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BG2EE Chloe!


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#41 K4thos

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Posted 02 February 2017 - 01:34 AM

ALWAYS
  ACTION_DEFINE_ARRAY fl#reload BEGIN setup END
  LAF HANDLE_CHARSETS
    INT_VAR
      infer_charset = 1
    STR_VAR
      tra_path = ~Chloe/Language~
      reload_array = fl#reload
      default_language = ~English~
  END
END

the code you added on Github prints error due to missing ALWAYS (you can't just add code like that before BEGIN)



#42 Roxanne

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Posted 02 February 2017 - 01:53 AM

ALWAYS
  ACTION_DEFINE_ARRAY fl#reload BEGIN setup END
  LAF HANDLE_CHARSETS
    INT_VAR
      infer_charset = 1
    STR_VAR
      tra_path = ~Chloe/Language~
      reload_array = fl#reload
      default_language = ~English~
  END
END

the code you added on Github prints error due to missing ALWAYS (you can't just add code like that before BEGIN)

Thanks - I was not sure about that ALWAYS thing. I will repair it immediately.


The Sandrah Saga

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#43 Isaya

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Posted 02 February 2017 - 03:34 PM

Hello Roxanne,

 

Le Marquis, one of the French translators of the mod, would be interested in translating the new content once you think the content is table. Unfortunately, the new dialogs do not have a tra file right now. If you're interested in opening the new content to translation, it's actually easy to convert the dialogs and transfer texts to tra files with a simple WeiDU command.

Provided you have the mod in the game directory, and you also have weidu.exe in the game directory, you just have to type

weidu --nogame --traify Chloe\D\RChloeToB.d --out RChloeToB --traify-comment
weidu --nogame --traify Chloe\D\SoANew.d --out SoANew --traify-comment

to get a new d file and a tra file in the game directory for both dialogs.

--traify-comment tells WeiDU to keep the texts withing comments in the converted d files.

Then you could just replace the existing d files in Chloe\D with the new d files and move the tra files in Chloe/Language/English.

 

 

I also have a comment about the parameters used for HANDLE_CHARSETS. I noticed you used default_language. However, as the tp2 is written now, default_language will not provide any help to install the mod because the way the LANGUAGE statements are written, English is not the default language when installing. It's only the first one in the list.

The purpose of default_language is to tell WeiDU to convert to UTF-8 tra files in both the language selected by the player and the tra files of the default language. But this is useful only if your LANGUAGE statements are written in such a way that English texts will be used when installing in case a text is missing in the selected language.

To do that, you need to write the LANGUAGE statements like this:

LANGUAGE ~Francais (par Miry Wolfwood, Le Marquis et Magiere)~
         ~French~ 
         ~Chloe/Language/English/setup.tra~
         ~Chloe/Language/French/setup.tra~

This tells WeiDU to load texts from English/setup.tra, then load French/setup.tra. In practise French texts will overwrite English texts, unless a French text is not defined in the French tra file.

The purpose of default_language in HANDLE_CHARSETS is to tell WeiDU that, when the player selects French when installing, it should convert French tra files to UTF-8, and English files too, in order to ensure that any text that could be used when installing is indeed using UTF-8 encoding.

 

Using default_language and adding ~Chloe/Language/English/setup.tra~ to all languages except English will not be enough to allow installation of the mod in languages other English if you traify the new dialogs.

In order to get the "default language" behaviour for the dialogs, I believe you could compile them using this statement (for SoANew):

COMPILE SoANew.d USING ~Chloe/Language/English/SoANew.tra~ ~Chloe/Language/%LANGUAGE%/SoANew.tra~

 

 

Please tell us if you're interested in a translation of the new content.

Thank you for bringing back this mod.



#44 Roxanne

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Posted 02 February 2017 - 11:51 PM

@Isaya

 

Thank you for that helpful information - I am not very experienced with the whole translation and UTF-8 stuff, I just *inherited* the translations of the Chloe mod and kept them for the EE version since I made no changes (and will not make) to any original contents.

 

As I understand, the current code default_language will not hurt, it will just not do anything. Anyway your tutorial will be helpful once some translations for the new stuff become available - for some language maybe but not for all.

 

Of course a translation by the same author as in the original mod would be the preferred solution. I am not sure it is stable enough already. I am still considering the issue of Chloe's romance (with PC or Imoen) in ToB .- I have not added anything because I felt that in any case everything has already been said and there may not be any further development between the pair in the ToB part (just having *is still alive* banters is not required). So the new stuff is more about her basic story, i.e. her heritage.

 

Thank you again for feedback and help.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#45 StefanO

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Posted 26 February 2017 - 01:59 AM

@Roxanne

 

I'm still testing Chloe on BG2:EE. From your 1.6 announcement:

 

Chloe works for Lathander against the beholder cult and may gain the temple stronghold on behalf of the party.

 

This does happen. What's missing is the quest giver for the "Gain the Services of Sir Sarles for the Temple" quest. The quest giver is normally the second cleric and he is simply not there, neither before the unseeing eye quest is given nor after its completion.


Edited by StefanO, 26 February 2017 - 01:59 AM.


#46 Roxanne

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Posted 26 February 2017 - 02:29 AM

@Roxanne

 

I'm still testing Chloe on BG2:EE. From your 1.6 announcement:

 

Chloe works for Lathander against the beholder cult and may gain the temple stronghold on behalf of the party.

 

This does happen. What's missing is the quest giver for the "Gain the Services of Sir Sarles for the Temple" quest. The quest giver is normally the second cleric and he is simply not there, neither before the unseeing eye quest is given nor after its completion.

I am sure that this is not part of the stronghold quest at all but a quest everyone (Good aligned) can get after defeating the cult.

 

I think I found something - not related to Chloe at all - looks like a bug in the vanilla game (at least in my install).

 

AR0902.bcs

IF
    Global("SainSpawn","GLOBAL",0)
    OR(6 //THIS SHOULD BE 7 otherwise Player is Good is not checked
        Class(Player1,CLERIC)
        Class(Player1,FIGHTER_CLERIC)
        Class(Player1,CLERIC_MAGE)
        Class(Player1,CLERIC_THIEF)
        Class(Player1,FIGHTER_MAGE_CLERIC)
        Class(Player1,CLERIC_RANGER)
    Alignment(Player1,MASK_GOOD)
THEN
    RESPONSE #100
        SetGlobal("SainSpawn","GLOBAL",1)
        CreateCreature("SCSAIN",[642.627],S) // Dawnbringer Sain
END

 

This means, if your player is good, the Dawnbringer should spawn even if you are not a cleric of any type - but the code is wrong.

You should check that in your game, eventually correct it - and if you find the same bug report it to the bean dogs.

 

Alternatively you may just console C:CreateCreature(""SCSAIN")


Edited by Roxanne, 26 February 2017 - 02:47 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#47 Roxanne

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Posted 26 February 2017 - 03:15 AM

...the quest giver for the "Gain the Services of Sir Sarles for the Temple" quest.

 

Maybe it is a good idea to make this quest as well available if Chloe is in party (as a disciple of Lathander)?

 

Just by adding to bottom of ar0902.bcs

IF
    Global("SainSpawn","GLOBAL",0)
  InParty("RChloe")
THEN
    RESPONSE #100
        SetGlobal("SainSpawn","GLOBAL",1)
        CreateCreature("SCSAIN",[642.627],S) // Dawnbringer Sain

END


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#48 StefanO

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Posted 27 February 2017 - 02:20 AM

@Roxanne: I've read your latest discussion with Nigtfarer on GitHub in the Big World Project.

 

The unseeing eye and the Sir Sarles quest are somewhat related. In an unmodded game:  If (and only if) the unseeing eye quest is accepted, the second cleric will offer the Sir Sarles quest after you talk to him. If you haven't accepted the unseeing eye quest, the second quest will not be offered at all.

 

With Chloe installed, you will be send to the temple of Lathander because of Chloe and not because of you're a cleric. If you're not a cleric by chance Dawnbringer Sain will not spawn.

 

The Chloe mod should not disable the Sir Sarles quest for all non-cleric PCs and should change AR0902.BCS accordingly.

 

 

 

 

 


Edited by StefanO, 27 February 2017 - 02:26 AM.


#49 StefanO

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Posted 27 February 2017 - 02:22 AM

...the quest giver for the "Gain the Services of Sir Sarles for the Temple" quest.

 

Maybe it is a good idea to make this quest as well available if Chloe is in party (as a disciple of Lathander)?

 

Just by adding to bottom of ar0902.bcs

IF
    Global("SainSpawn","GLOBAL",0)
  InParty("RChloe")
THEN
    RESPONSE #100
        SetGlobal("SainSpawn","GLOBAL",1)
        CreateCreature("SCSAIN",[642.627],S) // Dawnbringer Sain

END

 

Yes!



#50 Roxanne

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Posted 27 February 2017 - 03:36 AM

@Roxanne: I've read your latest discussion with Nigtfarer on GitHub in the Big World Project.

 

The unseeing eye and the Sir Sarles quest are somewhat related. In an unmodded game:  If (and only if) the unseeing eye quest is accepted, the second cleric will offer the Sir Sarles quest after you talk to him. If you haven't accepted the unseeing eye quest, the second quest will not be offered at all.

 

With Chloe installed, you will be send to the temple of Lathander because of Chloe and not because of you're a cleric. If you're not a cleric by chance Dawnbringer Sain will not spawn.

 

The Chloe mod should not disable the Sir Sarles quest for all non-cleric PCs and should change AR0902.BCS accordingly.

 

 

 

 

 

The idea was never to replace or disable anything that exists.

Chloe would rather be some *last ditch* chance to get the quest but only if everything else fails.

Nothing about Sain had been changed.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#51 jastey

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Posted 20 March 2017 - 03:51 AM

I think I found something - not related to Chloe at all - looks like a bug in the vanilla game (at least in my install).

 

AR0902.bcs

IF
    Global("SainSpawn","GLOBAL",0)
    OR(6 //THIS SHOULD BE 7 otherwise Player is Good is not checked
        Class(Player1,CLERIC)
        Class(Player1,FIGHTER_CLERIC)
        Class(Player1,CLERIC_MAGE)
        Class(Player1,CLERIC_THIEF)
        Class(Player1,FIGHTER_MAGE_CLERIC)
        Class(Player1,CLERIC_RANGER)
    Alignment(Player1,MASK_GOOD)
THEN
    RESPONSE #100
        SetGlobal("SainSpawn","GLOBAL",1)
        CreateCreature("SCSAIN",[642.627],S) // Dawnbringer Sain
END

 

This means, if your player is good, the Dawnbringer should spawn even if you are not a cleric of any type - but the code is wrong.

You should check that in your game, eventually correct it - and if you find the same bug report it to the bean dogs.

 

Alternatively you may just console C:CreateCreature(""SCSAIN")

But in vanilla game, if the PC is MASK_EVIL, the quest giver is in the temple of Thalos:

 

IF
	Global("YarrylSpawn","GLOBAL",0)
	OR(5)
		Class(Player1,CLERIC)
		Class(Player1,FIGHTER_CLERIC)
		Class(Player1,CLERIC_MAGE)
		Class(Player1,CLERIC_THIEF)
		Class(Player1,FIGHTER_MAGE_CLERIC)
	Alignment(Player1,MASK_EVIL)
THEN
	RESPONSE #100
		SetGlobal("YarrylSpawn","GLOBAL",1)
		CreateCreature("SCYARRYL",[341.323],14) // Talon Yarryl
END

Thus, just extending the OR() for teh temple of Lathander would mean for evil PCs two quest givers will spawn?



#52 Roxanne

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Posted 20 March 2017 - 04:28 AM

I think I found something - not related to Chloe at all - looks like a bug in the vanilla game (at least in my install).

 

AR0902.bcs

IF
    Global("SainSpawn","GLOBAL",0)
    OR(6 //THIS SHOULD BE 7 otherwise Player is Good is not checked
        Class(Player1,CLERIC)
        Class(Player1,FIGHTER_CLERIC)
        Class(Player1,CLERIC_MAGE)
        Class(Player1,CLERIC_THIEF)
        Class(Player1,FIGHTER_MAGE_CLERIC)
        Class(Player1,CLERIC_RANGER)
    Alignment(Player1,MASK_GOOD)
THEN
    RESPONSE #100
        SetGlobal("SainSpawn","GLOBAL",1)
        CreateCreature("SCSAIN",[642.627],S) // Dawnbringer Sain
END

 

This means, if your player is good, the Dawnbringer should spawn even if you are not a cleric of any type - but the code is wrong.

You should check that in your game, eventually correct it - and if you find the same bug report it to the bean dogs.

 

Alternatively you may just console C:CreateCreature(""SCSAIN")

But in vanilla game, if the PC is MASK_EVIL, the quest giver is in the temple of Thalos:

 

IF
	Global("YarrylSpawn","GLOBAL",0)
	OR(5)
		Class(Player1,CLERIC)
		Class(Player1,FIGHTER_CLERIC)
		Class(Player1,CLERIC_MAGE)
		Class(Player1,CLERIC_THIEF)
		Class(Player1,FIGHTER_MAGE_CLERIC)
	Alignment(Player1,MASK_EVIL)
THEN
	RESPONSE #100
		SetGlobal("YarrylSpawn","GLOBAL",1)
		CreateCreature("SCYARRYL",[341.323],14) // Talon Yarryl
END

Thus, just extending the OR() for teh temple of Lathander would mean for evil PCs two quest givers will spawn?

Yes - after some discussion (related to fixpack) it was found that the current code is what was intended and is not bugged and thus not modified.

The case was laid to rest a while ago.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#53 Lucythebeast

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Posted 01 April 2017 - 04:13 AM

Progress Report

 

I have implemented and tested the following content for Chloe in EET (as mentioned earlier, it is expected to work in BG2EE as well, however I have not tested it myself nor received any positive or negative reports about BG2EE version yet).

 

(snip)

 

- Chloe stays in male party at tree of life if Imoen or Sandrah is with you

 

(snip)

 

To be done

Extension of female romance path into ToB (maybe? There is not much left open after SoA part...)

ToB end bio (not decided yet...maybe the EET Chloe can become part of Sandrah RtF NPCs and you can rejoin with her,)

 

The player's gender had nothing to do with whether Chloe remained in the party... or at least it was not intended to be the case. She was only supposed to leave if she disliked (didn't trust) the PC. However if Imoen was present she would remain in the party for HER, regardless of her feelings towards the PC. If male PCs had a harder time keeping Chloe in the party with an equivalent "friendship" disposition, then that would be a bug.

 

As for the extension of the romances, it was originally my intent that the effects of the romances would be explored in ToB. I had wanted how the PC treated Chloe to in turn affect how Chloe treated the PC. For example, bringing out Chloe's more affectionate side... or even her more romantic side. Chloe wasn't as one-dimensional as she pretended to be (that was intended to be more of a defense mechanism.) I believe I recall adding Chloe recognizing a poet from Imoen reciting a few lines of poetry. She would likely say that she was simply honing her mind along with her body, but she had a softer side that I meant for her to open up on. Of course a more business oriented and serious PC would bring out a lot less of that in Chloe than a more playful or romantic PC.

For the Chloe-Imoen romance, I had intended Imoen's struggles with her darker side to bring out Chloe's more nurturing side. Ultimately she would recognize she could only help Immy so much, since she wouldn't know what she was going through. But some tragic events were going to happen to Chloe as well (more on that in a minute) that they would have both struggled with and I had intended the PC to either encourage them to lean on each other to get through it, which would have led to more of an "affectionate friendship" based on a deep level of trust and affection, or if encouraged to just "soldier on" and put it behind them it would have eventually led to them drifting apart and just settling on being friends who were once closer. A more... bittersweet ending.

A major questline that I had intended to put into ToB was going to involve finding one of the Yr'kai captured by slavers intending to sell him (or her) to a gladiator pit. Chloe would have insisted they rescue him/her and upon doing so find out that Chloe's village was wiped out and the few remaining people from it had either been sold into slavery or had fled. Naturally finding out that her people were all but gone would have been quite a lot to handle but she would have asked the player to help her track down the home base of the slavers to free any Yr'kai that hadn't been sold off yet/ Whether that was done by negotiation, infiltration, or wholesale slaughter would have been up to the PC, though Chloe would encourage the latter option. How the PC dealt with the grieving Chloe afterwards would have affected their friendship or romance... or as I stated with the Imoen relationship, their romance. Coming to terms with that loss would have been a good opportunity for a final upgrade/perk as well, the nature of it depending on game balance and how it was handled.

 

But that was the original intention... lacking any coding skills myself and getting burnt out on the game after all the playtesting ended those plans. Feel free to incorporate as much or as little of that as you like. I'll try to stop by every now and then if you have any questions or what have you. Don't hold off on what you're doing for my sake though.


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#54 Roxanne

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Posted 01 April 2017 - 06:12 AM

Thank you for that  input. Even as I found some fragments of those slavers, it was not clear to me which purpose they served.

 

My feeling about those romances were roughly the same - some event from her background stoy to reveal more about her and her true nature. Much of her behaviour indeed is *intended to be more of a defense mechanism.*. She is afraid to be misused or hurt, she is very romantic but also very proud. It is for the caring PC to see through it and *encourage* her to show more of her softer side. (This is the note that Chloe-Sandrah relationship strikes, for the case that PC is male and before Imoen is rescued. Feelings are power, showing them requires strength and courage, dreams create visons that shape our life, etc things that Chloe can relate to, poems, songs, animals...and still remaining strong of just being stronger because of admitting all of it.)

Not knowing about those slavers,

Spoiler

This serves the same purpose even if looking different at first glance. The problem with the slaver quest may be the setting of ToB, where to put them? There are no major cities after Saradush's fall and no big areas other than those enclaves (EET opens other possibilities as all of the game areas are at disposal - but plain BG2EE is limited to ToB terrain.). -

Spoiler

As for the consequences of the PC's reaction, they would be like you outlined them.

 

Imoen-Chloe is a harder nut (or not). If done at all, it should be like your initial intent. It is more the question of how far a NPC to NPC romance should go (or be shown in game). What makes Imoen complicated are the other Imoen mods that have been created meanwhile and were probably not yet created when you did your original mod.


Edited by Roxanne, 01 April 2017 - 06:33 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#55 Lucythebeast

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Posted 01 April 2017 - 07:37 AM

My memories of ToB are hazy. I spent so much time playing and replaying SoA while developing and testing Chloe that I never got to play the ToB much. I think I only finished the storyline once and I likely didn't discover everything there was to discover. The slavers wouldn't need a city though, just a camp. Some people in cages. I seem to recall such assets existed? That's only if you want to include that. Just because it was I originally intended doesn't mean you have to use it, especially if it's not very feasible.

 

The general idea of PC-Chloe relations were that with ToB it would start with either them being A) Little more than comrades, perhaps begrudgingly so (if Chloe only stayed for Imoen), B) Friends or C) Lovers. Interactions in ToB would have either led A to loathing or mutual respect and camaraderie and perhaps even friendship. B would have led to growing distant/breaking the friendship or into a deeper level of "blood brothers/sisters" companionship. C would have led to either an affectionate, playful romantic Chloe, a more pragmatic "best friend who happens to be my lover as well" relationship, or a distance would have formed and the romance would have ended either amicably or by imploding, depending on how things went.  The main issues would have been in how many dialogues were feasible so those chains wouldn't have been too long to fit into the overall narrative, or too short to feel satisfying. All the various choices I tried to give to the player made the PC-Chloe stuff rather complicated, but I assume it was at least somewhat worth it or people wouldn't still be playing the mod or developing it to stay current or expanding on it.

 

I'm less familiar with Imoen's ToB storyline so I can't comment on much of that... I just know besides one or two cases of player input (like the aforementioned case of encouraging them to lean on each other or just put it behind them) and possibly a less defining "third wheel in the conversation" type interaction, it would have largely played out between them. With both of them going through stages of playful affection, melancholy, opening up to one another, and either forming a deeper bond or drifting apart. I'm not sure what the limits of randomness are, but that would have depended on what was most feasible and the best way to implement it.

As for Imoen mods, the only one I recall being out when I developed Chloe was the Imoen Romance mod. The initial coder of Chloe was the author of that one and we had talked a little bit about adding a hook into some dialogue regarding Imoen and the PC both trying to romance Imoen, whether it was a "Hey she's free to love us both or neither" or a "Get your hands off my Immy!" reaction wasn't really decided. Chloe would be less concerned with matters of jealousy so it would largely depend on the player's reaction, or however Imoen was stated to react.  Any mods since then I have no knowledge of or experience with so I can't comment on any potential compatibility issues.


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#56 Roxanne

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Posted 01 April 2017 - 09:55 AM

My memories of ToB are hazy. I spent so much time playing and replaying SoA while developing and testing Chloe that I never got to play the ToB much. I think I only finished the storyline once and I likely didn't discover everything there was to discover. The slavers wouldn't need a city though, just a camp. Some people in cages. I seem to recall such assets existed? That's only if you want to include that. Just because it was I originally intended doesn't mean you have to use it, especially if it's not very feasible.

 

The general idea of PC-Chloe relations were that with ToB it would start with either them being A) Little more than comrades, perhaps begrudgingly so (if Chloe only stayed for Imoen), B) Friends or C) Lovers. Interactions in ToB would have either led A to loathing or mutual respect and camaraderie and perhaps even friendship. B would have led to growing distant/breaking the friendship or into a deeper level of "blood brothers/sisters" companionship. C would have led to either an affectionate, playful romantic Chloe, a more pragmatic "best friend who happens to be my lover as well" relationship, or a distance would have formed and the romance would have ended either amicably or by imploding, depending on how things went.  The main issues would have been in how many dialogues were feasible so those chains wouldn't have been too long to fit into the overall narrative, or too short to feel satisfying. All the various choices I tried to give to the player made the PC-Chloe stuff rather complicated, but I assume it was at least somewhat worth it or people wouldn't still be playing the mod or developing it to stay current or expanding on it.

 

I'm less familiar with Imoen's ToB storyline so I can't comment on much of that... I just know besides one or two cases of player input (like the aforementioned case of encouraging them to lean on each other or just put it behind them) and possibly a less defining "third wheel in the conversation" type interaction, it would have largely played out between them. With both of them going through stages of playful affection, melancholy, opening up to one another, and either forming a deeper bond or drifting apart. I'm not sure what the limits of randomness are, but that would have depended on what was most feasible and the best way to implement it.

As for Imoen mods, the only one I recall being out when I developed Chloe was the Imoen Romance mod. The initial coder of Chloe was the author of that one and we had talked a little bit about adding a hook into some dialogue regarding Imoen and the PC both trying to romance Imoen, whether it was a "Hey she's free to love us both or neither" or a "Get your hands off my Immy!" reaction wasn't really decided. Chloe would be less concerned with matters of jealousy so it would largely depend on the player's reaction, or however Imoen was stated to react.  Any mods since then I have no knowledge of or experience with so I can't comment on any potential compatibility issues.

One thing to keep in mind for ToB is that (including every possible mod extension available for this part of the game - which is not too much) this episode is short. Playing time is less than a fifth of SoA (or even significantly less taking into account the large number of mods you can add to SoA, the strongholds, the large and small quests all over Amn).

Furthermore, the ToB plot is pretty condensed. The time for roaming the land and exploring and solving quests is over with SoA's end. Now you face the big Bhaalspawns in the battle about Bhaal's return respectively preventing it. Most of the time spent in ToB is fighting those battles,  Same for areas - no big cities, one small town, no overland areas, not much travelling to and fro. You rarely rest in camps or inns but mostly in your hellish pocketplane. War is going on, everything rushes towards the game climax.

This needs to be taken into account for those romances. There is little time and not many occasions where you can really show some main development/evolution.

One possible way to solve that is to move a bit of your ideas into the later parts of SoA already and continue seemlessly in ToB?


Edited by Roxanne, 01 April 2017 - 10:07 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#57 Lucythebeast

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Posted 01 April 2017 - 05:12 PM

One thing to keep in mind for ToB is that (including every possible mod extension available for this part of the game - which is not too much) this episode is short. Playing time is less than a fifth of SoA (or even significantly less taking into account the large number of mods you can add to SoA, the strongholds, the large and small quests all over Amn).

Furthermore, the ToB plot is pretty condensed. The time for roaming the land and exploring and solving quests is over with SoA's end. Now you face the big Bhaalspawns in the battle about Bhaal's return respectively preventing it. Most of the time spent in ToB is fighting those battles,  Same for areas - no big cities, one small town, no overland areas, not much travelling to and fro. You rarely rest in camps or inns but mostly in your hellish pocketplane. War is going on, everything rushes towards the game climax.

This needs to be taken into account for those romances. There is little time and not many occasions where you can really show some main development/evolution.

One possible way to solve that is to move a bit of your ideas into the later parts of SoA already and continue seemlessly in ToB?

 

Yeah that doesn't leave a whole lot of room for telling much of a story. Bridging the story through ToB seamlessly is an excellent idea. I had to give the mod some sort of a closure at the end of SoA at the time but adding the bulk of the later romance stages to the end of SoA would work just fine. It would probably be a good time to do the slaver quest as well. As I recall the second upgrade was just sort of shoehorned in which never felt very satisfying so that would be an excellent way to get that second upgrade... and then your "Chloe's father" thing works well for the last upgrade. 

 

Could I trouble you to send me some of the dialogues you've written for Chloe? I find myself curious and I could also advise you if something seemed off. I'm not asking you to check with me first nor am I taking back over, I'm just offering some advisory feedback. ;-)


Save a vampire. Give blood.


#58 Roxanne

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Posted 02 April 2017 - 12:05 AM

Could I trouble you to send me some of the dialogues you've written for Chloe? I find myself curious and I could also advise you if something seemed off. I'm not asking you to check with me first nor am I taking back over, I'm just offering some advisory feedback. ;-)

So far everything I have added is what is in the mod at this time. It is contained in the mod's d-folder in SoANew.d and RChloeToB.d.

 

There is not any romance contents contained yet. This is on the to-do-list.

 

With the new insight you provided, I probably will do something in the next time, starting with that slaver episode in SoA after Underdark, then some romance/friendship/(Imoen)-reactions to this, like discussed. The resulting status of the relationship Chloe/PC or Chloe/Imoen will be added to the Tree of Life decision as additional criteria.

Afterwards the ToB part will be based on that status (in the range of *trusted. friend* to lover) with the *father episode* as a further step to decide between further following the PC or planning for a life in her tribe (see the Yr'kai background material) after she fulfilled her obligation at the Throne of Bhaal.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#59 Lucythebeast

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Posted 02 April 2017 - 02:28 AM


 

Could I trouble you to send me some of the dialogues you've written for Chloe? I find myself curious and I could also advise you if something seemed off. I'm not asking you to check with me first nor am I taking back over, I'm just offering some advisory feedback. ;-)

So far everything I have added is what is in the mod at this time. It is contained in the mod's d-folder in SoANew.d and RChloeToB.d.

 

Ah, thank you. Ok some notes:

 

Spoiler


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#60 Roxanne

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Posted 02 April 2017 - 04:16 AM


 

Could I trouble you to send me some of the dialogues you've written for Chloe? I find myself curious and I could also advise you if something seemed off. I'm not asking you to check with me first nor am I taking back over, I'm just offering some advisory feedback. ;-)

So far everything I have added is what is in the mod at this time. It is contained in the mod's d-folder in SoANew.d and RChloeToB.d.

 

Ah, thank you. Ok some notes:

 

Spoiler

 

Thanks for your input - corrected it all. Chloe uses her dialect and her counterpart in dialogue uses common. Maybe it is worth in some half sentence to provide a hint to explain the difference.

 

I still try to figure out what Volo uses to write down his *true* stories.


Edited by Roxanne, 02 April 2017 - 04:18 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*