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Roberciiik

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Posts posted by Roberciiik

  1. Hi @CamDawg and @Cahir,

    I would suggest moving the auto-generated files from Beamdog translation tool into separated files (i.e. gtu_bgee vs bd_tool_bgee). Then those files could be updated individually. GTU files - manually, BD tool - even automatically. Honestly, it would be easier to update small files for GTUs where changes are only added by a human. And after upstreaming these changes to BD tool, they could be simply removed from GTU files because they would be fetched from BD tool later. 

    So the flow would beinclude bd_tool translation files if exist and then load GTU files (frequently updated I assume) on top of those from BD tool. What do you think?

    Thanks!

  2. 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? 

     

  3. 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

  4. 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. :)

  5. 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.

  6. 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

  7. 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

  8. 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

  9. On 10/29/2022 at 5:07 PM, CamDawg said:

    Journal entry headers are set by the LUA; this journal entry shows up under "Important Events" in 2.6.

    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

  10. 15 hours ago, CamDawg said:

    I've kludged together a tool that can generate a starting Game Text Update by comparing the current strings in the Beamdog translation tool vs. the current game release

    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? 

  11. [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.

  12. 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!

  13. 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:

    Spoiler

    #31288 - Afoul of the Law
    #31374 - On the Trail of Sarevok
    #31396 - Slythe and Krystin
    #31400 - Tandem in Extremis
    #31416 - The Rise of Sarevok

    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:

    Quote

    <Quest title>

    Sarevok is dead. This chapter of my life is over.

    What do you think?

  14. 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?).

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