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Zaramorte

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Everything posted by Zaramorte

  1. RE_Valyg.D line 100 "++ @38 DO ~SetGlobal("RE_ValygarRomance","GLOBAL",7)~ + v3.5" not sure, but i have the impression it should be "...v3.6
  2. yeah, i agreed, i was talking about cases when it's impossible (if a mod is dead u can ever find a way to try to reach the author... but if it's the author to be dead... well that's a bit more complicated )
  3. Oh! Spare me... ! now i have other 3000 lines to traslate When i'll be ruler of the world, I'll impose latin as only language of course it could used for cheating in the "early " game, but that's up to the player
  4. no need... i got a ring for you all to kiss. i got it: as a mods user, i was worried that there might be too strict rules that could kill old but good mods... but what u said is undisputable, expecilly about technical skills, transparent changelog and being ready to take it down if the author show up asking for that.
  5. About mods with authors still active, or with someone who still support them, i agreed... and what this Endire have done is absolutely wrong. But, generally speaking: what about patching and updating older mods? BG is a game from '98... some authors could be inactive, or even dead... ok to respect ownership, but u don't burn the Divine Comedy just because Dante is dead. i made a few mods for morrowind and skyrim an age ago... nothing special, eh... but, since i no longer even go in a forum related to those games, if someone still play them, like them and have the time or will to improve\fix them... well, i would be just glad to think one of my works is still alive somewhere. If my intention had been for no one to get an hand on them, i would have deleted them... P.s. it's not my intention to get my hand on any BG mods (and even if it was my intention, i haven't the skill to do it)... I just want to understand how work current netiquette.
  6. AI scripts often serve well but, in the end, they all are rigid rules applied to fluid situations. So them can't always replace player will, only help him the best they can. said so: probably u did it but, since often cars stop because out of fuel.... Are u sure your ranger had arrows? u could try to unselect both preferred weapons option, so, teorically, companions should keep the weapon u selected. (at least for characters you want they use always a specific type of attack... eg mages should never use melee... better run, in case) about auto casting defense spells, a solution could be to select it just in wilderness or dangerous areas. (but it's an annoying solution, i know) teorically there's no need to uninstall easy of use... it should be enough to uncheck it and\or choose another AI U can take a look or ask around to see if someone uploaded another IA mod, too, that suit you better (but the only perfect AI was Hal 9000, and he exterminated the crew...)
  7. Lucky you! when i had a road trip in USA, i was tempted to join the marines just to get citizenship... enjoy ur trip
  8. Not being able to attach it with a pm or in the thread in Infinity Engine Mod News... here's the file cheers Ita.7z
  9. most of the names are in deutch, so dunno... I can't complain anyway, since mine is in my language too anyway the script affecting companions exp is this one (the one immediatly below faster bears, in stratagems)... if u have it installed, that's where ur problem come for... if not... u are doomed according to the readme, Atweack should be installed before stratagem (it shouldn't cause major problems anyway, just some oddity in spells)... but that's another story. Allow player to choose NPC proficiencies and skills At the moment the various NPCs who join your party have their existing proficiencies, thief skills etc. determined for you according to what the designers of BG and/or Tutu had in mind. There's nothing wrong with this, but it can be interesting - especially if you've played several times - to have more flexibility. This component gives you the chance to select each character's proficiencies from scratch. It does so in a slightly convoluted way (to get around game-engine difficulties): when a new NPC joins your party, they start at level 0. They immediately go up a level, so you get to choose their starting skills. As soon as you've levelled them, they gain enough experience to go up to about the level of the PC, and you can give them any remaining proficiencies. This differs from the BG2 Tweaks version (which is overwritten) because you get to choose proficiencies even for 1st-level characters. The component only works for the "core" NPCs in BG, not for any NPCs added by someone else's mod (or for BG2 NPCs). It won't work for a given NPC if you install it after you've already entered their area.
  10. I don't know for BG, but in several other games, scripts sometimes persist, even if a mod is uninstalled, in the .lua file (u should find it in the same folder where you have your saved games) Try deleting it (it will be automatically regenerated, so it's safe) it's even possible that the script is integrated in other mods (possible, but unlikely).. post here your Weidu.log... maybe someone will find the trick
  11. interesting site... although an english language switch buttom would be helpful (edit... solved with an add-on ) thx
  12. In a rpg? it would be a boost in immersion... dynamic dialog, npc with evolving personalities according to their experiences, random quests AI maded. and many more In project zomboid, a play solo game, it dynamically insert companions and fellows whose living all around, making stuff and with the abilities to interact with the PC... some trade with him, other hunt him etc.. of course i don't know the impact it had on hardware requisites and stability... but it seemed pretty interesting
  13. Is there any TurboNerd, with high tech capabilites, who wish to try to implement it? my own tech knowledge level is the one monkeys got before finding the monolith, so i don't ever consider it a proposal (it would be arrogat asking for something without having the abilities to at least help in doing it), but just food for thought. My opinion is that advaced AI would fit better in old games such this one than a lot newer rpgs pointed just on graphics (which often feel more like talkative shoot'em up) I've seen an experimental mod using chatGPT for project zomboid, and it was very cool...
  14. It's not a bug: it's intended to work like that. It serves to keep companions in step to the PC, even when u re-join them after a while. U can choose to not install this function (i don't remember the name, but u can see it in the readme... I could have even sworn it was from Stratagems mod, really)... Anyway it's not to be considered a cheat, since companions were supposed to be adventurers, so, theorically, they would work, gaining experience, even when they are not with you... unless they got an arrow in the knee (cit. from Skyrim )
  15. "If you can't resolve a conflict, cause it" Zen proverb
  16. Balduran seatower, as i know, should be still in development, so, the good thing is that eventual conflicts could be "fastly" solved on later vesions
  17. I'm translating a huge mod (Darkside of the sword coast) into my language but, to make a better job, it would be useful to have a high lev mage and a cleric with most (or better all of them ) spells, and maybe a warrior a druid and a thief, bloated with magic weapons and items (more than the quality, i'm interested in the variety of the effects.) I'm using Atweaks and Stratagem (so no limit exp, and new spells... the higher the char lev, the better) P.s. I take advatage to ask a thing... I state that atm i have pratically only tested and translated some mods, so i had no time for playing, so forgive the ignorance... Translating DsotSC i found a few strange things in STATISTICS lines, mostly concerning magic stuff: Sphere: sun or law or chaos, nature... are them stuff from the mod itself, or you find them in your games too? about the schools, i found evocation but also summoning, protection and wards etc... which teorically be synonymous... or not? (that's why i need high lev char... for comparison) just in case i attach my actual weidu.log cheers WeiDU.log
  18. metti i file nella cartella english (meglio creare anche una cartella backup dove mettere quelli in inglese, giusto per buona abitudine ) ... se non funziona, prova con la cartella autotrad (onestamente non so quale delle due venga usata... per i test, ho sostituito i file in entrambe )
  19. Ok... is there a way to find and unpack the .tra of the original game? (there are thousands of lines in dsotsc such the one above... of course i'm sure the autor had his reason... but, from the ouside, it seem he has just copied and pasted the original setup.tra file, entirely... that's mean . )
  20. whatta hell!! fixed now it's all installed correctly but i still hate Alec re1alec.tra
  21. @jastey i'm making some test with my trad file in eng and autotrad folder it all working well, excepted Alec.. the log talk about an error on - line 40 column 1-10 Near Text: E - etc... but i don't see any error: it look the same as the other thousand corret lines... i attached the DEBUG (could it be a conflict... or maybe it's just Alec being an asshole... anyway I hate Alec... who need Alec when you got Imoen?) SETUP-BG1RE.DEBUG
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