Jump to content

Roberciiik

Modders
  • Posts

    101
  • Joined

  • Last visited

Everything posted by Roberciiik

  1. Great update! Love it! Minor suggestion for future release to include the new component under "Dialogs" installer group instead of World/Map/Travel. Big thanks!
  2. Only text clickable area seems to be a fair compromise.
  3. Just checked how it worked on classic engine: only text area is clickable with margin of one empty line. I think it would be the best to restore such behavior. Thanks!
  4. Thanks for your suggestions. For new animations, it should be included in Infinity Animations - got it. But to be clear. Why Belhiet is installed that way on vanilla engine (= overriding Uber Hulk Elder anim). In IWD his anim files are MBE1, so are you saying it is disabled to use this name on other games? Is it not hardcoded for oBG2? Somehow, MUBM (Umber hulk slot) is available?
  5. Tested and it works fantastic! Thanks! One suggestion is to extend the clickable area to the text area. It works that way in the vanilla engine, and clicking over text would prevent you from clicking any response options (because they are under the NPC text). Hope it is doable. Thanks, one more time.
  6. Hi, Small bug report: Sarevok's Armor and Helmet don't give portrait icons for magic protection. Thanks
  7. Hi, I'm trying to add a new animation to oBG2/BGT mod. But game crashes with CTD. For example: let's consider Belhifet animation. In the WeiDU code, I copied MBE1*.BAM files and MBE1.2da to the override directory as well I extended ANIMATE.IDS with 0xE256 BELHIFET. Then I change my CRE Animation to 0xE256. What have I missed? I can see in the Region of Terror or Drizzt Saga that they are using IC_UMBERHULK_ELDER animation slot (0xE0D0). I read somewhere that animations slots are limited in the old engine. Also, it is my first experience with animations, so could you explain this behavior to me? Thanks
  8. Haha, good one! I meant repeatable dialogs from the base game of course. Or during modding testing
  9. That would be awesome. Thanks!
  10. I see your points, and I agree with you. Skipping dialogs by clicking the window is just my old habit, so I would need to change it. I forgot about space key, I will try it next time. However, implementing such tweak could be nice addition for old engine players.
  11. Thanks for the suggestion about UI mod. I will ask there. Nevertheless, I think it could be restored in the fix-pack, even as a subcomponent. Maybe it is not a content bug, but I feel it is more like a user experience bug. @Graion Dilach what do you mean by a spacebar? Do you mean "Continue" button? Well, in the current game it forces you to move down a mouse over the button and then move up to choose dialog options. It is really annoying in comparison to oBG2.
  12. Hi, It seems that 'append description' for WIZARD_SPELL_STRIKE (spellstrike_vs_pm_scroll.tpa file) incorrectly adds text with leading space. In fact, space is omitted (for all languages). It is related to @211 and @40014 translation stringrefs. Example from desc: The target's Magic Resistance, if any, does not affect this spell.This spell will also destroy the anti-magic sphere created by a Protection from Magic scroll. For the other spell, translation stringref @14400 the leading space is already included in the string. Thanks
  13. Hello, In the original Baldur's Gate games, the text window was clickable. It works the same way as "Continue" button on the bottom of the text window, and it was so convenient and fast way to skip dialogs. Is it possible to restore this behavior in EE engine? Thanks
  14. Hello, There is an extra, additional, redundant space before the character's ability name after casting. For all languages. Maybe it is not a bug, however I think it could be unified to one space. Any chance to fix it? Thanks!
  15. I think I found a strange bug in Dynaheir quest with her book. I play online multiplayer and after reaching Drizzt in the Xvart Village the dialog started (with PC, host) but won't continue to the next line, just ended. However, if I started the same conversation with Drizzt as a Dynaheir (client game), the dialog continued. I don't have much experience with Dialogs in WeiDU, but it seems to be missing Multiplayer Sync or maybe some kind of wrong banter context switching. A similar issue was in the next conversation with gnolls - I had to start talking to be able to answer. Thanks
  16. It must have been fixed between 2.5 and 2.6. I was doubled confused because in the NI of BGEE 2.6 I can still see BGEE.SQL file that contains a line for journal quests variable: 26858, 131,0,0,'',-1, // Added for #1244 Thanks
  17. Nice work. Is it on-demand generation tool? In case of new GTU changes for Polish language, should I add new lines on the end of file? Is there a risk that the tool overrides manually added GTU stringrefs?
  18. [BGEE] Hello, I would like to report a bug related to journal system. Journal entry stringref #26858 points to incorrect journal title stringref #31400, which is "Tandem in Extremis". Entry should point to #31401 "Tazok and the bandits" as journal title suggest, because it is related to Tazok quest, not to Sarevok! As per my understanding, the fix should be a change in SQL quest ID from 131 to 132. Thanks.
  19. Hello, as a follow-up I've got permission to create GitHub profile for BWL mods, so here it is: https://github.com/Black-Wyrm-Lair The first repo I've created is a Drizzt Saga. I have a plan to make some small language compatibility changes to this one. Now, native EET compatibility should be much easier to achieve. Moreover, if someone is interested in collaborating, maintaining or publishing any of the BWL mods, then let me know, I'll add appropriate accesses. Please remember, all BWL mods on GitHub will be maintained by community, for community. Thanks!
  20. Hello, I uploaded a small fix for missing descriptions and names for imported items from BG1. https://github.com/Gibberlings3/BG2-Fixpack/pull/11
  21. Hi Jastey, I also want to inform about small issue related to EBG1 on BGEE and (probably?) unmodded SoD. After Sarevok's death, some journal entries are not "solved". I think it would be nice tweak to close such quests when EBG1 starts. I found these quests as unresolved in my last gameplay: Maybe all of these quests could be closed when FF healer comes to underground temple. To prevent journal removal, there should be added a general new journal entry like: What do you think?
  22. Ok, I double-checked that file is loaded. It correctly replaces Mordenkainen's Force Missiles description (water elemental spell is also correct in Polish in this case). But 'Cause XYZ Wounds' and others spells alignment restrictions are not replaced. Cure XYZ Wounds looks good, however. I noticed that all 'Conjure Lesser XYZ Elemental' don't have descriptions of the spell. Descriptions are all the same and stay about "stone eye" (ability probably?).
  23. Hello, I tried to install IWD spells with my local translations to check if substitution works. However, Bard class description hasn't changed after installation, well even alignment restrictions are still in the descriptions. Do I need something extra to load dw_iwdspells.tra? Maybe non-English files are not loaded at all? Could you verify this?
  24. Yeah, I had to try in the source first I will probably make such micro-mod to patch some of SCS stringrefs. Thanks anyway.
  25. Hello David, Enhanced Edition of Baldur's Gate comes with few new text formats in-game, like standardized items' descriptions or asterics in stage directions. I understand that it is a problem to keep and maintain both version of tra files for classic and EE engines. However, keeping only one style (EE in this case), again, breaks backward compatibility and immersion. Would you mind adding optional handling of such additional files? As you are handling all translations by WITH_TRA is would be very easy to add a non-breaking change to load extra files. It's fine to be either file-ee.tra or file-classic.tra convention. As far as I tried, It could be done by adding switch to lib_tools.tpa (and probably twice to always.tph where setup & shared.tra are loaded), here is a pseudocode: ACTION_IF enhanced_edition BEGIN WITH_TRA "english/%tra%.tra" "LANGUAGE/%tra%.tra" "LANGUAGE/%tra%-ee.tra" LAF <component entry> END END ELSE BEGIN WITH_TRA "english/%tra%.tra" "LANGUAGE/%tra%.tra" LAF <component entry> END END Above approach makes *-ee.tra files optional, so only those files/components where are differences between EE and classic engines should be created. What do you think? Thanks!
×
×
  • Create New...