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jastey

Gibberlings
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  1. Pocket Plane Group Reunion Mod for BGII The Reunion Mod for Baldur's Gate II (Reunion for short) is an add-on for the game Baldur's Gate II: Throne of Bhaal. You are the Child of Bhaal, and your journey is nearly complete. But after you arrive to Amkethran, Nalia approaches you with distressing news. Her castle is once again under attack, this time by demons, and her people are in danger. Will you come? And what does the mysterious attacker want from you? As you proceed through the keep, you learn that your adversary has a very strong reason to want to meet you. But all is not as clear as it may seem... Learn your mother's true story, look into Gorion's eyes, and ask the questions you've always wanted answered. To start the quest, you have to have Nalia in your party in Chapter 9. You can summon Nalia via the Fate Spirit and let her go afterwards: her presence in the mod is recommended for more dialogue, but not required. Version 4 comes with additional native EET compatibility and some minor fixes! Please note: There is still one known issue in the mod. If returning to D'Arnise's Keep in ToB, do not leave it using the worldmap, but only by using the teleportation stone. If anyone wants to provide a search map without the connections to the worldmap, this would be appreciated. Changes: - EET compatibility (by k4thos) - typo correction - corrected: infer_charset -> infer_charsets - renamed setup-Reunion.tp2 -> Reunion.tp2 to support ALIEN's "Project Infinity" - added Reunion.ini to support ALIEN's "Project Infinity" - Updated to WeiDU 246 Download and Mod's Page Mod's Forum
  2. The first post was updated with another tutorial: Modding Tutorial Part 4: How to Script the SoD Banter System for Your NPC This tutorial deals with how to make your NPC banter with the other party NPCs like it is custom in SoD. In SoD, banters of party NPCs are done via floating text above their heads while the player wanders about the areas. As an example NPC, Biff the Understudy will be the NPC in this guide, bantering with Corwin. "Part 4" because I have already other tutorials planned for 2 and 3.
  3. @Mike1072 In your example, is "exampe_dv" a variable I can use with OUTER_SPRINT for the rest of the mod? @DavidW In your function, I do not see where it gives me the actual DV (after need of patching of the cre was checked) to be used as OUTER_SPRINT variable?
  4. True, but that still doesn't explain why in the script and the dialogue the exact opposite triggers give true. (Just for the record: I did check the two global variables ingame via cheats.) I would understand if the script would work and the reply option in the dialogue wouldn't show or something. But the way it was - script detects the time, dialogue reply option triggers detect it is not time - is a bit confusing. FWIW, I helped myself by moving the "it is time" detection into the area script and using a custom variable in the dialogue. Still, I can't explain the opposed behavior of script and dialogue triggers.
  5. That is indeed what the new version is about, yes.
  6. Gibberlings Three Kerzenburgforum Sir Ajantis NPC for BGII jastey's Sir Ajantis NPC for BGII modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into the SoA and ToB part of the game. With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must then solve a quest to free Ajantis from Firkraag's ransom. Version 19 comes with bugfixes and some changes that mainly affect the install procedure and compatibility / crossmod: From v19, the crossmod component is no longer part of tis mod, but moved into the Crossmod Banter Pack. (Note to modders: the DESIGNATED 2 of this former component is no longer used in the mod.) All needed user input upon installing the main component was removed and put into additional optional components, instead, so the mod is compatible with ALIEN's Project Infinity. The now third optional component gives the choice to install the mature romance content (not teen rated). Please note that deinstalling this component midgame will not revert the mature romance level. Do not install this component if you want the romance to be teen rated. The 4th optional component gives the possibility to chose a different time between lovetalks in SoA. The standard of 1h between lovetalk is the default value and already installed by the main component. Only chose one of the install components if you want to have a different timer than 1h between lovetalks. To revert back to 1h, just uninstall this component. THe 5th component gives the possibility to make Ajantis Cavalier. Please note that this takes only effect before Ajantis was met the first time in the game, and also, that deinstalling this component midgame (after meeting Ajantis) will not revert his class back to plain Paladin. Detailed changelog: Ajantis hell talk will no longer loop for one of the reply options EE use pvrz-tis (no black lines in areas) restructured tp2: ACTION_READLN is removed, the mod has 6 components now component "Install crossmod for Sir Ajantis for BGII" is no longer existent, crossmod content is moved into Crossmod Banter Pack change readme: compatibility with Questpack "Miscellaneous Enhancements, dispel illusion of knights in windspear hills" is given! renamed "setup-ajantis.tp2" to "ajantis.tp2" added ajantisbg2.ini with mod info meta data Project Page at G3 Download Ajantis BGII at G3 Visit the Forum at G3 Download Ajantis BGII at Kerzenburgforum Discussion Thread at Kerzenburgforum
  7. Sir Ajantis BGII updates to v19. Along with bugfixes came some changes that mainly affect the install procedure and compatibility / crossmod: From v19, the crossmod component is no longer part of tis mod, but moved into the Crossmod Banter Pack. (Note to modders: the DESIGNATED 2 of this former component is no longer used in the mod.) All needed user input upon installing the main component was removed and put into additional optional components, instead, so the mod is compatible with @AL|EN's Project Infinity. The now third optional component gives the choice to install the mature romance content (not teen rated). Please note that deinstalling this component midgame will not revert the mature romance level. Do not install this component if you want the romance to be teen rated. The 4th optional component gives the possibility to chose a different time between lovetalks in SoA. The standard of 1h between lovetalk is the default value and already installed by the main component. Only chose one of the install components if you want to have a different timer than 1h between lovetalks. To revert back to 1h, just uninstall this component. THe 5th component gives the possibility to make Ajantis Cavalier. Please note that this takes only effect before Ajantis was met the first time in the game, and also, that deinstalling this component midgame (after meeting Ajantis) will not revert his class back to plain Paladin. Detailed changelog: Ajantis hell talk will no longer loop for one of the reply options EE use pvrz-tis (no black lines in areas) restructured tp2: ACTION_READLN is removed, the mod has 6 components now component "Install crossmod for Sir Ajantis for BGII" is no longer existent, crossmod content is moved into Crossmod Banter Pack change readme: compatibility with Questpack "Miscellaneous Enhancements, dispel illusion of knights in windspear hills" is given! renamed "setup-ajantis.tp2" to "ajantis.tp2" added ajantisbg2.ini with mod info meta data
  8. Oh - seems I forgot to include Alternatives into my test install. That was smart (not). Thank you, new version 19 is up and should work! Please note: v18 had version tag "19" inside the tp2. To make sure you have the actual v19, check the version number in the readme, as well.
  9. There are more compatible ways to patch a creature of course, death variable/script name (DV) as an example: Let's say we want to give the cre file Exampe.cre a new DV which matches the file name, but only if there isn't another DV already present. If there is another one present, we want to use that instead. We could use this (suggestions for code optimization welcome): /* Patch Exampe.cre with DV */ COPY_EXISTING ~Exampe.CRE~ ~OVERRIDE~ READ_ASCII 0x280 ~DV~ PATCH_IF ((~%DV%~ STRING_EQUAL ~~) OR (~%DV%~STRING_EQUAL_CASE ~none~)) BEGIN WRITE_ASCIIE DEATHVAR ~%SOURCE_RES%~ #32 // ~Exampe~ END /* Load the cre again and read the current DV */ COPY_EXISTING ~Exampe.CRE~ ~OVERRIDE~ READ_ASCII 0x280 ~DV~ OUTER_SPRINT ~Exampe_dv~ ~%DV%~ Inside your mod, use "%Exampe_dv%" as the DV and compile any file using it with EVALUATE_BUFFER. Then the current DV is used independent on how it is actually called without screwing an existing mod. Only problem with this: If the player changes the install midgame, the cre might have another DV after reinstalling your mod which would be then used in your dialogues and scripts, but not for the actual cre since the player already visited the area and the old cre with the former DV is already in the savefile. But deinstalling mods midgame is a Bad Idea, anyhow. Also, script patching is still another problem, as mods that introduce custom scripts to creatures usually compile the script in a way that it will replace any existing ones.
  10. Kulyok's Assassinations is using Time(xx) for trigger of a certain event: talk to the barkeep at the right time and you get the next clue. My problem: inside the barkeep's dialogue, the trigger does not give true, but inside a script it does. This is what I am using for testing purposes: Addition to the barkeep's dialogue. If I talk to him, the "It is not time" answer shows. Global("O#CrLynnQuestSpawn1","GLOBAL",0) is at "0". The dialogues are correctly connected, the "It is not time" is the O#CrMithrest1.2: EXTEND_BOTTOM WINNKEEP 0 + ~Global("O#CrLynnQuestSpawn1","GLOBAL",0) Global("O#CrLynnQuest","GLOBAL",1) OR(7) Time(18) Time(19) Time(20) Time(21) Time(22) Time(23) TimeOfDay(NIGHT)~ + @797 EXTERN WINNKEEP O#CrMithrest1.1 // "It is time" + ~!Time(18) !Time(19) !Time(20) !Time(21) !Time(22) !Time(23) !TimeOfDay(NIGHT) Global("O#CrLynnQuest","GLOBAL",1) GlobalLT("O#CrLynnQuestSpawn1","GLOBAL",2)~ + @797 DO ~SetGlobal("O#CrLynnQuestSpawn1_Add","GLOBAL",1)~ EXTERN WINNKEEP O#CrMithrest1.2 //"It is not time" (...) END This I added to the area script for testing purposes. The ~It is time!~ DisplayStringHead shows even before I talk to the barkeep - who tells me "It is not time". IF Global("xxxTestTestTest","MYAREA",0) OR(7) Time(18) Time(19) Time(20) Time(21) Time(22) Time(23) TimeOfDay(NIGHT) InMyArea(Player1) THEN RESPONSE #100 SetGlobal("xxxTestTestTest","MYAREA",1) DisplayStringHead(Player1,~It is time!~) END So, either I am missing something plain obvious and am up for a pacepalm. Or the trigger Time() does funky stuff? Can anyone help me with this?
  11. Version number inside the tp2 says 19 - sorry about that.
  12. Gibberlings Three Crossmod Banter Pack The Crossmod Banter Pack adds a lot of banters for several mod NPCs for SoA and ToB, and also interjections into other mods as specified in the readme. Version 18 integrates banters that were inside mod NPC packages (Skie - Cost of One Girl's Soul, Sir Ajantis for BGII, jastey's Solaufein). Moved banters are the following: Added 7 SoA banters between Gavin and jastey's Solaufein Added 3 SoA banters between Lava's Skie (Cost of One Girl's Soul) and jastey's Ajantis Added 3 SoA banters between Gavin and jastey's Ajantis Added 3 SoA banters between jastey's Solaufein and jastey's Ajantis Added 2 ToB banters between Gavin and Jastey's Ajantis Added 2 ToB banters between jastey's Solaufein and Jastey's Ajantis Added 1 ToB banter between Lava's Skie (Cost of One Girl's Soul) and Jastey's Ajantis Added 1 ToB banter between Gavin and Jastey's Solaufein Added interjections for jastey's Ajantis into the dagger quest of Skie - Cost of One Girl's Soul Added interjections and reactions for jastey's Ajantis into the Alternatives mod Available for Windows, OS X, and Linux. Download the mod Readme Project page Forum.
  13. Kerzenburgforum Jasteys Solaufein NPC Mod for BGII (Solaufein's Rescue) With this modification the game character Solaufein, drow fighter from Ust Natha, is extended to a joinable NPC. Before he can join, Solaufein has to be freed from drider chambers. This starting quest can be played independently to whether he should then join the group or not. (This is not Weimer's Solaufein NPC mod.) The mod is compatible with original BG2 (with ToB), BGT, BGII:EE, and EET. Solaufein can also follow as a '7th party member' in case your group already consists of 6 persons. More details about this please refer to readme. The second, optional mod component offers the possibility to give the game Solaufein in Ust Natha the mod's portrait. If you want to see this in the game, this component has to be installed after Weimer's Solaufein. The third, optional component is for BGII and BGT: If the main component of Infinity Animations is installed, this component will install and use the drider animations for the mod. Without this component, all driders in the mod will be displayed as drow. There is no loss in gameplay, other than it won't look as nice. For BGII:EE and EET the animations will be included and used automatically. The forth, optional component enables to install the alternative portrait for Solaufein. Both portraits are from Chinasky, with many thanks! Note concerning English version: The rescue quest can be played fully in English. The rest of the mod is still mostly in German. English version is done to 55%. Version 1.5. comes with minor fixes. The crossmod banters with Gavin and Sir Ajantis for BGII were moved into the Crossmod Banter Pack! Canges: If interacting with the drider cocoons, texts will also be shown on screen (changed to DisplayStringHead) Added more variable parameters to EET EET_NPC_TRANSITION (tp2 optimization, no changes ingame) Added summoning for new ToB game (EET) Crossmod with Ajantis and Gavin moved into Crossmod Banter Pack Corrected: infer_charset -> infer_charsets EE use pvrz-tis (no more black lines in areas) setup-c#solaufein.tp2 renamed to c#solaufein.tp2 c#solaufein.ini with mod info metadata added. Download Solaufein's Rescue Discussion Thread at Kerzenburgforum (German) Discussion Thread at Gibberlings Three
  14. Crossmod Banter Mod updates to version 18! Version 18 integrates banters that were inside mod NPC packages (Skie - Cost of One Girl's Soul, Sir Ajantis for BGII, jastey's Solaufein). Moved banters are the following: Added 7 SoA banters between Gavin and jastey's Solaufein Added 3 SoA banters between Lava's Skie (Cost of One Girl's Soul) and jastey's Ajantis Added 3 SoA banters between Gavin and jastey's Ajantis Added 3 SoA banters between jastey's Solaufein and jastey's Ajantis Added 2 ToB banters between Gavin and Jastey's Ajantis Added 2 ToB banters between jastey's Solaufein and Jastey's Ajantis Added 1 ToB banter between Lava's Skie (Cost of One Girl's Soul) and Jastey's Ajantis Added 1 ToB banter between Gavin and Jastey's Solaufein Added interjections for jastey's Ajantis into the dagger quest of Skie - Cost of One Girl's Soul Added interjections and reactions for jastey's Ajantis into the Alternatives mod Available for Windows, OS X, and Linux. Download the mod Readme Project page Forum.
  15. The mod updates to version 1.5! Changes: If interacting with the drider cocoons, texts will also be shown on screen (changed to DisplayStringHead) Added more variable parameters to EET EET_NPC_TRANSITION (tp2 optimization, no changes ingame) Added summoning for new ToB game (EET) Crossmod with Ajantis and Gavin moved into Crossmod Banter Pack Corrected: infer_charset -> infer_charsets EE use pvrz-tis (no more black lines in areas) Setup-c#solaufein.tp2 renamed to c#solaufein.tp2 c#solaufein.ini with mod info metadata added.
  16. In the upcoming v19, two lines in the setup-ajantisbg2.tra will be changed: Line 16 now reads: @16 = ~Installation of adult romance content~ And line 170 now reads: @170 = ~Ajantis kit choice: make Ajantis Cavalier~
  17. The mod updates to v5! Version 5 comes with several bug fixes, one of them severe (looping Keldorn-Imoen interjection at the Tree of Life). Version 5 also comes with a new optional component to adjust the romance timers. The needed user input during installation of the main component was removed. Changes: -Keldorn and Imoen's interjections should not loop at tree of life -Keldorn should have correct kickout dialogue after family events finished -new optional component: chose romance timer. User input upon installing the main component removed (removed ACTION_READLN) -renamed setup-keldorn_rom.tp2 to keldorn_rom.tp2 -added keldorn_rom.ini with mod info metadata -update to WeiDU v246
  18. Gibberlings Three Keldorn Romance berelinde's Keldorn Romance introduces a romance for the original BioWare NPC Keldorn. It is compatible with all BGII games: original BGII, BGII:EE, BGT, and EET. He's loyal. He's brave. He's... single? Life is an uncertain thing, and changes come when we least expect them. This mod offers a chance to romance Athkatla's newest... and most reluctant... bachelor. All relationships take work, and this one takes more than most, but the rewards are great, for those patient enough to endure the trials. This romance is not for everyone. It is certainly not a romance for the hasty. When it begins, Keldorn is grieving after the collapse of his 20-year marriage, and it takes him a long, long time to recover. It deals with mature themes, the real consequences of rejection and recovery, and some players may not want to go through all that, no matter how devoted the would-be love interest becomes in Throne of Bhaal. It is also very, very long, with 35+ talks in Shadows of Amn, though the talks are spaced more closely together to compensate for this. To begin the Keldorn Romance, you must allow Keldorn and Maria to reconcile. He will only consider himself free if his marriage to Maria is legally ended, and imprisoning Maria will only separate them, not divorce them. Also, Maria's incarceration might present childcare issues that would be impossible to overcome. The mod also features a quest for all PCs, romanced or not, though that, too, requires a reconcilliation between Keldorn and Maria. Version 5 comes with several bug fixes, one of them severe (looping Keldorn-Imoen interjection at the Tree of Life). Version 5 also comes with a new optional component to adjust the romance timers. The needed user input during installation of the main component was removed. Changes. -Keldorn and Imoen's interjections should not loop at tree of life -Keldorn should have correct kickout dialogue after family events finished -new optional component: chose romance timer. User input upon installing the main component removed (removed ACTION_READLN) -renamed setup-keldorn_rom.tp2 to keldorn_rom.tp2 -added keldorn_rom.ini with mod info metadata -update to WeiDU v246 Forum Readme Keldorn Romance on GitHub Download at G3
  19. The tutorials contain SoD plot spoilers, obviously. Here are the links to my SoD modding tutorials: Modding Tutorial Part 1: Automatic Transition of NPCs into SoD and between Camps in SoD Modding Tutorial Part 2: Make Your NPC Comment and Move Along at the End of SoD Modding Tutorial Part 3: Add Other General SoD Behavior to Your NPC: XP Adjustment, Actions in Story Cutscenes, Commenting of Main Story Events Modding Tutorial Part 4: How to Script the SoD Banter System for Your NPC And here is the knowledge of all tutorials bundled into a working NPC mod: Biff the Understudy Tutorial NPC Mod for SoD Please note: the mod is working, but Biff has a basic cre, no items, no portrait, and no soundset. The focus of the mod is on the scripting described in the tutorials. Please Note: The tutorials are to my best knowledge at the current time. I am not done with modding my NPCs for SoD yet, though, so it might well be that some details will change in the future. If you mod using these tutorials, be on the lookout for changes. Descriptions: Modding Tutorial Part 1: Automatic Transition of NPCs into SoD and between Camps in SoD This tutorial deals with the transition of an NPC from BG:EE to SoD and how to move your NPC from one SoD area to another depending on the campaign's progress if they are not in the group. As an example NPC, Biff the Understudy will be the NPC in this guide! In SoD, joinable NPCs that are not in the party will still be present and waiting in whichever camp the coalition is staying currently. This tutorial lists all relevant scripts that need to be patched for a mod NPC to make them behave the same way. It contains examples of what and how to add to the scripts so your mod NPC will be moved around SoD camps during the progressing SoD campaign in case they are not in the party, too. Modding Tutorial Part 2: Make Your NPC Comment and Move Along at the End of SoD This tutorial deals with how to integrate your NPC into the events and cutscenes at the end of SoD. Biff the Understudy will be the example NPC in this guide. Note: This tutorial contains heavy SoD spoilers. Modding Tutorial Part 3: Add Other General SoD Behavior to Your NPC: XP Adjustment, Actions in Story Cutscenes, Commenting of Main Story Events This tutorial deals with giving your NPC some general script additions like XP adjustment upon joining, removing of Story Mode upon leaving the group, letting the NPC move in cutscenes if not in party, and inclusion into general NPC reaction points to the main game events. The listed situations in this tutorial are the ones where general reactions depending on class, race, or alignment of all or several NPCs in group are included in the game and where a mod NPC should not be missing. It does not give examples of possible interjection points depending on individual NPCs' character or personal reactions to game events etc. The tutorial now includes all instances I could find by browsing the game files. Let me know if I missed anything or if you have general critique. The tutorial might change after I finished my own NPC mods for SoD. Modding Tutorial Part 4: How to Script the SoD Banter System for Your NPC This tutorial deals with how to make your NPC banter with the other party NPCs like it is custom in SoD. In SoD, banters of party NPCs are done via floating text above their heads while the player wanders about the areas. As an example NPC, Biff the Understudy will be the NPC in this guide, bantering with Corwin two times: the first banter will be started by Biff, the second by Corwin. Read through the chapters to see how the needed files play together. The examples are such that the banter can be also offered in "dialogue style" like they are in BG2. How to do this as an optional component of your mod is explained in Chapter 4.
  20. Doh... I guess I applied a script "called" None. Thank you, will try this.
  21. --Reposted from here in the hopes of getting more feedback.-- Kulyok's Dungeon Crawl uses custom areas where creatures are assigned via the .are file. These creatures had scripts assogned via the .are, too (in addition to their scripts on cre level), I deleted the assigned scripts to the monsters on area level in the custom areas of the mod as discussed here by using NI. (To enable changes of tactical mods like SCS to actually influence the mod's monsters in fight.) From what I can see it looks exactly as in original game areas, the cre files are listed in the .are files and on the "area level" there are no scripts assigned ("None"). The monster cres have fighting scripts on their cre level. Spawning the same cres by cheats lets them attack directly. But the cres assigned to the custom areas just stand there, doing nothing. Does anyone have an idea what could be wrong? It seems like the "None" scripts assigned on area level seem to block the scripts on cre-level, but if I look at how creatures are assigned to original game areas it looks exactly the same. Any help appreciated!
  22. I'm trying to put REPLACE_ACTION_TEXT_REGEXP to use for an optional component in the Keldorn Romance, but I get the error message: This is what I have. Line 799 is the first line with "REPLACE_ACTION_TEXT_REGEXP". Anything obvious to a second pair of eyes? /* component: ~Select Keldorn's dialogue timer:~ */ BEGIN @50012 /* ~Speed: minimum 10 minutes (SoA)/15 minutes (ToB) real time between dialogues~ */ SUBCOMPONENT @50009 /* ~Select Keldorn's dialogue timer:~ */ REQUIRE_COMPONENT ~setup-keldorn_rom.tp2~ ~0~ @50003 REPLACE_ACTION_TEXT_REGEXP b!timer_tealks ~RealSetGlobalTimer("B!KelTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelTime","GLOBAL",600)~ REPLACE_ACTION_TEXT_REGEXP b!tob_timer_tealks ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",900)~ BEGIN @50013 /* ~Speed: minimum 20 minutes (SoA)/30 minutes (ToB) real time between dialogues~ */ SUBCOMPONENT @50009 /* ~Select Keldorn's dialogue timer:~ */ REQUIRE_COMPONENT ~setup-keldorn_rom.tp2~ ~0~ @50003 REPLACE_ACTION_TEXT_REGEXP b!timer_tealks ~RealSetGlobalTimer("B!KelTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelTime","GLOBAL",1200)~ REPLACE_ACTION_TEXT_REGEXP b!tob_timer_tealks ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",1800)~ BEGIN @50014 /* ~Speed (Default): minimum 30 minutes (SoA)/45 minutes (ToB) real time between dialogues~ */ SUBCOMPONENT @50009 /* ~Select Keldorn's dialogue timer:~ */ REQUIRE_COMPONENT ~setup-keldorn_rom.tp2~ ~0~ @50003 REPLACE_ACTION_TEXT_REGEXP b!timer_tealks ~RealSetGlobalTimer("B!KelTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelTime","GLOBAL",1800)~ REPLACE_ACTION_TEXT_REGEXP b!tob_timer_tealks ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",2700)~ BEGIN @50015 /* ~Speed: minimum 45 minutes (SoA)/60 minutes (ToB) real time between dialogues~ */ SUBCOMPONENT @50009 /* ~Select Keldorn's dialogue timer:~ */ REQUIRE_COMPONENT ~setup-keldorn_rom.tp2~ ~0~ @50003 REPLACE_ACTION_TEXT_REGEXP b!timer_tealks ~RealSetGlobalTimer("B!KelTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelTime","GLOBAL",2700)~ REPLACE_ACTION_TEXT_REGEXP b!tob_timer_tealks ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",3600)~ BEGIN @50016 /* ~Speed: minimum 1 hour (SoA)/1.5 hour (ToB) real time between dialogues~ */ SUBCOMPONENT @50009 /* ~Select Keldorn's dialogue timer:~ */ REQUIRE_COMPONENT ~setup-keldorn_rom.tp2~ ~0~ @50003 REPLACE_ACTION_TEXT_REGEXP b!timer_tealks ~RealSetGlobalTimer("B!KelTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelTime","GLOBAL",3600)~ REPLACE_ACTION_TEXT_REGEXP b!tob_timer_tealks ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",[^)]+)~ ~RealSetGlobalTimer("B!KelToBTime","GLOBAL",5400)~
  23. Ah, if there is text, also, then it's not what I was referring to indeed. What I was describing with the numbers is if you see "Invalid: xxxxx" instead of the text lines. To answer the question, though: the weidu.conf you can just delete manually, it just makes the next installer ask which game languga it should use.
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