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jastey

Gibberlings
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Posts posted by jastey

  1. 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.

  2. 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).

     

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. @pierpoljack Very cool, thank you!

    This is the result.

    C#7REST.SPL:

    Spoiler

    Mods affecting C#7REST.SPL:
    00000: /* created or unbiffed */ ~C#SOLAUFEIN/C#SOLAUFEIN.TP2~ 1 0 // Solaufein's Rescue: Jastey's Solaufein NPC for BGII4.2
    00001:  ~C#GREYTHEDOG/SETUP-C#GREYTHEDOG.TP2~ 0 0 // Grey The Dog NPC9
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 5 2030 // Changes to Restoration35.9
    00003:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 5 4130 // Revised handling of death effects like disintegration, petrification and imprisonment (party members who are disintegrated etc can be resurrected; imprisoned or petrified characters rejoin the party automatically; the game doesn't end if the main character is petrified or imprisoned)35.9

    C#MIN5HP.SPL:

    Spoiler

    Mods affecting C#MIN5HP.SPL:
    00000: /* created or unbiffed */ ~C#SOLAUFEIN/C#SOLAUFEIN.TP2~ 1 0 // Solaufein's Rescue: Jastey's Solaufein NPC for BGII4.2
    00001:  ~C#GREYTHEDOG/SETUP-C#GREYTHEDOG.TP2~ 0 0 // Grey The Dog NPC9
    00002:  ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 5 4130 // Revised handling of death effects like disintegration, petrification and imprisonment (party members who are disintegrated etc can be resurrected; imprisoned or petrified characters rejoin the party automatically; the game doesn't end if the main character is petrified or imprisoned)35.9

    @DavidW could you have a look at what might trigger Grey to transform into a human avatar after the spells were changed by SCS?

  8. Firstoff, sorry for spouting IE engine specifics:
     

    Spoiler

    "Banter" usually refer to interactions called randomly by the engine (If started by script, the action is "Interact()" and thea are in a specific dlg, in the original game it's the Bxx.dlg). Also, they are mostly between NPCs. Only the original oBGII romances work with this dlg for romance dialogues, too.

    Dialogues is what mods usually trigger with real time timers, they are started by e.g. StartDialogNoSet() or just Dialogue() and are usually in a dlg named xxJ.dlg.

    To your question: I use real time timers for romance dialogues, because they appear to be timered more equally throughout the game for the player. If someone pauses often, or rests often, one might not realize that the game time changes along with it. Game time timers would mean that some dialogues would come right after the other or might be delayed.

    In addition, I lack the experience to know what game time would be appropriate to space the dialogues, especially because of it being influenced by pausing and resting, because it depends on the playing style a lot. (This also goes for real time, of course, but it's more trivial to space it and pretends it's equally distributed).

    I do, however, use game time timers if characters talk about "days", i.e. for item crafting or the likes.

     

  9. 7 hours ago, Lumorus said:

    What I would have liked to see would have been other inhabitants of the island not turning against the group when you do them a special service/help them - in the case of the fisherman Evalt it would be to get his brother back from the sirens and the girl Farthing to get her doll back.

    You mean something like a "More people on werewolf island do not turn on the PC after they helped them" tweak? This would work as an own tweak though, it's not necessarily connected to the current "peaceful werewolf island" component?

    And welcome to G3, @Lumorus! 🙂

  10. @pierpoljack I checked on a clean BGT (and SoD) install and it doesn't happen there. This seems to be a compatibility issue. Since the action in question uses custom scripts, I fear it's an incompatibility two levels down.

    Still, you would help a lot with debugging by making a changelog of "c#min5hp.spl" and "c#7rest.spl" to see whether another mod alters them directly.

  11. 57 minutes ago, Isewein said:

    It looks to me that since Brandock's aTweaks compatibility patch is its own subcomponent, it would be safer to move this one subcomponent to the end of the install list rather than move aTweaks this early.

    Yes. That's why I put the aTweaks compatibility into an own component, not the general crossmod component. So it can be installed after aTweaks, which is a tweak mod, which should come late.

  12. This doesn't make sense for this mod. It changes too much, leaving the original content in was what this mod is NOT about. It's obvious you didn't play it yet.

    Did you have a look at the revised ending from my SoD Tweak Pack? The way it handles the ending might be more what you are expecting.

    btw: I make my mods already very modular, actually as modular as possible (have a look at Road to Discovery, EndlessBG1, or The Boareskyr Bridge Scene, or even bgqe. I also splitted Ascalon's Questpack into own components), so I fully agree with the sentiment, but the criticism is not appropriate for this mod.

     

     

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