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jastey

Gibberlings
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Everything posted by jastey

  1. Hm, you are right, the only case I am referring to would be EET where I would have to make a choice for the whole saga. I guess expecting this option for EET (and me) only is a bit much to ask. (Need to do my own tweak pack...) EDIT: although for BGT it would make sense, too, if the SoD portrait is provided.
  2. Very nice! Thank you. It's good to have them all in one place and with the SoD versions, too. I'd have a feature request: I would so much like to have BG1 portrait for Imoen in BG1, and the SoD one for SoD and BGII... (puppy dog eyes).
  3. Yes. The intro quest (drider chambers) is fully in English, but when he joins he will eventually make that soon start to talk German.
  4. No, not rude, no need to apologize. Player feedback and bugreports is a goldmine I just can't leave untouched. Thanks for the notes I notified weigo so he can have a look at the rised issues. It depends on the files and forward / backward compatibility. For areas, using the same graphic files (.tis) is not good and leads to these grids on the area graphics in the EEs, unfortunately. Strictly speaking it's the easiest way to make sure the files for the original game are not being altered, so for a mod that formerly was for classic engine, it's a way to leave the original mod files untouched which should minimize the kind of problems you encountered. NTotSC also works with different .are files for the three games (BGT, BG:EE, and EET) and two sets of area graphics (one for classic and one for the EE).
  5. I tried 3-4 installs and it erased it everytime. Can try few more to make sure... Hm, I was looking at the code, but did not install it. If you are sure it's CtB I'll tell weigo. I agree it should stay true to original mod, but I am not sure what you mean by it. I hope NTotSC v2 and up stayed true to the original mod, and yet we changed quite a bit internally and also added quite a bit of content with respect to playability (journal system, no dead ends etc.). To your question: removal of compatibility with classic BG is not necessary to make a mod EE-compatible, but then the mod has to offer two solutions to some instances to cover the changes (different formatted texts etc.). In case you really mean NTotSC and are missing compatibility with classic BG1:TotSC, the version I was reworking was never compatible with BG1:TotSC, and making a mod compatible with that is a PITA^3.
  6. CtB does not erase SHOUTIDS.ids, it appends to it. Did you let weigo know about your problems? I'm not so fond of players telling a mod is "not good" but giving no bug report whatsoever to the modder so he/she can improve it.
  7. Mad Mate: weigo updated SoS and CtB: SoS: http://www.shsforums.net/topic/59783-shadows-over-souber-v114/ CtB: http://www.shsforums.net/topic/59973-ctb-ee-v22-for-bg2eeeet-and-bg2tobbgt/ They should be added to the EET list, as well.
  8. Interjecting into dialogues of another mod is not ok, as it will always be seen as content of the other mod. But having own dialogues from your mod NPC referring to other mod's content is a grey area I think is ok as long as your mod does not try to outwit/ridicule the other mod, or as I said above pretends to be content of it. If we are talking of another NPC mod then it would be not ok to introduce dialogues with this NPC that are not authorised (either directly or by a general author consent as it exists e.g. for Kelsey). In case of the Edwin Romance mod, this is not possible as Edwin is a BioWare NPC and the PC is representative of the players' decisions. It's clear that you have an own interest in your mod's NPC romance to play out so if you are not able to reach the author of the Edwin romance mod I'd say it's justified to have a point of "player needs to decide" which romance continues. For the player's interest (and your own), I would definitely let the PC, i.e. the player decide which romance he/she wants to be continued. That would mean a dialogue with PC replies in your mod but this way, noone can imply that you are putting your mod before another.
  9. @Ulb Making an EET-only version is not a technical update.
  10. Anne's encounter was written by gertjanvh. I could offer to make this an own thread and maybe if he browses the forums again he could have a look at why he chose these reactions
  11. It's a good question, actually. I knew only one modder who would have forbitten another mod to even refer to his/her mods' content without consent. Normally, I would say you are allowed to refer to happenings of other mods as long as you do not add content to it. In this case, I'd say having Edwin and Minyae talking about Edwin's feelings towards the PC and Minyae would be alright, as long as you do not add a dialogue with PC reply options that sounds as if it's content of the Edwin romance, if it makes sense.
  12. Thank you all for the info! I didn't know about the visibility issues due to the huge trigger areas. So far, using OR(6) Player1-6 works for my purpose, and that's also acceptable.
  13. Native compatibility means just the possibility to install the mod directly to a prepared EET game. That Roxanne offers inofficial PPG mod versions with EET compatibility on her private site the original author is not happy about is another story.
  14. I'm adding script blocks to SoD's bdrom01.bcs which should be triggered by any party-related creature, hence I am using [PC] for detection. But neither "Detect([PC])", "IsOverMe([PC])", nor "Range([PC],20)" makes the script do anything if my party is on it. Is this a known thing or am I doing something wrong? IsOverMe(Player1) works. I could live with an OR(6) for all party members, but I know there are area trigger scripts in BGII that use "Detect([PC]) Range([PC],20)" (for example "VAMPSTTP.bcs") so I thought it should be a valid trigger if I also want familiars or charmed creatures to activate the trigger.
  15. Changes in v18: in LC_NOOBER.tra I changed "wife" to "sister": @36 = ~Noober?! You know, one would think I'd do anything to get a small sum of gold. But Noober I wouldn't take in for all the gold in the world. You can't expect me to do this to my sister, who'd be the one listening to that endless babble!~
  16. You could shape the discussions's conclusions up and post it in the tutorials section. It is useful advice for new mods, and not all (new) modders are aware of it. Also for existing ones, too.
  17. You are right about those points, I already asked a few times which choices the player made, and also testing the mod and re-installing several times gets a bit on my nerves. It was an honest thought, though. The mod is working now and seems not to have too many bugs left, so I'm not sure I'll start rearranging the whole installer now without a greater reason.
  18. Good thoughts, I also thought about making the class change another component with plain paladin being the default (i.e. installing cavalier instead would be the component's conetent), not sure I'll include other paladin kits, though. And yes, if the lovetalk timer will become an own component, I'll probably set a default in the main component and only give other choices for players that want them. But then, as Ajantis isn't on GitHub and I am not sure I'll put him there, you tool won't support the mod anyway, so why would I put work into this?
  19. What would I use for bg1re to replace the functionality. In bg1re, the first ("0.") component determins which of the other components get shown / installed by setting marker files, and also installs ingame scripts to toggle the amount of so called description texts. The player makes the choices by selecting via ACTION_READLN two times accordingly. I need the marker files installed by this first component for the rest of the components. Having the option to [n]ot install this required component should lead to quitting the installation as all other components would be skipped.
  20. I am not offering to code for you, but I would like to stress that finding someone willing to do so might increase exponentially with the degree of your dialogue writing being already in WeiDU-equivalent structure and style. So, instead of thinking of your own way of drafting "NPC line -> PC reply 1 leading to NPC line 2, PC reply 2 leading to NPC line 3" etcpp, please have a look at simple weidu dialogue examples and try to use it. It's not only a time saver for coding up the dialogues, it's also rather well-arranged for reading through the different dialogue paths. Other than that, experience shows that finding a coder is rather hard as everyone who can code is already working on their own stuff. But you never know.
  21. It should. One thing I noticed with 3 7th party members is that the party formation places them arbitrarily around the group if I click onto a new destination. The first is usually behind the last group member, but if it gets more they seem to be randomly placed farther away. EDIT: This was with three private projects all working like Solaufein, not Argent's mods.
  22. jastey

    ToB news

    "Has taken over" without consent of the original author, as far as I know. There would be other words for that, but I will not write them.
  23. Not in the terms of "includes devoted intimacies", no. The topic can actually be discussed with him by the PC to a certain extent. Solaufein only knows the frivolous and brutal ways of the drow, and he wasn't interested in any of this in the original game, so in my characterization he doesn't connect physical intimate actions to love. He does open his mind and heart, though, as a true friend. Which, in his eyes, is the real love (for him).
  24. But Cam! That's what the hidden forums are for. (Just in case: That was a joke.)
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