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Salk

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Everything posted by Salk

  1. 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.
  2. You're right. The german .tra file uses the correct name.
  3. 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.
  4. 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.
  5. And here's the last line for Countess Santele, skellytz. SARCNT14.wav
  6. 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.
  7. 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!
  8. 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!
  9. 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!
  10. 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!
  11. 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?
  12. There is a pinned post at BWL about confirmation e-mails.
  13. Yes, it is quite an unfortunate situation. I hope SHS can "recover" from all this.
  14. 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.
  15. 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.
  16. I was hoping that the engine would use the pronoun for the chosen gender at character generation. Apparently that's not the case.
  17. 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?
  18. I'm in the process of reviewing/updating the vast majority of the English .tra files. I found typos and several situations that required intervention (more or less deep). The Husam (Ducal Palace) and Aldeth's story improvements show great potential and it'd be sad to leave them out. @TotoRhas a good idea for finding bugs so I hope there will be a proper testing done (to which I will of course contribute myself) when the time comes for putting out an effort into debugging.
  19. I noticed some scripts use NumDeadGT() for keeping track of dead creatures. Is this method reliable?
  20. Thank you very much for explaining to me what .WED files do and how they work. I admit that it's not easy for me to grasp the whole concept, but I have some good indications now. You said that the polygons' function is to change the state of some objects on the map like trees and walls. Is it, for example, the case for when a door is open or closed on the map? Could you tell us what kind of issues could happen if a player installs the two .WED files from Jarl's modification (AR3700 and AR4100) and then installs BG GO? Cheers!
  21. Okay, thanks. I tried to compare BGT's original AR3700.WED and AR4100.WED to Jarl's modified versions using Near Infinity. I noticed that the original AR3700.WED file has a total of 733 wall polygons vs 761 found in the modified version. The original AR4100 has the same number of wall polygons but the vertices offset is 10286 h vs 10292 h. There are then differences between the original and the modified versions of course but I cannot really understand what those differences are. Would it be of any interest for BGGO to use Jarl's modified .WED files as source for the night .WED? I have no idea what he changed but probably he had some reasons for what he did? One more question, if I may: what can happen to someone who installs Jarl's area fixes and then BGGO afterwards (or vice versa)? Cheers!
  22. Hello, eyre! Those cases are mistakes to correct. I have used the BG2:EE text as starting base so I imported the (wrong) punctuation used in those strings. There should not be any. I'll upload a new version with the correction. Thank you very much for reporting this. (e) And done...
  23. @Weigo, one question: I have taken a look at BGGO's base/wedD/non-ee folder and I don't actually see there the corresponding files: BG4800.wed (Nashkell) and BG5100.wed (Gnoll Stronghold), if I am correct? Doesn't this mean that BGGO does not change the original .wed files for those two areas? If that is the case, why would Jarl's overwriting the original .wed files be a compatibility problem? Thanks!
  24. Okay, for those few interested, I have uploaded the latest version of my revised EE-style GTU for the classic Baldur's Gate 2. In the latest version (2.0), one of the VO has been replaced with one from another artist. The download link is in the OP.
  25. I might have more luck because I will play on BGT and I'm quite sure Jarl built his mod for that very platform. But I'll avoid installing anything that's been reported as possibly buggy.
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