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Edwin Romance updates to v2.08 (Beta)


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#1 jastey

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Posted 13 November 2019 - 07:32 AM

The Edwin Romance mod updates to v2.08 with EET compatibility, bugfixes, and optimized scripting!

 

The mod is now also compatible with Imoen4Ever.

 

v2.08 Beta 1 is still a beta version, please let us know if you encounter any problems.

 

Download at SHS

 

Download from official GitHub Mirror at SpellholdStudios

 

 

Changes:

- EET compatibility added.
- Fixed mistyped "Myself" in redlich.baf.
- (All BWPFixpack fixes integrated.)
- Removed "Edwin sound fix" dialogue with True() trigger.
- Added SUPPORT tag with link to the Edwin Romance forum.
- Component "Edwin Flirts" will be deinstalled automatically if the main romance component is deinstalled.
- added Inparty(), See(), CombatCounter(0), !See([ENEMY]), !StateCheck("Edwin",CD_STATE_NOTVALID) to script blocks where appropriate
- added "romance kill" script blocks for Rasaad, Dorn, Hexxat's romances
- removed redundant triggers from the dialogues
- morning after dialogue: will fire directly after wakeup
- PC should not have to sail to Brynnlaw immediately when talking to Aran if Edwin's quest is finished (fixed misplaced A_T_T)
- optimized dialogue patching (no more REPLACE to EdwinJ and Degard.dlg)
- tree of life and final solar talk interjection compatible (no more skipping of other NPCs, no accidental call of the original Edwin interjection in romance case)
- no romance dialogues should be missed (romance dialogues scripted like Kulyok's "How to ensure your banters always run when you want them to"
- compatibility with Imoen 4 Ever added
- new lines translated by: Austin (Russian), angel_c4 (Chinese), Cykuta (Polish)
- Polish, Russian, Chinese: English version for missing tra files added
- Update to WeiDU v246.
 


Edited by jastey, 13 November 2019 - 07:33 AM.


#2 Cantrip

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Posted 02 December 2019 - 01:00 AM

Hey, I'm using this version. First time using the mod, so no clue how it SHOULD work, but it feels like LoveTalks happen very far apart. For a drastic example, the "drunk Edwin: talk happened, and then the "day after you woke up drunk" talk was weeks after. Is there some way to fix the timing on them, or manually start the next one? Setting EdwinRomance to a low amount, etc, doesn't affect it.


"A hot iron, though blunt, will pierce sooner than a cold one, though sharper."

Some great webcomics:
http://www.dominic-deegan.com/
http://www.nuklearpower.com/latest.php
http://www.giantitp..../ootscript?SK=1

#3 jastey

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Posted 02 December 2019 - 01:24 AM

Hi Cantrip, that does not sound like it is intended. I answered you per PM for info that would be helpful to debug this.



#4 jastey

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Posted 02 December 2019 - 01:43 AM

Hi Cantrip, the morning after drunk-talk firing so late was a misplaced timer check. This will be fixed in the next version, thank you for reporting!

 Did you have the impression that overall the romance progresses ok? Lovetalk should trigger approx. all 45 minutes realtime of gameplay.



#5 Cantrip

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Posted 02 December 2019 - 01:51 AM

Oh, that's good to know :)

 

Other than that one it feels better, but not nearly every 45 min. I think closer to a few hours usually (but maybe I reload / alt-tab, etc)... Could be just my expectations, though, as other banters are much faster.


"A hot iron, though blunt, will pierce sooner than a cold one, though sharper."

Some great webcomics:
http://www.dominic-deegan.com/
http://www.nuklearpower.com/latest.php
http://www.giantitp..../ootscript?SK=1

#6 jastey

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Posted 02 December 2019 - 01:53 AM

I'll keep it in mind. Some lovetalk have additional requirements so some could be prolonged. Let me know if you have the impression it's way too long or the romance halted!