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jastey

Gibberlings
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Everything posted by jastey

  1. Hmm. Maybe I didn't understand how player1.dlg actually works. All I know is that something like "StartDialog("player1",Player1)" works. Maybe you'd have to set player1.dlg to be Player1's dialogue before using it in a chain.
  2. In BGII Player1 has a dlg file, it's player1.dlg - BGII uses it for things that "happen" to the PC like the slayer change etc. Even if it weren't, you could still make an invisible helper creature, give it PC's name (portrait I'm not sure) and let it speak. You already said it yourself - I'd advice against railroading the PC like this, though. It's usually not well received by players. (Cutscenes aren't either.)
  3. Guest Pigmul: please stick to English language in this forum. You can always use the PM function to ask about translations.
  4. @tipun best you tag people by typing the @ and the name and then chose the user's name from the dropdown list. This way the user gets notified. My question was whether it makes sense that it will be installed before NPC mods. I guess you reply answers my question, though.
  5. It's always a joy to work with you!
  6. Congrats on the release!
  7. Great, thank you! When in the install order would you say this should be installed - is it a tweak which should come late or can I assume that it's installed before my NPC mod?
  8. I don't think there is anything I can do - apart from considering every damn cutscene in the game. You know the funny part? The 7th party members come with the PC in every cutscene, even if it's supposed to be one of the PC's dreams or - oh joy! - the very private romantic encounter suddenly turns out to be a threesome. So, hearing that this time the transition in a cutscene glitched is... hilarious.
  9. No idea. He is in familiar mode so if he doesn't make it out, the PC's familiar could be stuck just as well. I don't really remember: is this a cutscene or how is the leaving of the mine after the flooding done? Where exactly does Grey not come along?
  10. This question can't be answered for all mods in one sentence, either, plus noone knows which mod will be effected how. My Endless BG1 mod installed fine on 2.6, but then glitched out once the party returns to the Palace after killing Sarevok.
  11. Not to sound blunt, but I doubt anyone can actually answer these questions, only give statements and own opinions. 1. I can't say how long the release will take still so you need to decide how long you are willing to wait. 2. Noone knows which mods will still work and which will need to be adpated - time will tell. What is sure is that thre are mods that will not be compatible.
  12. @Lightbringer thanks for the kind words! I'm not sure the two mods will go together so well after Imoen is recovered from Spellhold, though. The dialogues from IR are written with Imoen being away: she doesn't know the other NPCs, she asks why it took the PC so long, etcpp... Playing the two mods together needs a lot of head canon and ignoring of wrong references in Imoen's dialogues and her interaction with other NPCs, I fear. Still, thaks for your enthousiasm and I hope you enjoy your playthrough!
  13. @tipun My Solaufein mod comes with an own kit. Feel free to offer a different drow kit for him but that was not what I was asking for. How would I check for the PC being drow or half-drow, exactly?
  14. What I do currently is I detect the subrace mods, then install an additional script block which sets a variable in case the PC is Drow or Half-Drow. What I would need for your mod is how to detect this. Does a check for Race(Player1,Drow), Race(Player1,Half-Drow) work like for Corsymyr's BG:EE Subrace mod or would I need something else?
  15. @tipun Congrats to the mod release! I totally missed this. Is there a way to detect whether the PC is a drow via your mod? I'd need a check for my Solaufein mod.
  16. @Lightbringer I don't know the Iomen Romnce too well, but since you asked about I4E: Mein events are -Imoen gets taken as usual at the Promenade -Imoen returns to party after they left Gaelan's house in the slums -Imoen has some reactions to PC's dreams, but I think I made those optional -Upon arriving Brynnlaw, Imoen gets taken after leaving the ship (after the fight with Bodhi's Welcome Committee). -Game continues as normal. Note that the cutscenes are changed as well, since now it's not Imoen irenicus makes his experiments on.
  17. @Lightbringer thanks! I can only stress that I'm very happy about every fellow modder who decides to integrate compatibility with this special mod (in the sense of game-changes).
  18. Added Heroes, Thieves, and Moneylenders to the BGII compatibility list.
  19. Ah, ok - I'm on LibreOffice. I'd usggest using a pdf instead then.
  20. @Austin I set up a quick tutorial here. Let me know if you have more questions.
  21. This is a quick tutorial how to insert additional dialogue lines into mod added lines. This can be used to make parts of your own mod optional (as in the example below). It is also the choice for crossmod into other mods where e.g. your mod NPC should interject into lines of a quest mod. Note: STATE_WHICH_SAYS only works if that line does not exist more than once in the specified dlg, i.e. only one dialogue state with this text line should be existent in the dlg or the patching will fail. Also: The mod /contents you want to interject into has to be installed already (obviously). Checks for installation are not included in the example below as it is not necessary in this case (because the main component has to be installed in this case). The example is taken from Endless BG1: The main component inserts dialogue for Duke Belt where the PC is called "Hero of Baldur's Gate". If only the main component of Endless BG1 is installed, the dialogue lines go the following: The second component of Endless BG1 inserts another line from Duke Belt giving the room on the 3rd floor of the Palace to the PC as their quarters. For this, the component should insert the new line after the 2nd line: To do this, we first need to read in the state number of the line we want to interject into so we can use INTERJECT_COPY_TRANS (I_C_T). The main component is installed so inside the player's game this line is now a normal state in BELT.dlg. Since the line was added by Endless BG1's first component itself, we do not have a fixed number but need to evaluate the state number using STATE_WHICH_SAYS. STATE_WHICH_SAYS needs the following specifications: - the dlg the line is in. Here it is "BELT". - a name for the variable for the state number which we will use internally in our mod. You can name this anything you want and it should be something unique in your mod. In this example it will be "belt_victory_01". - we also need to know the tra line we want to search for. In this case, it is @1 in ~c#endlessbg1/translations/%s/dialogues.tra~. Note: if you interject into another mod, this will work even if the other mod is installed in another language than yours! Inside the tp2 we now have: // Get state for BELT %belt_victory_01% /* ~You opened our eyes to the deceit and saved us from a great peril while we remained blind to the threat. By the power bestowed upon me as Duke of the Council of Four of this city I herewith name you "Hero of Baldur's Gate"! In the name of the city let me express our deepest gratitude!~ */ OUTER_SET belt_victory_01 = STATE_WHICH_SAYS 1 IN ~c#endlessbg1/translations/%s/dialogues.tra~ FROM ~BELT~ After this, the state number will be stored in %belt_victory_01% and can be used inside the mod. In our example, it is used inside the d-file "add_ee.d", which containes the following. This is a normal I_C_T where the state number is our variable: I_C_T BELT %belt_victory_01% c#st_belt_victory_01 == BELT @42 /* ~With the title come official quarters for you on the third level of the Ducal Palace! The servants will help you settle in as soon as you are ready. Everyone, praise our Hero of Baldur's Gate!~ */ END And in the tp2, we add the compilation of this d-file with EVALUATE_BUFFER so the variable will evaluated (note: I put all tra lines fom Endless BG1 into one file "dialogues.tra" that is why it is specified here): COMPILE EVALUATE_BUFFER ~c#endlessbg1/pc_palaceresidence/add_ee.d~ USING ~c#endlessbg1/translations/%s/dialogues.tra~ And that's it! The dialogue from Duke Belt ingame now reads:
  22. Ah, I got it wrong in the first post. Cool! I understand. It would be possible to insert the comments later, though. I do it in Endless BG1 where the (I think) 2nd component inserts more dialogue lines into the ones from the main component, for example. Let me know if you want me to give examples how I'd do it.
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