a component migrates).

    That is not what was communicated to me at all.  What was communicated to me was exactly as I had put in the OP. 

  13. I'm going to try to incorporate what I can into the ini file for Transitions.  I have the normal stuff, but just starting at the very first "thingie" I'd set, Type, I'm sort of at a loss.  Have you determined a set of types to pick from?  My Transitions mod would be a Tweak?  I guess, although it does add quests that's not it's main purpose.  Is there a Misc category?

    I'm assuming (correct me if I'm wrong), that you don't want us to repeat dependencies already listed in the TP2 file.

     

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