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K4thos

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Everything posted by K4thos

  1. I'm testing all mods on compatibility list, so if someone wants to be sure to have smooth installation - wait a little bit for results. Just found a bug in latest version of Sirine NPC that messes up installation. Skip this mod in your installation until problem is fixed. Also reported it to author.
  2. Yeah, that dialogue boarder in BG2:EE GUI is a known issue. No idea what MOS, PVRZ, BAM file is that particular one.Maybe one of those weird box1-5.bam files that use PVRZ files differently or something weird like that. Forgot to mention it in release topic since I prefer SoD GUI (you can install it via setup-EET_end) which doesn't have this problem. Are you sure that you didn't remove fpYUV.GLSL file from your override? That's the file responsible for this effect. Please compare content of this file with the one in EET/base/glsl/ directory. not yet RC2 with support for GOG and Steam versions will be released tomorrow (going sleep now) I expected that modmerge extracts files to override rather than unique directory. Thanks for report. The initial area fog works fine for me too. The problematic effect in my game is the one reported on redmine (apparently bug also happens on vanilla SoD although I don't have it there).
  3. Please use my fork for downloading Tweaks Anthology vBeta 4 mod (previously known as BG2 Tweak Pack) instead of official repository for now. https://github.com/K4thos/Tweaks-Anthology There were few changes needed in that mod and they still awaits for CamDawg to push them and release new version. No point in adding separate patch since the commits will be accepted for sure, considering the mod already supports EET natively.
  4. it's at the end of tp2 file: COPY ~%WEIDU_EXECUTABLE%~ ~setup-EET_end%exe%~ ~EET/lib/EET_end.tp2~ ~setup-EET_end.tp2~ copied just to reduce the package size. That exe variable is used because the mod also supports OSX - although someone needs to test if it installs fine on that system.
  5. General installation order: 1. Optionally some BG:EE mods installed on BG:EE available in compatibility list 2. setup-EET on BG2:EE 3. Optionally any other mod with native EET support (including those with patches) installed on BG2:EE (install order using Big World Project list - same as in BGT) 4. Third component of setup-EET_end I will add this information as a separate question in readme file F.A.Q. -------- EET Tweaks ideally should go to step 3 to not make additional exceptions to general rules but considering it doesn't modify dialogs it is safe to be installed at the end if you wish to do so (it doesn't matter). The problem is EET Tweaks mod has't received proper update for new EET features, so some of it's component may not be installable yet or won't work correctly. It will be updated soon to support EET 1.0 RC release.
  6. Thanks El Dunadan for translation. It has been implemented in the package. --------- Call for translations update for EET 1.0 Release Candidate 1: https://github.com/K4thos/EET/tree/master/EET/lang 1. New strings added to 2da.tra. Mostly related to new Campaign Selection feature. Feel free to write them however you wish, no point in keeping it literal, considering these are mostly quotes from marketing materials regarding each game. 2. New file called chapters.tra. This may look scary but 90% of this file are just strings existing in BG:EE and BG2:EE. There is one part where the strings needs to be slighltly modified to presnt them CHARNAME perspective rather than narrator's. 3. 4 new strings in dialog.tra 4. setup.tra now have 21 strings related to WeiDU installation process (so don't use non-English language letters) Thanks in advance! edit: part of post has been removed, it was meant to be posted in different topic Sorry for confusion.
  7. well, if there is no interest from author to implement these changes natively than I won't spend time on updating them every time the new version of mod is released. These patches are meant to be temporary solution.
  8. If the BG2:EE mods version numbers haven't been changed compared to what is in first post than they should work - need testing (I will install all of them later today to find out if patches are still working). There shouldn't be problems with BG:EE mods, even if the version number no longer matches. Some changes: - patch for Imoen Romance Mod v3.4 has been removed from the list - there have been several updates of this mod and my request to implement native support for EET have been ignored, so no point in updating the patch over and over. - there is a new patch for BP-BGT Worldmap - just a new BAM file with SoD and IWD-in-EET icons. I will send it to Wisp soon, so probably won't be needed. Is this still planned? Might it even be available for EET V1.0 RC? yes, although IWD-in-EET mod has priority now. I'm not aware about these tracks. Every single music file from BG:EE, BG2:EE and SoD is in game. If some areas should have restored music let me know what areas and which tracks. The music in EET works exactly the same as in vanilla EE games.
  9. Download: https://github.com/Gibberlings3/EET/releases
  10. I'm ok, indeed Sorry for the long absence. More info in this topic.
  11. see that BG1008 place without icon in the upper west corner? That's the maze island from vanilla Tales of the Sword Coast. There you go, the northern part is not useless the map is currently being worked on by Kirara. Among other changes in new version Baldur's Gate will be presented in an external frame like Athkatla.
  12. correct, BG:EE (even without SoD) and BG2:EE received 2.0 patches. It is required. SoD is an official expansion approved by WoTC, so it's now a part of BG storyline. I don't see long term benefits in fragmentation, especially from modders point of view (access to game resources rather than including them in mod package, simpler code etc.) Also it would be silly to jump from chapter 7 to chapter 13 right after killing Sarevok just like that, which would be the case for those without SoD. btw. I've enjoyed this expansion - I'd suggest giving it a chance.
  13. since the IWD:EE content is already playable and IWD2 content is behind the curve, also considering the full focus is now on EET changes related to patch 2.0 and surrounding events, it's better to keep those IWD2 interjections separate for now. Feel free to write something for Targos but the implementation in game needs to wait for now.
  14. Sounds like a lot fo work. I would offer my help but im devoid of any writing talent even in my first language. Thank you for doing this, keep it up! Indeed, sounds like a hell of a work. I would have never imagined so much dialogue content to be produced for this mod. Thank you for awesome job
  15. Isaya, Graoumf, thanks for the translation. Feel free to make a pull request. How we should credit you in the readme? some of these stuff is used only for debugging (debug file is quite large, so it's easier to have some pointers while analysing it). I will edit French file myself to remove unneeded strings once the tp2 file is traified. Nice to have a list Could you please share this tool?
  16. This report still hasn't been resolved in the latest release. Also I forgot to inform you about override scripts renaming in EET (although mentioned it in your other mods). Since you are expanding override scripts also in creatures added by mods I'd suggest doing it like this instead of assigning additional variables: READ_ASCII 0x248 "script" DEFINE_ASSOCIATIVE_ARRAY table_override BEGIN ~%script%~ => ~dummy~ END and than replace every instance of code that expands scripts, for example: ACTION_IF FILE_EXISTS_IN_GAME ~coran.bcs~ BEGIN EXTEND_BOTTOM ~coran.bcs~ ~npc_ee/npcs/coran/coran_bard.baf~ END with this: ACTION_PHP_EACH table_override AS script => dummy BEGIN EXTEND_BOTTOM ~%script%.bcs~ ~npc_ee/npcs/coran/coran_bard.baf~ END ACTION_CLEAR_ARRAY table_override Than you will be able to add whatever CRE files you like without worrying about attached override scripts. ------- out of curiosity - what exactly is wrong with Level 1 NPCs that it can't be updated to EE? Nothing really changed in CRE format, so I can't imagine anything that would need EE engine related changes. Although I didn't check that mod, so maybe I'm missing something.
  17. just place fr_FR directory with TLK files inside BG2:EE lang folder and the new language will show up in the options menu. No need to overwrite existing languages.
  18. I really don't think that's the case.
  19. Hi, Fouinto. Feel free to post the translation here, as a post attachment. Graoumf, why you guys are not hosting unfinished French BG2:EE translation externally? Polish one is not done yet either (although it's close too) but players were able to play the game in Polish from the start. English strings only in content that have not been translated yet. Updates to TLK files after each translation milestone is reached. Even an option to update the translation after the game was started (via weidu code). Take a look how we host it: TLK files: https://forums.beamdog.com/discussion/40588/polska-wersja-oraz-dubbing-download Dubbing: http://www.shsforums.net/files/file/1113-polish-language-localization-for-bg2ee/ I don't think many people from Poland would even consider playing EE games if they were forced to use English language. I'm surprised that other translation teams didn't adopt similar approach.
  20. the compatibility stuff looks fine, thanks for the update. What I would suggest are minor changes to how the code is written to not copy the same file over and over again (it's not related to compatibility with EET of course) For example this code (btw. that "~branwe5.cre~ ~override~" line looks like a mistake): could be changed to this: notice that it does exactly the same thing but copies every modified file just once, which makes the code less confusing and the mod will install faster. Just a suggestion, feel free to ignore it.
  21. For now only for IWD1 content. I've listed every single change to filenames as a separate variable, but if someone is interested in writing cross-platform IWD mods than the only variables needed are these ones: in IWD-in-EET: OUTER_SPRINT "arePrefix" "ID" //replaces "AR" in ARE names (alternatively you can use pre made variables presented below) OUTER_SPRINT "rndPrefix" "ID" //replaces "RN" in dummy random treasure items (alternatively you can use pre made variables presented below) OUTER_SPRINT "splPrefix" "ID" //replaces "SP" for conflicting SPLC, SPWI, SPPR, SPIN spells without symbolic name (alternatively you can use pre made variables presented below) OUTER_SPRINT "resSuffix" "#" //standard renaming convention for other conflicting resources OUTER_SPRINT "var_CHAPTER" "IWDChapter" //IWD-in-EET replaces "Chapter" special variable with normal variable //also keep in mind that "AreaName_visited" variables has changed "AR" to "ID" prefix, you can either use /* Areas */ variables or "arePrefix" to cover them and in IWD:EE / IWD: OUTER_SPRINT "arePrefix" "AR" OUTER_SPRINT "rndPrefix" "RN" OUTER_SPRINT "splPrefix" "SP" OUTER_SPRINT "resSuffix" "" OUTER_SPRINT "var_CHAPTER" "Chapter" Others are more a reference for modders, although they still can be used if someone feels more comfortable with this: ~%Easthaven%~ rather than this: ~%arePrefix%1000~ IWD1 content cpmvars libraries have been attached to this post. iwd_cpmvars.tpa iwd_in_eet_cpmvars.tpa
  22. yes, unless the current solution is limiting you as a writer - in such case we can brainstorm some more linear implementation instead of following TotSC like adventures approach. If you want to keep the doc private than wait a little for EET Workroom access. I've contacted Mike to add you into the group. Of course if you want to post it publicaly than feel free to do so - it's up to you. edit: as for the Targos - if you want to write something for IWD2 than yes, that would be the most safe part of the story (whole first IWD2 worldmap content) since it doesn't really need any changes to the overall plot. Just removing some minor conflicts with IWD1 story (Oswald removed from Targos, changed date in 1 dialogue). Overall IWD2 content should have lower priority than IWD:EE, since the latter is already in playable beta phase. IWD2 is still in development and the details how to tweak the story to make sense when there is IWD1 stuff going on in parallel have not been decided yet. Before making such decisions I would like to have IWD2 fully playable within EE engine, than we can start thinking how to adopt it context wise.
  23. AWizardDidIt, please take a look at this discussion. Your feedback would be very appreciated considering you are writing the dialogues for NPCs. We can design the implementation differently, if what has been proposed makes your task harder or feel more restrictive.
  24. I've extended the tool to eliminate the need of checking d files. You can now read these interjections or find the exact interjection points just by reading the HTML file. You can see the example output file generated on vanilla BG2:EE here. Consider using it on IWD:EE with Quylok's Icewind Dale NPCs mod installed, to check good candidates for insertion states. Here is example usage of that BG2:EE generated file: sort it by clicking on 6th column header (extern dialogue file name). Now you have all vanilla BG2:EE interjections sorted in a way that allows you to conveniently check how each NPC is written in relation to other files, starting with Aerie interjections.
  25. AWizardDidIt, I've written a tool that may be helpfull for analyzing interjections in vanilla game and mods. It does 3 things: 1. Generate "log_short.txt" with information about all EXTERN used in dialogue files that refers to JOIN dialogue files as well as states that the EXTERN points to. example: ARAN.DLG contains: - AERIEJ: 183 - ANOMENJ: 292 274 - CERNDJ: 134 - EDWINJ: 158 159 140 - HAERDAJ: 135 - IMOEN2J: 26 - JAHEIRAJ: 514 517 518 506 507 - JANJ: 174 - KELDORJ: 246 237 209 - KORGANJ: 184 186 170 141 145 - MAZZYJ: 197 188 - MINSCJ: 208 200 - NALIAJ: 311 284 - VALYGARJ: 97 89 - VICONIJ: 171 - YOSHJ: 97 100 103 - HEXXATJ: 295 297 296 - NEERAJ: 498 499 2. Generate "log_full.txt" with more detailed information about EXTERN usage. Example: /////////////////////////// AERIEJ.DLG referenced in: /////////////////////////// AEMESS 0 => 194 AEMESS 0 => 193 AEMESS 2 => 195 AEMESS 4 => 196 ANNO1 2 => 42 ANOMENJ 160 => 40 ANOMENJ 185 => 61 ANOMENJ 185 => 60 ANOMENJ 223 => 90 ANOMENJ 276 => 159 ANOMENJ 325 => 227 ARAN 4 => 183 3. all dialogues mentioned in above logs are decompiled to externLister/d directory for easier string analyzing. The tool is attached to this post. It takes the dialogue file names directly from the PDIALOG.2DA file, so it will also work on NPCs added by mods. edit: link removed.
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