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jastey

Gibberlings
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Everything posted by jastey

  1. @Ardanis Thank you very much! I moved the "SPRINT debug ~~" so it doesn't patch the NoAction() blocks with the former block number. What does ~%MATCH2%~ mean and is there a list of these (weidu) variables and functions somewhere?
  2. Yes, it is BG:EE with SoD. Still, my question stands. Just to clearify: the debug tool would offer two install choices: one without the NoAction so an unexperienced player has a chance of identify the stuttering script, and for the case the stutter is actually caused by a NoAction script block, one install choice with them included.
  3. I am working on (another version of) a stutter debug tool that patches all scripts, which is much easier for players (in comparison to the version where you have to insert the scripts in question manually). This is the main code for this, and it works: Problem is: there are quite a few scripts e.g. in BG:EE that have NoAction() scriptblocks in them (e.g. ACT03.bcs) - which trigger every time they are called, obviously. This clutters the text output up to a point where it's nearly impossible to determine the stutter script call. How would I patch every scriptblock in every script except for the ones where there is a "NoAction()" after the "RESPONSE #[0-9]+"? Coding help would be much appreciated.
  4. jastey

    New engine

    @Mike1072 Thank you for the info.
  5. Indeed! @AstroBryGuy : in BGT, Tazok's dialogue is BGTazok, so all instances of ~%tutu_var%TAZOK%eet_var% need to be %tutu_scriptbg%TAZOK%eet_var% in x#kivantazok_tutu.d
  6. jastey

    Calin NPC Mod

    I'd suggest you update the link in the first post, as well. Saves time scrolling and searching for the most recent versions as well as mixups with people using the older versions.
  7. Thank you! Seeing the mod back to live is awesome.
  8. I don't have experience with it but I surely hope so? Providing the structure for it might lead to less mixups in the contributions as well as less silly questions how to handle several translations.
  9. Thank you for the generous offer! I'll send you a PM. It's supposed to be a secret door that only opens, not closes.
  10. No, not in the custom area and also not in my AR0700 (at least I think so...?). The mod uses IWD animations, though, so in the custom area there is one IWD animation like a ghost or something. This does not crash the area, though. Everything works fine as long as I do not apply the door patch posted above.
  11. I should have added that I am on the old engine. Thank you for your suggestions. My mod needs IA so I didn't try the door for a game without it, yet. I might do so, until then I'll assume my local install has a hickup of sorts.
  12. @theacefes Also, it would be great if the template would consider different languages for the tra files.
  13. I can add a note, of course. As long as the two mods use different dlg files it shuldn't lead to mixups, though. @theacefes In the "setup.tp2" there is still text that should be trayfied: To extend on my above suggestion. I'd go with @000 - @003 to reduce mixup potential of text lines per contribution.
  14. Wow, very impressive! (I mean the update, not the emoji.)
  15. @Lava new try: I will put up a package for our Skie-Ajantis crossmod for integration, too.
  16. Cool. Just an idea - if you change this to @000 (for SoA) and @001 (for ToB), maybe it's easier to search/replace the numbers across files? There is crossmod for @Lava's* Skie and my Ajantis, I'd like to move this here, too. * I don't get this to highlight, no matter what I do. Maybe it's offended because the "@000" gave nothing?
  17. Thanks for re-checking. I do have Fixpack and IA installed, but I'm only mentioning it but not to point the blame in any way. I am sure it's something local on my end, only that when I tested it on AR0700 my mod doesn't touch that area. I'll keep looking.
  18. Things I would do to track down the problem: -Have a look at SK#Neht.bcs with NI: are the new script blocks attached? -add some DisplayStringHead to the script blocks to check whether it's the script that doesn't get executed or whether the dialogue isn't triggering
  19. What are the script blocks that do not trigger?
  20. Hm, you are right, it seems to be missing. I am still completely overwhelmed by the new site layout and how to upload stuff so I hope an admin will take care of this for now, thanks in advance!
  21. I applied the above code to patch AR0700.are in my game, too, and it leads to a CTD of the area, as well. If anyone has an idea...
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