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jastey

Gibberlings
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Posts posted by jastey

  1. Thank you! We definitely hope you'll have as much fun playing as we had making the current version. Which was a lot!

     

    I added some elaborations about the Early Access Open Beta to the first post:

    The Early Access Open Beta has approximately 50% of the planned content which can be played without any loose ends. It is directly compatible with BGT, BG:EE w/o SoD, and EET.

    If you need the Worldmap for other mods, install it after BST and use the current 10.2.6.

    You can play from a previous save if it is from before entering BG city for the first time. In this case, the Seatower will not show on your worldmap but is accessible through a direct travel link from the south west corner of the docks.

    Have a look at the readme to see a list of the available quests - but don't spoil yourself too much! Everything starts by entering the Seatower area.

  2. ...And to 5.1 which fixes an install warning on SoD: Grey should now walk with the group in all of the SoD end cutscenes. This was not a critical bug so you only need to update for cosmetics.

    Changelog:

    -added needed definition for variable "newline" so SoD end cutscene gets patched correctly: Grey should move with the group in SoD end cutscene.
    -changed name in the .ini for better Package names when using ALIEN's Infinity Auto Packager.

     

  3. 9 hours ago, Hellmouse said:
    • More detailed Valen background, and story, with more NPC interactions (specially her relationship with Bodhi)
    • And many things still in development, from Romance to quests, depending on the feedbacks I will get.

    Updating the mod for the newer engine is cool.

    Adding content is not. It violates the codes of modders of honor. Unless you have permission of the original author.

    Thus, a technical and bugfixing update is welcome.

    Your own rewritten "Valen" version is not.

  4. GibberlingsThree / Kerzenburgforum

     

    BS Company Presents:

    Balduran's Seatower

     

    Citizens of Baldur's Gate!

    We are happy to give you the chance to take a stroll around the Balduran's Seatower!

    Enter and be at awe at the great architecture, the wonders, and hidden treasures that will await anyone bold enough to enter the tower with adventures in mind!

    Explore a new city district for the city of Baldur's Gate!

    - Help the tower fighting off a doppelganger infiltration!
    -Work for smugglers!
    -Anger the drowned spirit in the well!
    -Get a pot of ale from the cook. All who laugh about this quest wait until they've met her!
    -and more!


    Be aware that the tower is still under construction, and not all areas are accessible yet, so tread carefully and be safe!

    Let us know if you encounter any problems - the Seatower crew will be here after the Holidays to listen to any woes of our visitors!

     

    Read the Readme

    Download the Early Access Open Beta

    Modpage at Kerzenburgforum

    Visit the Forum

  5. Citizens of Baldur's Gate!

    We are happy to give you the chance to take a stroll around the Balduran's Seatower!

    Enter and be at awe at the great architecture, the wonders, and hidden treasures that will await anyone bold enough to enter the tower with adventures in mind!

    Explore a new city district for the city of Baldur's Gate!

    - Help the tower fighting off a doppelganger infiltration!
    -Work for smugglers!
    -Anger the drowned spirit in the well!
    -Get a pot of ale from the cook. All who laugh about this quest wait until they've met her!
    -and more!


    Be aware that the tower is still under construction, and not all areas are accessible yet, so tread carefully and be safe!

    Let us know if you encounter any problems - the Seatower crew will be here after the Holidays to listen to any woes of our visitors!

    The Early Access Open Beta has approximately 50% of the planned content which can be played without any loose ends. It is directly compatible with BGT, BG:EE w/o SoD, and EET.

    If you need the Worldmap for other mods, install it after BST and use the current 10.2.6.

    You can play from a previous save if it is from before entering BG city for the first time. In this case, the Seatower will not show on your worldmap but is accessible through a direct travel link from the south west corner of the docks.

    Have a look at the readme to see a list of the available quests - but don't spoil yourself too much! Everything starts by entering the Seatower area.

     

    Download the Early Access Open Beta

    Visit the Modpage

    Modpage at Kerzenburgforum
     

    Citizen08_small_reallysmall.jpg.fc33d73ce190597467baf0c11d661b62.jpg

  6. Gibberlings Three

     

    Grey the Dog NPC

     

    Original idea for a dog companion, first kit draft with special abilities, first portrait: Rabain
    Everything else: jastey

     

    Grey is a full-fledged joinable NPC, but still a real dog. The only magic on him is his magically enchanted items.
    He has sensible interjections (Woof!), NPC banters (mostly NPC dialogues about him with the PC), a click dialogue (PID) if the PC feels like playing fetch or just needs someone to talk to. There are dialogue options that reflect the game story and I'll promise: Grey will always listen to your PC's woes. Grey initiates no dialogues so there is no friendship track and - I am really sorry, but no romance. Not even for Shapeshifters.
    In BG1 there are two small quests, both available in BG city. The quests are also available and solvable without Grey in party.
    Where appropriate, Grey can be told to "search" for missing persons, in BG1 Brage and farmer Brun's son, in SoD the five missing refugees. This is realized so it doesn't spoil the quests too much, though, so do not expect too much help.

    Grey can follow the group as a "7th party member". There are some quirks with this mode and also levelling up needs to be done by letting him join from time to time (please refer to readme), but it works great if you need the slot for another NPC without having to send Grey back home.

    Please note: So far, the mod officially contains full BG1 content and basic SoD content, but BGII content is not finished yet.

     

    Version 5 comes with a German version, compatibility with the Transitions Mod, proofreadings, bugfixes, and more support for Porject Infinity.

    Thank you to Gerri for the work on the German version and  Caedwyr for partly proofreading the English version!

     

    Changes:

    -German version by Gerri, revised by jastey
    -English version partly proofread by Caedwyr
    -one crossmod banter added with Brage's Redemption.
    -Taerom will not talk about forging a weapon for Grey if the PC meets him for the very first time
    -Taerom's comment about the material for the canine enforcement makes it clear it's not to be found anywhere near.
    -HLA icons fixed
    -HLA descriptions fixed
    -Grey will receive HLAs
    -SoD: Added more randomness to how Grey is chosen in Thrix's game.
    -7th party member mode: will be removed correctly in case Grey rejoins via PID and kicked out completely directly after.
    -Compatibility with Transitions Mod added.
    -Added Dynamic Install Order categories to support Project Infinity.

     

  7. Grey the Dog updates to v5!

    Version 5 comes with a German version, compatibility with the Transitions Mod, proof readings, bugfixes, and more support for Porject Infinity.

    Thank you to Gerri for the work on the German version and @Caedwyr for partly proof reading the English version!

     

    Changelog:

    -German version by Gerri, revised by jastey
    -English version partly proofread by Caedwyr
    -one crossmod banter added with Brage's Redemption.
    -Taerom will not talk about forging a weapon for Grey if the PC meets him for the very first time
    -Taerom's comment about the material for the canine enforcement makes it clear it's not to be found anywhere near.
    -HLA icons fixed
    -HLA descriptions fixed
    -Grey will receive HLAs
    -SoD: Added more randomness to how Grey is chosen in Thrix's game.
    -7th party member mode: will be removed correctly in case Grey rejoins via PID and kicked out completely directly after.
    -Compatibility with Transitions Mod added.
    -Added Dynamic Install Order categories to support Project Infinity.

     

  8. On 10/21/2020 at 2:15 AM, Caedwyr said:

    Just assign the B variants. 

    This will be fixed in v5.

    Also, I added a NumTimesTalkedToGT(0) to the dialogue about a weapon for Grey so it doesn't trigger as the very first dialogue with Taerom (although I think his general greetigs dialogue is a rather generic one and doesn't necessarily have to play as the first dialogue when meeting.)

  9. Gibberlings Three / Kerzenburgforum

     

    Imoen 4 Ever

     

    Imoen 4 Ever aims at making Imoen a steady companion throughout the whole BG-Saga. Imoen-related story content is being considered, therefore Imoen will be out of party temporarily to reflect the most crucial original game events. This mod makes her rejoin the party after such incidents, so that she can be seen as an actual travel companion in SoD and BGII. The SoD part is fully playable and Imoen will react to the main game events, but it is not fully fleshed out yet.

    Version 6 comes with bugfixes and a Russian translation by Raza, stn & Arcanecoast Team, thank you very much!

     

    Changes:

    - Added Russian version by Raza, stn & Arcanecoast Team
    - Imoen should not die instead of Ophyllis after interjecting into his (last) dialogue
    - Imoen should not loop her "arrival in hell" StringHead line. Her script action should not block the rest of the area script.
    - Imoen's generic kickout dialogue should not block the original dialogue at the and of SoD.
    - typo corrections

     

    Mod Page

    Forum

    German Discussion Thread at Kerzenburgforum

    Download

  10. Latest announcement in the last post!

    ------

    I4E updates to version 6 with a Russian translation by Raza, stn & Arcanecoast Team, thank you very much!

    The new version also fixes bugs in the SoD part.

     

    Changelog:

    - Added Russian version by Raza, stn & Arcanecoast Team
    - Imoen should not die instead of Ophyllis after interjecting into his (last) dialogue
    - Imoen should not loop her "arrival in hell" StringHead line. Her script action should not block the rest of the area script.
    - Imoen's generic kickout dialogue should not block the original dialogue at the and of SoD.
    - typo corrections

  11. On 11/15/2020 at 7:06 PM, argent77 said:

    I've noticed a couple of issues in version 5 beta 3 (EET game, SoD campaign):

    At the Coalition Camp after the attack of Caelar's troups, Ophyllis arrives with news about your money. At the end of the conversation Imoen interjects, and right after that Imoen dies in place of Ophyllis.

    Line @5530 (~I said I'd follow you anywhere, <CHARNAME>! Do you need any more proof? We are in *hell*!~) is endlessly repeated by Imoen when you reach hell. Looks like an incorrectly set script variable. Moreover, the way how this script block is coded it blocks the chapter screen from showing up and interferes with scripting of the crusaders fighting the devils. I solved it locally by moving the block from the top to the bottom of the script.

    I'm not sure if this is also caused by this mod: At the end of SoD when you flee Baldur's Gate, you meet Imoen again. However, her dialog was very generic ("Heya, how are things going?") with the option to have her join you, and then nothing else. To trigger the expected dialog, I had to manually initiate a PID with Imoen which led to the expected plot sequence. I don't think this is the expected behavior. (I came up with the PID idea only later. Without it, all you can do is triggering generic talk with the canon NPCs, and when you try to leave the area the worldmap shows up without a single valid destination.)

    There is a typo in game.tra, line @5540: "Such a huge dragon skelleton! ..." -> "Such a huge dragon skeleton! ..."

     

    Will all be fixed in v6. Thank you again for the reports!

  12. The mod updates to v5!

    v5 comes with an Italian Version, basic SoD content, compatibility with @Lauriel's Transitions Mod, and bugfixes.

    Thank you to @Coland for the Italian version and Colmar for proofreading!

     

    Changelog:

    - Italian version by Coland, proofread by Colmar.
    - Revised kickout dialogue.
    - Patching of "Brage's Sword" quest from bgqe on EET should work always.
    - Added basic SoD content.
    - Compatibility with Transitions Mod added.

  13. Kerzenburgforum

     

    Brage's Redemption

     

    Brage's Redemption is a Quest Mod for BG1 and an NPC Mod for the whole Baldur's Gate Epic. It is natively compatible with BG:EE, SoD, BGII, BGT, BGII:EE, EET. No Tutu.

    The mod introduces a quest extention to the Brage quest in the game (BG1). Brage is the captain of the Nashkel guard and went missing after killing his family. The quest extention to prove his innocence was originally published as the component "Brage's Sword" in the mod bgqe.
    To gain Brage as a joinable NPC, the PC needs to prove his innocence as well as give him back his real sword. After leaving the temple once after that, Brage can be visited inside the temple of Helm in Nashkel and will offer to join the PC.

    Portrait and promotion art by Acifer!

    v5 comes with an Italian Version, basic SoD content, compatibility with the Transitions Mod, and bugfixes.

    Thank you to Coland for the Italian version and Colmar for proofreading!

     

    Changelog:

    - Italian version by Coland, proofread by Colmar.
    - Revised kickout dialogue.
    - Patching of "Brage's Sword" quest from bgqe on EET should work always.
    - Added basic SoD content.
    - Compatibility with Transitions Mod added.

     

    Discussion Thread at G3

    Discussion Thread at Kerzenburgforum (German)

    Mod Page

    Download the Mod (GitHub)

  14. Spellhold Studios

     

    Fading Promises

     

    Ever wondered what it was like to be tied to life - forever? Aidan knows.

    This mod adds a quest and a series of encounters with a talkative ghost, Aidan, a fallen paladin of Amaunator to Baldur's Gate II.

    The mod has native compatibility with all BGII games: original BGII, BGT, BGII:EE, and EET!

    Version 9 comes with compatibility with Imoen4Ever, typo corrections, and organizational changes to support Project Infinity better!

     

    Changelog v9:

    - added compatibility with Imoen4Ever (translations of new lines: Russian - Arkie; English proofreading - hook71; French - Gwendolyne; Spanish - Pol Rupes; Italian - ilot; German, English - jastey);
    - partly revision of German version (jastey);
    - added folder libiconv-1.9.2-1-src.zip for licence info;
    - changed name of Setup-fadingpromises.ini to fadingpromises.ini and corrected download path to GitHub in the .ini.

     

    Read the Readme

    Visit the Forum

    Download the Mod at SHS

    Download the Mod at GitHub

  15. There are ~120 new lines in v5 which I would need proof reading for. @athies in case you are available I'd be grateful for corrections.

    Spoiler

    /* bg1.tra */

    @298  = ~Woman! Be cautious with your words. There is fellow Amnians here, as well as sufficient fighting power to make you trouble indeed.~
    @299  = ~Pardon?! You might carry an influential name, but that does not give you right to any such behavior! <CHARNAME>, tread carefully - in Amn this name is well known, and hurting an Argrim family member will lead to unpleasant successions to be sure.  My lady, know that I am a former Amnian garrison commander, Brage my name. Do not provoke us further with your silly games or we will have to draw steel to defend us!~
    @300  = ~<CHARNAME>, this is the culprit who stole two emeralds from Nashkel. The whole affair was already placed into a bounty hunters' hands, though, so I would suggest we stay out of it.~
    @301  = ~Although it aches my heart to turn a deaf ear to this clearly driven man's pleas we cannot make us accomplices to such a theft, <CHARNAME>.~
    @302  = ~I have to insist. We should not stand against an officially hired bounty hunter.~
    @303  = ~Oho, don't I recognize you, "Commander" Brage. Your bounty I would have liked to collect for sure, but some <CHARNAME> got to you, first. Good for you, as I would not have cared to drag you to Nashkel alive!~
    @304  = ~Mister Greywolf, I am trying to keep my comrade from interfering with your business but you make it difficult to keep up sympathy for your cause!~
    @305  = ~We killed a bounty hunter officially hired by Nashkel authorities and protected a thief searched for by the very authorities.~
    @306  = ~We crossed a bounty hunter officially hired by Nashkel authorities and protected a thief searched for by the very authorities.~
    @307  = ~<CHARNAME>, I'm not sure that was a smart thing to do.~
    @308  = ~He was about to kill the man! He might have stolen emeralds, but that's no reason for killing!~
    @309  = ~I'm not so sure. This is a really nice sculpture. Are there no art lovers in Nashkel?~
    @310  = ~If you put it like that it feels much less thrilling to have helped an artist to complete his masterpiece.~
    @311  = ~I saw the desperation in the artist's eyes, Brage. I will not have a man killed just because he wants to finish his dream.~
    @312  = ~Relax, we can still return the emeralds to Oublek and solve the issue.~
    @313  = ~No, it wasn't, but what's done is done.~
    @314  = ~(sigh) I surely hope this will not turn out as a backlash for our dealings with the people in Nashkel. Let us collect the emeralds and quickly return them to Oublek so we can at least settle this matter.~
    @315  = ~Justice was served, but I'd rather it would have gone differently. I did not think much of it when Ghastkill put out the "we only care about the returned emeralds, not the artist" bounty for Prism, but knowing the details now it does feel harsh to kill a man because of two emeralds.~

    /* game.tra */

    @1000 = ~Today we will march against the Crusade. Never would I have thought to be on a military mission again, and so soon.~
    @1001 = ~This is an impressive chasm. I had no idea this crypt would reach so deep down.~
    @1002 = ~Such stupidity! The destroyed bridge is not only bad for us, it also cuts a chasm between here and the northers lands!~
    @1003 = ~This Caelar is a very charismatic woman. I understand why they follow her.~
    @1004 = ~It takes a certain mindset to kill a man by pulling a lever. I am unsettled to see that it came so easily to you.~
    @1005 = ~This saved us the fight, but it was a betrayal to those we call allies, <CHARNAME>.~
    @1006 = ~Be on your guard, <CHARNAME>. I do not like this canyon, as it gives good possibility for an ambush.~
    @1007 = ~I heard about Rhinoceros Beetles, but I've never seen one before.~
    @1008 = ~To arms!~
    @1009 = ~We were discovered! We need to leave, and quick.~
    @1010 = ~A... a portal to Avernus! This is madness!~
    @1011 = ~It was a useless attempt to fight us.~
    @1012 = ~We have no other choice than to seek for a way to close the portal - from the other side!~
    @1013 = ~This madness, at least, is over.~
    @1014 = ~Hell... I believed I belong here, but not the way we entered.~
    @1015 = ~We need to prepare for more atacks! Our presence will be known by now.~
    @1016 = ~Into the fight!~
    @1017 = ~This was a mighty beast that died here. I cannot start to imagine the effort it took to take it down.~
    @1018 = ~Those doors look intimidating - although I can't put my finger on it why they would shake me so.~

     

    /* joining */

    @30   = ~Please go back to the camp.~
    @31   = ~As you wish. I will meet you at the camp.~
    @32   = ~As you wish. I will wait in front of the Palace.~
    @33   = ~<CHARNAME>!~
    @34   = ~I would have questions for Halbazzer Drin - but there is no chance in posing them now, in this chaos and confusion!~
    @35   = ~They call you the hero of Baldur's Gate, there are rumors about you joining the coalition against the crusade. Would you need another sword arm?~
    @36   = ~I'd rather help these poor people by fighting the crusade than waste any more time here. Plus, I fear I can do nothing with regard to my investigation before the city will come to rest.~
    @37   = ~Please be ready. I'll be back for you.~
    @38   = ~My investigations concerning the cursed sword let me return to Baldur's Gate. And what turmoil I see the city in!~
    @39   = ~My investigations concerning the cursed sword let me all the way up to Waterdeep and back to Baldur's Gate, but the crusade of this Caelar let me come here for now.~
    @40   = ~I'm so not part of this coalition, but yes, I'd like you to join me.~
    @41   = ~Oh? Well, I am sure we will do a lot of good, nontheless.~
    @42   = ~As you wish. I will wait.~
    @43   = ~I will have your back, <CHARNAME>.~

     

    /* sod.tra */

    @0  = ~<CHARNAME>, it is time to say farewell. We've done a great deed. We stopped an impending war and saved a lot of lives. But I will take this as my cue to leave. I need to walk own steps now, search for the smithy of that sword, earn gold for the families I hurt - return to my home on my own terms. Farewell, and may the gods bless you... If the gods will allow it, we will meet again.~
    @1  = ~<CHARNAME>, if you are intended to turn your back on the sorrow of the people in Dragonspear Castle and the threat Caelar is posing to the peace on the Sword Coast it is your decision, but I will not follow you. I will stay and continue the fight... as a mercenary, if they have need of me.~
    @2  = ~We've done great deeds together. We stopped an impending war and saved a lot of lives. But I will take this as my cue to leave. I need to walk own steps now, search for the smithy of that sword, earn gold for the families I hurt - return to my home on my own terms. Farewell, and may the gods bless you... If the gods will allow it, we will meet again.~
    @3  = ~Is there something in my backpack that belongs to you? Please have a look now, before I will leave.~
    @4  = ~Farewell, <CHARNAME>.~
    @5  = ~Brage

    Brage seems to be back in Baldur's Gate. He was seen at the Sorcerous Sundries.~
    @6  = ~I also heard that your former compagnion Brage was seen in the Sorcerous Sundries recently.~
    @7  = ~The fighter Brage was also reported to have been seen at the Sorcerous Sundries repeatedly.~
    @8  = ~These are strange noises coming out of that cave in front of us, <CHARNAME>. I am not sure what kind of animal would make those - we should be prepared when entering that cave.~
    @9  = ~The fallen soldier... He thinks his life were hell. I'll take him with me and show him what hell really means.~
    @10  = ~You want Brage? Then he will be yours if I lose.~
    @11  = ~Brage is with me on a path of redemption. You will not get his soul.~
    @12  = ~He has his faults, but I'll not risk Brage's soul in so blithe a fashion. If I cannot answer your riddle, mine is the soul you will take. Agreed?~
    @13  = ~I'll feed you your own limbs if you don't let me into the tower, you wretched creature. I'm done playing games with you.~
    @14  = ~Thrix has marked your soul, desperate warrior. Your soul is mine!~
    @15  = ~Well, I guess that happens if we lose such a game. Sorry, Brage.~
    @16  = ~No, you will not take his soul, devil. We will fight you!~
    @17  = ~There is nothing you could do to me physically that I am not already enduring everyday in my mind, fiend.~
    @18  = ~I will be waiting, but I will not come with you without a fight.~
    @19  = ~<CHARNAME>! Why did you do that? Trading my soul to a fiend?!~  [c#ablank]
    @20  = ~I saved us all the fight. I didn't plan on losing that stupid game!~
    @21  = ~I saved us all the fight. Relax! I won in the end, right?~
    @22  = ~What would you have me do? Fight that thing? Give my own soul? (pout)~
    @23  = ~I am sorry if it upset you, but I expected to win, which I did. No harm done.~
    @24  = ~I am truly sorry. I thought I could outsmart it - I was a fool, and you'll have to pay the price.~
    @25  = ~So it was carelessness as well as arrogance?~
    @26  = ~I do admit that I expect nothing else than my soul going into hell after I died - be it for one specific fiend or in a general manner will not make much of a difference.~
    @27  = ~I am speechless with the readiness you traded a companion's soul to that fiend. That was untainted, inherently evil. I do not know what I expected from you - after you helped me so selflessly, I did believe you are different, but I see now that the evil is stirring within you, and that makes me very sad to witness.~
    @28  = ~<CHARNAME>! Why did you do that? Trading a companions soul to a fiend?!~ [c#ablank]
    @29  = ~Oh, but a lot of harm was done, <CHARNAME>.~
    @30  = ~You traded your own soul to that fiend.~  [c#ablank]
    @31  = ~I couldn't bet another one's soul! And I didn't want to fight the fiend. At least not now.~
    @32  = ~I gambled, I lost. Such is life.~
    @33  = ~Don't remind me of that.~
    @34  = ~I gambled, I won. Sometimes a risk pays off.~
    @35  = ~I am deeply humbled and proud to be at your side, <CHARNAME>. This was an inherently selfless action. No matter what others might think, but I know that evil is not stirring within you, and if it does, it will not have a chance to influence your actions against your steady will.~
    @36  = ~Luckily, you won and the danger is over.~
    @37  = ~I hope the fiend comes to collect it's price while I am still at your side, so I can - and will! - help you fight it off.~

     

     

  16. Kerzenburgforum / Gibberlings Three

     

    Ajantis BG1 Expansion Mod

    This is a mod for original ("vanilla") BG1(+TotSC), Tutu, Baldur’s Gate Trilogy (BGT), Baldur's Gate Enhanced Edition (BG:EE), and Enhanced Edition Trilogy (EET).

    For Tutu, BGT, BG:EE, and EET, the mod adds a friendship track and more romance content for the BG1NPC Project romance for Ajantis. Content-wise, the mod is meant as an addition to the BG1NPC project, but technically it can be installed and played without the BG1NPC project.

    For original BG1 (with TotSC), the mod adds a friendship track and the BG1NPC project romance for Ajantis. The original romance was slightly altered to adjust to the restrictions of the BG1 engine, although overall the content stayed the same.

    For the Enhanced Edition, the mod also adds several banters with Rassad and one with Baeloth, as well as a Rasaad-Ajantis romance conflict.

    For SoD, the mod adds farewell dialogues before Ajantis leaves. In romance case the PC will get three letters from Ajantis along the SoD campaign.
    In romance case his original farewell "DisplayStringHead" lines in Korlasz' Crypt will be deactivated.
    For non-romance case his origial farewell lines "DisplayStringHead" about going to Waterdeep were tweaked in consistency with BGII: Ajantis will now say that he will travel to the Order in Athkatla.


    For BG:EE and EET there will be a second install option to use the existent BAM for Ajantis' shield (green dragon on golden back), if BG1NPC is installed.

     

    Version 16 comes with compatibility / crossmod to the TRansitions Mod and a tweak to Ajantis' original SoD farewell lines in Korasz' crypt.

     

    Changes:

    -compatibility and crossmod content with Transitions Mod
    -(SoD) for romance case (romance from BG1NPC Project), Ajantis' Farewell DisplayStringHeads in Korlasz' Crypt will be disabled.
    -(SoD) Ajantis' DisplayStringHead Farewell phrase about going to Warerdeep will be changed to going to Athkatla.
    -Added Dynamic Install Order categories to support Project Infinity.
    -infer_charset corrected to infer_charsets in tp2.

     

    Modpage

    Mod Forum

    German Discussion Thread at Kerzenburgforum

    Download at G3

    Download at Kerzenburgforum

    Download Ajantis from GitHub.

  17. Ajantis BG1 updates to v16!

    Changelog:

    -compatibility and crossmod content with Transitions Mod
    -(SoD) for romance case (romance from BG1NPC Project), Ajantis' Farewell DisplayStringHeads in Korlasz' Crypt will be disabled.
    -(SoD) Ajantis' DisplayStringHead Farewell phrase about going to Warerdeep will be changed to going to Athkatla.
    -Added Dynamic Install Order categories to support Project Infinity.
    -infer_charset corrected to infer_charsets in tp2.

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