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Gwendolyne

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Everything posted by Gwendolyne

  1. It seems it has nothing to do with the More Neverwinter Nights Animations component because I applied this patch on NTHAEBAL.CRE and NTDRAAGI.CRE (without installing NToTSC) and could console them into the game without issue. I will check AR9001. Maybe something has been modified in this map since IA v5...
  2. If you compare the two WeiDU.log files, you could narrow up the culprit.
  3. The following block in not completed: IF ~~ THEN BEGIN GoAway SAY ~Very well my <LADYLORD>, I will await the day when you return, so that we might smite evil!~
  4. afair, BG2 Fixpack was the first mod to fix it. That's the reason why you may have not noticed it if you installed it at first place.
  5. It is used in a dialog: and is a copy of a BG2 dialog.tlk strref. So I suggest renaming it a#imoe28.wav. Edit: here is the vanilla duplicated strref:
  6. I have completed the IA sound clips localization yesterday, so I knew what was to be done... Just another point I forgot to mention: the imoen28.wav you use in the mod is the BG2 one, and it overwrites BG one. It might be insightful to rename it to avoid this overwriting...
  7. PR sent. It was easier than I thought as there is only one file to install, whatever the game. So there is no need for a special function. I did not find Spanish and Russian IMOEN28.wav files. So, for the moment, the mod installs English one for these languages. I also converted localized files to wavc format.
  8. OK. I will look into it and include my functions to save your time.
  9. Jastev, I think it might be better to provide localized imoen28 sound clips. I know it is a painful job to achieve (IA will install sound clips according to the game language, and it took me days to write the most suitable function to achieve it), but it would be definitively the icing on the cake.
  10. Stupid question: which version of EE games? I am not sure EET is designed to work fine with the last patch.
  11. In this case, I prefer translating with: Note that I fixed the typos with accents.
  12. I mean this message only appears on a EET install if you try to install the mod after EET_End. In French, it sounds very weird to mention a EET Install in this case. It is just like if you said "Merry Christmas because today is Xmas day".
  13. @25 = ~Ce mod n'est pas compatible avec ce jeu.~ @26 = ~Ce mod doit être installé avant EET_End.~ Note that refering to EET install is redundant...
  14. Hello miss! @1= ~Amenez-moi Mur'Neth, le Ghaunadain.~
  15. You have inverted the name of the variable and its value: OUTER_TEXT_SPRINT size "5" You can also use OUTER_SET size = 5
  16. Spellhold Studios The Hubelpot the Vegetable Merchant NPC mod (from BobTokyo and SConrad) has been updated. This mod adds the Vegetable Merchant Hubelpot Thistledown to the game. He is a joinable druid-NPC. You can find him in Enge's fruit and vegetable shop in Waukeen's Promenade. Hubelpot is by default a Totemic Druid, and his two optional kits have been re-enabled: the Village Druid for those who want something a bit different, and the Vegetable Farmer for those who want a powerful kit with high comic relief value. Hubelpot features around 30 banters (He interacts with every Bioware NPC) and one quest with an unusual reward. Version 2.1.0 comes with a Russian translation (by Austin) and restored content. Read the Readme Visit the Mod Forum SHS Download Center SHS official GitHub alternate download center Change log: Added hubelpot.ini metadata file (including Dynamic Install Syntax) to support AL|EN's "Project Infinity". Added Minsc, Nalia and Sarevok banters written by Bookwyrme, but never included into the mod. sc#hubquest.d: fixed a bug preventing Fanny Adams to initiate dialog and from completing Hubelpot's quest. Added Russian translation (by Austin).
  17. Spellhold Studios The Hubelpot the Vegetable Merchant NPC mod (from BobTokyo and SConrad) has been updated and is now available with macOS and Linux support. This mod adds the Vegetable Merchant Hubelpot Thistledown to the game. He is a joinable druid-NPC. You can find him in Enge's fruit and vegetable shop in Waukeen's Promenade. Hubelpot is by default a Totemic Druid, and his two optional kits have been re-enabled: the Village Druid for those who want something a bit different, and the Vegetable Farmer for those who want a powerful kit with high comic relief value. Hubelpot features around 30 banters (He interacts with every Bioware NPC except Sarevok) and one quest with an unusual reward. Version 2.0.0 is ToB, BGT, BG2:EE and EET compatible and comes with many fixes and improvements. Read the Readme Visit the Mod Forum SHS Download Center SHS official GitHub alternate download center Change log: Added hubelpot.ini metadata file (including Dynamic Install Syntax) to support AL|EN's "Project Infinity". Renamed Setup-Hubelpot.tp2 -> hubelpot.tp2 and moved it into mod top folder to support AL|EN's "Project Infinity". Replaced `AUTHOR` keyword with `SUPPORT`. Added `VERSION` flag. Added `README` command in tp2. Added `HANDLE_CHARSETS` function to convert string entries for EE games. Added `REQUIRE_PREDICATE` process to avoid installing the mod in inaccurate games. Added components `DESIGNATED` numbers and "hubelpot_npc_totemic_druid", "hubelpot_npc_village_druid", "hubelpot_npc_vegetable_farmer" and "hubelpot_alternate_portrait" `LABELS`. Externalized tp2 code into "main_component.tpa" library for more comfortable readability and maintenance. Commented code as much as possible. Added native BG2:EE and EET compatibility. Rewrote install procedure to use WeiDU's built-in `HANDLE_AUDIO` function. Made the three available kits subcomponents of the main component: Re-enabled the Vegetable Farmer kit (disabled as of version 1.0). Added a brand new optional component to install an alternate portrait from Enkida (thanks Austin!). Converted inventory BAMs to EE: This feature attempts to modify traditional inventory BAMs so that both the large and small icons are utilized by the EE games. The inventory BAM must have two sequences, the first containing the "large" inventory icon frame and the second containing the "small" inventory icon frame to be processed. Inventory icon BAMs in the bam folder that meet these requirements are patched and saved back to the override folder. Fixed bam files: fixed frames coordinates and palettes. Kits: Re-enabled and fixed all optional Druidic kits. `ADD_KIT` process: added missing lower kit strref. Spell and item abilities: fixed wrong opcode settings when accurate (Timing mode: Delay/Permanent replaced with Instant/Permanent until death. Dispel/Resistance: Not dispel/Bypass resistance replaced with Natural/Nonmagical...). Included BWP Fixpack patches: sc#ar0500.baf: Lollorian's fix for double creation of Inspector. sc#ar0530.baf and sc#hubquest.d: Lollorian's GLOBAL variable fixes reported here. bsc#hub.d: included SCConrad fixes to fire dialogs and Edwin banter, plus Austin fixes that 1) solve wrong variable checking preventing right banters with Minsc, Anomen, and Edwin to be fired, 2) fix compatibility with the Edwin Romance mod. Lollorian's assorted CRE fixes. FATESP.dlg: replaced the buggy dialog update process (`REPLACE_TEXTUALLY`) with a more elegant one that actually displays the strref related to Hubelpot Druidic Kit, which solves this annoying bug. Now, Hubelpot recall will be displayed before Imoen. sc#hubquest.d: included Austin fix to resolve the bug when gold could remain in the inventory after the quest (added `TakePartyItem("SC#HuGl")` action). sc#hub25.d: included Austin fix to resolve a dialog bug with Solar in the Pocket plane by renaming SC#Hub25J.d to SC#Hb25J.d. Fixed possible incompatibilities with other mods also patching AR0707 script: included Argent77's fix. Moreover, AR0707.bcs will always be patched in addition to whatever the script of AR0707.are is called. pdialog.2da and interdia.2da: fixed wrong dialogue names (9 characters) that were appended (replaced SC#Hub25D, SC#Hub25J, SC#Hub25P and BSC#Hub25 with SC#Hb25D, SC#Hb25J, SC#Hb25P and BSC#Hb25). No longer overwrites *demmag.cre* (Dracandros), but patches it with WeiDU's built-in `ADD_CRE_ITEM` function, and removes AR0530.bcs patch. Provided Hubelpot portraits for EE games, and fixed classic medium portrait. Appended tooltip.2da whenever relevant. Proofread strrefs (Gwendolyne). Fixed token typos: replaced <LADYLORD> with <PRO_LADYLORD> to fix the bug with incorrect gender reference to `<CHARNAME>` if another NPC started the dialog (Austin). Updated setup.tra file for compatibility with `GW_UPDATE_ITM_DESCRIPTION_TO_EE` WeiDU function requirements which automatically removes usability restrictions for EE games. Mod Traified. Feel free to provide me with translations. I will include them as soon as possible. Updated deprecated modding tools links. Re-formated, updated and renamed readme file to "hubelpot-readme-english.html", then moved it into new "readme" folder. Removed unused files and backup folder. Renamed "sc#hub" top-folder to "hubelpot" and reorganized mod architecture tree: created or renamed folders to sort files according to their types. Lower cased files. Included Linux and Mac Os X versions in the same package (thanks AL|EN's Infinity Auto Packager tool!). Updated OggDec to v1.9.7 and added sox v14.4.1 for Mac. Added archive libiconv-1.9.2-1-src.7z with iconv licence info. Updated WeiDU installer to v247 Uploaded mod to official Spellhold Studios GitHub mirror account.
  18. EVAL (for EVALUATE_BUFFER) evaluates the variable value and set it to resource. If you don't use it, resource will be evaluated to the string "%destination_paw%", not to destination_paw value
  19. Spellhold Studios Generalized Biffing has been updated to v2.5 and comes with a Brazilian-Portuguese translation. Visit the Mod Forum Download the Mod from Spellhold Studios Read the Readme Download the Mod from SHS official GitHub Mirror Change log: - Added Dynamic Install Syntax in generalized_biffing.ini metadata file to support AL|EN's "Project Infinity". - Added Brazilian-Portuguese translation (thanks Felipe). - Re-format generalized_biffing-readme-english.html with new SHS readme template.
  20. Spellhold Studios The Ruad Ro'fhessa Item Upgrade mod (from Moonfroot) has been updated and is now available with Italian translation. This mod adds Ruad, a new smith in Waukeen's Promenade, who improves items as well as forges some quite new ones. Version 29.3.0 fixes an issuewhen installed with Project Infinity. Note: This mod was first released at Clan DLAN and has been officially mirrored at Spellhold Studios Clan DLAN mirror by Immortality. Read the Readme Visit the Mod Forum SHS Download Center SHS official GitHub alternate download center Change log: Added Dynamic Install Syntax (`After` and `Before` keywords) in ruad.ini metadata file to support AL|EN's "Project Infinity". Fixed WeiDU 'relative command execution' problem (renamed "ruad" sub-folder to "rofhessa"). Updated French and German WeiDU prompts, and French translation (by Gwendolyne). Updated WeiDU installer to v247.
  21. I have always adding overlays like this, and it has always worked fine. The only drawback is to convert them afterwards to tis v2 for EE games.
  22. Only speaking about SHS hosted mods: Every time I release a new version, I update all translated readme AND create a French readme if French translation is provided. And as far as I know, most Argent77"s mods provide translated README.
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