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jastey

Gibberlings
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Everything posted by jastey

  1. it's written into the dialog.tlk the moment a script is compiled that is using DisplayStringHead.
  2. If, of course, we differ with regard to IP in modding where you say it should be possible to just take a mod and change it and release the changes publicly, then this is a principle discussion we won't solve anytime soon. For updating an abandoned mod, CamDawg posted a neat list. I'd add and stress the following: -always announce your updated mod version in the mod's official forum first. If there is no official forum, do it at the common places (the most active and common sites like G3 or BeamDog's). -be ready to take down your mod version if asked by responsible people. That could be the author surfacing, or admins from the site it is hosted on. To look at the Valen update in this thread: The OP did three mistakes with regard to the "update dos and don'ts" ethics which was the reason for me to raise the topic like I did on the first page. 1. We believe that Weimer is reachable like DavidW pointed out because he was so in the past. 2. If that is not the case, then here is Valen's mod forum. I do not see a post from Hellmouse about his updated mod version there, but that would have been the first place to go with this. 3. Changes (not engine updates, not bugfixes) were added to the mod directly, and without consent from people responsible. In short: Weimer's mods are not at all "abandoned". And more general: even if they were, it doesn't justify to just change and tweak the content to your personal gusto. I can only repeat that I do not understand this mentality. It's like, dunno, taking a painting from Rembrandt and just start editing it because Rembrandt is dead and perception of how people should be drawn and presented in paintings changed. (Take the example with a grain of salt, I know it's a bad one.) That said, Northern Tales of the Sword Coast would be a mod that was updated as a community effort and might serve as an example of what you might have in mind. NTotSC was said to give utterly overpowered loot, be buggy as hell, and only to be played with a walkthrough not to get stuck with the quests. Long story short: - @K4thos added compatibility to EET and implemented nerf addons into the main mod that were established in the community. Nowadays, we would add them as additional components. -I then not only fixed bugs but also edited the content in the following manner: I added journal entries so players would know what was the next quest step. I added "filler" reply options that would prevent the dialogues to die or players to end in a dead end if talking to the wrong person first etc. I added consistent quest possibilities. For example: if someone could be saved by using a scroll of spell x, I added detection of spell x cast from the spell book. If some light source y opened a dark passageway, I added detection of other light sources available in the game or other mods, etc. I made the mod resources independent on DSotSC and BGII resources. (If those are present, they will be used, of course, but they no longer have to be.) I added compatibility of the mod for BG:EE. I made the mod more modular, so it wasn't an "all in one" package any more. The mod consist of several quests, larger and smaller, plus tactical changes etc. Now people have a better choice which content they want. Main reason was compatibility though, because NTotSC adds content that is also covered by bg1ub or Jarl's Adventure Pack. EDIT: I opened up the quests and areas where appropriate, i.e. removed restrictions to find them that seemed to be part of the "you can get stuck easily" problem. I also added nerfs to some fights. I first changed it in the main mod package directly, which was a mistake. I reversed this and made the nerfs an optional component. This goes without saying: I added a detailed changelog of what I changed. - Since then, more tactical components were added that spice up or nerf the encounters, accordingly. EDIT: That said, what I did not do to the mod: I did not rewrite dialogues or quests I think are silly or not-so-well thought-through. I did not add content where I thought it's lacking, for example more information to better integrate and understand some smaller quests. etc.
  3. You are totally free to do so - for your personal use. I have the impression, though, that you insist on sharing the result of your edits publicly. And there is where it ends for several reasons, the main one being that it's not your mod, i.e. not your IP.
  4. I enjoyed it tremendously for about 5/6 of the story. Then came The End, and left me in shocked silence because I think it is So Bad.
  5. There is no such code of ethics here, and this was already explained in this exact thread. You are making the mistake of mixing "updating a mod to a new engine, fixing bugs and improve compatibility with other mods and maybe the mod's modularity" with "I can take a mod, do with it what I want and put the result online"*, but these are two different things entirely. *Just to make this clear: I am not saying that the OP did that to Weimer's Valen.
  6. He should be inside the headquarters of the Order.
  7. There is no reward in the sense of items etc. If there also was no XP then I probably forgot to add it.
  8. Thanks for reporting. If anyone has an idea what could cause this. I had the problem of Grey turning into a "human" upon SoD transition if playing with a save game where Grey was in party (or 7th PMM) but the Grey mod wasn't installed; so I know this can happen. I guess in your case is an incompatibility issue, from the description it seems the spell the Grey mod is using to assure the unkillability of the 7th PMM was changed. @Lily_EvilDM could you make a changelog onto "c#min5hp.spl" to see which mods changed it?
  9. I am planing on making an "EndlessSoA" mod. It's on the list, but no ETA.
  10. Thank you very much for this. If it would be possible to attach it as a zipped archive that would be great.
  11. Very cool. I'd prefer if you'd attach it here as a zipped file. I have problems downloading from Google Drive.
  12. That's actually an interesting idea. Can't guarantee I'll implement it, though.
  13. Thank you. I need to check what immunities the 7th PMM effects give currently.
  14. Well, there is Romantic Encounters for BG1, if it counts. Donations would go to G3 site.
  15. MK's Textpatch replaces game textlines with changes& corrections - makes no sense in other languages than German. The other mods I mentioned have English versions. I don't know about BWL + CoM mods.
  16. Still valid, most components. Should still be compatible with oBG1. For FotD there should be a mod version for oBG1 at least. There is more: GibberlingsThree: -(most components of) bg1re G3/Kerzenburgforum: -Ajantis Portrait Pack You probably do not play in German, otherwise there'd also be MK's Textpatch (for German BG1+TotSC) at Kerzenburgforum. Is still compatible with oBG1 (please play the romance - I put a lot of work into making it compatible with oBG1). The Rosenranken site is dead though, it's Kerzenburgforum now, or you can just grab Ajantis BG1 Expansion here at G3).
  17. jastey

    BG2

    For identifying an issue it helps if you give more information about your install; which game, and also post the content of your weidu.log.
  18. Jastey's SoD Tweak Pack updates to v12.1 with a fix! Changelog: - Fixed bug due to doubled patch code for bdrom03.bcs ("Do Not Miss NPC-PC Dialogues").
  19. @CamDawg I'm awfully sorry for wasting your time - this was all mine and embarrassing, too.
  20. @CamDawg is there any way that it's possible that Tweaks Anthology also changes the trigger of bdrom03.bcs like it is shown here? https://github.com/Gibberlings3/Jasteys_SoD_Tweakpack/pull/32 Component ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 2 1010 // Davantage d'interjectionsv16 In short: somehow in the user's install, the trigger "IsOverMe(Player1)" was changed to "OR(6) IsOverMe(Player1) IsOverMe(Player2) IsOverMe(Player3) IsOverMe(Player4) IsOverMe(Player5) IsOverMe(Player6)" twice.
  21. bgqe updates to v27, with a revised Spanish version and a new simplified Chinese version! Thank you @ElGamerViejuno and lzw104522773 for the translations! v27 does not fix the bug that the hatching of the egg can be prevented by not talking to the mage on the road. Changelog; - simplified Chinese Version added, by lzw104522773. - full revised Spanish translaion, by ElGamerViejuno.
  22. @morpheus562 It's one thing to disable a translation because it's outdated, but it's another thing to outright delete it and erase the translator's name from the readme? I'm sorry it came to such a dispute, but I lack knowledge of the background.
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