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[mod] Yvette Romance

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  • MyceniusMycenius Member Posts: 95
    edited December 2024
    Sorry, but I have no plans to re-build the installation process. When you pick dialogue type, an entirely different set of dialogues is used, it's not as simple as setting a kit as this choice here happens in the very middle of the installation process, and moving them to the end alone may cause problems + it would require an update of not just English text, but also the Russian translation.

    All good - wasn't familiar with how its implemented so was just curious, asking the question. All good and understood. B)
    Original dialogue is something like:
    "I... I'm not sure what to think. Do you really believe it's fair to leave that man without any help? (Yvette looks at you surprised. It's rather clear that she's feeling somewhat uncomfortable with this decision.)"

    Without action text / description:
    "I... I'm not sure what to think. Do you really believe it's fair to leave that man without any help...?"

    Great - thanks. Suspected it was something along those lines, just wanted to be sure. 👍
    Sorry if you find that upsetting, but perhaps, if you're not planning on romancing her, just skip the mod. Yvette joins the team only if you romance her and if you stop / break / fail the romance, she's going to leave permanently.

    No, that's fine. And yep understood re: romance storyline.

    Thanks
  • realllysrealllys Member Posts: 3
    Hello,

    I wanted to know why the Readme includes Tiefling as a possible race for romancing Yvette, since it's not allowed for the player in the base game?
  • LavaDelVortelLavaDelVortel Member Posts: 3,202
    edited January 2025
    Because mods and save / character editors exist. Player may change the race and even if old BG2 that is one of the races that display normally in character screen. Even if you do that, Yvette may still romance your character.
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 116
    Chinese Translation for Yvette Romance mod.
  • LavaDelVortelLavaDelVortel Member Posts: 3,202
    edited June 22
    @MephistoSatanDevil, please, when you post translations, include info about the author, even if it's yours, because I always need that for the updates, and since you also send translations prepared by other members of the Chinese translators, I want to be sure I give proper credits. Check the other threads.
  • LavaDelVortelLavaDelVortel Member Posts: 3,202
    While I'm waiting for your answer, I also started to check stuff -- have you tested this translation? I get this error:
    5s6svc633vlz.png

    However, that may be a problem of my system reading one of the Chinese symbols, so if you tell me it's all fine, I'll just ignore it.
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 116
    While I'm waiting for your answer, I also started to check stuff -- have you tested this translation? I get this error:
    5s6svc633vlz.png

    However, that may be a problem of my system reading one of the Chinese symbols, so if you tell me it's all fine, I'll just ignore it.
    Here is the English translation:

    ---
    It seems this is because I packed the tra directory after a test installation....

    Ah, this is exactly what I wanted to discuss with you.

    In the tp2 file, in the section about encoding conversion, your original code was written like this:

    ```
    ACTION_DEFINE_ARRAY tra#noconvert BEGIN END
    ACTION_DEFINE_ARRAY tra#reload BEGIN setup END

    LAF HANDLE_CHARSETS
    INT_VAR
    infer_charsets = 1
    STR_VAR
    tra_path = EVAL ~%MOD_FOLDER%/translations~
    noconvert_array = tra#noconvert
    reload_array = tra#reload
    END
    END
    ```

    Could you please modify it so that the logic changes from "converting from ANSI to UTF-8" to "converting from UTF-8 to ANSI"? Like this:

    ```
    ACTION_DEFINE_ARRAY tra#noconvert BEGIN END
    ACTION_DEFINE_ARRAY tra#reload BEGIN setup END

    LAF HANDLE_CHARSETS
    INT_VAR
    from_utf8=1
    infer_charsets = 1
    STR_VAR
    tra_path = EVAL ~%MOD_FOLDER%/translations~
    noconvert_array = tra#noconvert
    reload_array = tra#reload
    END
    END
    ```

    Then convert all tra files to UTF-8 encoding.

    If you could make this change, it would be extremely helpful for our translation work. Otherwise, during the translation process we constantly encounter either garbled text during installation and it will also cause the weidu.log file to become garbled, or garbled text for some in-game text after installation. Thank you very much.

    Below I am providing two file packages: one is a translation package where there is garbled text during installation but the tp2 file is not modified. The other is a translation package where everything is normal during installation, but the tp2 file needs to be modified. (In this case, if we modify the encoding conversion logic in the tp2 file ourselves, the Russian translation in your mod would also need to be modified, so we don't dare to change it casually.)

    Additionally, for submissions where the translator is not specifically credited, the translator is me. (If it's me, you don't have to credit me; I don't really care about that.)

  • LavaDelVortelLavaDelVortel Member Posts: 3,202
    This mod is also for oBG2, and I think this is way less safe for people that are still using that version of the game - and there are such people. There are many translations you submitted that were primarily for oBG2 and then converted to EE. Sorry, but I don't want to change structure of the mod, and convert all translations for such mods, while I know it was done before differently and it worked. This is too big of a change that weren't properly tested with other languages. IIRC, you usually just provided a separate file for the setup in mods like Ooze's Lounge, and that same thing can be done here.
  • LavaDelVortelLavaDelVortel Member Posts: 3,202
    @MephistoSatanDevil -- ok, I changed some stuff: now Chinese language has both install and setup file. Install includes externalized installation symbols and the "install.tra" is never converted. That means ANSI is used for everything else and/or is converted to UTF-8, but those that picked Chinese language will also see the installation text properly.

    Download v5.2 that is up to see what I mean :)
    Additionally, for submissions where the translator is not specifically credited, the translator is me. (If it's me, you don't have to credit me; I don't really care about that.)
    Well, I care. And posting such notes about the author is helpful, or "this is my translation for XYZ" helps me, because I always double-check that before pushing a new version, because wrong credits can make people feel uncomfortable :)

    Anyway, check that v5.2 and then, take a look at White BG1 :)
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 116
    @MephistoSatanDevil -- ok, I changed some stuff: now Chinese language has both install and setup file. Install includes externalized installation symbols and the "install.tra" is never converted. That means ANSI is used for everything else and/or is converted to UTF-8, but those that picked Chinese language will also see the installation text properly.

    Download v5.2 that is up to see what I mean :)
    Additionally, for submissions where the translator is not specifically credited, the translator is me. (If it's me, you don't have to credit me; I don't really care about that.)
    Well, I care. And posting such notes about the author is helpful, or "this is my translation for XYZ" helps me, because I always double-check that before pushing a new version, because wrong credits can make people feel uncomfortable :)

    Anyway, check that v5.2 and then, take a look at White BG1 :)

    v5.2 passed installation testing on BG2EE v2.7.3.0.

    However, I noticed one thing: in v5.2, only the Chinese setup.tra was split into install.tra and setup.tra, while the Russian and English .tra files were not split.

    In fact, other languages would encounter the same issue as Chinese, wouldn't they? Do European players all accept the Russian approach and use English for console prompts?
  • LavaDelVortelLavaDelVortel Member Posts: 3,202
    edited June 29
    I know many languages either use the English title OR they just use ANSI-only symbols :)

    I know you split the files in other updates you just uploaded and I kept the way you did it, but I usually let specific translators to decide that, and here, with Yvette, I prefer to just have your translation get this treatment, because I know Yvette is already being translated into another language using the old structure. For that sake, when you'll be sending other translations for mods that are for both EE and oBG(2), just apply the method to the Chinese translation, please. It's ok if some other would rather keep it the old way, especially if there are some revisions being worked on :)

    Anyway, it looks like Yvette, White and Petsy are all up and running. Cheers! :)
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