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[MOD] "BG1 NPCs for SoA & ToB"

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  • AngulimalaAngulimala Member Posts: 92
    @Austin87 Thank you, much appreciated.
  • scheelescheele Member Posts: 59
    edited October 2024
    I should add that at the very beginning of the romance it is important to gain more ‘points’ (RP\‘sympathy points’) in order to move on to the second stage. To do this, in one of the initial dialogues with Shar-Teel (from Smiling Imp), you can get +1 RP if you choose the right option. Also, there is a little secret: if you avoid the fight with the two bullies at the entrance to the Copper Coronet in the Slums, and enter this fight already with Shar-Teel in your squad, you can also get +1 RP if you choose the right option of the preliminary dialogue with them.

    00y6fsnj42bg.png
    It's best to use this entrance to the tavern.
  • AngulimalaAngulimala Member Posts: 92
    @scheele Thanks for the pointers! I think the romance is probably dead, since I have kicked her out and had her rejoin a couple times already, and started romancing Faldorn (Lava's version). I will do another playthrough and pick her up early next time and stick with SharTeel to see all of her content. Appreciate your contributions.
  • Austin87Austin87 Member Posts: 337
    edited October 2024
    Hello everyone! Due to numerous requests from players, I want to improve the Montaron's texts from the "BG1 NPC in SoA&ToB" mod (author of the texts is Smiling Imp) - I need to soften his vocabulary and replace numerous rude curses with "softer" phrases closer to his original BG1 style. But I have a problem with the English version of the file, because I am not a native English speaker and do not understand English curses.

    I need someone to proofread the 7xmontb.tra file and replace the word "f*ck" with more "literary" analogues. Other edits are also allowed, as long as they do not change the meaning of the phrase.

    I attach the file.

    I will be grateful for your help!
    Post edited by Austin87 on
  • shevy123456shevy123456 Member Posts: 296
    edited October 2024
    > But I have a problem with the English version of the file, because I am not a native English speaker and do not understand English curses.

    I am not a native English speaker either; you don't necessarily need to be extremely competent when it comes to English, though, as communication is not always perfect either. Many of the dialogue options are very short and just a response or a comment to single events.

    I had a look at the file just now. I actually think that the word "fuck" is not always inappropriate and need not necessarily be censored merely because some players have a problem with it. Nonetheless, if your objective is to weaken the "strong words", you can try to reword it somehow. I'll give a few examples; I'll reply here as that is both easier and others can chime in and make suggestions as well.

    So:

    1) "@0 = ~Ugh! Fer fuck's sake! Now what do ye want?~ [MONTY16]"

    In this case I think it can be reworded just slightly, such as:

    @0 = ~Ugh! Now what the heck do ye want?~ [MONTY16]

    By the way, he is a halfling, not a dwarf, but the dialogue options sound a lot as if someone tried to emulate a dwarf. "fer xyz" rather than "for", for instance. And strong language is often typical for many dwarves in fantasy settings.

    2) "@5 = ~Like I give a fuck!~ [MONTY28]"

    Could be changed into:

    "@5 = ~Like I give a damn!~ [MONTY28]"

    or perhaps

    "@5 = ~Like I would care a bit!~ [MONTY28]"

    Or

    "@5 = ~Like I would care in the slightest!~ [MONTY28]"

    Actually almost all dialogue options are curse-words.

    This one could perhaps be adjusted too:

    "@6 = ~What a fuckin' cunt ye are!~ [MONTY28]"

    into:

    "@6 = ~What a damn half-wit ye are!~ [MONTY28]"

    3) "@9 = ~Chew on some of these leaves and ye won't care who you bloody kill in a fuckin minute!~ [MONTY07]"

    to

    "@9 = ~Chew on some of these leaves and ye won't care who you bloody kill in a minute!~ [MONTY07]"

    (Almost every line is the character cursing... :P)

    4) "@17 = ~Now that I know ye are a fuckin' square though, don't go gettin' any ideas about turning your old friend Montaron to the authorities.~"

    This one is a bit harder ... "fucking square" hmmm ...

    Perhaps I'd also use "half-wit" as word again. It seems to be a slightly weaker word for a fool or idiot; perhaps "fool" is also ok.

    5) "@19 = ~You just watch me, fucker! You are going to pay!~"

    Perhaps into:

    "@19 = ~You just watch me, boy! You are going to pay!~"

    6) "@29 = ~I don't feel shit! What the fuck is this Haga you are giving me!~"

    Into:

    "@29 = ~I don't feel shit! What the heck is this Haga you are giving me!~"

    I skipped some more ...

    7) "@64 = ~Well, fuck me sideways! Come over here then, wench!~"

    Perhaps into:

    "@64 = ~Well, bugger me sideways! Come over here then, wench!~"

    Or

    "@64 = ~Well, that's about it! Come over here then, wench!~"

    The dialogue file really has almost every line a curse word. Do you look for a complete overhaul? It may be easier to just improve on it a little bit and see if that solves the issue. Obviously the character is written as a very angry NPC from A to Z.

    One of the last entries is:

    "@767 = ~What? Are ye a fuckin' poet now?~"

    That could be changed into:

    "@767 = ~What? Are ye a damned poet now?~"

    Some other insults can perhaps be replaced with e. g. "imbecile" rather than "idiot" or similar.

    For instance:

    "@99 = ~I think anyone that uses drug is an idiot!~"

    Perhaps to:

    "@99 = ~I think anyone that uses weed is an imbecile!~"

    # or, rather than weed, you could use "smoking herbs" or herbs or something like that.

    That's one big dialogue file using cursing language. I think people who will complain about
    it, though, will not be happy in general, so I am not sure it is really worth the time to weaken
    it. Or perhaps to rewrite the whole NPC dialogue, in a way that is more similar to e. g. how
    Lava wrote Dwaradime's dialogue, perhaps in a slightly angrier tone if Montaron is assumed
    to be a very angry halfling.
  • Austin87Austin87 Member Posts: 337
    edited October 2024
    shevy123456, thank you very much for your help and advice!! I really need to rework the entire Montaron's file to make it a bit more "literary" and less rude, while keeping his character as very evil (since he is a hired killer and thief, as the original author of the mod saw him). Currently, the amount of swearing is too much and sometimes the meaning of the phrases is lost behind them (for example, Montaron's mentions of his mother and other meaningful things). I will use your versions of phrases. Also, I may add new texts to make Montaron less "one-dimensional".
    If anyone else wants to help with this work, I will be very grateful!
  • DrAzTiKDrAzTiK Member Posts: 74
    Hello,

    Can you tell me what language soundsets are used for all these BG1 NPC? I play on a french version of bg2ee, does it mean that bg1npc will get french soundsets?

    Thanks!
  • Austin87Austin87 Member Posts: 337
    DrAzTiK wrote: »
    Hello,

    Can you tell me what language soundsets are used for all these BG1 NPC? I play on a french version of bg2ee, does it mean that bg1npc will get french soundsets?

    Thanks!

    Hello! The mod contains only English sound files. Unfortunately, I do not have these files in other languages, so only English sound is available. If you want to remove the voiceover, try after installing the mod to move the audio files with the name of the NPC, which are created in the Override folder after installation is complete (for example, Garrickx.wav), to another folder. If this causes any problems, you can move the files back.
  • Austin87Austin87 Member Posts: 337
    Austin87 wrote: »
    Hello everyone! Due to numerous requests from players, I want to improve the Montaron's texts from the "BG1 NPC in SoA&ToB" mod (author of the texts is Smiling Imp) - I need to soften his vocabulary and replace numerous rude curses with "softer" phrases closer to his original BG1 style. But I have a problem with the English version of the file, because I am not a native English speaker and do not understand English curses.

    I need someone to proofread the 7xmontb.tra file and replace the word "f*ck" with more "literary" analogues. Other edits are also allowed, as long as they do not change the meaning of the phrase.

    I attach the file.

    I will be grateful for your help!
    Hello everyone! I got help editing lines @0-500 of this file :) I'll include it in the next update. After that, Montaron's speech will be less "dirty".

    Only lines @501-835 remain to be proofread :)
    If someone would be willing to proofread them and replace the curse words with "softer" analogs, I would be grateful!

  • Austin87Austin87 Member Posts: 337
    MOD UPDATED!
    New version - 15.2!


    ADDED NEW CONTENT:
    - added new banter Ajantis - Skie (by Alisia)

    FIXED:
    - fixed minor code errors in the "Garrick" and "Ajantis" components

    IMPROVED:
    - Montaron's texts have been reworked (his overly rude curses have been removed, the text has become closer to his original speech from BG1 and less rude ). The meaning of the phrases, originally written by Smiling Imp, is preserved.
    - Slightly improved English version of the Shar-Teel romance by Scheele
    - Alora's HP at the start of the game has been increased to 40 (previously she had too little HP)

    Download:
    https://github.com/SpellholdStudios/BG1_NPCs_for_SoA_-_ToB/releases/tag/v15.2
    http://www.shsforums.net/files/file/974-bg1-npcs-for-soa-tob/
  • MothorMothor Member Posts: 285
    scheele wrote: »
    I should add that at the very beginning of the romance it is important to gain more ‘points’ (RP\‘sympathy points’) in order to move on to the second stage. To do this, in one of the initial dialogues with Shar-Teel (from Smiling Imp), you can get +1 RP if you choose the right option. Also, there is a little secret: if you avoid the fight with the two bullies at the entrance to the Copper Coronet in the Slums, and enter this fight already with Shar-Teel in your squad, you can also get +1 RP if you choose the right option of the preliminary dialogue with them.

    00y6fsnj42bg.png
    It's best to use this entrance to the tavern.

    Just wondering...those Sympathy Points are generally gained by being dominant/jerk-like or submissive/nice in conversations with Shar Teel?
  • scheelescheele Member Posts: 59
    Hi, Mothor.

    It won't make any difference at all, the same points will be gained to a player for any intimate choice. Within the context of this romance, Shar-Teel is portrayed as a switch, although this is merely a convention. My objective was to emphasise realism in a relationship where there is typically no separation of roles. Like any woman in love, Shar-Teel is happy to take the lead in the bedroom or readily gives her partner a chance to shine, doing whatever he wants: some of the time with great pleasure, some of the time a little less so. It is more probable that she remains a submissive, as the MH invariably establishes the tone for their sexual interactions.

    The decision of what is preferred is yours to make. She is versatile in terms of intimacy, and there will be no loss of relationship points. However, it should be noted that this guideline does not apply to interactions occurring outside the confines of the bedroom.
  • Austin87Austin87 Member Posts: 337
    edited January 20
    I will add that the number of sympathy points collected with Shar-Teel will affect only one, but important choice in the romance. If the number of sympathy points collected is too low, the player will not be able to change Shar-Teel's alignment and her attitude towards marriage.

    However, even with a low number of sympathy points, the romance will not be interrupted, it will just end with a different ending.

    In addition, if the number of points is too low, an additional small dialogue will be available, from which it will become clear that something is going wrong.

    To collect more points, as far as I remember, you need to show care in dialogues with her, but not excessively, so that it is not regarded as weakness.
  • MothorMothor Member Posts: 285
    scheele wrote: »
    Hi, Mothor.

    It won't make any difference at all, the same points will be gained to a player for any intimate choice. Within the context of this romance, Shar-Teel is portrayed as a switch, although this is merely a convention. My objective was to emphasise realism in a relationship where there is typically no separation of roles. Like any woman in love, Shar-Teel is happy to take the lead in the bedroom or readily gives her partner a chance to shine, doing whatever he wants: some of the time with great pleasure, some of the time a little less so. It is more probable that she remains a submissive, as the MH invariably establishes the tone for their sexual interactions.

    The decision of what is preferred is yours to make. She is versatile in terms of intimacy, and there will be no loss of relationship points. However, it should be noted that this guideline does not apply to interactions occurring outside the confines of the bedroom.

    By the way, when does the romance part start kicking in? I say this because after finishing with Act 2 and with many hours of gametime I did not have more than 2-3 romance talks after she got wounded. And in Act 3 she says "Get out of my face! I have no desire to speak with you!".

    So I wonder if I messed up or is there some quest that is necessary to get love points going.

    Or do new love talks just keep opening as the main plot moves along?

    Finally, where to purchase the Black Lotus drug? I looked around in the Copper Coronet and solved the problem of one widow who was addicted to said drug but I was unable to get it myself.
  • scheelescheele Member Posts: 59
    I don't think you have any problem with the novel. But it can be easily checked, with console commands.
    Austin:
    You just need to wait until a banter appears (like in the original game, banters are launched automatically by the game engine after a random time, when the group is on vacation or in another "calm" situation. If you have other NPCs in your party, then instead of a dialogue with Shar-Teel, banters may appear between them, this is normal. You just need to wait for her turn.
    If you want to speed up the process and see the banters right away, then press Ctrl + I several times (with each press, the names of different animations will appear at the bottom, you can ignore this and continue pressing Ctrl + I until the next banter starts). Some dialogues will also appear when the group is getting ready for bed.

    It will also be helpful to speed up the time to check out:

    Ctrl + T
    Dialogs that have a real time timer set (e.g. 30 minutes of real time) are accelerated by typing the command in the console
    CLUAConsole:AdvanceRealTime(50000)

    One nature camping rest will also be needed. The romance is very long, so it's normal that it can feel like you're stuck.

    Black Lotus can be purchased from Montaron. But this is only available to the evil protagonist and permanently reduces his intelligence by 1 point.

    Shar-Teel's updated portrait:
    29jzg1p695vk.bmp

    As befits a true warrioress, her face was now scarred and slightly tanned. How exactly to set up a new portrait is detailed on page 8 of this top.
  • MothorMothor Member Posts: 285
    scheele wrote: »
    I don't think you have any problem with the novel. But it can be easily checked, with console commands.
    Austin:
    You just need to wait until a banter appears (like in the original game, banters are launched automatically by the game engine after a random time, when the group is on vacation or in another "calm" situation. If you have other NPCs in your party, then instead of a dialogue with Shar-Teel, banters may appear between them, this is normal. You just need to wait for her turn.
    If you want to speed up the process and see the banters right away, then press Ctrl + I several times (with each press, the names of different animations will appear at the bottom, you can ignore this and continue pressing Ctrl + I until the next banter starts). Some dialogues will also appear when the group is getting ready for bed.

    It will also be helpful to speed up the time to check out:

    Ctrl + T
    Dialogs that have a real time timer set (e.g. 30 minutes of real time) are accelerated by typing the command in the console
    CLUAConsole:AdvanceRealTime(50000)

    One nature camping rest will also be needed. The romance is very long, so it's normal that it can feel like you're stuck.

    Black Lotus can be purchased from Montaron. But this is only available to the evil protagonist and permanently reduces his intelligence by 1 point.

    Shar-Teel's updated portrait:
    29jzg1p695vk.bmp

    As befits a true warrioress, her face was now scarred and slightly tanned. How exactly to set up a new portrait is detailed on page 8 of this top.

    I cannot get any conversations with Shar Teel past the one where she says that "she is the only avatar of Shar whom even Gorion's Ward cannot hope to defeat" even with the use of CTRL + I

    Speaking of which I play as a Chaotic Good Warrior, maybe she cannot be romanced by good characters. Or maybe I run into a bug unless the next conveersation requires some special sort of trigger (slept in inns and did some nature camping too).
  • scheelescheele Member Posts: 59
    edited January 20
    Terms for starting a romance:
    The protagonist's gender is male, his charisma is above 10, his strength is above 10, and he is not a gnome or halfling.


    Alignment doesn't affect the beginning of a romance. So that's not the point. The only way to end this romance at the beginning is for the player to choose to end it, by choosing the appropriate answer shown in the banter with Shar-Teel.

    I'm pretty sure it's not a bug. Go for example to Watcher's Keep (there mobs do not interrupt your rest) and click many times:

    Ctrl + T + CLUAConsole:AdvanceRealTime(50000) + rest + Ctrl + I

    ...and you'll get another Shar-Teel banter. However, I would like to point out that De'Arnise Keep is not an appropriate location for rest. This 'rest' banter is not activated there (it could be considered as not a wild nature).

    Furthermore, it should be noted that following the initial sexual encounter with the amazon, the protagonist is required to initiate dialogue with her.
  • MothorMothor Member Posts: 285
    edited January 20
    scheele wrote: »
    Terms for starting a romance:
    The protagonist's gender is male, his charisma is above 10, his strength is above 10, and he is not a gnome or halfling.


    Alignment doesn't affect the beginning of a romance. So that's not the point. The only way to end this romance at the beginning is for the player to choose to end it, by choosing the appropriate answer shown in the banter with Shar-Teel.

    I'm pretty sure it's not a bug. Go for example to Watcher's Keep (there mobs do not interrupt your rest) and click many times:

    Ctrl + T + CLUAConsole:AdvanceRealTime(50000) + rest + Ctrl + I

    ...and you'll get another Shar-Teel banter. However, I would like to point out that De'Arnise Keep is not an appropriate location for rest. This 'rest' banter is not activated there (it could be considered as not a wild nature).

    Furthermore, it should be noted that following the initial sexual encounter with the amazon, the protagonist is required to initiate dialogue with her.

    Can Umar Hills be used? I slept there many times and advanced time as well but it did not work since the last talk that I mentioned above.

    Btw, I forgot to mention one bug that I got during the mod's installation. Namely when I try to install "Xzar and Monty Murder Mysteries" I get this:

    ERROR: No translation provided for @3370

    [BG1NPCSoA/dialogues/7XMONTJ.d] ERROR at line 1289 column 1-9
    Near Text : @3370
    Not_found
    ERROR: parsinng [BG1NPCSoA/dualogues/7XMONTJ.d]!

    So I had to skip this part of the mod.

    Used 15.2 version on the Spellhold github
  • scheelescheele Member Posts: 59
    Please do not be discouraged. I have recently conducted a test which proved that it is possible to initiate another conversation with Shar-Teel on day 155 (!) of our campaign with her. In a previous test, the same banter occurred on day 37. It is also noteworthy that PIDs with her are activated even before the occurrence of initial sexual contact.
    And yes, Umar Hills is fine, this location is suitable. Following the 'rest' banter, the romance appears to accelerate.

    Thanks for finding the error.
  • Austin87Austin87 Member Posts: 337
    edited January 21
    So, here is a detailed description of the technical structure of the romance.

    Dialogues with Shar-Teel usually start in the same way as standard banters during a calm situation or rest (like dialogues with Jaheira). The beginning of the dialogues is determined by the game engine that launches banters. However, if there are other NPCs in the party, then dialogues between other members of the group may be triggered first, they are chosen randomly, this is normal.

    Shar-Teel dialogues go in the following order:

    1) First, there are normal ("friendly") dialogues.
    Dialogue 1 begins with the phrase:
    ~Have I ever told you of the time that I challenged and defeated Angelo Dosan?~
    Dialogue 2 begins with the phrase:
    ~Tell me god child, what do you know of the Nightbringers?~
    Dialogue 3 begins with the phrase:
    ~So Bhaalspawn, how do you feel knowing that once I am the only avatar of Shar, not even you will be able to defeat me.~

    After completing these three dialogues, the variable Global("SharTeelPCBanter","GLOBAL") will receive the value 3, which is necessary for the start of the romance.

    2) In parallel with these dialogues, but independently of them, the first "pre-romance" dialogue can begin, it will begin if Shar-Teel is injured. It begins with the phrase
    ~Oh, damn! I'm hit!~
    This dialogue is required to start the romance, after it the variable Global("SharteelBeforeRomanceTalk","GLOBAL") will receive the value 2, also necessary for the romance to start.

    3) After this, the romance will move to a more active stage, when the time comes for the next banter between the party members in a calm situation (like in the romance with Aerie, for example).

    The next dialogue will begin with the phrase
    ~How BORING. When was the last time we fought?~

    The new variable Global("SharteelRomanceTalk","GLOBAL") will start increasing, starting from 0.

    Here is the full list of conditions for the romance to develop at this stage:
    Shar-Teel is in the party and healthy,
    Global("SharTeelPCBanter","GLOBAL",3)
    Global("SharteelBeforeRomanceTalk","GLOBAL",2)
    Global("SharteelRomanceActive","GLOBAL",0)
    Global("SharteelRomanceTalk","GLOBAL",0)
    Gender of the main character - male
    Charisma over 10
    Strength over 10.
    The main character - not a gnome or a halfling


    At the same time, if there are other NPCs in the group, then dialogues between other members of the group may work first, they are chosen randomly. This is normal, you just need to wait for Shar-Teel's turn :)

    If all these dialogues have already happened, but the romance for some reason does not progress further, check the values ​​of the variables specified above using the console command CLUAConsole:GetGlobal("VARIABLE NAME","GLOBAL").

    As the romance progresses, "sympathy points" from Shar-Teel will be collected depending on the chosen answer options (and not only). At some point, the player will be able to change Shar-Teel's alignment to Chaotic Neutral if he collects enough "sympathy points" during the romance and actively persuades Shar-Teel about the idea of ​​marriage and future life together.

    The romance has several endings, which depend on the number of sympathy points collected (if the number is higher than 11, higher than 14 or higher than 19 points, the endings will differ accordingly)
    Post edited by Austin87 on
  • Austin87Austin87 Member Posts: 337
    edited January 21
    + The mod has been updated to version 15.3:
    http://www.shsforums.net/files/file/974-bg1-npcs-for-soa-tob/
    https://github.com/Spellhold-Studios/BG1-NPCs-for-SoA-ToB/releases

    List of changes:
    • Fixed a code error when selecting the epilogue of the Shar-Teel romance
    • Improved the text of the English translation of the Shar-Teel romance
    • Improved the alternative portrait of Shar-Teel (added scars that she had in the original portrait)
  • MothorMothor Member Posts: 285
    edited January 21
    scheele wrote: »
    Please do not be discouraged. I have recently conducted a test which proved that it is possible to initiate another conversation with Shar-Teel on day 155 (!) of our campaign with her. In a previous test, the same banter occurred on day 37. It is also noteworthy that PIDs with her are activated even before the occurrence of initial sexual contact.
    And yes, Umar Hills is fine, this location is suitable. Following the 'rest' banter, the romance appears to accelerate.

    Thanks for finding the error.

    Day 155?! Yikes!

    I hope Shar-Teel's conversations will be tweaked in a potential future update to not be so distant from each other as currently it makes a romance run sans cheating extremely tedious.

    In fact even when I use CTR + I most of the time, I get my PC and Shar Teel staring at each other suddenly but no actual conversation follows. Guess I need to use it many times...

    So there are no "special triggers" in her romance like needing to start a new Act, giving her a specific object, sleeping in a specific inn or getting her or my PC seriously hurt (aside from the beginning of it), right?
  • Austin87Austin87 Member Posts: 337
    edited January 21
    Mothor wrote: »
    Day 155?! Yikes!

    I hope Shar-Teel's conversations will be tweaked in a potential future update to not be so distant from each other as currently it makes a romance run sans cheating extremely tedious.

    In fact even when I use CTR + I most of the time, I get my PC and Shar Teel staring at each other suddenly but no actual conversation follows. Guess I need to use it many times...
    The romance shouldn't be "too" long, it goes exactly the same way as other romances in the game in the form of banters during calm situations, etc.), although it certainly has much more content than vanilla romances. It can only progress slowly if you are also developing romances with other NPCs or if you frequently change your party composition, as in such a situation banters with other NPCs may appear more often than with Shar-Teel.
    It seems that something is wrong. Please check the conditions that I described in detail in a couple of messages above.
    So there are no "special triggers" in her romance like needing to start a new Act, giving her a specific object or getting her or my PC seriously hurt (aside from the beginning of it), right?
    In general, there are no special triggers, except for the injury of Shar-Teel during the very first dialogue + preparing the group for sleep to get 1-2 dialogues during the active romance.

  • scheelescheele Member Posts: 59
    Day 155?! Yikes!
    I did not express myself clearly, I apologise. This result was achieved by simply rewinding time, without any real time acceleration or dialogue speeding up. If you actually get to day 155 without developing the romance, then you can already consider it a bug. In the game, it is quite realistic to get the 'rest' banter on day 20 (for example, on the day of Mirtul 22 1369 DR).
    Cheers!
  • ThrasymachusThrasymachus Member Posts: 925
    A minor question about the Shar-Teel romance: is the text compatible with the BG1 romance having been completed? That is, is there an option to refer back to the BG1 relationship? Or does the romance assume that ST and the PC have never been romantically involved before?

    Thanks!
  • Austin87Austin87 Member Posts: 337
    A minor question about the Shar-Teel romance: is the text compatible with the BG1 romance having been completed? That is, is there an option to refer back to the BG1 relationship? Or does the romance assume that ST and the PC have never been romantically involved before?

    Thanks!

    Hello! If the romance was active in BG1 (from the BG1NPC Project mod), then in BG2 a small reference to it will be added in the PID dialogue before the romance. The player can choose a line in the dialogue with her in which he decides to remind about it. But time has passed since then, and Shar-Teel will say that it was in the past and did not mean anything (but later it will become clear that these are just words and she is trying to deny her affection). After this, the romance will go as if from a new point (as in the case if there was no romance before). This solves the problem that someone had a romance with her before, someone did not, and someone only uses the BG2 part.
  • scheelescheele Member Posts: 59
    I would like to add one more thing to what Austin said.

    The Shar- Teel romance by Domi Soto (aka Melirinda) and Co. is my primary inspiration. It's a great love story and it's inspired me to write my own S-T-romance for Baldur's Gate II. Several of MH's banters with Shar-Teel demonstrate a a clear correlation with the events of their relationship in BG1. The initial dialogue in my romance suggests that the protagonist and Shar-Teel had previously engaged in a romantic relationship, or at the very least, had sexual relations. Also, MH often uses the name 'she bear' for S-T, in a similar manner to the way it's done in Domi's romance.
    I should note, however, that my version of Shar-Teel has a softer and more reasonable approach to the relationship in contrast to both the original character and Domi's version. The wedding of the main character and S-T in the ToB part, written by Austin, is also romantic and finally confirms that S-T's temper changes into a more peaceful one) (CE→CN)

  • ThrasymachusThrasymachus Member Posts: 925
    edited January 23
    Thanks for the quick answer!

    A small follow up question: how does the BG2 version "know" if the romance was active in BG1? That is, how does the mod determine whether to add the reference in the PID dialogue?
    (I don't use EET, so I hope that there's another way to indicate the previous relationship.)

    Edit: I wrote the above question before scheele's post above. So if I understand correctly, the mod assumes that the relationship took place in BG1, or at least there is a dialogue option automatically available that can confirm this.
  • Austin87Austin87 Member Posts: 337
    edited January 28
    Thanks for the quick answer!

    A small follow up question: how does the BG2 version "know" if the romance was active in BG1? That is, how does the mod determine whether to add the reference in the PID dialogue?
    (I don't use EET, so I hope that there's another way to indicate the previous relationship.)

    Edit: I wrote the above question before scheele's post above. So if I understand correctly, the mod assumes that the relationship took place in BG1, or at least there is a dialogue option automatically available that can confirm this.
    CLARIFIED LATER: This line is there by default, regardless of whether EET or regular BG2 is used. The player will decide whether to remind about the past romance or not.

    Post edited by Austin87 on
  • scheelescheele Member Posts: 59
    edited January 23
    Indeed, the preceding proximity of MC and Shar-Teel is assumed by default as if that proximity was unequivocally in the past.
    Here is an example of one of the initial dialogues of the S-T romance:

    // PID 1
    @0 = ~*You are looking at Shar-Teel*~
    @1 = ~Why are you staring at me like that, male?~
    @2 = ~Don't you remember what happened between us?~
    @3 = ~Forget it - I sleeped with a lot of people...~
    @4 = ~Nothing. Just remembering the good old days with you.~
    @5 = ~I'm surprised that you managed to live to see me again.~
    @6 = ~Nothing. Keep formation.~
    @7 = ~*Amazon smirks back at you dismissively*~
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