I stuck with Diablo III a lot longer than I thought I would, but I hit a wall toward the end of Inferno Act 3 and lost interest. When MP (monster power) came out, I considered giving it another chance, but I kinda got sick of the grinding. I wasn't making enough in the auction house to upgrade gear, so that was the end of that.
berelinde's Content
There have been 14 items by berelinde (Search limited from 30-April 23)
#561287 Diablo III: Reaper of Souls Expansion
Posted by berelinde on 22 August 2013 - 10:09 AM in General Gameplay
#555776 Translations!
Posted by berelinde on 12 March 2013 - 08:44 AM in Fading Promises
Thank you! I will be sure to include it!
#555248 Beta-testers Wanted: Keldorn romance mod
Posted by berelinde on 26 February 2013 - 03:43 PM in IE Modding Discussion
Yeah, the non-beta version is definitely part of the plan. Unfortunately, like many modders, I have commitments that keep it lower on the priority list than it should be. The biggest of those commitments right now is Crossmod Banter Pack, which I'm sorry to say is still less than 50% ready for the next version up. Once that's out of the way, Keldorn will probably be the next thing, since it's pretty much ready to go with only minor refinements. When you see the next version of CBP come out, you'll know that Keldorn won't be far behind.
Glad you're enjoying the mod!
#555088 So let's say a n00b wanted to mod...
Posted by berelinde on 22 February 2013 - 03:22 PM in IE Modding Discussion
Revisiting this, you could - theoretically - cut down on the number of characters you have to copy/paste, but it would mean adding one more state to the dialogue.
Looking at the one line with the multiple possibilities...
++ ~I like bugs.~ + response2
Then further down your D...
IF ~~ response2
SAY ~Oh?~
IF ~RandomNum(3,1)~ THEN + response2a
IF ~RandomNum(3,2)~ THEN + response2b
IF ~RandomNum(3,3)~ THEN + response2c
END
And then you could put the part of the NPC reply where it's different in three separate states. Ultimately, it doesn't matter. Once the mod is traified, it's all going to be @345 or whatever anyway.
#554634 NPC idea - Anishay
Posted by berelinde on 11 February 2013 - 11:00 PM in IE Mod Ideas
It's hard to quantify banter frequency because it depends so much on context. NPC interference in a key quest is very, very visible. Random comments to peasants, shopkeepers, etc., not so much. A mod may have 200 interjections, but if half of them are with Docks Prostitute #2, who cares? Likewise, if an otherwise silent NPC starts harping on Aran Linvail in every second sentence, it's highly visible.
#554605 Issue with NPC-NPC dialogues not firing
Posted by berelinde on 11 February 2013 - 09:26 AM in IE Help
The dialogue file accessed when you initiate dialogue with a character is the J file, the joined dialogue file. The dialogue file accessed during random banter is the B file, the banter file. Both are assigned by appending the appropriate 2da, pdialog.2da for the J file and interdia.2da for the B file.
There are really only two things that can go wrong when an NPC is supposed to talk and isn't. Either you have mismatches between the 2da and the actual dialogue file name (you called it NW#NPC_J in the 2da but you're calling it NW#NPC-J in the dialogue file) or you never initialized the file. Check to be sure that you have BEGIN NW#NPC_B somewhere, substituting the character's actual banter file name for NW#NPC_B.
To test banters called from the B file, you can't "unstick" them the same way you can when they're being called from the J. To test banters called from the B file, hit CTRL-I.
#554413 Impossible to play this mod
Posted by berelinde on 07 February 2013 - 10:16 AM in Ninde
I sort of hate to say this, but in this case perhaps Shadowkeeper will be your best friend in adjusting your rep. Or, maybe you can "accidentally" kill a commoner to lower it? See what others think first, but maybe your game can be salvaged.
IIRC, reputation is only checked in game when it changes, so merely altering your rep with Shadowkeeper may not be enough. Then again, Shadowkeeper can be set up to preserve the original saved game, so you have nothing to lose by trying it. If it works, great. If not, you can do the Slayer Change or you can try something else.
I've been looking at this thread and resisting the urge to make a recommendation because I find it kinda obnoxious when modders aggressively promote their own mods, but if I can save the OP a little frustration, I'll risk allegations of arrogance. Most of the components of b!tweaks are silly and unnecessary, but Bardic Reputation Adjustment may help you keep your evil companions from leaving or refusing to join. For a nominal fee, a bard outside the Five Flagons will spread defamatory rumors about your PC, dropping your reputation by 1-3 points. The component may be installed without bothering with the rest of the nonsense in the mod. The reputation change is instantaneous, and can be repeated after the bard makes his rounds and returns, three days later.
#553877 npc's dead in bg1 and what that means for bg2.
Posted by berelinde on 24 January 2013 - 03:46 PM in BGT Archive
He'll show up in BG2. In fact, there is even a dialogue response where you can ask him, "Shouldn't you be dead?" It shows up regardless of whether he was dead or alive at the end of BG1, and his answer is pure Edwin. So don't worry, you can still do the Thieves' Guild quests in BG2.
#553813 Romance Conflicts *Possible Spoilers*
Posted by berelinde on 23 January 2013 - 06:11 PM in Haer'Dalis Romance
Wait, your muse will be a BG/BG2 companion? How cool is that!
#552972 So let's say a n00b wanted to mod...
Posted by berelinde on 10 January 2013 - 12:40 PM in IE Modding Discussion
Jarno is right... and wrong.
He's right about the way random transitions are handled. If you want one "static" transition, where you will always get the same response when you click on it, it's just
++ ~Nice weather, eh?~ EXTERN ##MyNPCJ state1
When you want a choice of 3 random responses, it becomes
+ ~RandomNum(3,1)~ + ~I like bugs.~ EXTERN ##MyNPCJ state2a
+ ~RandomNum(3,2)~ + ~I like bugs.~ EXTERN ##MyNPCJ state2b
+ ~RandomNum(3,3)~ + ~I like bugs.~ EXTERN ##MyNPCJ state2c
Jarno is wrong about where he puts the END while using CHAIN.
So, your hypothetical state0 would be
CHAIN
IF ~conditions~ ##MyNPCJ state0
~What?~
DO ~SetGlobal("whatever","GLOBAL",1)~
END
++ ~Nice weather, eh?~ EXTERN ##MyNPCJ state1
+ ~RandomNum(3,1)~ + ~I like bugs.~ EXTERN ##MyNPCJ state2a
+ ~RandomNum(3,2)~ + ~I like bugs.~ EXTERN ##MyNPCJ state2b
+ ~RandomNum(3,3)~ + ~I like bugs.~ EXTERN ##MyNPCJ state2c
etc
Note that the END comes before the transitions.
Keep in mind that the "dice" are only rolled once for each random number type, so if you have three sets of 3 random responses, if you get #2 for one, you'll get #2 for all. If you have one set of 4 random responses, one set of 3 random responses, and one set of 5 random responses, they will all be different.
#552842 Best way to patch a dialogue
Posted by berelinde on 08 January 2013 - 10:35 AM in IE Modding Discussion
Does the state have more than one transition? And I thought that unless you specified otherwise, A_T_A adds the action to all transitions for that state.
#552809 Best way to patch a dialogue
Posted by berelinde on 07 January 2013 - 03:41 PM in IE Modding Discussion
You might need to check the action order. IIRC, Enemy() might be a "terminal action" that may cause some actions placed after it not to be executed. Putting the ActionOverride() before the Enemy() would avoid that issue. This only happens in DLG files, not scripts. But yeah, I'd think A_T_A would be the way to go there. And if you are going to use a REPLACE, don't forget the BUT_ONLY.
#552752 How much too girly is he?
Posted by berelinde on 06 January 2013 - 06:32 AM in Layers of Reality
If you go with the wild elf, the coppery-brown eyes can stay. They're vivid enough to be elven and the color works for a wild elf. If you're going with a moon elf, I like the gold-colored eyes on the top right. They're close enough to the chestnut you originally picked to work with the portrait's color scheme, but it's exotic enough to be a moon elf shade.
I too would recommend against heterochromy, but not for MS reasons. A character will be a Sue or not based on the writing, not the portrait, but the real reason is scale. The in-game portraits are tiny. I'm afraid that game-scale sized portraits will look lopsided if the eyes are of different colors. The pose will amplify this effect.
#552703 How much too girly is he?
Posted by berelinde on 05 January 2013 - 02:29 PM in Layers of Reality
Yeah, the color balance makes him look a bit unhealthy. I like the second portrait better because it has more personality, but it's not terribly lore friendly. Wood elves and wild elves can have brown eyes, but most of the other varieties have more exotic coloring: vivid blues and violets, icy silver, or deepest black. Also, there's that whole thing with elves not having facial hair. Of course, if he's a half-elf, neither point is relevant.
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