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#614642 BG1 NPCs for SoA & ToB

Posted by Austin on 01 February 2023 - 09:18 AM in BG1 NPCs for SoA & ToB

Mod updated to v.14.1!

 

Download: http://www.shsforums...cs-for-soa-tob/

 

  • ADDED NEW CONTENT:
    - Added a new small quest for Ajantis (texts by Alisia) and related interjections from other NPCs (texts by Austin)
  • IMPROVED:
    - The icon of the new area (Water Gardens) is now compatible with the «BP-BGT-Worldmap mod»! Thanks GraionDilach!
    - Cross-mod dialogues with NPCs from other mods are finally transferred to the add-on – «Smiling Imp’s Cross-banter mod»



#614641 Smiling Imp Cross Banter Mod

Posted by Austin on 01 February 2023 - 09:16 AM in BG1 NPCs for SoA & ToB

Mod updated to v.1.7!

Download: http://www.shsforums...oss-banter-mod/

  • - added banters with some NPCs from Jastey and Kulyok, which were previously included in the main «BG1 NPCs for SoA&ToB» mod.
  • - extended Russian translation (thanks Ulpian!)
  • - simplified installation. Now all dialogs that can be installed are installed automatically



#614206 BGEE/2?

Posted by Austin on 05 November 2022 - 09:02 AM in Aurora's Shoes

I updated the EE-version of the "Aurora Shoes and Boots" mod! :)

New version - 5.3.1!

- fixed tis-files of new areas, they are now adapted to EE & EET
- when installed, two items of shoes were disabled, which, when used, required the animation of calling Alu-Fiend, which is currently not adapted for EE,

 

https://www.dropbox.....1(EE).zip?dl=0




#614156 BGEE/2?

Posted by Austin on 01 November 2022 - 04:31 AM in Aurora's Shoes

Have any of your players tested for BGEE?

No, only in BG2EE :( 




#614154 BGEE/2?

Posted by Austin on 01 November 2022 - 02:55 AM in Aurora's Shoes

PS.: Your Aurora version also still uses TIS for the new areas, instead of PVRZ, which can lead to greyscale-colored tiles mishaps during pausing/resuming.

These areas are not used in the main content of the mod and none of the testers have therefore experienced or reported any issues. But you are right, I will make a variant of these locations for EE. I'll try to get to that next weekend. After that I will update the version.

 

Regarding animations - as I wrote earlier, I made all animations, except for the alu fiend (which are not used in the mod if two boots are temporarily disabled), compatible with EE and now they work well.
 
If you know of any other issues in the current version 5.3, please let us know. At the moment, the mod is being used by players and no one has reported any issues.
 
I will be glad for any specific help in finalizing the mod. I understand that my experience is often not enough to take everything into account, but I do my best. The only reason I made an EE version was because no one else was willing to do it and the players were asking for it.



#614145 Jaheira stutter bug

Posted by Austin on 31 October 2022 - 10:49 AM in Mega Mod Help

I updated the HTaM mod, this bug should not be more. The script and dialog code has been completely redesigned. Other bugs found in the last six months have also been fixed and new content has been added.

https://www.gibberli...d-moneylenders/




#614144 BGEE/2?

Posted by Austin on 31 October 2022 - 10:14 AM in Aurora's Shoes

TBH, the last updated version also had issues with the BG1 segment of EET ending up with broken areas which I think was caused by the broken TIS installation on those areas. I have a local version where I have worked around all those (including the boots) but at the cost of bypassing some of the classic coding (+ I've added some changes to use random treasure tables instead of the AI snippets used for the random treasure generated runtime).

 

I still maintain my opinion though that this should be merged only after IAv6 comes out with it axing the mu prefix so this mod can follow suit.

Even if you're right, the problem is that it would make installing the mod more difficult (requiring you to install a large IA mod to add only two or three new animations that work now without it), and also that this IA update hasn't happened for a very long time, and players wanted to see the mod "Shoes of Aurora" compatible with EE and play it instead of waiting for years. The mod deserves it. Therefore, a version was made that works and makes 99 percent of the mod (except for two boots) available at least on the EE version of the game (compatibility with the EET version is a separate issue, since it was not carefully checked by our testers and me due to there is no EET on the computer at the moment, so I can't answer anything about the possible problems with the locations on EET that you mentioned).




#614143 Jaheira stutter bug

Posted by Austin on 31 October 2022 - 07:50 AM in Mega Mod Help

Thank you very much for reporting the problem! To be honest, this "rain" script and dialogue was the first thing I did when I was learning to code and started working on this mod. So I took as a sample a code snippet from some other mod where such commands were used.

This dialogue is made in such a way that either Minsc starts it (and then Jaheira and/or Korgan answers him), or Jaheira (if Minsc is not in the party).

 

Now I see that this first code of mine was quite clumsy :( I'll fix it in the next update.




#614122 BGEE/2?

Posted by Austin on 28 October 2022 - 04:08 AM in Aurora's Shoes

Hi Austin, what is the status of your AS&B EE version?

Is there any change this could be unified with the original version so we do not have two different versions for oBGII and BGII:EE?

Hello! Unfortunately, I did not manage to make a "merged" version of the mod, only add EE-compatibility (by creating a separate version for EE). In addition, it has a problem that Graion Dilach reported above, but I have not had time to fix it yet. To solve this, you can disable (comment out) in the tp2 file the installation of two problematic items on EE (agboot37.itm and agboot31.itm) for the time being, since these items summon creatures for which there is no animation yet. This was discussed in more detail above. Unfortunately, I do not have enough time to finalize the EE version and solve it myself.




#614025 [HELP WANTED] Dialogue Writers?

Posted by Austin on 11 October 2022 - 10:10 AM in Classifieds

OH!  How about something sick and twisted?  Like an optional component that expands the initial CI torture scene that allows the PC to choose who their party was in BG?  Obviously, Imoen has to survive, but Minsc and Jahiera don't (I know they have a ton of content).  Literally, I've spent almost every playthrough of BG2 with half of my party filled because it seems like shit to dump Minsc and Jahiera after they were captured with you, tortured, and have their own motives for revenge.

 

The PC could pick their four comrades from BG and choose their two favorites.  Irenicus would then torture and murder the two favorites the PC chose to "unleash his power" and the other two would end up in the cages.  Or, the PC could choose to have the two cages empty so they aren't guilted into taking Minsc and Jaheira along for the whole ride.

The idea is interesting, but it goes beyond the "framework" of this mod, which is designed to add new NPCs to the game, but not remove existing ones:( In addition, it would require a lot of work - for example, in terms of changing scripts for the area of the start of the game, as well as creating dialogues for "alternate" NPCs in cages.In addition, there are several mods that mention that Jaheira and Minsc were locked in these cages, and any changes here could result in textual incompatibility with them.

I think this idea can be implemented in a separate mod sometime in the future) But I myself am not ready to take on such a job, unfortunately.




#614024 [HELP WANTED] Dialogue Writers?

Posted by Austin on 11 October 2022 - 10:02 AM in Classifieds

This is crazy.  I know it.

 

What about Dynaheir?

The mod now has a "Dynaheir" component, but the original author of the mod (Smiling Imp), unfortunately, did not finish it, so Dynaheir only has a few phrases and 2-3 banters, and this component belongs to a separate group of unfinished components.
To make it a full-fledged component, a lot of text would have to be written and coded. This is a lot of work, so for now everything is left as is(



#614023 [HELP WANTED] Dialogue Writers?

Posted by Austin on 11 October 2022 - 09:58 AM in Classifieds

I'm not sure about the EE characters, but I can certainly do all of the BG1 classic characters.  Deekin?  The NWN kobold?  You're a great modder and I have always wanted to contribute something creative to the BG modding community.  The BG1 Branwen romance in particular is one of my favorites and I have never been satisfied with her in BG2.

 

I think I just got a GemRB 10pp BGT modded install to work and I was considering another playthrough anyways.  I am also a native American English speaker.

 

The links in your earlier posts don't work.  Do you have a git?

Hello! Thank you for the suggestion! Any new texts for the NPCs from BG1 (as well as the kobold Deekin from NWN, which is also added by this mod) would be welcome! :)
Branwen doesn't have a lot of texts right now, just a few banters, interjections, small ToB-part and epilogue, and there really isn't a continuation of the romance.
 
Links to the latest version of the mod (v.14) are here: https://forums.beamd...-for-soa-tob/p1
The mod has not yet been uploaded to Github, but in the future it should appear there, I hope)



#613957 A Fresh Pair of Eyes

Posted by Austin on 07 October 2022 - 01:04 AM in Layers of Reality

I did some extensive editing to Sarevok (not including the eyes) to improve its quality. I'll throw in a Branwen edit as well, for lack of a better place to post it.
attachicon.gifattachmentattachicon.gifattachment

Hello! Please tell me if you allow your Branwen improved portrait to be used for Branwen in "BG1 NPCs in BG2" mod (if I write your nickname and a link to the forum's page where you posted them)?
I thought it best to check with you and get explicit permission to avoid misunderstandings. If you are against this use, I will remove this portrait from the mod.
Thank you!




#612829 BGEE/2?

Posted by Austin on 13 August 2022 - 03:25 AM in Aurora's Shoes

I didn't know about these items (never bought them in the game and did not use). Thank you very much for the information! I have animation files of these creatures and sound files, I will try to add them too if I can!
Their digital prefixes in EE are different, but changing them is not a problem. The only difficulty that I see in this is that I do not have an ini file for these creatures. As far as I know, they were in the IWD2 game, but I did not find the necessary ini file.

Until this is done, I can temporarily disable the installation of these two items,this would solve this problem.



#612824 BGEE/2?

Posted by Austin on 12 August 2022 - 05:13 AM in Aurora's Shoes

IIRC, the alu-fiends ending up with missing/wrong artwork also affects BG2EE (they're supposed to end up with Isair and Madae, but the mod includes them using the IAv5 μ prefix, which shouldn't be used on EEs, additionally the INI files are also missing for those two artwork). The EET section is indeed problematic on BG1.

 

TBH, the alu-fiends issue alone makes me want to not try updating this before the next Infinity Animations, to ensure the sync remains between the two mods (and maybe even migrate this one to ToBEx AL along).

Where are these alu-fiends found in the game? Are you sure they are used by mod files? I just checked and I don't see any cre file that has alu-fiends animation. I played the game with this mod many times (both vanilla and EE) and never met them. The mod contains a lot of unused files - apparently, some plans of the author were associated with them.
 
Animations do not require IA on the EE version, as there are no animation slot restrictions in the EE version. As you can see, the mod is fully functional on BG2EE and all necessary animations work as they should (Aurora herself, her assistants, svirfneblin with and without an axe, goblin shamans, etc.)
Therefore, I see no reason why complicate the life of the players and force them to install some additional mods (IA or Tobex) for the sake of the work of Aurora, if I have added all the necessary animations in full and now you don’t need to install any other mods.



#612821 BGEE/2?

Posted by Austin on 11 August 2022 - 04:24 AM in Aurora's Shoes

Considering that there were reviews on G3 about possible problems with version 5.3 on EET, I added a clarification about this to previous messages.
On BG2EE, the mod (v.5.3) works without bugs (I tested the main component completely and found no errors).
If anyone is ready to modify this version so that it works without problems on EET, I will be grateful. I don't have enough experience to do it.



#612668 [HELP WANTED] Dialogue Writers?

Posted by Austin on 29 June 2022 - 11:38 AM in Classifieds

Hi everyone! We need authors of texts for the expand of mod! default_smile.png

If you can write texts for this NPCs - let me know here, please, or in private messages!
For example, we need texts and ideas for the following:
- dialogues of any NPCs from BG1 with BG2:EE NPCs (Neera, Dorn, Hexxat, Rasaad and Wilson)
- any banters or interjections in BG2 for Shar-Teel, Xzar, Montaron, Garrick, Kagain, Deekin, Faldorn, Branwen etc.




#612468 Isra BG2 - Russian translation

Posted by Austin on 10 May 2022 - 02:52 AM in Isra

Hello! Our team (namely JamesMaxwell, Jericho2, stn, paladin84) translated this mod into Russian! Please add the translation to the mod!

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