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Posts posted by theacefes
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Setting that global env variable seems to have fixed it. Thanks to both of you for your assistance.
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I know it's not quite New Year's yet but I wanted to take a moment and extend my thanks to this awesome community for being around and also for being a major reason why the games I grew up with are still being played today. 2020 will mark my 15th year with G3 and it actually feels pretty good to say that.
Anywho, have a picture of my dog Skooter...who has also been around since before I joined and is still going strong at 15. I do not have any pictures of Banana but I have attached the download because the link was lost eons ago. Be warned, it's still as stupid as you might remember and might not work for EE2.
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45 minutes ago, Endarire said:
Download links were broken for me. How to get this mod?
Does this work?
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I'm definitely not working on anything.
That being said, Near Infinity has some very terrible window tearing when opening files from the folder tree. Any way to prevent that? The version is Version 2.1-20180615 or here.
Additionally, I'm attempting to use the version of Infinity Explorer from the 2016 version here and it doesn't want to recognize my BG install (I'm using the Beamdog client, installed directly on my main hard drive (no program files)). Any particular folder I need to point it to or does it just not like EE?
If both of these questions are irrelevant because there is a snazzier and easier tool out there that we're using, I'd love the link but these were just my goto tools back in the bronze age.
Thanks in advance.
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Skooter is definitely providing moral support. We...never let Banana out of the asylum...I thought everyone knew this!
And thanks @jastey! It's been quite the adventure for sure so far.
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21 hours ago, CoM_Solaufein said:
Who are you again?
Listen here...
20 hours ago, jastey said:This sounds very intriguing. "Being revealed" means people can ask "are we there yet" publicly or is it already available?
And, since this a Baldur's Gate forum... Will there be space hamsters?
Thank you! It is in development so not yet available.
And alas! I cannot say.
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Oh hello!
Completely off topic from mods but that's why I posted here I guess.
Happy to announce that a project I've been working on for a while is going to be revealed tomorrow (June 1). If you're into sci-fi, adventure games, and enjoy RPGs with lots of dialogue (and anything I've worked on) you might like Second Star.
Twitter: https://twitter.com/secondstargame
Website: https://secondstargame.com
-Kat
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If they make it turn based like the new Divinity series I will be sad. However I've heard nothing but great things about the new series.
I do know their D:OS engine is very moddable
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You can use NearInfinity or InfinityExplorer to browse dialogue.
Otherwise a quick google search turned this up https://www.scribd.com/document/342371951/Romancing-Guide - credit to the author.
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Late as well. Nice to see the mod released.
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Not that I know of, but contacting the site admin @SConrad might be the best course of action, though I'm sure he's aware of the issue.
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New release! Version 17 adds all new content with banters between @jmaeq's The Beaurin Legacy NPCs and many mod NPCs. Available for Windows, OS X, and Linux, you can download the mod, browse the readme, wander through the project page, or join us on the forum.
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The Crossmod Banter Pack is a collaborative effort to add banters between mod NPCs that add content to Shadows of Amn and Throne of Bhaal, written by the original NPC authors working in collaboration. Version 17 adds all new content with banters between @jmaeq's The Beaurin Legacy NPCs and many mod NPCs. Available for Windows, OS X, and Linux, you can download the mod, browse the readme, wander through the project page, or join us on the forum.
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8 hours ago, jemapa said:
That's what makes me feel her story has little impact on anything.
Just a thought...many times NPC modders have to walk a fine and sometimes blurry line between "The NPC takes over the game! This is about MY CHARACTER NOT YOURS!!" and "The NPC didn't make enough impact on the game!".
It's a bit of a thankless hobby sometimes if you're putting the character out there for other people. I personally get annoyed when mod characters spout sanctimonious lines at my PC, "win" every banter, and interject after literally every line in the game.
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@Cutter Slade this one? https://www.gibberlings3.net/forums/forum/197-iwd-in-eet/
To expand on that, the upgrade screwed up links that were using the old route structure. We are currently working with tech support to get this issue resolved...(even as I type that it reads incredibly lame but it's the truth )
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2 hours ago, jastey said:
Providing the structure for it might lead to less mixups in the contributions as well as less silly questions how to handle several translations.
Sure I can add it. Thank you.
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42 minutes ago, Kitanna said:
I started this mod 15 years ago
And you finished it! Kudos to you!
43 minutes ago, Kitanna said:No. I wanted an NPC who offers to help the protagonist because he doesn't like what he sees in the Promenade and feels it's the right thing to do.
I dig it. Well done! I'll most likely give this a whirl on my next playthrough.
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G3 is pleased to welcome @Rhaella's Evandra.
This Baldur's Gate 2 mod introduces Evandra, a True Neutral elven illusionist, and for those familiar with the Dragonlance setting, a Red Robed Wizard of High Sorcery. She comes with an extensive friendship track, and perhaps a little more.
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G3 is pleased to welcome Rhaella's Evandra. This Baldur's Gate 2 mod introduces Evandra, a True Neutral elven illusionist, and for those familiar with the Dragonlance setting, a Red Robed Wizard of High Sorcery. She comes with an extensive friendship track, and perhaps a little more.
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9 hours ago, jastey said:
@theacefes In the "setup.tp2" there is still text that should be trayfied:
I haven't touched weidu in 7 years...can you put tra statements in debug file prints? I assumed there was a reason @cmorgan kept it this way so I didn't touch it.
Edit: and btw @jastey I am super excited about the feedback, thank you very much!
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9 hours ago, jastey said:
@theacefes Also, it would be great if the template would consider different languages for the tra files.
These have been copied from the current setup which is just English. The template is not a complete reflection of the actual mod folder setup but there is an English folder in the mod. But adding other language folders is easy.
The biggest time sucker is just creating the folders for every talk and doing the legwork of trafying dialogue. That is what I was going for in this template.
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9 hours ago, jastey said:
I can add a note, of course. As long as the two mods use different dlg files it shuldn't lead to mixups, though.
@theacefes In the "setup.tp2" there is still text that should be trayfied:
To extend on my above suggestion. I'd go with @000 - @003 to reduce mixup potential of text lines per contribution.
I have to go through all of these in the tp2 and manually number them so mass replace, regardless of the placeholder number, doesnt really work here, since the tp2 tra is nearly 600 strings long.
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@Lava, @Artemius I, @jmaeq and anyone else who is reading, please see this post for more information!
Grey the dog: About the Mod
in Grey the Dog
Posted
Barkspawn lmao.
Congrats on the release @jastey! Such a cute idea too! I love having a dog in the Dragon Age games so this is perfect.