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Miloch

Member Since 20 Oct 2006
Offline Last Active Yesterday, 09:55 AM

Posts I've Made

In Topic: How to change colours

Yesterday, 09:54 AM

If it is your own NPC, there is no reason to do it this way rather than set them on the CREs you're copying over. This is for changing colours for CREs that are already installed, e.g. in the context of a portrait mod that is going to apply specific portraits (and colours) to pre-existing NPCs.

In Topic: Questions, comments, etc.

Yesterday, 09:52 AM

View PostGast, on 08 February 2012 - 08:34 AM, said:

Translation finished. Now it is time to search for proofreaders. But there is one question about this: should I wait for the next release, adding new translations, or should I bother someone with the version 5 proofreading?
Great work :woot:! We will have new strings for v6, but I don't think we'll be changing any existing strings, or very few at least. So you could start trying to get the proofreading, as I know it is a lot of work. That way when the v6 starts to reach release, it will just be a matter of translating and proofing the new strings. (Also, the next release will be truly multi-lingual, as we now have Italian, Russian and German to add :).)

In Topic: Fixes for the BiG fixpack

Yesterday, 09:49 AM

View PostTurambar, on 08 February 2012 - 08:50 AM, said:

IF ~bpplot~ UNLESS ~torgal2~
Shouldn't there be some kind of "THEN" in there? :huh:

Quote

Could you please help me preparing a list of creatures which need that (I'll need their file name)? TIA
You did do that at least IIRC, or see also this or this.

I think I accounted for all those but I'm not sure... I guess I could try to diff what I have with the existing v180 but would be difficult as I overhauled a lot.

In Topic: Fixes for the BiG fixpack

Yesterday, 08:18 AM

I thought Turambar fixed unkillable trolls in his Tweaks or something. I did fix it inside BP but can't exactly release a patch for that as I did for IA, because it's not as modular; rather it's massive, wholly untested and probably won't even compile in its current state (which was a hybrid between v179 and v180 - I have to account for changes in the latter).

In Topic: BG1 NPCs for SoA

Yesterday, 08:15 AM

View PostSmiling Imp, on 01 February 2012 - 09:12 AM, said:

Only I would have to tweak this from a PC banter into two NPCs bantering, right?
If you want two NPCs to banter then you want to use CHAIN, but also IF_FILE_EXISTS if you're not sure the NPC will be present/installed (assuming it's not a BioWare NPC). I'm not really the dialogue wizard on that mod - might want to take it to the modding forum if it gets complex and you can't crack it.