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Graion Dilach

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Everything posted by Graion Dilach

  1. You've linked the correct Polish lists. I also tend to use them.
  2. Noidea, we dunno what are the differences between the Switch UI and the vanilla UI or what is the Switch patchlevel. More likely this won't work.
  3. No, you need to assign scripts like MAGE5 and PRIEST5 before SCS to tell it to redo the script. But if it has a custom script, that might cover more aspects than the mere combat so I'm suddenly not sure how much changing that would break the mod.
  4. Corinth has an undroppable short sword and an undroppable hide armor equipped, both flagged as such in the CRE. These lack the unstealable flags. Additionally, if Corinth is blackmailed successfully, he hands over both items with the flags unchanged, leading to the items ending up stuck in the blackmailer's inventory. I see two futureproof solutions: remove the undroppable flags from both items add the unstealable flag along to both items, extend all blackmail dialog paths with SetItemFlags queries to remove these flags. Thoughts?
  5. And you rightfully deserve that criticism. It's not you who deals with install orders and mod compatibility. Complex kits need to go after items to accomodate cases where the kit uses op319 over item useability flags and/or revamp them to free up item useability bits. Novices don't know how to split mods and it's already tough to explain the common splitters in a megamod installation (which is IWDification spells going early so that questmods which try importing duplicates can rely on them pretty much). This isn't about the site's own categorization, this is for the convenience of your audience. But if you berate your audience via considering the most common request "silly", then I'm not sure who are you making the mod for.
  6. No, WeiDU only updates one language during mod installations.
  7. I'll only answer what I know: 9) Both Xvarts have the generated SCS script assigned so they should be able to sspellcast. It sounds like BPWDASGT prevents reaching the SCS script. 18) If a spellcaster doesn't use the generic Bioware mage/cleric spellcasting scripts but a custom one, SCS leaves that custom scripting in place and will not attempt rewriting the script. The modded FMC you found is probably in this group. 13) One of those spells is caused by the older version of DSotSC, where Cause Serious Wounds was accidentally registered as it's curing counterpart internally (I've fixed this already). Also, the DSotSC-Trilogy spell addition components should be after IWDification spells, because the IWDification spells are in a better shape and DSotSC-Trilogy will skip trying to add spells already added by other mods installed prior.
  8. I'm not sure what timestamp is that... looks like a timestamp from the repo, but no btranch corresponds to it and I don't see tagged commits atm. Ahwell, it's not ready. You can attempt manually downloading the v3 branch if you really want to - https://github.com/SpellholdStudios/BGGOEET/tree/v3-beta - but judging from the commit history, I wouldn't sugggest this. You can also track updates here:
  9. Sounds like the version of BGGOEET you installed isn't ready yet.
  10. I'd moreso consider a solution where these NPCs refuse to join the party outright the better path, but that sounds like a tweak IMO and not Fixpack material.
  11. I'm more forgiving to generated images, for multiple reasons - in order to achieve consistency and good quality, you still need to touch them up to get them on par with an artistic vision and they are less likely to be used for impersonation. So I consider generated images used as rough source assets akin to stock photos/textures as fine and while they do endanger artist sweatshops, artist sweatshops aren't that much better either. (It's just an old concept, considering that Japan was already used for sweatshopping American animation in the '80s or the few Tom & Jerry cartoons Gene Deitch offloaded to Czechoslovakia in 1961). But yeah, AI imaginery used directly ain't better than the shoddy asset swaps you see everywhere and training an AI to directly fake a particular artist is a horrible thing. Voiceacting is different though, because people don't do generic voicesets with AI but always try to exactly copy one particular individual. (And while a good sound engineer matters a lot at achieving the final sound, a sound engineer can't do much at masking accents and some of the personal traits of an actor). You don't have voiceactor sweatshops, your best bet is a sample library with a lot more limited usecases (like the Wilhelm scream).
  12. If you put a mod up to the internet, it's no longer "personal use". Fair use, moreso, but not personal. And moentization is a hard word, when NexusMods is a primary platform these days and already tie downloads to accounts on which they throttle downloads unless they are paid ones (I wouldn't be surprised if they put it all behind a paywall ultimately). But yeah, my opinion is very informed. I mean, I work in IT and I actually voiceacted in a handful of projects (and collaborating with much more talented voiceactors than I in these projects is an experience I still savor greatly). Which means that some rando forum scrub definitely knows this better than I.
  13. Hi-Rez Studio just blasted a bomb on this topic in the last 24 hours. And the mods, like that Witcher III A Night to Remember cited in my article aren't pornographic, since that one's a questmod. I fail to see how to have a meaningful discussion with such tactless ignorant bastards, who can't even get their damn facts straight. You don't like being treated with the respect you deserve? Go and distribute that manure you're spewing on a farmland, so that the plants can benefit from it.
  14. Wow, this thread attracted a lot of scumbags since my last post here. https://www.gamedeveloper.com/audio/voice-actors-express-worry-over-modders-cloning-voices-with-ai
  15. TBH, you don't even need lower. I always rely on that being autogenerated.
  16. Nah, I'd prefer this being an option, but after some arguments on it, I just shrugged off years ago.
  17. Honestly, considering that the dust started to settle in a why which I shouldn't be fully sceptic about, I've added the wiki cleanup to my bucket list (which a lot of people know here is long enough...) OTOH if I just smuggle my generated wiki password over, I can even do that during my breaks at work (unlike modding itself). I'll probably focus on the deRoxanneifying aspect first anyway, then go over the IP-violations part (which is whack anyway even without mods, considering that the Faces of Good and Evil pack portraits are on the Wiki... and you can get them tfrom there with a really mild JPG compression at best).
  18. Ah, RESOLVE_STR_REF(@NUMBER) should have been the value then.
  19. It can't be installed to BGEE though, because then EET will refuse the import (since it's a mod which it doesn't acknowledge). Additionally, due to the way PVRZ is handled, it's probably better if the areas are reindexed for PVRZ compatibility during a possible EET install.
  20. Did you define ADD_KIT_EX's mixed and lower? Those are the counterparts.
  21. Go back to your ivory tower. If you'd put, I dunno, tenth of the effort you've putting into this drama to clean up the wiki past the Roxannehijacks or atleast discuss with modders how should their work be featured on the wiki, none of us would even be mad about this. The facts are that the wiki is full of incorrect/outdated information about the mods (sometimes even merged directly to the article's own discussion) and adding BG3 on top of the shared game logics won't help on any cleanup attempt at all. (Like, say an article of pickpocketing would need to list both BG/BG2 system and BG3 Sleight of hand system, or random treasures, or the weapon proficiency system, or weapon classes, or how Baldur's Gate even looks like). Sure, you expect modders to clean up after their own mods, but how could you expect that when the modders themselves aren't even aware their mod is on the wiki, because most of the times it was a thirdparty contribution which added them. And anyone who's in this community would imminently realize that this is eerily similar to BWS where thirdparty collected the mods to the BWS Mod Manager and everyone who was involved in that project burnt out in the work of keeping up with the entire community. It might sound cool for you in terms of SEO and visitorcount to have a BG3 wiki section, but there are two other BG3 wikis already, in more or less useable state, and instead of trying to be a catch-all, you coulda just concentrate on providing accurate BG1/BG2 info, where you wouldn't even have competition, because the only other wiki doing that is the PiH wiki which approaches this from a TuTu powerplayer and doesn't cover general usecases at all. Your skewed priorities are the main cause of the problem here and that's what people tried to tell you - some nicely, like Suy attempted and some... yeah, I don't have words for this one, because this is a blind rage and it even stepped over lines I can't and will not tolerate either - I'm sad about you're forcing me to drop a fruitful collaboration for this, but I also uphold my own values foremost.
  22. Yeah, I also managed to install aTweaks like that, but aTweaks fiends also overwrite and break the BGEE v2.6 Aec'Letec recode, akin to SCS pre-v34.1, regardless if SCS is actually installed or not.
  23. Currently BG1NPCSoA doesn't care about other mods using IWD spells, but it also doesdn't add them properly. This is on my to-do list. You should install IWDification components first though, just to be futureproof.
  24. Yeah, incase you forget your game state, want to return to it years later to find that Beamdog did come out of a 2.7 patch and Steam silently updated your folder, breaking all mods. Someone on Reddit turned out to be this example in the last few days.
  25. Yeah and I'm really confused on it, because some of your NPC mods also cite it as a requirement. Like Imoen4Ever, implied by it's readme here. Or should I read this as I4E can come before RtD and RtD will know?
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