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cmorgan

Gibberlings
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  1. cmorgan

    Erika Replies

    From the album: Aran Whitehand

  2. Jastey, I took a stab at "coding around this" here: https://forums.beamdog.com/discussion/comment/666870/#Comment_666870 using one of your "engaged match blocks" from C#Ajantis ToB (edited) to demonstrate some difficulties coding around the problem in the first place. I may play with it for fun, but I don't have romances screened by race - and it is installl order dependent - and - yuck. You can't have nested OR statements, so we can't just OUTER_SPRINT our way out of it. Anything in a .baf that says OR(3) Race(Player1,HUMAN) Race(Player1,ELF) Race(Player1,HALF_ELF) has to be broken off into duplicat eblocks, because Race just became a multiple condition statement - ACTION_IF MOD_IS_INSTALLED ~SUBRACE/SETUP-SUBRACE.TP2~ ~0~ OUTER_SPRINT player1human ~OR(8) Race(Player1,1) Race(Player1,50) Race(Player1,51) Race(Player1,52)Race(Player1,53) Race(Player1,54) Race(Player1,55) Race(Player1,56) ~ END ELSE BEGIN OUTER_SPRINT player1human ~Race(Player1,1)~ END I don't klnow if the engine will pick up the "readable" designations that mod uses or not - conventional format is either HALFORC or HALF_ELF, and these have spaces in between the words. So just the number seems safest. sample of the APPEND to race.ids (humans) : ~50 Aasimar~ UNLESS ~^50~ ~51 Deep Imaskari~ UNLESS ~^51~ ~52 Firesoul Genasi~ UNLESS ~^52~ ~53 Earthsoul Genasi~ UNLESS ~^53~ ~54 Stormsoul Genasi~ UNLESS ~^54~ ~55 Watersoul Genasi~ UNLESS ~^55~
  3. My gut (built from testing and searching hundreds of mods while testing weidu for The Bigg) says lots of mods expect player1 to be one of the original .ids races; only a very few have widespread use within any given mod, and very few actually create "completely screened by race" situations like this where you would run into a dead-end.. I will take a look through the archives with a notepad++ search this weekend ( rebuilding the archive with updated mods and extracting some of these and organizing them takes a bit of time) I can tell you that Kivan, Xan, Aran Whitehand, Gavin, ( I think Haldimir) and several other mods have discussions that are only available to Elves/Half Elves, but that most mods only have "scenery" or byplay that is conditioned by race. I think Jastey's Ajantis does, too, she could tell you more definitively Time to figure out what happens when you compile a race setting that does not exist yet in the game.... you can get away with DVs, because I do and have tested it extensively - but investigating Kits, it was a dialog-breaking deal to call on a kit that was not installed (thread in Aran Whitehand forums). And that adds *another* thing to do before my release - check for these and add "race not found" condition, check for "class not found" condition, write two "final epilogue choice" dialogues, package. I love the extensibility and freedom EE gives us, but that law of unintended consequences is kicking by butt! EDit: WAIT - big problem. Subrace mod just completely kicks the crap out of any match checks for romances. Bleh. So how did the romance start in the first place? Was it added after Gavin did his check for a match for romance?
  4. For this one, the problem that you (Jastey) and Berelinde and I all have is we condition talks much "tighter" than most other mods. So for most modders, this is not a big deal - + ~RACE_ASSIGNED~ + ~text-race-specific~ + nextstate ++ ~text-race-neutral~ + nextstate will cover it. A messed up race.ids, or adding the race or subrace things through a mod, or by editing, will just follow as if no race was dealt with. For this one, and my constructions like it where I do CHAIN ~stuff~ END IF ~Race(Player1,ELF)~ THEN EXTERN xstate IF ~Race(Player1,HALF_ELF)~ THEN EXTERN ystate IF ~Race(Player1,ORC)~ THEN EXTERN zstate etc. etc. then we are vulnerable to NVROL if someone mods in a new race. I thought this might show uup for NPCs, but not Player1, so I have stuck to mostly coding this stuff for Player1, but... heh! On this talk, since it is about player lifespan, is it possible to just assume a comparable lifespan and leave it at that? So + ~Race(Player1,ELF)~ + @809 EXTERN ~B!GAVINJ~ BGavLT14.1 + ~OR(3) Race(Player1,HUMAN) Race(Player1,HALFLING) Race(Player1,HALFORC)~ + @809 EXTERN ~B!GAVINJ~ BGavLT14.2 + ~OR(3) Race(Player1,HALF_ELF) Race(Player1,GNOME) Race(Player1,DWARF)~ + @809 EXTERN ~B!GAVINJ~ BGavLT14.3 + ~Race(Player1,ELF)~ + @810 EXTERN ~B!GAVINJ~ BGavLT14.1 + ~OR(3) Race(Player1,HUMAN) Race(Player1,HALFLING) Race(Player1,HALFORC)~ + @810 EXTERN ~B!GAVINJ~ BGavLT14.2 + ~OR(3) Race(Player1,HALF_ELF) Race(Player1,GNOME) Race(Player1,DWARF)~ + @810 EXTERN ~B!GAVINJ~ BGavLT14.3 + ~Race(Player1,ELF)~ + @811 EXTERN ~B!GAVINJ~ BGavLT14.4 + ~OR(3) Race(Player1,HALF_ELF) Race(Player1,GNOME) Race(Player1,DWARF)~ + @811 EXTERN ~B!GAVINJ~ BGavLT14.5 + ~OR(3) Race(Player1,HUMAN) Race(Player1,HALFLING) Race(Player1,HALFORC)~ + @811 EXTERN ~B!GAVINJ~ BGavLT14.6 + ~!Race(Player1,HUMAN) !Race(Player1,ELF) !Race(Player1,HALF_ELF) !Race(Player1,HALFLING) !Race(Player1,DWARF) !Race(Player1,GNOME) !Race(Player1,HALFORC)~ + ~either an existing .tra reference that is neutral about relative size or lifespan~ EXTERN whatever_state_is_most_neutral ?
  5. dammit. I bet we will need to update mods with a "catch all" option for race, and perhaps even custom class (though I think Kits are extensible but classes might not be -variants probably fit the *_ALL checks) ~!Race(Player1,HUMAN) !Race(Player1,ELF) !Race(Player1,HALF_ELF) !Race(Player1,HALFLING) !Race(Player1,DWARF) !Race(Player1,GNOME) !Race(Player1,HALFORC)~
  6. Heh. That is my "Bury Gorion" addition. I apparently am an archaeic old englishman. Which actually fits my dad, so... OK to fix it to Americun Standard. Actually, to US Standard English, as "standard American" would probably be "Them there waggin wheelz."
  7. Heh - I was looking at code, not at text! Sorry, hook71 - I'll pop those on the GitHub repo tonight. The duplicated folders you reported were removed in the realingment and renaming for AUTO_TRA, so that one is fixed With the .tra files in place, proofreading in general should be easier to do. EDIT: up on GitHub, except for the odd DV thing with { SOLA|Solafein|Solaufein } Typos fixed and integrated into v16 TEST branch commit/hook71's Typo Hunt and Destroy
  8. Goes here. I will organize what didn't make it into v15 and post it here.
  9. Minimum for first official release - 2 ToB friend or romance talks to set epilogue vars; integration of the three "followers" talks. Bonus content - ToB talks for Tethyr General, Balthazar, and meeting Cyric.
  10. This is cool - I would guess the 8 is just about the max most folks would actually mod in dialog for. From a dialogue and party story control standpoint, 6 is a lot but manageable, 8 is tougher, and anything over that games build into squads for management reasons. 8 is about the maximum you can have in a large conversation on screen in a movie or in a story, and even then it tends to break into smaller "groups" or factions. I know combat folks like more and more, but pc "Heya. Got something to say?" npc1 "nope" npc2 "nope" npc3 "nope" npc4 "nope" npc5 "nope" npc6 "nope" npc7 "nope" is tough enough - building interplay between that many voices is... Daunting. As a referent, only a very few mods build any content at all that goes past pc + 2; most deal only with 1+1 dialogues. The ones that do often pass the same kind of line between "probably not in the same install of 6 and in party at the same time". As one of the few modders that actually attempt all-available-unique-lines-for every-npc-at-the-same-time, I can say that it would be cool to see that content; I can also say that writing it is bloody hard.
  11. Cool! How is dialog handling going with banters/pid for actors beyond the 6? Do they all evaluate as InParty()?
  12. BG2:EE Thoughts and Notes from browsing: **** recheck project on JOURNAL and add additional entries. ADD_JOURNAL EXISTING TITLE (#74337) @xx USING ~xxxxxxxx/tra/%s/xxxx.tra~ (does nothing on BG2 but works on BG2:EE - no need to condition it) **** Recheck this (used) against music in BG2:EE and PlaySong(0) etc. COPY_EXISTING ~songlist.2da~ ~override~ SET_2DA_ENTRY 2 1 2 ~Blank~ SET_2DA_ENTRY 2 2 2 ~Blank.mus~ and find out why the PlaySong(0) is not cutting out area musical ambients on BG2:EE **** Pro5 - - EE games expect item description images to be BMP files with alpha transparency channel, old BAMs are not displayed. Solution: convert existing description BAMs to new BMP format (this thread describes how to save as bmp with alpha in Photoshop). Include 2 versions (bam and bmp) for each item, copy one of them depending on detected platform. Pretty sure I don't need this, because I copy existing itms and patch them, but double-check that I don't create via "copy created item into place" anywhere at all. THIS is one reason I love Avenger_RR's work - the ultimate mod in my mind would create all things (from areas to items to spells to... EVERYTHING) from the existing install on the fly via WeiDU. Voila - no more this-and-that on different this-and-thats. ***** New BG2:EE materials do not need to be comiled separately, so I can add the New Folks to everything I have in project reasonably easily if I have the New Folk's dialog files up on one side to check style against" EITHER Thimblerig's "actually read the owner's manual for WeiDU" recheck http://gibberlings3.net/forums/index.php?showtopic=25609&p=228558 OR Jastey's "Play Fast And Dirty FTW!" http://gibberlings3.net/forums/index.php?showtopic=26293 OR an older construct for CHAIN - == IF_FILE_EXISTS ~MYDLGFILE~ ***** ToB content modifications/talks to extend: Jastey's "Complicated Stuff Becomes Easy When She Does All The Research" http://gibberlings3.net/forums/index.php?showtopic=26776 *****
  13. CURRENT ISSUES VOICED LINES (non-fatal flaw). - there are no current recorded voiceovers for lines; the component options are there to hold the WeiDU Component Number order, but no voicings are present BG2:EE/EET - FRIENDSHIP: (non-fatal flaw). - Revisit interjection points in both SoA and ToB. - Few BG2:EE introduced interjections are are covered. - No newly introduced areas have commentary. PID will not react to new areas. ARAN_AWARE (non-fatal flaw). - Component is coded and uses Aran's .tra, but most of the content ends up fitting regular Crossmod content. Pro = easy addition, unloads some .tra work, will probably become a regularly installed mod on EE and BiG World, etc. Con = A_A is already traified, Crossmod is not. Folks might not want to grab Crossmod when doing targeted installs. Component dissolved and all content except detecting kits moved to Crossmod Banter Pack. (non-fatal flaw). We have issues with Aran in the The Broken Sword right after picking him up. Force talking him, (before leaving The Broken Sword), and choosing the bath option - no variables set. Tried this with him and the PC doing everything and just taking a 'friendly' bath with not even a kiss being exchanged. Either way, no variables set and the PC flirting with Aran afterwards, (after bath but before leaving The Broken Sword), the flirts do not register - no variables set. The right variables do set if the PC doesn't take a bath with him though. Not able to replicate on Beta_Luridel (non-fatal flaw) But definitely unwanted behavior. Unable to replicate - procedures and tests logged here:http://gibberlings3.net/forums/index.php?showtopic=27403&p=236635 We can say "Doesn't look like us or a mod interaction on our end." we have some specific answers as to whom else thought this was a good place to interject. The only things left are glitches in evaluating SDNS(Player1) or Wait(3) or smallwait; all those things are engine things and script things that we can't control, as it is not our dialog that is processing that, it is Aerie's/Quayle's/Kalah's. And we can go back to modding. To be safe, because these things do pop up, I am marking this "Unable To Replicate) and we'll see what comes up. in the meantime, i will pop over and make sure Kivan has his code done up right. Wouldn't want the lad to accidentally leave anything dangling in the wind, y'know. FOR EXPANSION - Investigate idea of the "single playthrough encounter", where a different encounter might be available based on .bcs evaluation of party composition, class, etc. So a bard PC might get something related to FR lore about bards, a cleric might get an 'opposte alignment' encounter... remembering the biggs comments on this, because creating one-off encounters like this may be prohibitively costly in terms of development and testing time versus the amout of time players get to see the content. - Finish Teldra's first and second quest materials and retest vs. current mini-quests. - Look at how gender checks and wild surges interact, and determine feasibility of adding comedic/pathos with friend or romantic partner suddenly switching teams. - Journal entries for big decisionmaking points in the friendship/stuff talkked about/stories told. Add BG2EE materials for these. Ties in with the scribe vibe. cm - Test and integrate fix for this Repaired 7/2/2015 ALWAY ACTIVE FOR FURTHER DEVELOPMENT SoA and ToB FRIENDSHIP: Look for ways of having Aran realistically engage in a discussion that avoids all the materials other mods have covered well, and in detail , avoiding the following: - How did you get here? - What are your feelings about being (potentially) a god? - What was candlekeep like when you were a kid? - Why are you doing this? - Is Aerie sleeping with you now, or just leading you on? - So, that Noober guy... does he have a sister, becuse she might be just my cup of tea... - Gorion - daddy figure or kind uncle? - Hey, those Shadow Thief outfits for the ladies... wow. Cool tattoos, and lots of skin. I wonder how they stay warm in winter... ...looking for fun, interesting, "friends chatting" stuff, open to any PC. SoA and ToB Talks Updates - Adding more options or pathways for dialog to reflect race, class, kit, gender, alignment, and in-game actions. DIALOGUE ALL AREAS: Look for any remaining reply states that force players into 1, 2, or 3 choices and expand them into the Aran-Usual 5 to 7. Hint: If there are less than 4, the option missing is probably "shy or reticent". I seem to have assumed most female PCs will not really be that shy. Or reticent. Sample schematics for inspiration: 1 interested 2 not interested 3 vamping, or teasing 4 aggressive 5 cruel/shutdown (may need one additional, of STFU) 1 interested/aggressive 2 teasing/seductive with or without any intention of following through 3 tender/shy 4 not interested 5 cruel Berelinde's "Benett Rubric" PC reply 1 (Lydia/Kitty): narcissistic, attempt to turn the conversation toward the PC PC reply 2 (Jane): all compassion PC reply 3 (Elisabeth): practical, full of advice PC reply 4 (Mary): inappropriate, sometimes wildly so PC reply 5: exit the dialogue
  14. Sure thing. Wrye_bash is still doing some stuff to my Skyrim install, so I will pop up and update that...
  15. OK, https://github.com/cmorganbg/Aran-Whitehand/releases/tag/Beta_Luridel Latest beta with all BiG World or other mega-batch installer support, recognises EET, a custom .log file set that updates so that even if you install and then change components (thus wiping out the .DEBUG file information from the initial install), All content up to 6/30/2015 (that's also 30.6.2015) put into place. For those that don't "get git", the following sequence should help you out - 1. Click on the link. 2. look for the part that says "Downloads" 3. click on one of the "Source Code" lines, either .zip or tar.gz 4. extract that file to your desktop or some drive somewhere 5. Go into the folder you just extracted ("Aran-Whitehand-Beta_Luridel") 6. Copy the folder "aranw" and the file "setup-aranw.exe" into your mod installation directory (leave the .gitattributes and the undefined file "README" alone and you are ready to go. If you are on Linux or Mac, you don't want that "setup-aranw.exe", you want to use the latest WeiDU for your system. WARNING: untested on Linux or Mac. Secondary warning - Female PCs can get themselves into some (a good deal of) adult content similar to Romantic Encounters, Baldur's Gate Romantic Encounters, and several of the more explicit NPCs. Luckily, there are tons of ways of diverting him from "going there", but consider everyone warned
  16. From the album: Aran Whitehand

    Aran Whitehand is a human fighter and scribe for BG2, dual classable, so that he can be Tinker, Tailor, Soldier, Spy... whatever your party needs. Basically, a human utility player taken along for the friendship/cuddling. "Specials" include creation of scrolls through dialog and timer when in a party with another canonical mage. Primarily a male friend who can grow into an extended courtship/romance, romanceable by female PCs, Aran has his own sense of humor and specializes in bringing others into the conversation.
  17. I have a working beta up on github, and have successful installations and tests on SoA and ToB installs, so he is pretty much ready to go from that standpoint. On the BGII:EE side, I have successful installs, but no real full playthrough tests. For a version 1, i am ok with missing some of the content I wanted in; he s already pretty extensive. Plus, there is always version 2. But his voiceovers and real soundset need addressing (a problem with the quasi "celtic-gaelic-welsh-english" mishmash; I thought I'd hire a voice actor but have yet to gather together the funds) [probably not happening before v1 goes live] and before he rolls out the door initially I need to lock down a talk in ToB to set the player choices for epilogues, write a few more possible branches for those, and then test them at least a little on BGII and BGII:EE. I am hoping v1 ships before the end of November. I just know that by typing that out, the chances just went down 40%
  18. We need A <> A banters... And both of us need to win the lottery so we can be Gentlemen Writers of Leisure!
  19. Cool workaropund - bet it was a fun battle!
  20. Blades, report this to he author, please - the I_C_T he uses here has no passback, so the dialog action that Gaal takes gaets passed to Xan instead. The author needs to either change INTERJECT_COPY_TRANS to I_C_T2 on those lines, or, preferably, just in case some other mod wants to take part in the same sequence, a passback like this: INTERJECT_COPY_TRANS GAAL 23 XanGaalEnemy23 == 7XXANJ IF ~!StateCheck("7XXAN",CD_STATE_NOTVALID)InParty("7XXAN")~ THEN ~We're all doomed! Run while you still can!~ [xan1] == GAAL IF ~!StateCheck("7XXAN",CD_STATE_NOTVALID)InParty("7XXAN")~ THEN ~Doomed is right! Attack them!~ END For fixing your game, I am not sure - you could manually edit the .dlg files and start from before the encounter, I think.
  21. You have a .tra file that contains the line already, and there is USING, so you could create a small bgt-only snippet and do something like this in .tp2 ACTION IF ~game is bgt~ THEN BEGIN OUTER_SPRINT ~bgt_dialog~ ~ EXTEND_BOTTOM THALAN 35 IF ~Global("D0TaintedOreQuest","GLOBAL",1) PartyHasItem("POTN48")~ THEN REPLY @28 GOTO Examine //"Examine" is a custom dialogue state in the .d IF ~Global("D0TaintedOreQuest","GLOBAL",2) PartyHasItem("POTN48")~ THEN REPLY @29 GOTO Examine END ~ END ELSE BEGIN OUTER_SPRINT ~bgt_dialog~ ~~ END COMPILE EVALUATE_BUFFER ~myDialogFile~ USING ~the original tra file~ and put a line in the relevant d %bgt_dialog% I don't know if that would work, haven't tested doing large multiline OUTER_SPRINT... wait a minute - Thinking about it, I would skip all that. I would run a small .d that only gets used when game_is BGT and map the .tra to the small file using USING
  22. Version v1

    791 downloads

    Note: This package has not been updated in several years. For more recent highlighters, we recommend checking out Argent77's excellent WeiDU highlighters for Notepad++ at Spellhold Studios. This is a copy of NotePad++'s userDefineLang.xml file, usually found either in the install directory or within the following directory: users/myname/appdata/roaming/notepad++ The language has the following user defined languages filled out with almost all IESDP data currently available, with the following mapping: name="WeiDU_BAF" ext="baf" name="WeiDU_tp2" ext="tp2" name="WeiDU_d" ext="d" If you have already defined your own languages within NotePad++, copy the entries from this version. If you have not, then overwrite your version with this one, and restart NotePad++. Have fun modding! -cmorgan
  23. Version v5512

    7,528 downloads

    There are four files available: bg114315.exe - Patch for English players without the Tales of the Sword Coast expansion bgintl114315.exe - Patch for non-English players without the Tales of the Sword Coast expansion BGTalesUS5512.exe - Patch for English players with the Tales of the Sword Coast expansion BGTalesIntl5512.exe - Patch for non-English players with the Tales of the Sword Coast expansion Patches for the Enhanced Editions will be available through the service where you bought it (Beamdog, Steam, GOG).
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