Jump to content

jastey

Gibberlings
  • Posts

    13,717
  • Joined

  • Last visited

Everything posted by jastey

  1. Considering the BWS is just an automated tool to install the mods you chose and doesn't add or alter any code, this sounds weird.
  2. The NPC interactions I integrated for bgqe work for all NPCs present as well as only some, but more is more funny as they also comment on each other etc. The idea that people actually get to see these is nice..
  3. Info to translators: as of v10, there will be new lines in: c#q07001.tra, c#q04001_3_4_5.tra, setup.tra and a new tra: lc_noober.tra French version is completed, thank you to Le Marquis!
  4. I was sure I posted this here already, but I cannot find it anymore. Here is DavidW's very cool function for patching area scripts in crossplatform style: The following goes into the ALWAYS block: DEFINE_ACTION_FUNCTION extend_area_script STR_VAR area="" top="" bottom="" BEGIN // find the area script from the area file COPY_EXISTING "%area%.are" override READ_ASCII 0x94 script BUT_ONLY // if it doesn't exist, give it a default name ACTION_IF "%script%" STRING_EQUAL "" BEGIN OUTER_INNER_PATCH_SAVE script "%area%" BEGIN REPLACE_TEXTUALLY "FW" "_AR" // TUTU naming conventions END END // extend the script ACTION_IF "%top%" STRING_COMPARE "" BEGIN EXTEND_TOP "%script%.bcs" "%top%" EVALUATE_BUFFER END ACTION_IF "%bottom%" STRING_COMPARE "" BEGIN EXTEND_BOTTOM "%script%.bcs" "%bottom%" EVALUATE_BUFFER END END Now we can just do area-script patches like this: For EXTEND_TOP: LAF extend_area_script STR_VAR area="%CandlekeepStorage%" top="bg1re/TlCher/TlCher_AR2606.baf" END For EXTEND_BOTTOM: LAF extend_area_script STR_VAR area="%CandlekeepStorage%" bottom="bg1re/TlCher/TlCher_AR2606.baf" END I think this should cover EET, too.
  5. Great! Thank you for the update! And crossmod is always great!
  6. Awesome! (This is for GemRB, only?)
  7. Heh. I'm not giving up hope for receiving the translations! Thank you for your interest in the mod!
  8. I haven't heard anything from Zed, yet. Contacting him might be a good idea. (Thank you for your interest in translating, btw.)
  9. Don't post a sad smily - start translating! Language versions are usually volunteer work of other motivated people. So, don't expect it to be there, but work on it yourself!
  10. All Language versions not updated with the new content are disabled until I get the new lines. Here is the call: http://gibberlings3.net/forums/index.php?showtopic=26023&st=0
  11. Thank you, completely missed this one. Fixed locally.
  12. The mod is updated to v3, with a German translation by Belryll. Thank you very much for the translation! Also, BGII:EE compatibility was added! Download link is in the first post of this thread. (No ToB content, yet.)
  13. Sorry for the long wait! New version is available now. Thank you for completing the French translation!
  14. The component Phoenix Flame only adds to the original game character's dialogue. So, anything Daer'Ragh does before you talk to him or places where you can find him are original game behavior. He does appear after clicking on a certain grave stone, originally. I do agree the encounter makes most sense if the following dialogue happens near the cemetary. There is no night restriction.
  15. Thank you for feedback and ideas (and for playing the mod, of course). The shield is not very powerful on purpose. But it should be "alright" for ToB, so if it is too weak let me know. But it is a feature, to some extend. The player has to decide: does he use Ajantis' family shield, or does he equip him with a better one. (Maybe I'll change my mind if I actually play with him and the shield in the party, but I think with the improvements by Cespenar, the shield should be comparable with other ToB equipment.)
  16. v12 is now available from the official dowload's page (see firt post of this thread). Thank you to all testers!
  17. Thank you for your support and interest! -For me, Kerzenburg is down, currently.. I hope it will recover quickly..
  18. Thank you all for testing! v12 is out officially from the Mod's Homepage. The latest version closes the holes mentioned in this testing thread.
  19. He doesn't return by himself. You have to go and find him. (Hint: There are two temples of Helm in the game.)
  20. jastey

    Gavin BGII:EE?

    Theoretically, yes, but it's the wrong time, unfortunately. My modding time is scarse for the next weeks, and I have a long list of things someone is waiting for. I thank for your interest and volunteering, through.
  21. There still seems to be a problem. Please have a look at the DEBUG posted here: https://kerzenburg.baldurs-gate.eu/showpost.php?p=1057551&postcount=7 (In the spoiler Tags). This is with the newest GitHub version.
  22. Thank you for the quick reply! I passed it on.
×
×
  • Create New...