New version is up! It includes both the translation and a fix for 2 typos.
Apologies regarding the Chinese translations for the two mods by VerrSza. An error in a proper noun has been identified and corrected, and the updated version has been re-uploaded in the original thread. Could you please update it again? I’m truly sorry for the inconvenience caused by my mistake.
Done, for both mods, but you need to check if the Chinese language installs fine, because while I managed to quickly replace the file, I had to run and I couldn't check if it installs properly. I would appreciate if you could check that and let everyone know if it works (for both mods).
Done, for both mods, but you need to check if the Chinese language installs fine, because while I managed to quickly replace the file, I had to run and I couldn't check if it installs properly. I would appreciate if you could check that and let everyone know if it works (for both mods).
I re-downloaded the mod from weaselmods.net and performed the installation. The installation went smoothly, but I noticed that a small amount of English text appears to have been written into the tlk file. Upon checking, it seems that some entries in the .d files were not replaced with their corresponding reference numbers. For example, in the VerrSza-BGEE mod, line 251 of the L#1VERRB.d file should have been referenced as @90. Additionally, the DisplayStringHead() calls in lines 454 to 478 of the L#1Dbant.baf file were not extracted into the .tra file.
With The Artisan, we removed the crossmod that was partially the reason, because the crossmod is already provided with Drake, and SoD crossmod doesn't have to be included in two mods to make it work nicely.
@MephistoSatanDevil -- remove the package, please, so in the future an outdated package isn't used instead of the official one.
I've noticed that although this mod is tagged as EET-compatible and its TP2 file includes EET checks, some BG1 map area identifiers are incorrectly mapped to their EET equivalents. When installed on an EET system, this causes the mod's content to malfunction.
I have created a fix for these mapping issues and successfully tested it with EET.
As I am not using EET myself, I cannot check it.
Have you by any chance checked if it's working fine on BG1EE without EET, too?
Ran a quick test:
Environment: BG1EE + DLC merge
Mod installation: Passed
Verrsza join dialogue: Passed
Mod uninstallation: Passed
Mod reinstallation: Passed
The changes made to this code did not affect the BG1EE portion.
Additionally, reporting a BUG: when the player force-attacks Cronius, he does not become hostile or retaliate. This issue is unrelated to the modifications mentioned above—it was discovered after reinstalling and testing the unmodified mod.
Yeah, these days I aspire more to good enough rather than perfect (that's in regard to the bug report) -- but I added a block to fix that. I have to many mods for each to be perfect.
I included your changes, the new version is up! Thanks and cheers
Fixed native EET compatibility (mostly interjection-related, so it probably went unnoticed in earlier testing) and corrected a number of Chinese translation texts.
@LavaDelVortel , I have a question about White-As-Bone. Also, I have both BG:EE and BG:SoD installed.
As my group chases Sarevok through the Thieves Guild lower level, a snake approaches with a message from White's adoptive mother. After the conversation he says that he will have to leave after we finish the final fight with Sarevok. After defeating Sarevok "Siege of Dragonspear" automatically starts. White is still part of the group at this point but will not respond to any conversation. After completing the SoD prologue, when my PC wakes up with Imoen in Baldur's Gate, White is still there and part of the party. He still has no response to conversation prompts. Shouldn't he be gone by this point in the game?
Hey. He is most likely missing SoD script to leave (this is a pre-SoD mod) - perhaps its best if you just kick him out of the team, there is no SoD content for him.
Remember to use White's thread when you are asking about him: https://forums.beamdog.com/discussion/17938/mod-white-npc
I've foud Verr'Sza in Siege of Dragonspear, but when he joins the party it has his human portrait rather than the rakshasa one. Is there an easy way to change that?
Comments
Apologies regarding the Chinese translations for the two mods by VerrSza. An error in a proper noun has been identified and corrected, and the updated version has been re-uploaded in the original thread. Could you please update it again? I’m truly sorry for the inconvenience caused by my mistake.
I re-downloaded the mod from weaselmods.net and performed the installation. The installation went smoothly, but I noticed that a small amount of English text appears to have been written into the tlk file. Upon checking, it seems that some entries in the .d files were not replaced with their corresponding reference numbers. For example, in the VerrSza-BGEE mod, line 251 of the L#1VERRB.d file should have been referenced as @90. Additionally, the DisplayStringHead() calls in lines 454 to 478 of the L#1Dbant.baf file were not extracted into the .tra file.
@MephistoSatanDevil -- remove the package, please, so in the future an outdated package isn't used instead of the official one.
The new version is up. Cheers!
cheers! Have a great day!
I have created a fix for these mapping issues and successfully tested it with EET.
Have you by any chance checked if it's working fine on BG1EE without EET, too?
Ran a quick test:
Environment: BG1EE + DLC merge
Mod installation: Passed
Verrsza join dialogue: Passed
Mod uninstallation: Passed
Mod reinstallation: Passed
The changes made to this code did not affect the BG1EE portion.
Additionally, reporting a BUG: when the player force-attacks Cronius, he does not become hostile or retaliate. This issue is unrelated to the modifications mentioned above—it was discovered after reinstalling and testing the unmodified mod.
I included your changes, the new version is up! Thanks and cheers
As my group chases Sarevok through the Thieves Guild lower level, a snake approaches with a message from White's adoptive mother. After the conversation he says that he will have to leave after we finish the final fight with Sarevok. After defeating Sarevok "Siege of Dragonspear" automatically starts. White is still part of the group at this point but will not respond to any conversation. After completing the SoD prologue, when my PC wakes up with Imoen in Baldur's Gate, White is still there and part of the party. He still has no response to conversation prompts. Shouldn't he be gone by this point in the game?
Remember to use White's thread when you are asking about him: https://forums.beamdog.com/discussion/17938/mod-white-npc
EDIT: Nevermind. I found his messenger who told me where to find him.