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jastey

Gibberlings
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Posts posted by jastey

  1. Spellhold Studios

     

    Northern Tales of the Sword Coast (BGT, BG:EE, EET)

    The mod adds several quests to the BG1 part (with TotSC) to the game and is compatible with BGT, BG:EE, and EET. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.
    One large quest is given to you by Duke Eltan (before you go to Candlekeep). One of the longest quests also starts before Candlekeep: Talk to the lady outside the Sorceror's Sundries. One quest can be started by talking to Yness in Ulgoth's Beard.

    Version 4.2.0 comes with proofreadings of the Poish version. Thank you to Roberciiik for providing!

     

    Changes:  

    4.2.0 - provided by Roberciiik
    -Proofreading of Polish version.

     


    Download at SHS (all OS)

    Discussion Thread at SHS

    Download NTotSC latest Release from GitHub

  2. Spellhold Studios

     

    Dark Side of the Sword Coast for BGT/EET

     

    This is the BGT/EET version of the original mod for BG1 - Tales of the Sword Coast. New spells, items, 5 major quests, new areas, and 7 (silent) NPCs are available to your party. Most NPCs have quests. Quests include rescuing a child from vampires, saving a town from a dragon, and searching for missing people.

     

    The new version 4.1 comes with a revised Polish version and English typo corrections by Roberciiik!

     

    Changes:

    - Revised Polish version

    - typo corrections

     

    Read the Readme

    Download at SHS

    Download from SpellholdStudio's Official GitHub Mirror

  3. Are you on BG:SoD? If yes, did you install the DLC Merger first as required for modding BG:SoD?

    I also do not see any problem in your tp2. That's the only thing I could think of.

    The only other option I could imagine is that you are not looking at the installed items but copied the item into the override folder by hand. That would lead to wrong texts in the name and description. I don't think that's what you are doing, though, if you just wrote a mod to install it properly.

  4. 1 hour ago, Guest Ront said:

    You can't be more civil than that.  He has released more than 25 mods and he has to:

    I'm afraid there is no "person released mods = becomes modder at G3 with mod section" automatism. Frankly put, but not necessarily meaning to imply anything for this special case: that's the reason why G3 is a community with friendly, helpful modders and good quality mods.

  5. More changes for v6.0:

    new lines in necromancer.tra:

    Spoiler

    /* new for v6.0 */
    @441  = ~As much I understand your desperation, are you sure you are doing this for her?~
    @442  = ~I... I... don't know...~
    @443  = ~Well... We could ask herself directly. I know a trick or two about summoning spirits.~
    @444  = ~What does your heart tell you? You knew her better than anyone.~
    @445  = ~We never spoke about it. I was so sure... so *sure* that I would be able to heal her. I wasn't a necromancer then...~
    @446  = ~If I imagine her before me - in all her beauty and wisdom, her great heart and her kindness... She would call me a fool... But...~
    @447  = ~Ask her?... You mean - *her*, my Beth, really talk to her, after all these years... To hear her voice, one more time... And what would she see here, she would see this tomb, she would see how old I grew, she would see...~
    @448  = ~There is no need for you to summon her spirit. If I imagine her before me - in all her beauty and wisdom, her great heart and her kindness... She would call me a fool! How could I be so blind.~
    @449  = ~Promised her what? To raise her with dark magic no matter the cost? What you said didn't sound like it.~
    @450  = ~This is not what you promised her, and I am sure it's not what she would want for you. Be honest with yourself.~
    @451  = ~Did you never talk about this topic with her?~

    Also, changed description of component "Minor Disclosures" in the readme (changes are in bold):

    Spoiler

    43.  Minor Disclosures, by jastey
    ------------------------------------------------------------------
    Type: Series of encounters
    Availability: Elfsong Tavern, 2nd floor, in the small room in the northwest corner
    Rating: teen content, with slightly suggestive language.
    PC restrictions: none
    Variables: "C#LCINT_Spawn" is incremented along the encounters.

    Elfong Tavern has a neat little room for private encounters but it's difficult to have private meetings when there is no door that can be locked... So, it's not the PC's fault if s/he interrupts a flirtatious dinner by walking into it once or twice, or thrice... is it?

    Note: There are 7 encounters in total. To see the next one, just leave the second floor of the Elfsong Tavern once and return. The last encounter does not happen before chapter 6.

     

     

  6. On 6/4/2020 at 1:42 PM, Greenhorn said:

    Heh, you are not entirely wrong here Jastey as clicking that line terminates dialogue and nets you 43 gp.

    @Greenhorn I have no idea why this would be botching up in BG:TotSC. If I install it to my local copy, the additional reply option about the "Fan" will be in the greetings state as planned (the one with all the reply options). There is no reason I would know of why it would influence Garrick's "Let's go" line after he was asked to join. :(BG:TotSC engine is a fragile thing, though, and I didn't look at this ingame. But from the dlg, this is not supposed to happen for Garrick's original (i.e. unchanged) kickout dialogue.

  7. For 6.0, following changes. See also post below.

    In messenger2.tra there was an additional line that slipped my notice:

    Quote

    @256  = ~... little lights... in... the dark...~ ~... watch... them... burn...~

    This will be changed into two lines for v5.1:

    Quote

     

    @256  = ~... little lights... in... the dark...~

    @304  = ~... watch... them... burn...~

     

    And the following additional lines (from T1M2HALF.baf):

    Quote

    @305  = ~'Rain nor snow nor gloom of night' my taut and shapely buttocks...~
    @306  = ~(wheeze) Can anybody hear me?~
    @307  = ~Feet don't fail me now - do I still have feet?  All kinda numb down there...~
    @308  = ~I'd rather be fishing. (cough)~
    @309  = ~Ow.~

     

  8. Kivan in BG:EE no longer has pips in spear but comes with two pips for halberds. For legacy reasons his quest gives him a spear as a reward for EE, also.

    There is two obvious solutions if we want to keep the original content:

    -change Kivan's pips in BG:EE and EET from halberd to spear.

    -change the item to use halberd proficiency instead. (kudos to jmerry for the idea.)

    I'm fine with either - or both. I would make it an optional component and would be happy if someone provides the required tp2 code / changed item.

  9. On 11/13/2020 at 5:23 AM, Caedwyr said:

    The following line from Jaheira can fire while in the Friendly Arm Inn

    Alrthough I would not mind the dialogue to fire outside from nature areas, it would be weird if she'd say this before the group ever visited one. I'll add an OUTDOOR check.

     

    On 11/13/2020 at 5:23 AM, Caedwyr said:

    Also, a couple of typo/grammar corrections:

    Thank you, integrated!

    On 11/1/2020 at 11:09 AM, Guest Merlin said:

    the 11 charisma given by the guide is not enough. It should be 13 or maybe better.

    The script of Shar-Teel romance checks for CHA and STR greater than 10. The only instance where it checked for greater than 11 is in the case of a ranger/paladin PC who fell. Will be adjusted in the next version.

  10. If you know the stringref number, STRING_SET should be what you need. Have a look at my Imoen4Ever mod, e.g. imoen4ever/tpa/string_set.tpa. I use STRING_SET to change references of Imoen into references about Irenicus. My first guess would be that you got the syntax wrong somehow / put it into the wrong file type maybe. If you used it in your tp2 and it didn't work, please post your code here.

    3 hours ago, Roberciiik said:

    Moreover, as per my understanding, it will not work with EET, because strref will be different, right?

    Differences between BG:EE(SoD) and EET is easy: the stringref number of EET is 200,000 + the number of BG:EE(SoD). For BGII(:EE), stringrefs between BGII:EE and EET are the same.

    Thus, if your BG:EE stringref is #15993, for EET it is #215993. I am dealing with this in Imoen4Ever, too, and do it via OUTER_SET variables.

    If you want to cover the same (BG1-) stringref for BGT, too - then it gets complicated and I can't help you with how to find the right stringrefs of the BG1 part.

     

  11. The reactions of BG1NPC were more of the completeness kind of sorts for authors that wanted "their" NPC to react to it (for me it was "I can't let (romanced) Ajantis *not* react to a gender change".)

    bg1re focussed more of the gender change as a topic I guess and is more tongue in cheek I think. But: the topic (EDIT: topic included in BG1NPC) was extended by bg1re because it fit the mod content of bg1re.

    So I guess it's more number 1.

  12. It's not that bg1re is supposed to be an add-on to BG1NPC Project's girdle reactions (as you noticed, the tone is different due to the nature of the mod). It's more that when we wrote girdle reactions for the NPCs, we didn't want to overwrite the (few) ones from BG1NPC so some NPCs react via BG1NPC and some (others) via bg1re.

    Also, BG1NPC is closed content-wise with regard to additions.

  13. Haha, that's funny! Coland it will be, then.

    This sounds great, looking foreward to receiving the files. I'm not sure when I'll do the next round of mod updates, so please have a litle patince.

    11 minutes ago, Coland said:

    The encoding should be fine since I made extensive in-game testing without any problem

    The problem is that the old engine and BG:EE need different ones, and for the way the installer works the format needs to be the one for the old engine. The way it is provided in the mod currently is what will work on both engines.

  14. Hi @Coland, thank your for the kind words and for taking on such a huge project!

    Fist you'd need to check whether your translation is still up to date. If you use a tool like WinMerge you can check for differences in the (english) tra files from the version you used for translation and the current one.

    Let the files be proof read by at least one other native speaker.

    I don't know how much experience with translating IE-mod tra files you have, so I'll point out the most basic requirement which is that the text lines need to be enclosed by the tildas (~~) without any spaces. I'm saying this now just in case.

    The encoding needs to be ANSI (not utf-8). If you say you used the French one then that should be fine.

    Then just link the package to me or send it at my username at web.de and I'll pack a new version.

    Also, do not forget to specify who / by which name should be credited in the readme.

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