If possible I also certainly wouldn't mind an under-the-table, at-your-own-risk release if the state of the mod is such that most things except journal changes are functional.
This is the best mod ever (particularly for Imoen... she goes from cute little sister who says nothing to cute little sister who is the BEST and most entertaining character in the game) It makes the game infinitely more playable. I mean... its just way too quiet in the damn party without this.
Just wanted to say thank you for this mod and for porting it to BG:EE, or it was one of the reasons I waited until BG2:EE was out before I started BG:EE (hoping it would be working by now) - and BG1 really suffers without it.
Just wanted to say thank you for this mod and for porting it to BG:EE, or it was one of the reasons I waited until BG2:EE was out before I started BG:EE (hoping it would be working by now) - and BG1 really suffers without it.
I wholeheartedly approve of your picture. Jason Isaacs is my favorite actor and needs to be cast as Irenicus in my theoretical epic Baldur's Gate film adaptation.
@LiamEsler I wrote that it's getting ridiculous not because the work isn't done yet. As far as I know, about 99% of the work is in fact done, correct me if I'm wrong. I'm pissed off because in spite of all the work that HAD BEEN DONE already, not even one line of code was released as an alpha, beta, release candidate, whatever you call it. Only then, if there would be ANYTHING released (preferably on a GNU/GPL or BSD license) you could argue that I have no right to be pissed off, since I can finish the work myself. Why there is no public beta available? Let's see:
I've released a lot of mods at this point, and tried multiple release methods. For this mod, I'm going private beta. The 'more eyes on the code' argument isn't really valid here, as most people have no idea how mod code works, and apart from beta reports probably wouldn't be able to actually track down the errors. I'd rather do a private beta, solve the critical issues (of which I am certain there will be some), and then release a public beta once those are sorted.
Time showed that it's your argument that's not really valid here. You were unable to solve the critical issues, so you no longer have any right to delay releasement of public beta.
Dude, this is a private project with no remuneration. If @LiamEsler want to come here and say "hey, i give up the project, you all, deal with it", that IS HIS RIGHT. Get that in mind @Hesperos. I'm a bit sad for this project take so long, but it's life AND their right do take long as much as they want.
Yes, I really wasn't joking. The beta is *not* fully tested, and definitely requires the latest WeiDU, but it s up at github for anyone to help troubleshoot.
Caveat: it isn't released because 1. we are still working out fixes and testing them before uploading, 2. we have not been able to set up a good cross-comparison of the old INTERJECT_COPY_TRANSITIVE materials on EasyTutu versus on BG:EE so we are still not sure every I_C_T, I_C_T2, or I_C_T3 is interjecting into the same correct state (it should be, as BG:EE didn't move things around that much, but it isn't tested and frankly we don't want a forum flooded with bug reports that Minsc is saying something odd diring Edwin' joining stuff) 3. we *think* the JOURNAL behavior now works as we intend on BG:EE but we need more recheck - and frankly, the old Tutu/BGT journals were in a sorry state to begin with. 4. We *think* Isaya's translation encodings fix works (it does on French) but we don't have a Spanish test.
There are a few things that experienced folks could do that would help. The easiest one would be to install the entire mod on a Tutu install, and decompile all dialogs. Install the mod on a BG:EE install, and decompile all the dialogues. Run crosscheck on each pairing using any diff tool available (WinMerge, cygwin, you name it) and send the results to me.
Time showed that it's your argument that's not really valid here. You were unable to solve the critical issues, so you no longer have any right to delay releasement of public beta.
I bet K'aeloree and I would gladly accept the port, test a bit, and proudly put your name in the credits alongside the greats.
If that's true, then RELEASE CODE PUBLICLY AS A FREE SOFTWARE, and let anyone use it and/or modify it.
ummm... you don't have a "right" to somebody else's work dude. He's not your slave-monkey. He's doing this for no compensation. Show some appreciation for all his "tedious monkey work" rather than your weird sense of entitlement regarding a free addition to a game.
It's been available all along for anyone who cared to look, but it's not something we want to throw out there, because there's a high chance things *will* go wrong somewhere.
For people who are interested in what works in the current state, getting the version linked above to install on BGEE required me to remove a few lines from the tp2, namely the ones dealing with the conv_tra.bat. Once that was done it installed smoothly and seemingly without errors.
If I run into anything game-breaking that can be traced to the mod, I'll report it here.
I've so far had the following experiences:
- Imoen interjects about Gorion's body, diamond in tree, messenger on his way to Amn, Xzar and Montaron encounter, first Elminster encounter, guards at Friendly Arm, etc.
- Imoen banters about asking how charname is doing after Gorion's death and upon entering Beregost.
- Montaron banters about cooking dinner when the party rests.
- Player-iniated talking works on Imoen, Khalid, Jaheira and Xzar, but will cause Montaron to leave the party (along with Xzar). Doesn't work on Neera obviously.
- Imoen reacts to Tarnesh's death (or bounty notice pickup) and talks about grabbing his spellbook.
- Imoen reacts upon entering the Elfsong tavern and gives charname the birthday present necklace. Stats and description on it work.
- Keeper of the Portal at Candlekeep agrees to gather Gorion's body to bury it, and the message about a wagon coming to pick it up displays properly. Imoen also interjects about you not being let into Candlekeep.
As you can see I've obviously just bounced around trying various things, but it does remind me of how much I've missed this mod and how empty the game seems without it.
@LiamEsler@cmorgan Are there any thoughts about what's expected to fail in the current version, and to what degree? Banters, interjections and item creation at least tentatively seem to work.
Also, what does the .tra conversion do? Is it just a means of translating the mod to other languages, or did I miss out on something by removing it from the installation process?
@Shin Apart from what @cmorgan mentioned, some encounters may need to be moved (due to changed entry/exit points), some characters' banters/dialogs may not fire due to incorrect references, etc.
ACTION_IF NOT (FILE_EXISTS_IN_GAME ~bg1npc/tra/%LANGUAGE%/BG1NPC.tra~) AND (STRING_LENGTH ~%initialencoding%~ != 0) THEN BEGIN ACTION_IF ("%WEIDU_OS%" STRING_EQUAL_CASE ~WIN32~ = 0) THEN BEGIN
AT_NOW ~bg1npc/conv_tra.bat %LANGUAGE% %initialencoding%~ END
If on Mac or Unix you'll likely need to remove these instead/as well:
ACTION_IF ("%WEIDU_OS%" STRING_EQUAL_CASE ~OSX~ = 0) OR ("%WEIDU_OS%" STRING_EQUAL_CASE ~UNIX~ = 0) THEN BEGIN
AT_NOW ~bg1npc/conv_tra.sh %LANGUAGE% %initialencoding%~ END
After that, I also removed the following long list (shortened in this post), but not sure whether it's actually necessary:
@StoneSwords When you extract the mod in your game directory it will generate a bg1npc.tp2 file as well as a setup-bg1npc.exe file there. The exe file is the weidu program that lets you set up and install the mod, and the tp2 is like a text file with instructions in weidu code.
In this case, it seems some instructions have to be removed from the tp2 in order to get the install to work. If you open bg1npc.tp2 in a text editor you should be able to find the lines mentioned above.
Comments
It makes the game infinitely more playable. I mean... its just way too quiet in the damn party without this.
I'm glad with people in take time to revive this mod, but i will give thanks and praises for the mod... when it comes out.
I wholeheartedly approve of your picture. Jason Isaacs is my favorite actor and needs to be cast as Irenicus in my theoretical epic Baldur's Gate film adaptation.
So if you want to help - dive right in.
Caveat: it isn't released because
1. we are still working out fixes and testing them before uploading,
2. we have not been able to set up a good cross-comparison of the old INTERJECT_COPY_TRANSITIVE materials on EasyTutu versus on BG:EE so we are still not sure every I_C_T, I_C_T2, or I_C_T3 is interjecting into the same correct state (it should be, as BG:EE didn't move things around that much, but it isn't tested and frankly we don't want a forum flooded with bug reports that Minsc is saying something odd diring Edwin' joining stuff)
3. we *think* the JOURNAL behavior now works as we intend on BG:EE but we need more recheck - and frankly, the old Tutu/BGT journals were in a sorry state to begin with.
4. We *think* Isaya's translation encodings fix works (it does on French) but we don't have a Spanish test.
There are a few things that experienced folks could do that would help. The easiest one would be to install the entire mod on a Tutu install, and decompile all dialogs. Install the mod on a BG:EE install, and decompile all the dialogues. Run crosscheck on each pairing using any diff tool available (WinMerge, cygwin, you name it) and send the results to me.
It's been available all along for anyone who cared to look, but it's not something we want to throw out there, because there's a high chance things *will* go wrong somewhere.
If I run into anything game-breaking that can be traced to the mod, I'll report it here.
I've so far had the following experiences:
- Imoen interjects about Gorion's body, diamond in tree, messenger on his way to Amn, Xzar and Montaron encounter, first Elminster encounter, guards at Friendly Arm, etc.
- Imoen banters about asking how charname is doing after Gorion's death and upon entering Beregost.
- Montaron banters about cooking dinner when the party rests.
- Player-iniated talking works on Imoen, Khalid, Jaheira and Xzar, but will cause Montaron to leave the party (along with Xzar). Doesn't work on Neera obviously.
- Imoen reacts to Tarnesh's death (or bounty notice pickup) and talks about grabbing his spellbook.
- Imoen reacts upon entering the Elfsong tavern and gives charname the birthday present necklace. Stats and description on it work.
- Keeper of the Portal at Candlekeep agrees to gather Gorion's body to bury it, and the message about a wagon coming to pick it up displays properly. Imoen also interjects about you not being let into Candlekeep.
As you can see I've obviously just bounced around trying various things, but it does remind me of how much I've missed this mod and how empty the game seems without it.
Also, what does the .tra conversion do? Is it just a means of translating the mod to other languages, or did I miss out on something by removing it from the installation process?
these lines early on:
ACTION_IF NOT (FILE_EXISTS_IN_GAME ~bg1npc/tra/%LANGUAGE%/BG1NPC.tra~) AND
(STRING_LENGTH ~%initialencoding%~ != 0) THEN BEGIN
ACTION_IF ("%WEIDU_OS%" STRING_EQUAL_CASE ~WIN32~ = 0) THEN BEGIN
AT_NOW ~bg1npc/conv_tra.bat %LANGUAGE% %initialencoding%~
END
If on Mac or Unix you'll likely need to remove these instead/as well:
ACTION_IF ("%WEIDU_OS%" STRING_EQUAL_CASE ~OSX~ = 0) OR ("%WEIDU_OS%" STRING_EQUAL_CASE ~UNIX~ = 0) THEN BEGIN
AT_NOW ~bg1npc/conv_tra.sh %LANGUAGE% %initialencoding%~
END
After that, I also removed the following long list (shortened in this post), but not sure whether it's actually necessary:
MOVE ~bg1npc/tra/%LANGUAGE%/bg1npc_tmp.tra_utf8~ ~bg1npc/tra/%LANGUAGE%/bg1npc_tmp.tra~
MOVE ~bg1npc/tra/%LANGUAGE%/p#brlt.tra_utf8~ ~bg1npc/tra/%LANGUAGE%/p#brlt.tra~
...
MOVE ~bg1npc/tra/%LANGUAGE%/x#yeslick.tra_utf8~ ~bg1npc/tra/%LANGUAGE%/x#yeslick.tra~
// MOVE ~bg1npc/tra/%LANGUAGE%/setup.tra_utf8~ ~bg1npc/tra/%LANGUAGE%/setup.tra~
LOAD_TRA ~bg1npc/tra/%LANGUAGE%/setup.tra~
PRINT ~re-loaded %LANGUAGE% TRA files~
END
In this case, it seems some instructions have to be removed from the tp2 in order to get the install to work. If you open bg1npc.tp2 in a text editor you should be able to find the lines mentioned above.