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Messages - Gwendolyne

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Alora / Alora NPC for BG2 updated to v2.0
« on: October 27, 2021, 05:44:11 AM »
Sorry for the delay, but I forgot to announce the new release after updating it.  :oops:

Alora has been updated to v2.0, and is now available with macOS and Linux support.

Version 2.0 is BG2, ToB, BGT, BG2:EE and EET compatible, comes with a French translation (by tonton-thon, proofread by jazira) and bug fixes.

Read the mod's readme | Download the mod at TeamBG

Change log:
  • Added alora.ini metadata file to support AL|EN's "Project Infinity".
  • Renamed setup-alora.tp2 -> alora.tp2, and moved it intomod top-folder to support AL|EN's "Project Infinity".
  • Replaced `AUTHOR` keyword with `SUPPORT`.
  • Replaced `AT_INTERACTIVE_EXIT` deprecated command with `README`.
  • Used `HANDLE_CHARSETS` function to convert string entries for EE games.
  • Added component `DESIGNATED` number and "alora_npc_for_bg2"`LABEL`.
  • Gathered Alora mod for classical BG2 and BG2:EE in one single package, and added native EET compatibility.
  • Commented code as much as possible.
  • Removed useless pdialog.2da and interdia.2da patching for BG2 standalone games.
  • bcmalor.d: Integrated Lollorian's class script trigger fixes.
  • ucmg702.baf: Added "`Continue()`" to the script block that is patched via `EXTEND_TOP`.
  • Rewrote installation procedure to use WeiDU's built-in `HANDLE_AUDIO` function.
  • Added Alora and Edwin sound clips for every translated language.
  • Fixed Alora portraits in EE games and removed portraits' installation as they already exist in games biff files.
  • Added foreign languages WeiDU prompts whenever possible.
  • Proofread tra files (jazira).
  • Added French translation (by tonton-thon), proofread by jazira.
  • Reformatted, updated and renamed readme file to "alora-readme.html" and moved it into new "readme" folder.
  • Removed useless portraits and backup folder.
  • Lower cased files.
  • Updated OggDec to v1.9.7.
  • Added archive libiconv-1.9.2-1-src.7z with iconv license info.
  • Included Linux and Mac OS versions in the same package (thanks AL|EN's Infinity Auto Packager tool!).
  • Updated WeiDU installer to v247.

Baldur's Gate 2: Enhanced Edition Mods / Re: BG2eeAR install Issues!
« on: October 29, 2020, 05:39:47 AM »
Files size is limited to 8 characters. cmtb2ees1.sto has 9...  ;)

Announcements / Re: Forum Feedback/Problems
« on: October 08, 2015, 03:26:52 AM »
A great thanks!  :)

My avatar is back.  ;)

Announcements / Re: Forum Feedback/Problems
« on: October 06, 2015, 12:36:02 AM »
At the moment until I find a good CAPTCHA, new registers are approved by me. Suspected spam bots will be deleted.
Some smilies are broken and so are members who uploaded their avatars. Members will have to reupload their avatars.

Impossible to upload my avatar :

The attachments upload directory is not writable. Your attachment or avatar cannot be saved.

If you are looking for a rather efficient CAPTCHA, try to sign up and have a look at this one  ;)

Infinity Engine Modding News / Re: Wings for BG2:EE
« on: August 11, 2015, 05:49:50 PM »
++  ;)

Graphics, Music & Sounds / Re: Mosworkshop question
« on: February 01, 2013, 12:29:04 PM »
I had the same problem with BamWorkshop.

The reason why is simple : the install is done by a very old version of InstallShield (3.00. 1996 !), running in 16 bits.

Isaya, a french modder and translator, gave me the solution to install them :
I translate it :

First of all, you need to download WinPack at the end of that page and intall it.
Once it's done :

  • Unzip
  • Using 7-Zip (maybe WinRAR, I didn't tested it) , open MOSW1007.exe and extract all the files.
  • Run WinPack.exe.
  • Command "Load packed file" and select "C:\...\MOSWorkshop\_SETUP.1"
  • In the Archive content window, select "Group1".
  • Clic "Extract a folder" and choose a directory where you want to extract the files.

Now, you can run MosWorkshop !    ;)

With this process I have been able to install all the old tools I needed with Windows 7 (64 bits).

Mod Room / Re: List of prefixes
« on: January 12, 2013, 05:47:57 PM »
I have just discovered this topic.

As I have not been wandering on the BWL forum for a while, I don't know if the original list ist still available.

btw, I registered a long time ago as "GW".

Noobers Dwarven Hammer / Re: TeamBG Custom IE Game File Library-Relics
« on: December 12, 2012, 01:05:57 AM »
Sorry, a kit of items and a kit of spells are missing.  :(

They are listed in the BG's Storeroom.ods file.

If someone has them, please send me a copy of them so I could update the file.


Noobers Dwarven Hammer / Baldur's Gate Storeroom items
« on: December 11, 2012, 08:56:58 AM »
Very nice! I'm sure I would not be the only person to appreciate it, if you could provide a download link for any Baldur's Gate Storeroom items that you might have. I think it is a shame when such relics are lost to the abyss.

Done !  8)

This link leads to a french forum. For those who don't speak french, there is a small description in english...  ;)

Have fun !  :D

Noobers Dwarven Hammer / Re: TeamBG Custom IE Game File Library-Relics
« on: December 05, 2012, 09:27:00 AM »

As soon as possible, I will gather them in a file and upload it.

But my mod takes a lot of time...

Noobers Dwarven Hammer / Re: 'The Mighty Flail of the Ram' by Simclass
« on: December 04, 2012, 11:15:19 PM »
Bummer.. Baldur's Gate Storeroom just went down after many years.  :(

Does anyone have a copy of the 'The Mighty Flail of the Ram' by Simclass from that site?

It seems you are a lucky guy. ;)

It is Xmas Day in advance !   :razz

I have dowloaded it many years ago and have just rediscovered it on a CD.

Well well well, I have done 3 tests.

1. Inverse the sequences of Attacks 2 and 3 : same result (only Attack 1 and 3 are played).
2. Change Attacks 2 and 3 with Attacks sequences of other creatures : without any weapon equiped, the creature is still atacking with Attacks 1 and 3.
3. For each G2-E file, test with various weapons.

Conclusions :

A. Sequences 8 to 15 (Attack 2) are never played. Or maybe by specific creatures, but I did not test all of them.
B. It "seems" that the type of weapon the creature is equiped with impacts the frequency of how Attacks 1 and 3 are played. A3 is much more played with staves (10,70,20), spears (0,0,100), halberds (0,35,65) and short swords (10,25,65) while weapons coded in (50,50,0) - mostly swords and blunt weapons - are using most of the time the Attack 1 sequences and less of 10 % Attack 3.

I don't know if you can take that for granted, maybe all that stuf is hard-coded... :-\

Anyway, the only thing I know is that I must check all my BG2-E files and invert the orders of sequences if necessary. That's the only way to provide decent animations with at least two attack modes.  ??? :eek

Seems I will have to do many tests with different weapons and see what will happen.... ;D

btw, thanks for your support.

According to the Unicorns (from Oblivion), they are quite ready to be tested, I only have to finish 3 horses (6 others are ready) before delivering a beta test.

I thought I would never see the end of those little beasts !  ;)

Mod Making Discussion / HELP needed : BGI MONSTER SIMPLE Animation format
« on: November 28, 2012, 10:11:07 AM »
I have ported many animations from Diablo II into I.A.

But I still have one detail to fix.

The xxxxG2-E files contains 3 attacks (Slash, Backslash and Jab). How does the engine handle with them ?

I mean when I tested them, it seemed that only the A1 and A3 sequences where played.
Maybe it depends on the type of weapon the creature is equiped with (fields Melee animations : Overhand, Backhand, Thrust) ?

Furthermore, if I want to use a range weapon, is it possible to use the BGI Simple Monster format ? And if yes, which sequences must I use for that (0-8, 9-15 or 16-23 ?).

Thanks in advance

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