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Messages - Red Carnelian

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31
Dark Side of the Sword Coast / Re: Bugs
« on: January 27, 2016, 09:05:59 AM »
Not a bug as such.

Journal entries need breaking up into Quest, Quest completed and INFO. For this I would get all the tras related to journals copied as a seperate block somewhere with new number entries and then reference them from their dialogs otherwise it's a pain to keep track of them.

Having got up to speed with the scripting side of things a bit more, adding spells should be done using ADD_SPELL.

https://forums.beamdog.com/discussion/31866/adding-custom-spells-to-clerics

http://www.shsforums.net/topic/46364-compatibility-between-new-weidu-functions-and-old-mods/

Unfortunately there are drawbacks. More work is needed as it can affect references.

http://forums.pocketplane.net/index.php?topic=28948.0


32
DSotSC TuTu / Darkside of the Sword Coast V1.06 released
« on: January 26, 2016, 06:39:13 AM »
After 10 years in the wilderness we finally have an updated version for BG1 that works with TUTU as well. Finally this long standing Mod can leave the progress board. Hurray!!! :)

I've done some testing on it and I've played through the whole Mod a couple of times with some of the NPC's on both versions without any issues. The TUTU version has support for the Worldmap mod.

Due to changes support for other languages will need to be reviewed.

Please be aware this MOD will not run with BG:EE or BGT. Click here to download the BGEE version

Download: DSotSC v1.06


33
That's an old issue from the original version. Looking at the script for this I can't see any problems unless you are not within sight of Ferthgil. I have tried it in the TUTU version without any issues. I wasn't involved with coded the EE version but looking at the script It should work. The hammer code is blunds02. You''l need the hammer for later.

34
Dark Side of the Sword Coast / Re: Bugs
« on: January 23, 2016, 11:12:49 AM »
It doesn't matter who you speak to first.

35
Dark Side of the Sword Coast / Re: Bugs
« on: January 22, 2016, 06:42:53 PM »
Yep the original Bag of holding will crash the game when you pick it up. There is a bag of holding in BG2 you can replace it with. I found this crash in the TUTU version also.

Also check the Drow creatures Drow_e1 etc if they have the buckler as a shield they will cause random crashes. Best to place the buckler in the inventory of those creatures. A script conflict causes this when trying to equip a ranged weapon with the buckler equipped. Not a problem the Vanilla version but BG2 doesn't like it.

Some situations I've found like having Bub with a composite bow with Strength 17 will not crash the game in BG1 but will in BG2. So thats something just to be aware of if you get random crashes. This has happened to me and has taken ages to figure out.


36
Dark Side of the Sword Coast / Re: Bugs
« on: January 22, 2016, 09:39:51 AM »
Remove the itemsg folder completely. Most items in that folder up the count on items which we don't need anymore. In the TUTU version weidu code is used to set some item counts. There are some miscellaneous items in that itemsg folder that need checking though.

Bub soundsets I did for BGT years OK are too quiet so I've increased the volume slightly. The ones I gave you were also at 44000hz when they need to be at 22000hz. The TUTU version will have the corrected ones.

The narration for the Darkside I've managed to tidy up a lot better then last time so it sounds OK with no hissing.

I was looking at using some of the other soundsets from the BGT version. Most are OK but Thorf needed some conversions from 44000hz to 22000hz. I'll correct them, then whoever updates the BGT version can grab them when they like.

Unfortunately I can't improve any of the old sounds like Cuch's. These really need to be redone.

37
Dragonlance TC / How Baldur's Gate Shaped My Life
« on: January 15, 2016, 09:10:26 AM »
This blog written by Max gives a unique insight into the making of the Dragonlance TC. It's a three part article with part three focusing on the TC. Although from 2013 it is worth a read especially if you have an interest in starting modding.

How Baldur's Gate Shaped My Life

38
Dark Side of the Sword Coast / Re: Bugs
« on: January 14, 2016, 03:42:51 PM »
Yes the Cavalier character will need to be sorted out. Good place to check for stuff like that is on the Wiki page http://baldursgate.wikia.com/wiki/Cavalier.

39
Dark Side of the Sword Coast / Re: Bugs
« on: January 14, 2016, 10:27:29 AM »
I think the scripting and overall implementation for Bub looks unfinished. The problem with this NPC is that he is in the original game as a fighter. For Tutu I replaced this creature with an Orge using coding and then created a new NPC with a different death variable and dialogs called Bubb to avoid conflicts with the original character. In the game though he's still Bub.

40
Dark Side of the Sword Coast / Re: Bugs
« on: January 13, 2016, 01:02:05 PM »
The phatom should follow you as you approach the dark one. When you have killed him once or twice a dialog kicks in that tells you about the phylactery which in turn allows entry to the cabin. Also if you kill the Dark one enough times he will drop the phials anyway. He may have already done this somewhere.

41
DSotSC TuTu / Re: Darkside TUTU Progress
« on: January 12, 2016, 01:54:42 PM »
Had a stable install on both the TUTU and Vanilla versions. Just the journal entries to sort out before testing.

42
Dark Side of the Sword Coast / Re: Area conflicts
« on: January 12, 2016, 01:51:00 PM »
This will be sorted once the TUTU version I'm working on is finished.

43
Dark Side of the Sword Coast / Re: Bugs
« on: January 12, 2016, 01:49:55 PM »
Looking at the mods you have installed. Darkside really needs to be installed first. Its important that you do this as the BGEEv1 version overrides some files.

For the Dark One quest you should have been greeted by one of the phatoms when you retraced your steps from the Banshee area. Who explains the situation with the Dark One. Normally this would trigger the enounter. Have you spoken to the phatom to see what happens?

44
There is no easy way around this. I suggest using Near Infinity to make the item droppable. Those items really should be droppable anyway. The idea doesn't work and attempts to replicate the effect are not ideal either.

45
This doesn't need to be the case for English translations. Looking at the SHS post the offending line is;

’tis fresh morning with me when you are by at night in BATSUJAT.tra

You can simply change the apostrophe to ' or ` instead of ’ . The offending character is not from the ASCII standard.

For English translations most characters you use for BG:EE are in the ASCII character set that ANSI and UTF 8 share so change the apostrophe to the one near the @ key. On UK keyboards at least.

Here is the correct text

'tis fresh morning with me when you are by at night

There is a good article that explains this quite well http://www.joelonsoftware.com/articles/Unicode.html

This will of course be different for other translations where HANDLE CHARSETS will have to be used to encode the text.

I'll inform the moderator of this MOD about the solution.

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