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Austin

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Everything posted by Austin

  1. THE PROBLEM IS SOLVED! Thanks, now it’s clearer why the problem arises. As for the script - yes, I had to specify this one, since there is no other script for Faldorn in the mod and there is only one script from the BG1 in the override folder I'm afraid I can’t do anything here, I’m lacking skills. Perhaps the author of the mod will study the issue and be able to configure this function.
  2. THE PROBLEM IS SOLVED! I rewrote the code like this and the mod was installed on the EET successfully: But problems with the Fate Spirit in EET still remain (in the call options there are two Faldorn at once - from mod and from the EET) Anyway, compatibility with the EET works, the variables of the chapters are changed, the problem is only with a call through the Fate Spirit.
  3. THE PROBLEM IS SOLVED! I'm trying now to add the EET_NPC_TRANSITION command for the Faldorn component (to call her through the Fate Spirit in the EET), but the mod does not have a separate script for her, unlike others NPC. Or I can’t find it.
  4. Updated the previous post. Several more problems were solved, the archive was updated. I sent a new version to the author of the mod by mail.
  5. I added EE and EET compatibility to the mod. Including: 1. Completed TRA-ify of mod 2. Added a separate file for descriptions of items in the EE version (setup_ee.tra) 3. Added EE-adaptation of the journal entries (according to this instruction) 4. Added iconv-transcoder (otherwise the mod will not install on the "vanilla version" of the BG2 in other languages, where other text encodings are required) 5. The chapter variables for EET were renamed and everything else is done too according to the instructions from here 6. Modified the sound installation to the LAF HANDLE_AUDIO END command to simplify this process, as described in this thread. 7. Variants of TIS files for the EE version (TIS V2 + PVRZ) were created and the code for installing different TIS files depending on the installed version of the game was added to the tp2-file. Thanks to the help of tipun from from Russian forum of BG's fans (Arcanecoast)! Added conversion of MOS files for EE using the Tile2EE program from Argent77 8. Fixed installation error that occurred due to the fact that the old IC_YUANTI3 animation did not match the new EE-version where it was replaced with YUAN-TI_PRIEST. Verification in the tp2-file has been added: Thanks DavidW for instructions on how to solve this problem. 9. Added the following code to the tp2-file to fix the error when installing the first component: Otherwise, the installation was interrupted with this error: 10. Fixed several errors that were written about in this thread: http://www.baldursgatemods.com/forums/index.php?topic=8310.0 (a two .d and one .baf 'fix, and a one .cre-ature from the BW Fixpacks) 11. Folder names have been changed to remove spaces and "&" between words. Instead of "TIAX & QUAYLE", it became "TIAX-QUAYLE". Otherwise, errors appeared. 12. Updated WeiDU-installer. 13. The sizes of portraits are increased for the EE version, as described in the instructions. 14. Fixed a bug where the game crashed in a conversation with Kagain, if the "Store w/Vanilla Items Only" component was installed and the player selected the response option that opens the StartStore("bg1npc5",LastTalkedToBy()). The reason was that when installing this component, the BG1NPC5.sto file, required during the dialogue, was not copied to the Override folder. 15. With great difficulty, but the EET_NPC_TRANSITION function was added to all NPCs with EET installed (necessary for calling through the Fate Spirit in the EET, otherwise the character development in SOA was not taken into account after the call), it is still being tested, but so far no problems have been identified. Thanks to the help of tipun from Russian forum of BG's fans (Arcanecoast)! 16. Added Russian translation of the components "Coran and Safana" (SoA + ToB), "Faldorn" (SoA + ToB) and etc. 17. Added and fixed checks for all current new versions of "parallel" mods, also adding these NPCs (to prevent duplication of the same character in the game and the appearance of bugs): Skie - The Cost of One Girl's Soul Yeslick SoA/ToB Alora NPC Xan for BG2 Kivan and Deheriana Companions for BG2 Coran_for_BGII Branwen for BG2 Quayle BG2 Tiax for BG2 Safana in Amn Sir Ajantis BG2 Romantic Encounters BG2 (Eldoth) NEJ (Shar-Teel) Tortured Souls (Dynaheir) The Darkest Day (Kagain, Yeslik, Kivan, Shar-Teel, Xzar, Montaron) 18. Fixed a small oversight in the code, file KGSTO2.d. He led to the fact that Dalindra in the Water Gardens could be asked about the cult of the Unseeing Eye even before the hero visited the area of the Temples and learned about the cultists. There was only a check for the fact that the Eye is still alive (!Dead("UnseeingEye"). I added an additional check to see if the Global variable ("BeholderPlot") is set to position 1 (this happens after the start of the quest with the cultists in the Temples). Now everything is logical and this option in the dialogue with Dalindra opens only when the hero knows about the cult and has not yet killed the Eye. 19. Coran had an item in the quick access slot that he could not use - poison arrows (Eldoth's personal item). Removed since Coran cannot use them. 20. Fixed a bug in the TQCRE1.d file. When talking with Gazib in the circus, there are two options for the answer - to pay him 500 coins or not, and previously gold was removed from the inventory when the option "Do not pay" was selected, and if the player agreed to pay for watching the show, gold did not disappear. Now it's done the other way around, as it should be. 21. Fixed a bug that caused Shar-Teel to become hostile to the player when talking to slavers in Athkatla. The 7XsharJ.d file has been edited in the I_C_T SLAVERM 1 SharSLAVERM1 command. Now the last line belongs to the slaver and the Enemy() command makes him hostile, not Shar-Teel. 22. Fixed a minor bug due to which Dynaheir started the same first dialogue and story of her salvation even after the second meeting in the Copper Coronet (if the first time to refuse her services). Added NumTimesTalkedTo(0) check to 7xdyna.d file when starting the first dialog. Now everything works as it should. 23. Fixed a bug due to which, if a group's reputation went down, and there were Tiax and Aerie in it, both left the group. Now everything works as it should - Aerie leaves, and Tiax comments on her departure and stays. 24. Added a code to all NPCs that blocks their leaving the group after changing the group's reputation. Otherwise, the NPC endlessly tried to start a dialogue about leaving the group - as if the player kicked him out on his own initiative (the reason for the error is that there are no corresponding lines about leaving due to a change in reputation in the mod, and the engine of the EE-version starts this conversation forcibly, as a result, endlessly repeated dialogue, which is completely out of place). Now the problem is solved, the tp2-code adds the following parameter to each cre-file: LPF ADD_CRE_EFFECT INT_VAR opcode = 360 // Ignore reputation timing = 9 // Permanent target = 1 // Self resist_dispel = 0 // Not dispellable + bypass resistance END BUT_ONLY This solution is found here: https://www.gibberlings3.net/forums/topic/27806-happines-and-breaking-points-how-to-in-eet/page/2/ (Thank K4thos) 25. Fixed a bug due to which during the first conversation with Shar-Teel, if Tiax was in the group and the Cross Banter component was installed, then Tiax repeated the same line twice (about not wanting to travel with her), and she answered twice the same to him. Now the duplication is removed. 26. Added a new optional component. Now, after installing the component "Gnomes in the city (Tiax-Quayle)", it will be possible to additionally install a change to it - "Simplified battles in the circus". This was done due to numerous requests from players who wanted to get Tiax, but without greatly complicating the quest in the circus with a large number of powerful enemies who were waiting at the new location. Without cheats at the beginning of the game, it was almost impossible to complete it on the standard difficulty of the game. Because of this, there was a risk of being stuck in the circus forever. And if you do not go there at the beginning of the game, then this deprived the player of the opportunity to immediately take Aerie into the group. Because of this, many decided not to install the mod. In addition, due to battles in the center of the location, a bug sometimes appeared - if during the battle the slave Kalah was accidentally wounded, then she disappeared, and it is impossible to leave the location without her. Now, if you install this optional fix over the main component, then at this location the number of enemies will be reduced by three times, especially difficult enemies will disappear and there will no longer be a "second wave" of monsters. There should be no bug with the disappearance of the slave too. 27) Tp2-file has been moved to the folder with the mod itself, for future compatibility with the Infinity Project from ALIEN. 28) Improved the installation of the "Inter Component Banter Pack" component - now it is not installed in a single file, but is divided into separate files dedicated to specific NPCs, and during installation, checks were added for which NPCs were installed more accurately, and cross-banters will be added only by these NPCs! Previously, the installation was a single file and therefore, in the absence of some NPCs, the entire component could not be installed. The author of the mod noted this in one of the posts. The problem is now solved! 29) Fixed bug in file B7XYES.d. The line @392 was previously spoken by Yeslick, although it refers to Korgan. This has now been fixed. Link - in the first message.
  6. I gradually add EE compatibility. But if someone advises something else (for example, links to instructions on how to add MAC-compatibility), I will also be grateful!
  7. This is amazing! Thank you so much!
  8. Please tell me - do I understand correctly that if I replace the old command to set sounds (with bat files) with LAF HANDLE_AUDIO END (and do as described in this thread), will this work in both the EE and the old (vanilla) versions of the game?
  9. The latest version of the mod is here. But it has not been updated since 2014 and does not support EE. I made a complete TRA-ify of this mod so that it can be translated into other languages. Here is the traifyed version (temporarily posted here, it still requires testing and refinement before sending it to the author): https://www.dropbox.com/s/iuazaohh4i7jh8c/BG1NPC SoAToB_v10.rar?dl=0 Please tell me, what else needs to be done to make this mod EE-compatible? UPD: The question is removed, I found an excellent instruction: https://www.gibberlings3.net/forums/topic/26671-how-to-converting-existing-mods-to-the-ee-engine/ The author of the mod (Smiling Imp) rarely visits the forum, but I plan to send him a ready-made version for updating when everything is ready. I also started translating the mod into Russian, but it will take some time.
  10. Hello! In the attachment is a Russian translation to the latest version of the mod. Add it, please, to the mod! Authors of the translation are indicated in the tp2 file song_and_silence v9 RUS.rar
  11. Hello! We translated into Russian lines that remained untranslated in the «Unfinished Business» (v27) mod. If you can, please update. russian.rar
  12. Hello! Please add the Russian translation! The authors of the translation - Arkie & yota13 russian.zip
  13. Thank you so much! Just correct, please, the credits on GitHub - the author of the translation is not me, but yota13 & Arcanecoast Team. If the mod is updated, we will try to translate the new version too!
  14. Hello! In the attachment, a Russian translation of the Made in Heaven "Encounters And Quests" (v3) mod. Add it please! Made in Heaven_EncountersAndQuests_v3_RUS.rar
  15. Hello! Yes it is! I saw this by accident and fixed it.
  16. Hello! I translated new lines + found a translation error in line 292, fixed it too dialogue_russian.rar
  17. tipun from the Russian forum about Baldur's Gate asked to write the following (he is not registered here): "Local variables can also cause problems with starting dialogs. According to my observations, they work in B * .dlg, in other dialogs not always. In my IWD2 port, in the Oswald dialog, there were local timers (timers are the same variables), and for a few checks the necessary dialogue never started. And after changing the type of variables to global, everything worked."
  18. I translated new lines into Russian, in the attachment archive. SETUP-RE.rar
  19. Yes, this is the latest version (but there is one of the edits that is not yet officially included). The latest official version is here, it was updated and uploaded only today: http://www.blindmonkey.org/imoen/files/Imoen Romance Multi-language.rar Here is the name of the file that conflicts with Ascension (namely, the "Improved Imoen-player interaction" component) - imoenRomance\dialogues\TOB\BhaalTalks\BhaalTalks.d. There are other timers for launching dialogues with Imoen about the forces of Bhaal than in Ascension.
  20. It may be so, but the correction that I wrote about will eliminate the incompatibility of the mods and allow you to install them together in full. I do not insist on making these changes. If the authors of the mod consider it necessary, they will include it. I just wrote about the problem and proposed a solution, but maybe it will not be useful to them or they will find a more correct option. In the meantime, for players it is better not to install the "Improved imoen-player interaction" component, as you said.
  21. Hello! Found a bug while installing Ascension 2.0.8 and the Imoen Romance 3.9.6 mod. There is a condition in the bimoen25.d file that starts a conversation with Imoen about the forces of Bhaal (dialogue number 91) ADD_STATE_TRIGGER bimoen25 91 ~Global("YagaShuraHeart1","GLOBAL",2)~ But in Imoen Romance, this dialogue is tied to Gromnir’s death and is forcibly started 15 minutes after his death (in bhaaltalks.d file). At this moment, the value of the variable YagaShuraHeart1 can in no way be equal to 2. And if both mods are installed at the same time, then the dialog tries to start, but cannot. The dialogue freezes, there is a problem with the movement of the player and Imoen, it is impossible to save and relax (the game constantly remains in the dialogue mode, but it cannot start). The second check of the variable in this file (for dialog 100) also causes a conflict with Imoen Romance. To do this, you need to replace the lines in the bimoen25.d file with these: ADD_STATE_TRIGGER BIMOEN25 91 ~Dead("Gromnir")~ ADD_STATE_TRIGGER bimoen25 100 ~Dead("Yaga01")~ And also replace the verification data in the imoe25.baf file. In this case, the conflict with the "Imoen romance" mod will be resolved (even while installing the Romance and the component "Improved Imoen-Player interaction" from Ascension). In the attachment, these two files are modified (ready to be replaced). Ascension fix Imoen Romance.rar
  22. Testing the new version has not yet shown errors, except for one that I wrote about earlier: https://www.gibberlings3.net/forums/topic/31284-new-version-81-with-bugfixes-testers-needed/?do=findComment&comment=279801 Checked the management of the castle (Jaheira), the Planar sphere (Jan) and the Thieves guild (Imoen) It is also very important to replace the TP2 file with this one, corrected - https://www.gibberlings3.net/forums/topic/31284-new-version-81-with-bugfixes-testers-needed/?do=findComment&comment=279629 Otherwise, the Russian version will not start. There, the code for starting the transcoder is fixed. Thanks so much for the update! I hope it will be posted also on the main page of the mod (https://www.gibberlings3.net/files/file/959-npc-strongholds/)
  23. I don’t know if this problem is related to the NPC Strongholds mod or not, but I had a problem in the Umar Hills while managing a ranger's stronghold. Forest spirit Mairyn gave the task to solve the problem with Lord Igen, but after that refuses to speak with me. She replies that she will speak only with the ranger. My protagonist is a ranger, but she does not want to talk to him. And to complete this quest becomes impossible. If Valigar owns the stronghold - the result is the same, Mairyn refuses to speak with him and answers that she will only speak with the ranger.
  24. I am playing mod now and found one small mistake. If Jaheira controls Nalia’s castle, then in a conversation with Mr. Bendelia, Majordom calls the name not Jaheira, but Mazzy. Although Muzzy not only does not control the castle, she has not yet met me in the game. The reason is that the code refers to line 762, and this line applies ONLY to Mazzy. To fix the error, you need to either add the same line for Jaheira, or remove the name from line 762 and leave just "lady". Here is this piece of code in the NPC_Strongholds.d: CHAIN IF WEIGHT #-1 ~Global("KishJaheiraFighterStronghold","GLOBAL",1) NumTimesTalkedTo(0)~ THEN KPMERC01 Jaheira @761 == KPDOMO01 @762 In tra-file: @762 = ~I suggest you calm yourself, Mr. Bendelia... and perhaps start by explaining to Lady Mazzy exactly what sort of outrage you are referring to.~
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