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jastey

Gibberlings
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Everything posted by jastey

  1. 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.
  2. Did you install the mods to the game language you are currently playing the game in? If not, that couldbe one reason. Open the file "weidu.conf" with an editor, it tells you which game language is modded. If it's the wrong language, you need to install new. Delete "weidu.conf" before installing anew to be able to chose a different game language the mods should be installed to.
  3. The optional portrait component is only for changing to another portrait, but the one on the mod's site should be installed. In case you installed the optional portrait component, deinstalling it should repair the default portrait for Gavin.
  4. It's the standard portrait that is installed with the main component, so Gavin should have it in the game unless you installed another one via the optional component. What exactly do you mean by you can't get it to be shown in the game? Does Gavin have no portrait although the mod installed fine? Or does he have another portrait?
  5. There is a nasty looping bug in v4 where Keldorn and Imoen repeat their Tree of Life interjections. I'm working on an update to fix this.
  6. Do you mean the picture shown here?
  7. Thank you, btw. Readme will be updated for next version.
  8. I doubt "shouting" helps because there was no Russian translation included in the mod (see also my reply here). If you played BG1NPC with Russian translation, it must have been added by some Textpack. If anyone can provide a Russian translation for v24, we'll happily include it.
  9. There never was one. There was an empty folder "russian" inside the tra folder in older versions which is now removed, but there was never a Russian translation included into the mod. (I checked back until version 12 which was the first trayfied version.)
  10. Best way to get such things fixed is to post them at the right places so thank you @Fraglord85 for reporting!
  11. @Jarno Mikkola EET compatibility needs to be accounted for in the mod code, being BGII:EE compatible does not mean it's EET compatible. The chapter numbers are differently - EET_End.exe does not fix this if it's not considered in the mod itself. Also, changing the OVERRIDE script to the ToB one needs to be done by hand in EET and is not done automatically by the engine.
  12. Not really on-topic but will you change the link for the BG1 reference table.html and the Modder's Notes.html soon, too? One thing: I have problems sharing the link to the Modder's Notes.html because the ' inside the name is not being liked by the forums with regard to making it a link (link address always stopps there). If it would be possible to rename it that would be great. Thank you in advance!
  13. 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 3.1.1 comes with minor bug fixes. Changes: -name of the "Black Swan Armor +2" (ntplat03.itm) fixed -(BG:EE RING05.are from area AR25PB has 8 charges as per description -(compatibility) Pilar and Gheldehar: JAP detection fixed Download at SHS (all OS) Discussion Thread at SHS Download NTotSC latest Release from GitHub
  14. Well spotted, and NtotSC adds a cave to the temple area, yes (AR9305.are). The name of the armor should be "Black Swan Armor +2". Will be fixed in the next version!
  15. I'm also using Firefox, I'm not aware I changed any settings recently, and I still can't open the list but get the error message.
  16. Clicking on the list link gives me " TypeError: NetworkError when attempting to fetch resource. "? And a new entry: Nephele http://www.shsforums.net/forum/608-nephele/
  17. Spellhold Studios Nephele NPC Adding a touch of humour and hopefully a hint of originality and interest, Nephele is a new NPC for BGII: SoA and ToB--a halfling cleric of Yondalla, mother of seven and a compulsive adventurer. A woman of many stories, she has lived a long and sometimes dangerous life, been married, had children (and grandchildren), and dealt with her demons. Nephele has no earth-shaking quest, no troubling issues and requires no therapy. That's not to say that she won't pipe up with her opinion at every juncture, and do her best to make you into the best young man or woman you can be! Version 2.4 comes with additional native EET compatibility and bugfixes. Changes: - EET compatibility added - Epilogues should show correctly - Banter triggers changed to GLOBAL. - tp2: SUPPORT tag added with link to forum at SHS - HANDLE_CHARSETS added and inconv.exe - corrected trigger for interjections: See("Nephele") added, interjection into Solar should not happen if Nephele cannot talk. - Optimized triggers for dialogues (added CombatCounter(0) and !See([ENEMY]) to activation blocks etc.) - added InParty() trigger for NPC who starts the banter (probably not necessary but better save than sorry) - (all fixes from BWPFixpack integrated) - wrong sound references removed from lk#neph.cre - Fixed EE kit issues - nephele.ini with mod info metadata added - Update to WeiDU v246 Forum Mod's Page Download (all OS)
  18. @AL|EN LABEL is very interesting, I didn't even know about it, ahem. Thanks!
  19. I guess it's more of a principle thing. Crossmod banter pack checks for the dlg files directly, not the mod component, Tweaks Anthology checks for a component number of bg1npc project that is no longer present in v24 (so there is no conflict there). I need to correct one check in Jarl's Adventure Pack for bg1npc v24 component 10 (former 1) but that could have happened anytime and is only remotedly connected to the ACTION_READLN replacement. In case it counts as an example: I'd have to readjust every check for the base component in my own mods, with regard to the already existent optional components if I'll change it to the main component having several component numbers potentially. Nothing grave, but I just decided that for my purposes, making the extra choices optional components has several advantages, this being one, and also the possibility to change the choice (of timers, portraits...) back during playthrough sounds interesting too. Hm, but that would be one reason not to make Ajantis BGII's kit choice an optional component, actually, as it wouldn't change anything later. Still pondering about this... To everyone who is modding: I can only stress the importance to use DESIGNATED to give your components specified - fixed! - component numbers that you won't change in the future (does not need to be 0,1,2,3,... - can also be 0, 10, 20, 30,.. if you want to make sure there is still possibility to add components "in between".)
  20. I know I'm late, but I just noticed it does make sense to offer the default value (that is installed with the main component) in the optional component: If, for example, the player want to revert to it by deinstalling another timer they installed (without having to reinstall the whole thing). Another thing remotedly related: If we are dealing with replacing the ACTION_READLN for a mod that is already around for a while and might be checked for crossmod or conflicts, offering choices for the main component via SUBCOMPONENT has the disadvantage that checking for "mod.tp2" "0" will not be true for all cases if the player choses one of the other options.
  21. Erm, well... doh... Thanks, I needed a second pair of eyes, although this is embarassing. The compilation of the script was indeed after the EET_NPC_TRANSITION syntax. (I should stop modding after 11 pm.) Thanks! It worked, though, maybe because it's only one langauge up to now. Added.
  22. I have RC11.3 currently but it seems not to add the "SetGlobal("NEPHELEPartyBG2","GLOBAL",1)" setting to the NPC's script, only to AR4000.bcs. Did I do something wrong again or would you see a reason why it is not patched to the NPC's SoA script file? Here's what I use: LAF ~EET_NPC_TRANSITION~ INT_VAR type = 2 default_ToB = 1 STR_VAR dv = "NEPHELE" override_SoA = "LK#NEPH" override_ToB = "LK#NE25" dialog_ToB = "LK#NE25" SummonedVar = "LK#NepheleSummoned" SpawnPlaneVar = "LK#NepheleSummoned" cre_ToB = "LK#NE25" traFile = "nephele/tra/%LANGUAGE%/fatesp.tra" string = "@0" stringPosDV = "Quayle" END END ELSE BEGIN COMPILE ~nephele/dialogue/fatesp.d~ // only compile this for non-EET installations END
  23. Assassinations http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=177&Itemid=121 Xan BGII http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=164&Itemid=113
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