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The BG1 NPC Project adds a great deal of content by expanding the depth of character and levels of interaction with the NPCs from the Baldur's Gate game. Requires Tutu, BGT, or BGEE.

Home Page: https://www.gibberlings3.net/mods/npcs/bg1npc/

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tutu bgt bgee mod weidu infinity-engine npc quests

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bg1npc's Issues

Karris' dialogue is weird

Karris Dialogue is rather weird.
Choose "We've discovered the whereabouts of the gnome you've been hunting. In exchange for a little gold on the side, we can tell you where he is. And in exchange for a little more gold, you will find only a body."
Karris will explain that you misunderstood, and that they want him alive. If you want to tell them where he is, the option is "Ahh, well... perhaps he is not worth protecting after all. I lied. I know the whereabouts of Belgin."
But you had not been lying to Karris up to that point, nor did you indicate to Karris that you'd be protecting Belgin in any way.
Anyhow, Karris offers 1500 gold for his location. You can then choose "We could always remove the problem for you, for perhaps 2000 gold? The Guid would charge far more..." when then cycles back to perhaps you misunderstood.
I know lots of dialogue circles around, but in this case, it just doesn't feel right. Is this how the dialogue has always flowed? Because it almost feels like some replies lead to incorrect dialogue states.
Tiax' quest overall felt rather buggy. For example, if you just tell the gnome to bugger off, Karris' dialogue plays out the exact same as when you helped him.

Reported by Thels
https://forums.beamdog.com/discussion/comment/1041223/#Comment_1041223
https://forums.beamdog.com/discussion/comment/1041319/#Comment_1041319

Faldorn - Izefias quest reward

Reported by Jastey: http://gibberlings3.net/forums/index.php?showtopic=27360&p=252497

Faldorn has an interjection with Izefias, a dark druid in Cloakwood (?). He tells her to take care of the wyvern trainer in one of the caves. BG1NPC introduces some quest reward if the PC returns to him with Faldorn in the party after killing the wyvern trainer. Problem is, that the quest reward can't be collected because Izefia does an EscapeArea() after the first meeting that is in his original dialogue (state 7).

To fix this, I propose the following changes:

changes to x#faint.d:

Remove the EscapeArea() to make Izefia remain. One possibility would be to use ALTER_TRANS:

ALTER_TRANS %tutu_var%IZEFIA // file name
BEGIN 7 END // state number (can be more than one)
BEGIN 0 END // transition number (can be more than one)
BEGIN // list of changes, see below for flags
  "ACTION" ~~
END

If this is too destructive, the variable from the I_C_T "X#FALDORNIZEFIA1" could be used to re-spawn Izefia ("X#FALDORNIZEFIA1" is so far unused).

Furthermore, I propose the following changes to x#faint.d to smooth the Izefia encounter a bit:

Currently, the party has to answer "not yet" if Faldorn is not in the group, even if the wyvern trainer is defeated. I suggest to change this:

/* Faldorn Izefia Quest Done BUT Faldorn Not OK/In Party */

CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) Dead("peter") OR(3) !InParty("faldorn") !InMyArea("faldorn") StateCheck("faldorn",CD_STATE_NOTVALID)~
THEN ~%tutu_var%IZEFIA~ X#IzeFaldoNotYet1
@58 /* ~How did it go?~ */
END
++ @151 EXIT /* ~No, not yet. We'll go look for him right now.~ */
to this:
/* Faldorn Izefia Quest Done BUT Faldorn Not OK/In Party */

CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) Dead("peter") OR(3) !InParty("faldorn") !InMyArea("faldorn") StateCheck("faldorn",CD_STATE_NOTVALID)~
THEN ~%tutu_var%IZEFIA~ X#IzeFaldoNotYet1
@175 /* ~Be strong! Go with the Nature's blessings.~ */
EXIT

After finishing/collecting the quest reward, Izefia could do EscapeArea() as originally intended.

I suggest adding it here:

/* Faldorn Izefia Quest Done */

CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#ReportIzefia","GLOBAL",1) Dead("peter") InParty("faldorn") InMyArea("faldorn") !StateCheck("faldorn",CD_STATE_NOTVALID)~
THEN ~%tutu_var%IZEFIA~ X#IzeFaldo2
@58
== ~%FALDORN_JOINED%~ @59
== ~%tutu_var%IZEFIA~ @60
== ~%FALDORN_JOINED%~ @61
== ~%tutu_var%IZEFIA~ @62
DO ~SetGlobal("X#ReportIzefia","GLOBAL",2) AddXPObject("faldorn",100) GiveItemCreate("%tutu_var%POTN08","faldorn",1,0,0) GiveItemCreate("%tutu_var%POTN20","faldorn",1,0,0)
ActionOverride("Izefia",EscapeArea())~
EXIT

This would need the following tp2 changes to give the izefia.cre a DV:

COPY_EXISTING ~%tutu_var%IZEFIA.cre~ ~override/%tutu_var%IZEFIA.cre~ EVALUATE_BUFFER
WRITE_ASCII 0x280 ~IZEFIA~ #32 // set DV for Faldorn wyvern interjection

Dead hyperlink on Linux install section

The following goes to a forum thread/item not found:

For BGEE/EET installs: See The Linux User's Guide to Installing Mods on the Enhanced Editions.

I have BGEE via Steam on GNU/Linux - do you have an installation guide handy for this setup?

tiny bugs

  • In nythrun_fixes.tpa: ADD_MEMORIZED_SPELL ~spwi401~ #3 ~wizard~ (2) // Confusion instead of ADD_MEMORIZED_SPELL ~spwi401~ #2 ~wizard~ (2) // Confusion
  • on BGT, x#corafi.cre is equipped with _SW2h01 instead of SW2H01

Beador (Jaheira's quest) should not have a magical weapon

Beador (Jaheira's quest) seems to carry a +1 Quarterstaff. Considering he was being assaulted by a bunch of Shadow Druids and down on the ground, it doesn't make all that much sense that the Shadow Druids would've left such a magical weapon to him.
Perhaps it makes sense to either remove the +1 Quarterstaff, or place it on one of the assaulting Druids?
Reported by Thels
https://forums.beamdog.com/discussion/comment/1040330/#Comment_1040330

Xzar Quest: Inconsidtencies between three druids (portraits, loot)

Zosya does drop some loot (Hide Armor, Club, some gold), but Blackberry and Storm drop absolutely nothing whatsoever. Having them drop something, even if only a regular quarterstaff, would feel more natural. Again, though, I can understand if you prefer not to touch them because the mod is content locked.
Also, Blackberry and Storm have a portrait, but Zosya does not, which is a tad jarring.

Reported by Thels
https://forums.beamdog.com/discussion/comment/1043409/#Comment_1043409

Mentioning of Bhaal's Spawn too early in the game in X#DYNAQUEST.TRA.

In file X#DYNAQUEST.TRA there are two lines:

@49 = ~Or your Othlor decided that your mingling with Bhaal's Child is a crime.~ (PC)
@50 = ~No... the Othlors art wise. They would'st not use gnolls to bring me in... or thee. Mayhap the gnoll knoweth what is afoot. Tell me, my good gnoll, who is the Old One and what doth he want?~ (Dynaheir)

This dialog happens after saving Dynaheir and meeting with Drizzt (Dynaheir's Missing Journal quest) - so it can happen very earlier in the game, where nor PC, neither Dynaheir know (for sure) that PC is a Bhaal's Child. PC also doesn't know that Dynaheir arrived to investigate Sarevok. Thus, I would fix these two lines to be something like this (I am not a native speaker):

@49 = ~Or your Otlors decided that your interests here doesn't match their interests.~
@50 = ~No... the Othlors art wise. They would'st not use gnolls to bring me in... or anyone else. Mayhap the gnoll knoweth what is afoot. Tell me, my good gnoll, who is the Old One and what doth he want?~

Rescue Dynaheir journal entries not removed if you keep both Dynaheir and Edwin in party

If you rescue Dynaheir with Edwin in the party, BG1NPC adds the option to keep both mages in the party by choosing option: "Enough bickering. I can use both your talents. Leave your private battles for another time." However, this option does not erase the opened quest journal entries for either Minsc's quest to rescue Dynaheir or Edwin's quest to kill her.

Need to add for BGEE-only
EraseJournalEntry(27171)
EraseJournalEntry(27274)
EraseJournalEntry(27275)
EraseJournalEntry(27031)
AddExperienceParty(800)

Tiax quest journal - 3 tiny issues

@63 = ~Some gnome named Belgin the Wanderer bothered us today; I helped him learn that unwanted intrusions are for fools and dead men. I am sure that he will not be bothering us again.~

@72 = ~Some gnome named Belgin the Wanderer bothered us today. I helped him learn that unwanted intrusions are for fools and dead men. He ran away blathering that he will prove that someone named 'Telliax' isn't dead. I am sure that he will not be bothering us again.~

@106 = ~I've helped a man named Belgin the Wanderer learn that loose tounges are for fools and dead men. He ran away blathering that he will prove that 'Telliax', his apprentice and erstwhile companion, isn't dead. He's being hunted by bounty hunters; this should provide some additional coin. They're staying at the Blade and Stars. I am sure they will pay well for information on Belgin's whereabouts. If not, perhaps we will have some sport...~

@112 = ~I've helped a man named Belgin the Wanderer learn that loose tounges are for fools and dead men. He's being hunted by bounty hunters, which should provide some additional coin. They're staying at the Blade and Stars. I am sure they will pay well for information on Belgin's whereabouts. If not, perhaps we will have some sport... Belgin claimed to have more coin on the completion. Perhaps we can play all sides of this.~

@114 = ~I've agreed to help a man named Belgin the Wanderer prove that 'Telliax,' his apprentice and erstwhile companion, isn't dead. He's being hunted by bounty hunters, and I need Tiax with me to convince the bounty hunters he's still alive. They're staying at the Blade and Stars.~

All above lines are missing Journal entries title :

A strange gnome

@250 = ~Bounty Hunters Again

@251 = ~Bounty Hunters Again

@252 = ~Bounty Hunters Again

@254 = ~Tiax and Karris

@255 = ~Tiax and Karris

@256 = ~Tiax and Karris

@371 = ~Tiax Leaves

@381 = ~Tiax Leaves

All above lines have a different Journal entries title, this is uncommon for a quest.

https://github.com/Gibberlings3/BG1NPC/blob/master/bg1npc/tra/german/x%23tiaxquest.tra is in english. Should be in german...

XzarÄs slime incident in Undercellar: fix slime spawns scripts

However, I also noticed that what happens vary from where you arrive:
For example, I arrive from the North East corner. Zizi talks to Xzar, and then turns into a Green Slime. Slythe and Krystin have some dialogue, and then the slime sits there. However, in the combat log you can see other Green Slimes attacking Zizi the Lovebundle
If I Ctrl-J to the South West corner of the map, there's a massive outbreak of slimes going on
The North West and South East corners of the map are void of Zizis and Slimes.
If I arrive from the North West corner, there's nothing about Green Slimes and Zizi the Lovebundles in the combat log. Zizi converts into a green slime, the South East and South West corners remain empty, but there's five slimes sitting in the North East corner.
If I arrive from the South West corner, Zizi converts into a green slime, but disappears immediately after the dialogue. The other corners are all empty.
If I arrive from the South East corner, Zizi converts into a green slime and just sits there. The other corners are all empty.

Reproted by Thels
https://forums.beamdog.com/discussion/comment/1043409/#Comment_1043409

problem with using STATE_WHICH_SAYS for Skie into Brilla's dialogue: not distinct

There might be a problem with using STATE_WHICH_SAYS for Skie into Brilla's dialogue, see here:
https://www.gibberlings3.net/forums/topic/29066-bg1npc-v23-bug-thread/?do=findComment&comment=269704
and here
http://forums.pocketplane.net/index.php/topic,29861.msg339944.html#msg339944

The problem is probably that if another mod already interjected into Brilla's state (or something), then the same line is in Skie's dlg several times and STATE_WHICH_SAYS doesn't work.

eev2.5 - Issues with installing on BGT

The latest BG1 NPC v24beta is barfing on the second component for me. On linux, running classical BG2 GOG through wine with ToBEx and BGT- Attached are the weidu.log and the debug file. The offending lines seem to be:

[SAREVO.DLG] loaded
WARNING: internal label [17] not found in processed DLG [TAZOK]
WARNING: EXTEND_BOTTOM state #17 out of range 0-7, SKIPPED
WARNING: internal label [33] not found in processed DLG [TAZOK]
WARNING: EXTEND_BOTTOM state #33 out of range 0-7, SKIPPED
WARNING: internal label [8] not found in processed DLG [TAZOK]
WARNING: internal label [13] not found in processed DLG [TAZOK]
ERROR: processing .D actions [tb#_compile_eval_buffer/bg1npc/Phase2/dlg/x#kivantazok_tutu.d]: Invalid_argument("index out of bounds")

Before that, there are two warnings:

[YESLIJ.DLG] loaded
WARNING: EXTEND_BOTTOM #position 1 out of range 0-1

 [CORANP.DLG] loaded
WARNING: REPLACE specifies no WEIGHT for state 16 and DLG uses non-trivial weights. Using weight from DLG (4). [4]

https://www.gibberlings3.net/forums/topic/29937-bg1npc-v24-prerelease/?do=findComment&comment=266332

Garbled text in Jaheira's line

-I have come across a line of dialogue that Jaheria is speaking to a Shadow Druid that comes up on the screen as garbled text. Here is the code in "x#jaint.tra":
Spoiler
98 = But do you have the strength to carry out this penalty, you wicked fanatic? Does a handful of Shadow Druids have the strength to oppose civilization and shatter it, sending the remains of humankind back in descent to the barbaric state akin to orcs? No, neither you nor your vile comrades have the strength to do so, and �tis a lesson you are about to learn.
That symbol directly before the "tis" is causing the issue.
reported by maplejar
https://forums.beamdog.com/discussion/comment/1088519/#Comment_1088519
and YuMing
https://www.gibberlings3.net/forums/topic/29066-bg1npc-v23-bug-thread/?do=findComment&comment=273045

Invulnerable Lake Poets

The Lake Poets are invulnerable and ignore attacks on them.

See: http://gibberlings3.net/forums/index.php?showtopic=27360&p=236656

Causes:

  • Lake Poet CREs are copies of VOLO.CRE. VOLO animation is immune to damage. Apparently hardcoded into the engine for that animation slot.
  • Lake Poet scripts x#lp1r.baf, etc.. fire constantly, blocking other combat scripts.

Solutions:

  • Add "AttackedBy" script blocks to x#lp1r.baf, etc.. to detect being attacked and change allegiance to ENEMY. This alone won't make Lake Poets vulnerable, but they will acknowledge being attacked and run away.

Possible additional step: Change animation to NOBLE_MAN.

Karris' lackeys have duplicate items in their inventories

Reported by TheIs at Beamdog Forums: In the Blade and Stars Inn, Alvo, Leti, Mati and Zed all carry a double set of gear. Every one of them carries four weapons and two pieces of armor (and Mati carries an extra Quarterstaff on top of that, but I think that's fine).

This also means they can easily be pickpocketed for one set of their gear (4 battle axes, 2 bastard swords, 2 katanas, 2 leather armors, 2 chain mails and a quarterstaff), without the need to go and kill them. Most notably would be the Katanas. In the Enhanced Edition, you've had the chance to run into a couple Katanas by then, including a Katana +1 in the Cloakwood Mines. Tweaks only dropped 2 Katanas up to that point, one of which is cursed. Especially without EE, suddenly getting 2 Katanas from pickpocketing a random NPC would be a bit cheap.

https://forums.beamdog.com/discussion/comment/1041223/#Comment_1041223

Kagain Quest Caravan Bandits

  • x#kaband.cre has 2 bandit skalps (MISC86). One in gloves slot,
  • bandit group that is with above mentioned cre (spawned in AR2800) are passive until x#kaband.cre starts her dialogue. You can kill other bandits without hiding, one by one as long as x#kaband.cre stay in fog of war. They will look at their companions get killed and still stay blue. I suggest adding AI script that will alarm all of them when they are attacked and turn them hostile.

http://forum.baldursgate.com/discussion/comment/620112/#Comment_620112

Coran returns to Baldur's Gate while on Werewolf Island

In BGEE 2.6 with the NPC project as the only mod I have installed - I've had Namara in my inventory for quite a while (did most of chapter 5 and Durlag's Tower). I got on Mendas's ship and get shipwrecked on Werewolf Island. Pretty much as soon as I walk into the village, Coran says he's going to find Brielbara and disappears. I assume this is a time based trigger because you spend >20 days on the ship, but how the heck is he going to get back to Baldur's Gate from the island? It seems like this trigger should be disabled while you're there.

Installing on vanilla Steam BGEE edition problem

I've got a Steam BGEE vanilla edition (no mods etc).
When I install BG1NPC v22.6, the game no longer starts.

It's specifically the 'Banters, Quests and Interjections' section that causes the game to fail. If I only install the 'Required Modifications' from the install, the game still fires up, but as soon as I do BQ&I then when I double click the BGEE icon to start the game, there's a brief mouse busy icon but no game starts.

I'm on Windows 10.

Tiny bug return...

@Gitjas
There are 3 instances of ADD_MEMORIZED_SPELL ~spwi401~ in nythrun_fixes.tpa.

two are correct:

ADD_MEMORIZED_SPELL ~spwi401~ #3 ~wizard~ (3) // Confusion

ADD_MEMORIZED_SPELL ~spwi401~ #3 ~wizard~ // Confusion

and one is not:

ADD_MEMORIZED_SPELL ~spwi401~ #2 ~wizard~ (2) // Confusion

Originally posted by @TotoR115 in #90 (comment)

eev2.5 - Duplicated Containers - Xan's Quest

Found another bug:

  • Have Xan, Kivan and Coran in the party.
  • Make sure at least one of them has a container (Ammo Belt, Bag of Holding, Gem Bag, Potion Case, Scroll Case or Wand Case) in their backpack.
  • Travel to Mutamin's Garden, and move towards the southwest corner.
  • When you run into the three merchants from Xan's quest, explain to them that the roads are safer.
  • You are teleported to the Spider Wood and encounter the mechants again. This time, offer a trade.

Xan, Kivan and Coran leave the party, and all their belongings are tossed on the ground. However, all their containers are both tossed on the ground and placed into Charname's backpack, effectively creating a copy of these containers.

https://forums.beamdog.com/discussion/comment/1040584/#Comment_1040584

BG1NPC renders BGTs Gerde ankheg quest unfinishable

BG1NPC overwrites death variable of Gerde's ankheg quest creatures (ankhegg.cre) from 'AnkhegG' to 'ankheg' which makes Gerde's BGT quest unfinishable.

From BGT AR8300.bcs:
IF
Global("A6AngryGerde","GLOBAL",0)
Exists("Gerde") // Gerde
!Dead("Gerde") // Gerde
NumDeadGT("AnkhegG",10)
THEN
RESPONSE #100
SetGlobal("A6AngryGerde","GLOBAL",1)
END

IF
NumDeadGT("AnkhegG",0)
Global("HelpGerde","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("HelpGerde","GLOBAL",1)
END

Xzar's Quest: druid should spawn together

I'm testing out Xzar's questline at the moment. I tried encountering the three druids on various maps. They tend not to spawn or stay together, which makes the Dialogue a bit. Blackberry comes up to talk to you, but Storm and Zosya are elsewhere on the map. If you had somehow already explored those areas, then the camera jumps to them, and you just look at the fog, without them actually being visible. If you have not yet discovered their area, then the camera stays on Blackberry. (randomwalk?...)

Reported by Thels
https://forums.beamdog.com/discussion/comment/1043409/#Comment_1043409

Jaheira / Seniyad: Slight discepancy in patched triggers

http://gibberlings3.net/forums/index.php?showtopic=28948&p=255852

From Jastey

I think the ~OR(2) !InParty("jaheira") Dead("jaheira")~ should be altered into ~OR(3) !InParty("jaheira") Dead("jaheira") StateCheck("jaheira",CD_STATE_NOTVALID)~, to make this consistent. Theoretically, as it is now, the dialogue could break if Jaheira is unable to talk.
 
(x#jaqu.d)

ADD_TRANS_TRIGGER ~%tutu_var%SENIYA~ 1 ~OR(2) !InParty("jaheira") Dead("jaheira")~
ADD_TRANS_TRIGGER ~%tutu_var%SENIYA~ 2 ~OR(2) !InParty("jaheira") Dead("jaheira")~
ADD_TRANS_TRIGGER ~%tutu_var%SENIYA~ 6 ~OR(2) !InParty("jaheira") Dead("jaheira")~

EXTEND_BOTTOM ~%tutu_var%SENIYA~ 1
IF ~InParty("jaheira") InMyArea("jaheira") !StateCheck("jaheira",CD_STATE_NOTVALID) !Dead("aldeth")~ THEN DO ~SetGlobal("X#JaheiraQuest","GLOBAL",1) EndCutSceneMode()~ EXTERN ~%JAHEIRA_JOINED%~ JaheiraMakePeace
END

EXTEND_BOTTOM ~%tutu_var%SENIYA~ 2
IF ~InParty("jaheira") InMyArea("jaheira") !StateCheck("jaheira",CD_STATE_NOTVALID) Dead("aldeth")~ THEN DO ~SetGlobal("X#JaheiraQuest","GLOBAL",1)~ EXTERN ~%JAHEIRA_JOINED%~ JaheiraAldethDead
END

EXTEND_BOTTOM ~%tutu_var%SENIYA~ 6
IF ~InParty("jaheira") InMyArea("jaheira") !StateCheck("jaheira",CD_STATE_NOTVALID) Dead("aldeth")~ THEN DO ~SetGlobal("X#JaheiraQuest","GLOBAL",1)~ EXTERN ~%JAHEIRA_JOINED%~ JaheiraAldethDead
END

(actually, the ADD_TRANS_TRIGGER could be removed without consequences. Transitions to other dialogue files are always executed first, regardless of other reply options of that dialogue state. In this case, it's only other transitions, so the lowest one (i.e. from bg1npc) will be executed anyhow.)

Bardic Chains and items of protection

COPY ~bg1npc/phase2/itm/X#GARCH.itm~ ~override~

To prevent the use of ring of protections and the like, the Bardic Chains (Lv1 et Lv2) need to be added to itemexcl.2da with:

COPY_EXISTING ~itemexcl.2da~ ~override~
    APPEND ~itemexcl.2da~ ~X#GARCH  1~
    APPEND ~itemexcl.2da~ ~X#GARCH2  1~

In addition, those items are missing there enchantement level:

COPY_EXISTING ~x#garch.itm~ ~override~
  WRITE_LONG 0x60 ~1~

COPY_EXISTING ~x#garch2.itm~ ~override~
  WRITE_LONG 0x60 ~2~

It is the same for x#iamul Gorion's Amulet witch is an Amulet of Protection and should be added:

COPY_EXISTING ~itemexcl.2da~ ~override~
    APPEND ~itemexcl.2da~ ~X#IAMUL  1~

Ajantis banter - change Torm to Helm

From Jastey: http://gibberlings3.net/forums/index.php?showtopic=28974&p=256298

In x#ajantis.d, Ajantis has a banter with Viconia, where he says

@18   = ~One day, drow, unless you change your evil ways, Torm's justice will be brought to you on the edge of a sword.~
I am pretty sure he wouldn't talk about Torm's justice, but of Helm's, since Helm is his diety. I'd suggest to change this.

EDIT: Actually, I can do this and send you a pull request. I am updating some German translations, currently.

Dynaheir home town is located (in one replica) is on Impresk Lake, while it should be on Lake of Tears in x#dyro.tra file

When Dynaheir tell about here hometown (x#dyro.tra), she said that it is located on Lake of Tears:
@894 = ~There is not much to tell, <CHARNAME>. I was born in a settlement called Borovsk at the shores of the Lake of Tears. My father was a local warlord - a fyrra. As I told thee before, I was tested by the Hathran when I was five years of age and proved worthy of becoming one of them.~
Then she tells the story, how she returns there:
@932 = ~The wooden temple of the Three still studied its own reflection in the blue waters of the Impresk Lake; I counted its domes... they wert still twelve, built in the liking of the fabled temple of Kitej-grad, which they say once grew invisible and descended to the bottom of the Lake of Tears rather than be destroyed by the Thayvians.~
Impresk Lake is located very far from Thay or Rashement (not far from Tethyr). I would fix @932 to be:
@932 = ~The wooden temple of the Three still studied its own reflection in the blue waters of the Lake of Tears; I counted its domes... they wert still twelve, built in the liking of the fabled temple of Kitej-grad, which they say once grew invisible and descended to the bottom of the Lake of Tears rather than be destroyed by the Thayvians.~

Cosmetic bug in Bg1NPC_kivan.tpa, line 46

APPEND ~item_use.2da~ ~P#BOW KIVAN 9382 2 9491~ //Cosmetic fix, turn "Usable by KIVAN" (capitals) into a more pleasant "Usable by Kivan"

Adding Username "9491" (Kivan).

Tiny Typos #3

CHAIN IF WEIGHT #-1 ~%BGT_VAR% Global("X#SkieJopha","GLOBAL",1)~ THEN ~x#Jopha~ JophaSkie1
@112
DO ~SetGlobal("X#SkieJopha","GLOBAL",2)~
== ~%SKIE_BANTER%~ @113
== ~x#jopha~ @114
== ~%SKIE_BANTER%~ @115
== ~x#jopha~ @116
DO ~ActionOverride("Jopha",EscapeArea()) SetGlobal("X#SkieJopha","GLOBAL",3)~

Seem to be a typo: ~ActionOverride("Jopha",EscapeArea()) should be ~ActionOverride("x#jopha",EscapeArea())

For oBG2: following Res does not exists in spell.ids

Spell(Myself,4522)

Spell(Myself,4521)

For compatibility, Spell(Myself,452x) could be replaced by SpellRes("spcl52x",Myself)

Extended Sarevok's Diary for BG1EE is too long to fit in maximum size of one replica for two (eg Russian) and three (eg Chinese) bytes characters in utf-8.

The translation of Extended Sarevok's Diary (bg1npc_tmp.tra@575) on some languages can easily be bigger than 32 Kb in utf-8 encoding (BG1EE, EET), that is the maximum for dlg file. In this case the item description is empty. The reason is that some characters (eg all Russian alphabet characters) are more than on byte in utf-8 encoding.
Is it possible to split the item description in two or three parts, change the UI to show such a long description or fix it somehow else?

Added: I'm actually not sure that the limitation is 32 Kb, not 64 Kb, but for some reasons Russian text that is 26.2 Kb cannot be shown in the EE game (but works in vanilla BG). It might be the problem with encoding though.

Item Usability sections in descriptions redundant for BGEE

BGEE automatically generates item usability sections for item descriptions. BGT/Tutu don't, so BG1NPC item descriptions contain usability sections.

Need to create alternate partial .tra files with BGEE-style item descriptions (containing only item descriptions strings).

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