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Everything posted by jmaeq

  1. It is a temporary solution until I figured out a better way to include them in the conversation. They will be restored in the future. Thank you for your kind words!
  2. Then, the hidden NPC did a good job remaining hidden. On a more serious note, here is some important things to note about the hidden NPC:
  3. Thank *you* for notifying me of these issues and for your work!
  4. July 25, 2020 Update: Released v3.6.1 of TBL. This update corrects a banter with an EE NPC and fixes a missed tra-ified line. Huge thanks to @Austin for catching these issues!
  5. I have corrected those lines for the banter between Edwin, Neera, and Minyae and @14 in QI#MIJ.d should have referred to the tra-file. I have made the necessary changes to that as well. Regarding @63 and @760, I do not plan to use them in the future. Thank you for catching these issues. I'll be uploading a new version of this today. New version uploaded to reflect these changes.
  6. The only change from v3.6 to v3.6.1 for The Beaurin Legacy was the removal of one interjection in BGII: SoA, so as to let the PC receive the Shadow Thief Cellar Key and to let Minyae be in the party when receiving the experience points. I don't think that would cause any further issues... I would hope it wouldn't.
  7. July 20, 2020 Update: Released v3.6.1 of TBL. This update fixes a bug where Gaelen Bayle does not give the PC the Shadow Thief Cellar key after Minyae has spoken.
  8. My sincerest apologies for the delayed response, and thank you for offering to translate it into Russian in the future! I have cross-mod banters with some BG1 NPCs but not from that mod particularly. However, if he allows me to add dialogues, I would be more than happy to write the banters.
  9. Yes, this mod should be EET compatible.
  10. Congratulations on the releases - here's to another play through in IWD... and many more!
  11. Fantastic portrait and this mod has definitely piqued my interest!
  12. Thank you both for your input/suggestions - it is much appreciated! If I can do what @Jarno Mikkola suggested, that would be fantastic. @jastey I did take a look at the readme, but there wasn't anything out of the ordinary about permissions for usage, just the same copy and paste of copyrights seen in an all/almost all mods released here. EDIT: Removing the k_x_x.2da tables from the kit in both the PC and NPC, only make the NPC appear as "Fighter" and the kit doesn't exist. EDIT (again): Oh, the power of not starting from the same area when installing the NPC mod... it worked!
  13. Hello everyone, I wanted to create my own Duelist kit for a NPC mod, but seeing as how this mod exists and I like the contents of the Duelist kit, I was wondering if it was possible to use it within my mod? Credits would most definitely be given and there won't any changes to the existing kit (except maybe the prefix, because it might cause an error to the game if others install this mod(?) I'm unsure if this is needed though.) I've tried to contact the creators, but it seems like they haven't been on G3 for quite a while, and I don't know if I'll get a response any time soon. I understand we should not use another mod in our own mods without the original creators' permission but because the original creators haven't been on G3 for a while, I can only assume that the permission to use the Duelist kit in my own mod is denied. With that said, is it possible that the creators granted permissions to a maintainer of the mod and I could ask them?
  14. March 1, 2020 Update: Released v3.6 of TBL. The main focus of this release is to fix a bug where Minyae turns hostile when Adalon attempts to attack the PC after dialogue.
  15. Hello everyone, A couple of bugs have been brought to my attention and as I have been attempting to fix them, I am only able to replicate half of what is reported to me. Additionally, when troubleshooting these bugs, they appear to be, well, buggier. For example, However, when testing this on another machine, I can replicate this issue and fix it BUT Minyae says things out of context in addition to her scripted dialogue. (Out of context, such as dialogue she has no business saying because the conditions haven't been met, it's a future dialogue, etc.) The difference between the two machines is that I had uninstalled/re-installed mods a ton more on one than the other. Another example: I suppose a possible solution is to have a clean installation. However, for those currently in the middle of a run-through, I am unsure if this would be the best idea. Also, I think someone may have experienced a similar issue prior, but as I have no idea how to phrase my problem appropriately so that I may find the thread, my apologies for a possible repeated issue.
  16. Truthfully, I cannot confirm whether it will work without any issues, but I don't see why it wouldn't be able to function appropriately. I would like to say it should work, but again, I am unsure if it will.
  17. Hello! The Hidden NPC currently has crossmod banters with all the NPCs Minyae banters with as well.
  18. New update for Yoshimo's Remorse! Version 2.0 now includes a Russian translation. Was the event at the Asylum truly the ending to Yoshimo's adventures with the Bhaalspawn? Is there simply no way to redeem himself? Yoshimo's Remorse is a mod for BG2:ToB that makes Yoshimo a playable character in Throne of Bhaal. However, he is not what you expect him to be... Prepare yourself for new adventures and talks with the infamous bounty hunter, a tormented soul that was left with nothing but regrets. Listen to him as this may be his last chance to find peace. Mod Page Forum Download
  19. jmaeq

    New versions

    2.0 has arrived! What's new? Let's find out: Russian translation now included. A huge thank you to @Arkie for the Russian translation and making this version possible!
  20. Congratulations on the release!
  21. jmaeq

    New versions

    1.3 has arrived! What's new? Let's find out: Fixed some typos in the dialogue. Tra-ified all dialogues.
  22. Yoshimo's Remorse is now tra-ified.
  23. Hello everyone, I've recently tra-ified Yoshimo's Remorse. However, when I attempting to test the mod to see if it has been tra-ified correctly, I receive this error: ERROR: No translation provided for @62 ERROR: parsing [tb#_compile_eval_buffer/YoshimosRemorse/DIALOGUES/Start.d: Not_found ERROR: compiling [YoshimosRemorse/DIALOGUES/Start.d]! Stopping installation because of error. I understand the presented error, but this is where it starts to get a tricky. I checked the tra file to see if the translation existed and it was there. So, I decided to replace everything after translation 62 with blank space - this seemed to work as the error went to the next dialogue file, but it stated there was an issue with the same translation 62. I removed translation 62 and the error only moved to 63 and so on and so forth. The only file that seems to properly work is the setup.tra (translations for the .tp2). All the other files mess up at translation 62. Additionally, the files were also created with UTF-8 encoding in mind, but converted to it once again, just to be sure, but that didn't seem to fix the error. Does anyone have an idea what the issue could be, and how I could solve this problem? @Lava - I wanted to tag you in case you had anything else to add that I may not have covered here/could have explained better.
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