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mickabouille

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Everything posted by mickabouille

  1. Not under linux at least, they display perfectly in the console in general. In weidu.log, on the other side... Every mod writes in whatever charset they are using so you end up with a mess. To be pedantic, é ö, ñ (and are latin letters. You can say "basic latin letters" I guess (https://en.wikipedia.org/wiki/ISO_basic_Latin_alphabet) And I thought weidu worked fine wth utf8 TRAs, at least for the EEs? (not a modder, just someone who occasionally submits translations, so I'm eager to know) To be precise, according to the weidu documentation (but not the one https://weidu.org/WeiDU/README-WeiDU.html that seems outdated), the charset 'standard" for spanish is CP1252 https://github.com/WeiDUorg/weidu/blob/f5d342ecfc990ae0a95faab8753c6f61b599a0e7/doc/base.tex#L9682-L9698
  2. (Just for reference, better have any bug reported than forgotten)
  3. Hi, following you recent release, I updated the french translation there https://github.com/subtledoctor/d5_Random_Tweaks/pull/10 The new strings you added in english were translated The ones you added had some slight fixes done I replaced the component names (which go in weidu.log) with pure ASCII (using UTF-8 for these was an error on my part). (Really, shoudln't weidu normalize the content of weidu.log in a single charset?)
  4. whilhill is this one I suppose https://downloads.weaselmods.net/download/the-journey-to-the-whin-hill/
  5. I actually prefer the second version. To each their own I guess.
  6. Wow impressive. I had thought that should be possible but probably impractical.
  7. Hm I know i used it but I don't really remember how it works. Does it go in the quick items slots?
  8. Sorry, I didn't try further. I had just noticed the issue with tests of my installer (https://github.com/mleduque/modda) so didn't really have a reason to. I got the message that it (eefixpack) wasn't really for prime time, though
  9. I think that probably the same problem as
  10. Can't say I know enough to answer "can it make things worse", not a modder, but: I assume you mean for your install only, in any case you could obtain a report of all .CRE that would be modified and check nothing is amiss. And then weidu allow to revert if it ecer breaks anything and you can detect it immediately. For the more general case (not limiting to your own install), it would be interesting to know _what_ mod broke this (unless it was like this in a vanilla game?)
  11. Ok thank you. I hadn't used google translate in... a decade? Not sure. And I'm impressed because that's now more like actual text I saw at the end of the thread that there are now some repositories (with Tipun's greenlight) at https://github.com/11jo/IWD1_EET https://github.com/11jo/IWD2_EET https://github.com/11jo/Worldmap_IWD_EET and https://github.com/11jo/Icewind_EET (though sadly not for the HOW self-contained one). Not much technical activity though (mostly translation work).
  12. @Endarire Thanks. I knew about Argent77's totlm mod, and sort of knew about Tipun's iwd inside EET, but hadn't looked at it (it appeared to me,at the time, as a "maybe, one day" mod). But I don't see anything in this link about how in eet (and nothing from Tipun themselves, with doesn't scream "it's ready now" to me). In Subtledoctor's weidu.log, I think it appears as HOW_EET, which seems a more contained and attainable that the whole of iwd1, which is why I saw a parallel with totlm and imagined a similar mod.
  13. I'm curious, what mod are you using for HoW in BG1? I feel I should be able to find it but my fumbling gave nothing (unless it's an in-house, personal mod of your, of course)
  14. Oh thanks, I see it now, in "Non-Spell Revisions changes". Now that I look a it SR documentation doesn't mention the mental battle, so it should be another mod adding it back oops EDIT: and I'll end there this topic hijacking, sorry... EDIT: and that was atweaks PnP elementals. Well, it's in the components name
  15. (OOT probably, but I'll ask while I think about it: are there mods that get rid of this mind battle?)
  16. Not sure if it's relevant, but it doesn't translate tokens either, so you may end up with a mix of the mod's installation language and the game selected language
  17. Well Iguess if some NPC starts talking about Khalid's death while he is in the group, that would seem... eerie? Not that I know if it actually happens, I assume that's the kind of question HotaruPL is asking (Is it ?)
  18. Yes that should probably not be used as a reference, but as a track to follow to find information. That was low effort, I didn't even try to get the last version on archive.org. I use it "often" (but that's the first time I did in the context of IE moddingà to find link and then check if they are still alive (for example the links on the second post on https://web.archive.org/web/20220520012956/http://www.baldursgatemods.com/forums/index.php?topic=117.0 are to baldurgatesmods.com and are all dead)
  19. Maybe archive.org can help in some case, like finding links... https://web.archive.org/web/20220425122747/http://www.baldursgatemods.com/forums/index.php?PHPSESSID=81dcd2dcc64ca1bfc311e80979ecf83c&
  20. Talking about rest, I'm not sure about the fact that you can travel between two maps for 48 hours and never have rested when you arrive!
  21. Wouldn't it be possible to create a kit named "Cleric (trueclass)", give it the original true class restrictions, give the base class access to all weapons and give whatever restriction you desire to other cleric kits? Bonus points for closing access to the real true class kit if possible (but that's not even necessary?)
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