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Daulmakan

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Posts posted by Daulmakan

  1. 2 hours ago, paladin84 said:

    bg2 events are blocked (the same way, how they are blocked when you are in Underdark), so nothing should be broken. But it is nice to finish NWN content with NWN companions, at least they have something to say about what is going on and have their personal quests.

    Nice. You should definitely mention that in the Readme.

    1 hour ago, paladin84 said:

    I fixed all the texts (https://github.com/abalabokhin/NWNForBG/commit/841b44fc9b189fa99b74c110840c628c4f0fa24a), thank you again (only in English for now, but other languages are going to be fixed soon). The only thing, I am afraid of is to change Chinese, so if a Chinese translator can send me fixes for tra files, it would be awesome.

    Also, I didn't fix ~'bout~. These texts doesn't look for me as low-intellectual options and they are taken directly from NWN texts. If more English speaking people can verify that ~'bout~ is bad and it should be changed to ~about~, I will fix this as well.

    It's not a grammatical error, but rather a consistency one. The game doesn't use it anywhere else and it sounds out of place.

  2. 1 hour ago, paladin84 said:

    Can you briefly explain what is this and what does it do?

    Level One NPCs allows you to customize the joinable NPCs classes and stats. Adding the NWN NPCs to the mod would allow people to customize them, maybe making them more appealing? As it stands, they probably can't compete with the vanilla and other mod NPCs with more dialogue/content.

     

    Some text suggestions, these are from v0.95, I apologise if some of them have already been reported:

    report.png

    Aribeth suggested responses:

    "Are you going to kill the monsters to make the cure?"

    "I have no more questions about the waterdhavian creatures."

     

    Jerome suggested response:

    "Maybe there is something I can do?"

     

    Female suggested response:

    "Why should I care about this?"

     

    Oleff: the first response is an action, I'd suggest putting it between parenthesis () to differentiate it from dialogue responses. This is also valid for all other actions responses, like describing to Aribeth the situation in each district after recovering one of the reagents.

     

    Helmite suggested response:

    "No, no, I'll be leaving now."

     

    Sedos Sebile suggested response: 

    "Okay, I'll do it."

     

    Callahan is an inkeeper who replies with quote marks when asked for lodging. Those quote marks don't belong there at all.

     

    Bertrand's dialogue is missing the final dot.

     

    Fenthick suggested response (1):

    "What do you know about the attack on the Academy?"

    (I've seen "about" be shorted to " 'bout" a number of times. I advice against it).

     

    Docks Citizen suggested response:

    "Pirates don't like that kind of attention."

     

    Gilda's dialogue is also missing the final dot.

     

    Dara'nei suggested response:

    "What do you know about the auction?"

     

    Desther suggested response (1):

    "I'm a hero. We do things like this."

     

    During the cutscene where Desther escapes, Fenthick says "waut" instead of "wait".

     

    Bregan suggested response:

    "How do you know they aren't dead?"

     

    Yari suggested responses:

    "Tell me where Desther is!"

    "Who are your masters?"

    "Why was Desther cast aside?"

     

    Black Grimoire suggested response:

    "Close the book."

     

    Fenthick suggested response ("):

    "What did you do, Fenthick?"

    "Where did Desther go?"

     

    Desther suggested response (2):

    "Whom do you serve?"

     

    Commoner suggested responsed:

    "I am looking for certain people."

    "Fine, I'll go then."

     

    Aarin suggested response:

    "Tell me about Luskan."

     

    Solomon suggested response:

    "I am <CHARNAME>. Why are you asking?"

     

    Bug report: Darktongue Breakbone gives NEGATIVE (-5000) quest XP when communicating news to him.

     

    Also, there are several items with the description BAM being just a bigger version of the inventory icon, instead of a "pencil sketch" like the rest of the game's items. I've attached a new description BAM for the Amulet of Animal Communication, you're welcome to it if you like it.

    nwnyatac.bam

  3. 3 hours ago, paladin84 said:

    Unfortunately, they don't talk to each other (as you said they only have original NWN talks), they don't react to anything outside of NWN, they don't have banters, no romance conflicts, reactions, etc. I would love to finish BG2 with Sharwyn as a romantic interest (if her romance is further developed, she has proper reactions to BG2 events, banters, etc), but one have to create lots of new dialogs for that...

    As a sidenote, maybe you can add NWN's NPCs' here for whenever it gets updated?

     

    Currently giving this mod a try, I'm very impressed with the new maps and the whole body of work that went behind this. If the original NWN looked like this when it got out, I might not have hated it so much.

    Another suggestion: everyone having portraits is business as usual per the original NWN, but is somewhat offputting when playing BG2. Maybe you could make them optional? Something like: "Install portraits component?

    A) Everyone

    B) Major NPCs only (Aribeth, Nasher, Gend, etc)."

    Aurora mod does something just like this (joinable NPCs would show their portraits regardless).

    Will post some more typos/suggestions later.

  4. 14 minutes ago, Cahir said:

    Just to add to the post above, apart from Lava, who is writing mods in English anyway, Polish BG modding scene is virtually no more at this point.

    EDIT: Sorry, I was being imprecise. We have also our dear Roberciiik, but AFAIK he is rather doing a great work updating existing mods, rather than writing new mods from scratch.

    Maybe he can contact Nightfarer? Apparently the translation is already done and he's waiting on someone else to proofread it:

    http://www.shsforums.net/topic/55277-translations-into-english-for-various-mods/page-10#entry574264

  5. On 2/13/2024 at 3:16 PM, Morgoth said:

    I'm selling everything and I'm pretty sure I will be getting my 15k if I sell all equipment available.

    ow the question: do I lose any quest if I simply start Aran's quests and then come back when I'm out of Underdark to do everything? In particular, I'm afraid I will lose Maevar's quest.

    Yes. Any/all of stronghold-related quests, for starters.

  6. 8 hours ago, ZFR said:

    - Are there any good resources/guides for Auril's Bane? Maybe a even full walkthrough that I can refer to in case I get stuck. I know many links are dead, but maybe some of you have some links saved that I can access through web-archive?

    Breakdown of the mod by the author here: https://forums.beamdog.com/discussion/66568/mod-aurils-bane-expansion-for-iwd-ee-wip

    Dunno if redrake is still around at the Beamdog forums, maybe you can reach him there.

  7. On 12/23/2023 at 2:13 AM, BigRob said:

    Oh dear, nearly another year gone and still no Aklon. While I am not writing at anywhere near the speed I would like, there is still progress being made. I can only apologise (er, once again) for the incredibly slow pace of things.

    What % of completion of the mod would you guesstimate is remaining?

  8. 2 minutes ago, gatperdut said:

    Common sense would agree with you, but I think SI Abjuration protects you mainly from Dispel/Remove Magic and stuff like Imprisonment. Breach is a Magic Attack which shouldn't be affected by it.

    Incidentally, Spell Thrust would be enough to dispel it (because it's a level 5 spell).

    "Magic attack" is a category you made up just now. Breach is a spell like all the others. If you install the relevant component, you can allow Breach to affect Liches and Rakshasas (they are otherwise immune to it).

    Spell Thrust is also an abjuration spell, so, same point as before.

  9. 12 minutes ago, gatperdut said:

    As the title says, I was running some tests on both Lavok and my own characters, and they cannot be breached until SI: Abjuration is removed. Whether it's cast from memory or a scroll is irrelevant. 

    Now, I *think* that is a bug. I'd swear that was never the case before, and the readme doesn't seem to mention anything about it.

    Breach is an Abjuration spell, that is kinda the point (it was always this way IIRC). You can use Spellstrike or Ruby Ray of Reversal.

  10. 3 minutes ago, Moonboy187 said:

    I have the DVD version which has all 5 disks in one and a seperate disk for TotSC. I installed the UK5512 patch which allowed me to install the widescreen mod as it would not install without it. The flickering was there prior to patch install and still is. 

    You might be missing the direct draw fix that GOG ships the game with, I don't think new directx versions play nice with the game.

  11. On 10/29/2023 at 12:08 AM, subtledoctor said:

    If anything, Melissan or a stand-in would make more sense if they wanted to actually bring Bhaal back, rather than seize his power for themselves. Again, rather than rehashing the Irenicus plot, bring it around full-circle - instead of being about the Bhaalspawn, make it about Bhaal. We've seen his cultists around, in SoD, obviously there are a lot of people who are not happy about his demise and don't necessarily accept it. (Easy enough for a mod to sprinkle more of this into the SoA campaign.) The premise of Alaundo's prophecy is that Bhaal planted seeds to resurrect himself - that is the danger inherent in Charname's lineage.

    I always thought that was a commentary on the nature of evil-worshipping and crooked portfolios. The very base nature that gives you power is also your downfall when you're weakest.

    Amelyssan was Bhaal's greatest follower, and thus should've been the most loyal; she harbored his avatar during the time of troubles, but betrayed him anyway. 

     

    Of course, even if that was as intended, it made for a poor plot being lead through the nose when you were at your most powerful during the entire expansion.

  12. 22 hours ago, haze said:

    I see. That sounds a little more involved than I had anticipated. I have only done modding for Civ III. I thought I could just go in and edit the description, change the damage, and save. @subtledoctor your mod didn't update the descriptions or the throwing dagger. I tried too separate installs. Anyhow, I was going to fix not only the daggers, but also the other item descriptions from Functional Weapon Tweaks since none of them got updated. Maybe I'll just uninstall for now since it looks like the fix is trickier than I had anticipated. Thanks for the info.

    You can check my Item Pack mod for further reference. As subtledoctor said, using weidu for updating text references sounds more daunting than it actually is.

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