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Salk

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Everything posted by Salk

  1. Oh good to know! I didn't know they'd need two rounds two choose between melee and range attack. My 2 cents is for not making any change to the Delay(12) because there are other creatures that would have to follow suit, including some introduced in BG2 and I think it would be outside of BGT's scope to do so. As part of my own tweaks though I have decided to cut the delay in half for the Greater Basilisks (but not the lesser ones).
  2. I think the delay(12) in the case of basilisk has been introduced to mitigate the damages that their gaze could do to a player that meets 2-3 of them. But out of curiosity, what part of their script makes them berserk?
  3. No special reaction to items in Jarl's. Just a couple of generic lines.
  4. It does more or less the same, adding a couple of lines for Denkod to speak when returning from the Undercity. Locally l disabled that in favour of Endless BG1.
  5. jastey, would you say that Endless BG1's "Denkod in Thieves' Guild Comments on Sarevok's Death" is not compatible with Jarl Adventures Pack? The Husam Story component does in fact deal with Denkod's presence and reaction as well.
  6. I was thinking about adding this block (JA#ARKHS.ITM uses opcode 100) to the Basilisk's script. I just don't know if the attacking command will be carried out. IF HasItemEquiped("JA#ARKHS", LastAttackerOf()) Range(LastAttackerOf(),5) See(LastAttackerOf()) THEN RESPONSE #50 SelectWeaponAbility(SLOT_WEAPON0,0) AttackReevaluate(LastAttackerOf(), 15) RESPONSE #50 RunAwayFrom(LastAttackerOf(), 45) END
  7. Thanks for all the advice, folks. My preference would be for opcode 100 for the Item. But the problem here is that I suspect that the protected creature can attack the basilisk and still be ignored. Instead I'd like for the attacked basilisk to attack back if that happens.
  8. Being completely ignored would be fine.
  9. Hello! Does this effect protects from any kind of attacks from a specified creature? Specifically, could I use this protection to give complete immunity from basilisks? Thanks.
  10. You're right. The german .tra file uses the correct name.
  11. Thanks, jastey. Personally, I think it would be better to have the same name in both places. If anyone can provide any reference to original content, even including the "cozy with Rieltar" reference, I'd appreciate it. I personally have not found anything.
  12. One more thing to report. In ja#husam.tra (English version) Husam says that Krammach Arhsstaff is "cozy with Rieltar." But it should be "cozy with Thaldorn" instead. In the Read Me, Jarl speaks about Krammach Arhsstaff restoration. But I wonder what the original Bioware source material for it is in this case? I couldn't find anything. One other issue I have with this particular restoration is that Krammach Arhsstaff sounds like too much of a decent person. According to Forgotten Realms' lore, he was an unscrupulous fighter/tradesman and his alignment is reported as Neutral Evil.
  13. And here's the last line for Countess Santele, skellytz. SARCNT14.wav
  14. I think I'd rather amend the text to match the original VO for string 59166. This means cutting the string short, but the trade off is good enough for me since words ("...while you enter death with questions unanswered!") are far from essential.
  15. skellytz, Here's what I did: - KELDOR87.WAV: The GTU will use the original, uncut VO and have the text match it. - EDWIN84.WAV: The GTU will use IS's file. - BODHIX15: The GTU is only using "I will offer you an alternative." part of the VO. - ANOMEN81: The GTU is only using "My Test is coming very soon, my lady." part of the VO. - GAELEN33: The GTU will use IS's file. The text has been amended to fully match the spoken words. - BODHIX17: The GTU will use IS's file. - HGNYA12: The GTU will use IS's file. Once we have Countess Santele's last VO line done, I guess we should make sure that IS skips installing those files if it finds the GTU installed. Same thing for the new VOs, which are installed as separate component (10). Cheers!
  16. Thanks! I have already included most of your original restored VOs, although I have made a couple of cuts for two of them. When Samantha completes the recording of the missing VO for string 64501, I'll share it with you of course. I have unfortunately noticed that Alfonso spoke the word "Samand" with the accent on the last vowel, which is not how the actor voicing Kiser Jhaeri pronounced it. It's not too egregious a flaw, though, so I'm not so sure whether I should try to bother the actor for a new recording there. Cheers!
  17. Well, it's I, as always, that should be thankful to you and all your work, skellytz. I'm very grateful for the additional restoration of unused VOs. I'll make sure to include all you reported missing in the next version of the GTU. Could you be so kind as to provide me with the edited VOs as well once you have completed your work? Cheers!
  18. Hey skellytz! Thanks for the feedback. I don't know whether you're using the updated VO for Captain Samand. I used the service of another actor and I believe the result is far superior. The updated .wav files are included in this GTU. I'll get in touch with the actress that gave her voice to Countess Santele and will get her to record that line I missed. Cheers!
  19. While looking for the various components in the pack I noticed that Jarl decided to name a restored NPC (Aldeth's hunting companion) using for him the name Faizah Tin. Fact is, this is technically the name of one of the game NPCs, even if I believe it's never displayed. I'm talking of one of Vail's mercenary party, to be found in stone form at Felonius Gist's in Baldur's Gate. Jarl could have invented a new name for this restored and nameless hunter, why use one that is not really "available," I wonder? One more thing. In the component Abschluss der Husam-Storyline, we have the following: COPY ~%MOD_FOLDER%/jarl/Husam_Story/JA#PRISO.CRE~ ~override~ SAY NAME1 @2045 SAY NAME2 @2046 The .tra for the names are: @2045 = ~Nelfas Vroc~ @2046 = ~Prisoner~ That seems suspicious. What's the real name for this NPC?
  20. There is a pinned post at BWL about confirmation e-mails.
  21. Yes, it is quite an unfortunate situation. I hope SHS can "recover" from all this.
  22. Hi, pete_smith1229. The original game text for BG2 uses often "he" and sometimes "they" as neutral gender. I have great distaste for the latter while I find the first choice more tolerable. Unfortunately using tokens <PRO_*******> seems to cause problems when checking text at character generation so we don't have the same extra choice that the EE team had (I assume the same issue does not happen in the EE engine). Note that even converting the neutral "he" or "they" to token isn't an issue-free solution either.
  23. I have uploaded a new version that reverts the usage to the singular male for general pronouns as adopted in the classic BG2 game text. I considered this choice to be the less evil.
  24. I was hoping that the engine would use the pronoun for the chosen gender at character generation. Apparently that's not the case.
  25. Thank you very much for your precious feedback, eyre. I must admit I'd never thought something like that could happen. I could revert to the original oBG2 text pronoun choice for strings used at character generation of course but I'd like to know why this is happening because it doesn't really make much sense to me. Do you have some idea, @CamDawg?
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