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Austin

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Everything posted by Austin

  1. Translation into Russian is ready! Translated by yota13, proofread by Austin friendlysil.tra
  2. I once again updated the archive with the mod and changed the version to 1.8. https://www.dropbox.com/s/sx6pketmg09igwa/Saradas%20Magic%202%20%281.8%29.rar?dl=0 Added compatibility with "vanilla" (non-EE) version of the game. All changes are indicated in the changelog in the readme file
  3. Done, here is the updated version 1.7 with added EET-compatibility and fixes. I also returned the readme file to the archive (it was in previous versions, but for some reason it was removed in version 1.7), and added a detailed changelog in this version to it! Link: https://www.dropbox.com/s/b9gxzrs0qz8ijsv/Saradas Magic 2 (1.7 %2B EET%2Btraify).rar?dl=0
  4. OK! By the way, I see that the !Stun.eff file has been added, but TP2 version 1.7 does not provide for copying it to the override folder. In this case, it just wasn't used. I will add this
  5. Many thanks! I'll add this to my adaptation a little later to accommodate the changes!
  6. No, I used the version that is in this thread (1.6). I didn't know what 1.7 is. But now I compared them and I do not see what exactly changed in version 1.7 - nothing is said about this in the changelog, and at the first examination I do not see the difference.
  7. I added the EET compatibility to this mod (adapted the chapter variables and added the EET_TRANSITION function). Also, the mod is completely tra-ified, the file structure is put in order (now everything is not in one folder, but is divided into subfolders), iconv is added. Link (UPDATED) Please update it officially, if possible!
  8. Hello! The version available at the link contains the final texts, can we translate the mod into Russian? Or will the texts change in the future and we'd better wait?
  9. Hello! By the way, I noticed that the NPCs from the mod have banters with all the NPCs in the game, except for one - the smart bear Wilson. Maybe you will consider writing one or two dialogs for him too? As an example, you can take dialogs with him from Lava's "Wilson Chronicles" mod, which also adds dialogs to him, but with the CHARNAME. It seems to me that Minyae would definitely not have kept silent, seeing that the CHARNAME was traveling and talking with the bear
  10. Hello! When translating, there will be a problem with the cases.tra file - the lines from it will be added to the tokentxt.2da file, and it has ascii encoding, not utf-8. If we translate them, the game will crash. Is there no way to fix this problem? It is necessary to replace the use of strings in tokentxt.2da with the use of references to strings. If not, then these lines will remain without translation (
  11. Hello! People from the forum asked you to ask if we can start translating into Russian, or the mod is still being finalized and it would be better to wait?
  12. I was talking about Alora from BG1NPCBG2 mod (http://www.baldursgatemods.com/forums/index.php?topic=8355.0). Every time an enemy hits her, she says the phrase about injury (HURT). The sounds themselves in the mod are taken from the first part of the game, but in BG1 there was no such problem, as far as I remember.
  13. It's my pleasure! Thank you for staying in touch with the players and making changes to the mod! There are many other mods abandoned by the authors, unfortunately.
  14. Hello! I saw another strange moment - the hidden NPC has two remarks about Hendak in the same situation, in the QI#ELAJ.d file these are lines @23 and @18. As I understand it, one of them will not be used in the game, or they will go in a row, although the text is almost the same. Check it out, just in case - is it a mistake, or otherwise.
  15. These are two different versions of the translation (due to our inconsistency, we had two different people doing the missing lines, last year Alicia, and now yota13). You can include any in the mod. But it is desirable to indicate both in the credits, if possible. And also the author of the translation of the old version - SubZero400
  16. In the cre file, everything looks as usual - the HURT sound is assigned in the same way as for other NPCs. There are no references to it anywhere in the scripts. But for other NPCs, it is played rarely and only once when injured. And for this NPC, a sound is played every time the enemy hits this NPC, if he is injured. If he is attacked by three enemies, then he literally shouts every second :( How to fix this? I don't understand.
  17. Is there any way to fix this error? Where can I edit this in mod?
  18. I apologize for the question - I could not find the answer to it anywhere, so I am asking here. The problem is that in one of the NPCs' mods, with EVERY enemy hit on this NPC, the HURT sound is played. This is terribly disturbing, because during the battle this sound is made constantly, every second! Where can I change the playback frequency of a certain sound for a specific NPC in NI?
  19. Hello! I wanted to clarify one more point. In the QI#M25B.d file, the NPC replicas from the EE version (Neera, Rasaad, Dorn - @290, @296-298) are commented out and are not used - is this a temporary solution? Or will they not participate in this conversation at all? After all, their lines are written and they are very good I would like to see them in the game ...
  20. Thank you very much! I am now translating the mod into Russian and the work is half done. When finished, I'll send it to you!
  21. Hello! I found one problem - apparently, there is an error in the dialog code in the MIEE.d file. Here is this snippet, a dialogue between Neera, Edwin and Minyae: == BNEERA @18 == BEDWIN @19 And these lines are in the MIEE.tra file: Obviously, phrase @18 should be spoken by Edwin, not Neera. And phrase @19 is not Edwin, but Minyae. And one more problem - the line @14 in the QI#MIJ.d file does not refer to the tra-file, although it is present in it. This will lead to the fact that after adding the translation, this phrase will not be translated. And some of Minyae's lines from this file are commented out and not used, although they are written (for example, @63 and @760) - do you plan to use them in the future?
  22. Thanks so much for this mod! I plan to translate it into Russian in the future. One question: are you planning to add cross-mod banters with NPCs from the BG1 - Tiax, Coran, Safana etc. (which are added to BG2 with this mod)? The author of this mod, Smiling Imp, has long moved away from modding, unfortunately. But if he confirms that he does not mind such dialogues, can you add them?
  23. The version of the mod by the link in the first post has been updated. Thanks to the help of tipun and Gorion from our Russian forum!
  24. ... (The problem is solved, it is no longer relevant)
  25. Thanks to tipun from our Russian forum, we found a way to add a EET_NPC_TRANSITION function for Faldorn and at the same time remove duplication of two Faldorns in dialogue with the Fate Spirit! And in the file 7XFALD25, I changed the variable FaldornSummoned to FaldornSummonedToB. And now Faldorn from the mod can be called through the Fate Spirit in the EET and EET_NPC_TRANSITION function has been applied, and a Faldorn-duplicate from the BG1 cannot be called up, if this mod component is installed. The problem is solved. I'll try to make other NPCs on the same principle! Hope remains!
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