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de'Arnise Romance V2 released! Download now!
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Author Topic: Bugs and typos for v2  (Read 2451 times)
Kulyok
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« on: April 19, 2009, 09:28:00 AM »
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Please, post your reports here.
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plainab
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« Reply #1 on: April 25, 2009, 06:48:34 PM »
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Some text that don't make sense....
Found these while playing the game with version 1 and they were carried over to version 2
The first one is part of the interjection with Churin the warehouse guy and the second one is with Elisia the water sprite, both found in Easthaven.

From interjections.tra
Quote
@159  = ~Ack, no, lady.  When when the fish is spawning, we don't approach the shore.  Two months living on dried meals can be hard, but that's how things must be.~
There should only be one when. Also, in this case fish is plural rather than singular so are is needed. So it would say When the fish are spawning

Quote
@232  = ~She smiles gratefully, and makes a small step back.~
To my ears it should be takes instead of makes
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Kulyok
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« Reply #2 on: April 26, 2009, 12:12:30 AM »
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Thank you! Will fix them in the next version.

(If you have more, please, keep them coming Smiley ).
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plainab
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« Reply #3 on: April 28, 2009, 04:41:43 PM »
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This is from the banter with the hermit in kuldahar pass.
Interjections.tra
Quote
@375  = ~Lest another avalanche buries us for good.  Thank you for pointing us to the right direction.~
Maybe I'm nitpicking but in sounds much better to me.


Side thought...
I've not gotten all the way through by any stretch of the imagination and so I don't know if there is a situation like this but if there is then the following my be interesting to incorporate.

Let's say PC is a cleric, druid, paladin or ranger with healing spells memorized.
Let's say that NPC which PC is in romance with or really good friendship with is injured
Let's say that PC is able to cast a healing spell on their close friend who is injured.

We could do this in dplayer3.bcs (so party ai has to be on in order for it to happen)
Code:
IF
ActionListEmpty() //not doing anything else
Range(Player1,0) //make sure that Player1 is the only one doing this
!StateCheck(Player1,STATE_REALLY_DEAD) //not dead
!StateCheck(Player1,CD_STATE_NOT_VALID) //is able to do stuff
!StateCheck(O#NPC,STATE_REALLY_DEAD) //not dead
!StateCheck(O#NPC,CD_STATE_NOT_VALID) //is able to do stuff
Global("friendship_global","GLOBAL",X)//where X is the number of the level you want it to take place
Global("friendship_global_throwaway","GLOBAL",0) //not done this before
HaveSpell(WHATEVER_HEALING_SPELL_YOU_WISH) //has given spell
HPPercentLT(O#NPC,75) //pc's close friend is injured and injured enough that the player should be okay with a single auto cast of the spell
THEN
RESPONSE #50
SetGlobal("friendship_global_throwaway","GLOBAL",1) //did this so don't so it again
FloatMessage(Player1,@100) //float the message on screen
DisplayString(Player1,@100) //duplicate it in the text window so someone can read it there if they miss it on the screen
Spell(O#NPC,WHATEVER_HEALING_SPELL_YOU_WISH) // do the spell
Wait(2) // wait just a touch
FloatMessage(O#NPC,@101) //float the message on screen
DisplayString(O#NPC,@101) //duplicate it in the text window so someone can read it there if they miss it on the screen
END
And the tra strings
Code:
@100 = ~Oh, <O#NPC_NAME>, you are injured.
Let me help...~
@101 = ~Thank you.~
Of course, it's just an example.  Perhaps there are other circumstances where it might be better to use some floating text without having to start an entire dialog sequence.  I got the idea from a thread by cmorgan. I know float message and DSH are mostly used for debugging purposes, but in IWD where (unless we use IWDNPC's) the parties are pretty quiet it can come in handy to help break up the monotony.

Maybe when you find your first potion of invisibility, Teri could pipe up and float some text that says "Ooo... I'll take that!"
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Kulyok
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« Reply #4 on: April 29, 2009, 01:44:20 AM »
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Thank you for the typo report!

I saw a healing thingy with Gavin NPC, and it was awful, to be honest, so I'd rather not do it in my mods. But I appreciate the idea - I can see it working for other people, certainly.
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plainab
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« Reply #5 on: April 30, 2009, 11:27:16 AM »
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First heard these discrepancies in game...

from dialogue.tra
Quote
@100  = ~"House of the Bleeding Rose", it was written over the threshold.  What image these words create!~ [O#KOR045]
The sound file says What an image which also sounds better than what is currently read/written.

also from dialogue.tra
Quote
@101  = ~Hah, yes.  My parents pay their respects to Hanali, the Golden Rose: roses seem to follow me wherever I go.  What do the priests mean when they speak of roses, do you think?~ [O#TER044]
The sound file says the Golden Rose, and roses
Also outside of the game when playing the sound file there seems to be a glitch or editing error at pay their. It sounds like pay er their I don't remember hearing it in the game, but it could have been there...
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Kulyok
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« Reply #6 on: April 30, 2009, 11:43:45 AM »
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Oh, I was sure "what an image" was corrected -- sorry! Will do.

And, yep, noted.
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Jaxsbudgie
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« Reply #7 on: June 22, 2009, 05:28:18 PM »
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Just looking for this Heartstone Gem or whatever it's called

And triggered the conversation with Severn where he talks about how someone 'coincidentally' gets there before us and steals the gem
But then when he talks of the 'bad guy', he refers to him as a 'he'
Now i haven't played IWD before, i've played every other Bioware game you can think of except IWD 1, so i have no idea if the 'bad guy' is actually a he
Maybe a conversation option along the lines of "Who says it's a he?" kind of thing
I don't know ... just a suggestion

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Kulyok
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« Reply #8 on: June 23, 2009, 03:46:32 AM »
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You mean this bit? "And there's still this mysterious someone or someones who is either plotting our death or laughing hard by now.  Probably both, if he is your usual power-hungry maniac, "myahahahaha!" and all that rot.  It's worse if he's clever."

Yes, it's your usual "I'm no idea who the bad guy is, but it's probably a he, because... well, it's usually a he, right?"

Adding "Who says it's a he?" reply makes sense, yes. I'll see if I can do it in the next version.

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Jaxsbudgie
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« Reply #9 on: June 23, 2009, 02:00:26 PM »
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Right,
I've just entered the Severed Hand
And Teri has confronted Severn about why he hasn't spoken to her
And he said "Stand and delivah, ey?"
Shouldn't that be "Stant and deliver?
Or am i missing something
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Kulyok
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« Reply #10 on: June 24, 2009, 12:54:47 AM »
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It's deliberate mispronouncing. Smiley Like "Sah!" instead of "Sir!".
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Jaxsbudgie
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« Reply #11 on: June 25, 2009, 10:25:37 AM »
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Right, hello again

I'm at the Dwarf place, don't want to give away too many spoilers

Just entered the room with the circle of runes on the floor
And Nella says:
"Arundel one showed me something very similar"
Methinks that should be 'once'
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Kulyok
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« Reply #12 on: June 25, 2009, 10:34:03 AM »
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Yes, thank you.
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MoonDragon303
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« Reply #13 on: September 14, 2009, 07:18:04 PM »
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Good Evening everyone!

   First I must say, this sounds like a wonderful mod! I have always wished Icewind Dale to be more like BGII, in terms of character interaction.

   I seem to have encountered a bug of some sort. I just started a new game, only to discover that none of the new NPC's can speak! The screen shifts to them, as if they are going to speak, but the dialogue box is empty. Is this a normal occurance? Thank you for any help with this issue!
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Kulyok
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« Reply #14 on: September 15, 2009, 12:30:56 AM »
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Welcome to PPG!

It may be because you were installing the mod with the game running in the background. Did you make the backup of override directory and dialog.tlk like the readme advised? Make sure the game is not running, uninstall IWD NPC and install them again. Should work then.
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MoonDragon303
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« Reply #15 on: September 16, 2009, 03:31:57 PM »
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Thank you!

 I did as you said and that seems to have worked! I really appreciate all your help Smiley
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Anon
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« Reply #16 on: January 14, 2010, 05:38:01 AM »
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A couple of lines from a banter between Teri and Nella caught my eye.

Quote
Teri - So this is the Great Oak.  And your brethren care about it, Nella?

I think this should say "care for it" instead. Asking if they care about it sounds like she's disparaging the tree or the druids' commitment to it, which clearly isn't her intention.

Later in the same exchange:

Quote
Teri - It's so beautiful here, so peaceful.  Why do we have to leave?

Nella - Not yet, and then we will come back.

Teri's question or Nella's response need to be reworded so they match.
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Kulyok
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« Reply #17 on: January 14, 2010, 05:39:04 AM »
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Thank you for reporting!
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alboy
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« Reply #18 on: February 12, 2010, 04:16:29 AM »
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l am enjoying this mod.
The problem l have at the moment is that l have chosen Nella as a Fighter/Druid & she has 2 stars in both Quarterstaffs & Long Swords but she can not use Long Swords, if there is to be another update can you please give her something else instead of Long Swords.
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Kulyok
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« Reply #19 on: February 12, 2010, 04:24:21 AM »
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Oh, sorry! Of course. Will correct this in the next version. Thank you for reporting!
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alboy
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« Reply #20 on: February 12, 2010, 05:39:00 AM »
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Thanks for the reply Kulyok.
l am not rushing you but as l have only just started l was wondering if a new version would be released fairly soon.
 

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Kulyok
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« Reply #21 on: February 12, 2010, 06:06:41 AM »
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Not during your playthrough, I'm afraid, no: for now I just don't have much to work with. I know that DavidW was going to do some work on IWD-in-BG2 engine this spring, I have an IWD NPC version for this engine ready, and I would like to do the update-and-upgrade when it's done.
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