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jastey

Gibberlings
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Posts posted by jastey

  1. Regarding thinking about going BGT compatible with this mod idea: be aware that there is a problem with backward compatibility from the EEs to oBG2 engine, and also, you do not want to ship all SoD resources in your mod because of Copyright reasons.

    33 minutes ago, subtledoctor said:

    Just add an area travel trigger on top of the existing one, and flip them on/off via global variables. So with EndlessBG1, the Undercity exit simply takes you back into the Thieves’ Guild. The trek back through the empty maze happens off-screen, as it were.

    That's exactly how EndlessBG1 handles the skipping of the maze on the first way back.

  2. 6 hours ago, subtledoctor said:

    1) This is a chance to move the entrance to the maze from the Thieves' Guild to somewhere else. I always thought it was a bit weird that one of the Duke was like "I know exactly where the Thieves' Guild is, I can send a contingent of guards there any time I want, for some unstated reason however I have never done that." We could move the entrance to the maze to somewhere in the sewers, or the basement of some tavern, or... whatever. Maybe even somewhere on/near the exterior of the city - maybe it is a smugglers' entrance through the walls. There is a northern city gate that goes nowhere, up in the northwest by the Temple of Helm; we could stick a secret door there, perhaps.  Thoughts? Worth doing? Or should we leave it alone?

    It's an idea and if you want to make a mod for it, go ahead. My beef would be that it has nothing to do with the actual mod idea of this thread. I am all for "keep mod content straight forward". Meaning, make a mod or an optional component that moves the entrance. But do not clutter your mod about X with changes regarding Y and Z which have nothing to do with X, content wise.

    Regarding 2: I'd use a nameless Fritz. Using Corwin for this might make all Corwin related mods incompatible who might have invented another back story for her during Angelo's time. Or place her inside the palace. Or whatever.

  3. 22 hours ago, Centurion said:

    this line in the ReadMe

    Seems I screwed this up 100%. 🥲 Sorry again.

    22 hours ago, Centurion said:

    there are other belladonna flowers in the game (Balduran's Island), but the mage shows no interest in these

    Ok, now it gets ridiculous...

    The item code Master Shizell should recognize would be either "MISC1I" or "bdbellad". The latter is from SoD, the former should be the one from Balduran Island. At least it is in my BG:EE game.

    Is there a possibility that you look up the item code of your Belladonna (using NI or somesuch)?

  4. This is quite straight forward. I use this all the time to add transitions and new reply options and triggers to mod added states. My mods even do it to their own states installed by an earlier component. (It's how EndlessBG1's inserting of the hero cutscene works, for example, or the shift of transactions for installed / not installd "Korlasz' Crypt in BG1".

    Here is the general syntax:

    /* add transition to Korlasz dungeon to Belt's dialogue */
    // Get state for BELT %belt_ebg1_8% (in dialogues_ee.d)
    /* @8 /* ~I see. Still, the city is in your debt. Fare well, Hero of Baldur's Gate.~ */
    */
    OUTER_SET belt_ebg1_8 = STATE_WHICH_SAYS 8 IN ~c#endlessbg1/translations/%s/dialogues.tra~ FROM ~BELT~

    "belt_ebg1_8" is just a name you use here, I chose the name I gave the dialogue state in my d-file.

    The "8" is the line naumber (@8) in the specified tra file. The "~BELT~" at the end is the dlg file the line you are searching is in.

    This doesn't work without referring to a trai-fyed text, at least I wouldn't know how.

    If the line in question is inside the dlg more than once, this method will fail. (It then gives a very significant "-1 something something" error message. The variable (here "belt_ebg1_8") is set to "-1" if no valid state number could be found.

    With regard to languages, weidu will use the correct language the other mod is installed in.

     

    The only problem I had with different languages between mods was when using WITH_TRA to get the str-ref number of a line, described here.

  5. Tagging @The Artisan for Aura and @morpheus562 for Powergaming Scripts, although this sounds like it could be unrelated to the latter. (It might still be some mod interaction.)

    21 hours ago, cccow said:

    For now I have stuck her outside the FAI, where she appears to be only buffing a cow and some generic npcs.

    I was thinking about some funny remark about buffed cows and the Summon Cow spell now being really dangerous for having to deal with a really pissed cow after summoning it.

  6. 10 hours ago, Adamvs_Maximvs said:

    Do I change the loader to BG1, complete it and SoD then load my game as 'EET' only when I'm moving onto BGII (but still allowing me to access BGI content)?

    The idea of EET is that you do not need to load anything into anything when moving on to BGII when playing. Like mentioned, the BG1(+SoD) resources were all included into the former BGII folder (now EET), and you play them by launching EET (aka the former BGII game), and you'll just stay inside the game for the BGII transition.

  7. And just how would you know that there is Belladonna behind a locked door, hmm?

    - On a serious note, I apologize sincerely for this false lead. it was not intended. I was not aware the cellar cell lock is unpickable when the EAOB version was released.

    Plans are to make this accessible one way or the other in v1.

  8. @Meneldil Palantir like mentioned, you should find the BG1 resources in the EET override folder. The area files you are looking for now have the "BG" prefix. That makes the areas of second and third floors of the Friendly Arms Inn BG2302.are and BG2303.are, respectively.

    Also, in Near Infinity you can set how the files are displayed. You can change the setting so that the added are files are also shown in the "ARE" menue choice.

  9. On 3/22/2024 at 1:45 PM, subtledoctor said:

    It's not like Jastey is about to let me start writing content for EBG1; I could make a mod the requires that other mod to already be installed, but that gets really fiddly and annoying for players. So the only alternative is to cover a bit of the same ground.

    As much as I'd like mods to be compatible (and think it would be doable here), just a reminder that EndlessBG1's license allows to use any parts of the mod in your mod. (Same for Transitions afaik).

  10. On 3/18/2024 at 1:51 PM, TotoR said:

    With the last PR, this should work and the JAP can now be installed afterwards.

    Oh, cool. I'd suggest your fork to be taken for testing directly. I do not find the time to deal with JAP currently. I appreciate you putting time and effort into this.

  11. 1 hour ago, ktchong said:

    I saw that you are also a mod over there.

    Not officially. I'll keep the status as long as jcompton leaves it to me, but if it triggers such reactions I might ask him to remove it.

     

  12. 47 minutes ago, ktchong said:

    Instead, it was incorrectly added under a newly-created "Kivan's bandit hunt" as a completed quest (with the horrible capitalization,) thereby leaving the "Kivan and Tazok" quest active and open, (which should have been closed.)

    The "Kivan's bandit hunt" doesn't seem to be from BG1NPC Project (the title). The quest entry is. Thanks for the report.

  13. Both is true.

    EndlessBG1 comes with the according license, so everyone is free to take it and make their own version of it. I helped Lauriel when she started with it, actually Lauriel posted the idea of a "remain in BG1" mod basically at the same time I started to actually work on mine, so we had a very fruitful exchange during that time. Transitions started out by respecting several choices of EndlessBG1 when installed. But to be fully compatible, Transitions also reverses content from EndlessBG1. I bemoan this choice, because the other possibility would have been to keep EndlessBG1's modularity and just let the players decide which ones of which mods they want to have. Then Transitions got further developed and now I am not sure how much content of EndlessBG1 actually still remains if you install both. I had a look at the code and it just removes the content. So, player install EndlessBG1's Denkod encounter, Imoen&Jannath interaction, Dukes in the palace, FF healers after the fight ... but it gets all removed. Yes, I'm griping about that.

    It's one thing to make an own version of a mod, but it's another to just revert things other mods do in your own mod because You Don't Like What They Do. And yes, I am probably unfair to Transitions with regard to EndlessBG1 because of its history, but Transitions also does it to another mod and it's just not what I think when I think "compatibility". Tagging @Lauriel so it's less talking behind her back.

     

    EDIT: The warning about bugs is just a fact; I've seen several reports about crashes or other and I lost oversight. To me, it is a bit like WoP currently (sorry DavidW).

     

  14. 2 hours ago, paladin84 said:

    I hope it was a general statement (about doing something silently), not a statement about NWNForBG.

    Yes, it was a general statement, like my whole post. I do strongly suggest to explicitly list the used sources, though.

    I do find the use of several area graphics quite excessive, also in general. To put it simple: If the mod needs other people's IP because it can't exist otherwise, then the whole concept of the mod is questionable.

    28 minutes ago, Daulmakan said:

    But you've just mentioned Tyris Flare in passing as if it was OK...

    No, it's not "ok" imho. But the Tyris Flare mod does one thing other mods do not: it doesn't use assets from Tyris Flare for something else, in the means of other content. It waves a flagg saying heyho, Tyris Flare assets used for a Tyris Flare adaption, look here!

    With regard to the old mods at SHS: maybe there are still there and noone said anything because - noone said anything? I am not aware of which assets are used where, and I do not have the time to go look through all mods to identify what is original area art and what is not. I can't even recognize all NWN resources as such. Which is also a good point for stating what is used where in the readme, it will at least spare us surprises.

  15. 4 hours ago, Isewein said:

    At least the old way of picking art from across the internet willy-nilly gave some visibility to real people behind it!

    I don't even know what to say to this. Both portrait mods - the BGT one and PPE - uses IP and copyrighted portraits from non-mentioned sources. This is the opposite of giving visibility to real people, it's just making use of their work without giving anything back.

    @Shipwreck Jones If I understood correctly, you are planning on replacing all portraits from PPE? Because, please be aware that PPE uses copyrighted portraits without permission and without even giving proper credits. We do not need another adaption of a portrait mods that does that.

  16. Using IP from sources that are not BeamDog's games is not only a problem in this community, it is a legal Copyright infringement, period.
    Saying that other mods did it is not an argument. The same would go for saying that it was necessary to finish the project. That is not an argument, either.

    It is true that this was different in the early stages of the modding scene. This, also, is not a justification to do it now. The community has grown and we purged IP content of other sources from mods because of the possible legal problems.

    It is correct that there is IP even in G3 mods. Where IP is used, it is usually stated clearly in the readmes, in combination with the statement that the offending content (or the whole mod) will be removed immediately if requested. It is a grey area and we hope that this will be enough to prevent legal problems.

    Just silently using IP from other sources, some even very recent games is something we tried to leave behind. Also, what we do not do is using many or large assets, or copyrighted portraits, etc. The only exception probably being Tyris Flare, which uses a portrait of - Tyris Flare.

    IE modding happened always in a very grey area. Experience shows that there is a lot of patience all around if it comes to assets used in IE mods; PPE is a good example for a mod of numerous copyright infringements that triggered no reactions so far. Thinking that this means that we can do and use whatever we want is not the right answer, it's the opposite. I do not know what it will take to stir this up to something ugly. I only know that if you kick the dog enough times it might eventually bite back. Or, in this case, if you start kicking new dogs, too. IE modding is now tolerated, even promoted by the official game distributor, we even have a go to use assets from all BeamDog games. This is fantastic!

    I will not even start about the topic of respecting other artists work. We had a rather extended discussion about whether IA content (not deepfakes, just IA generated content) would be ethically ok or not. Now we are talking about actual IP of other sources, and I see a general "oh, why not" that surprises me.

    Using IP from all over the place is something we left behind and seeing recent mods released that do not seem to care about these legal aspects is a huge step backwards.

  17. 2 hours ago, subtledoctor said:

    you could use any language to do basic file patching. But what language is equipped to create dialogue interjections in a quest or NPC mod? Or modify cut-scene scripts?

    This. We don't even have to think about a successor if it's not capable of patching dlgs and scripts like weidu does.

    Maybe I just don't get the point of this discussion.

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