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Salk

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Posts posted by Salk

  1. 12 hours ago, Bartimaeus said:

    The delay is only for re-evaluating whether they should switch weapons (gaze or melee), nothing to do with how frequently or who they're attacking.

    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 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

     

  3. 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.

  4. skellytz,

    9 hours ago, skellytz said:

    Which ones do you think should be cut?

    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!

  5. 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!

  6. 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!

  7. 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?

  8. Hi, pete_smith1229.

    On 7/31/2023 at 3:36 PM, pete_smith1229 said:

    Doubt my voice will add anything but I second reverting the text to the original as it is far more concise. Adding pronouns (he/she) is just extra noise.

    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.

  9. 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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