Hello Kulyok,
Here are detailled descriptions of the changes I made in the archive and about the problem I found in BG2EE.
I replaced the block
ALWAYS AT_INTERACTIVE_EXIT ~VIEW Tiax/Readme-Tiax.txt~
ACTION_IF FILE_EXISTS ~Tiax/%LANGUAGE%/Readme-Tiax.txt~ THEN
BEGIN
AT_INTERACTIVE_EXIT ~VIEW Tiax/%LANGUAGE%/Readme-Tiax.txt~
END
END
with
README ~Tiax/%LANGUAGE%/Readme-Tiax.txt~ ~Tiax/Readme-Tiax.txt~
This allows the readme to be displayed, upon request, at the beginning of the installation. Hence any useful information for installing is available beforehand. The WeiDU synthax allows using a default file (second on the line) in case the translated readme is not available.
The consequence is, contrary to the original, it only displays one readme, either in the selected language or the english one if there is none for the selected language. The original code could display two, both the english one and the translated one.
Any translated readme has to be called Readme-Tiax.txt and be located in each language directory.
The EE conversion part looks a lot like the code in UB V25.
ALWAYS
// Borrowed from Edwin Romance: convert strings to UTF-8 for BGEE/BG2EE
INCLUDE ~%MOD_FOLDER%/handle_charsets.tpa~
// No exception, everything needs to be converted
ACTION_DEFINE_ARRAY O#noconvert BEGIN END
// Only setup-Tiax.tra needs to be reloaded
ACTION_DEFINE_ARRAY O#reload BEGIN Setup-Tiax END
// There is no "language" folder so the root of all languages in %MOD_FOLDER%
LAF HANDLE_CHARSETS
INT_VAR
infer_charset = 1
STR_VAR
tra_path = EVAL ~%MOD_FOLDER%~
// charset_table = O#charsets // Included for illustrative purposes.
noconvert_array = O#noconvert
reload_array = O#reload
END
END
It's pretty simple in this mod since there is no special case about tra files and only the Setup-Tiax.tra has to be reloaded after conversion. The other files will be loaded only when needed to compile dialogs.
As explained by Wisp in this topic on HANDLE_CHARSETS in the WeiDU forum, you have to include the iconv directory side by side with the directories for each language. In Tiax, this means the mod folder.
Since the conversion for BG2EE encoding is made on the fly, you can remove the fake EE language and its directory.
Regarding the missing sound and subtitle, what I did was install the mod in French and reuse an existing save game in the pocket plane, then call Tiax from the spirit in order to check the dialog was properly installed and with the right charset (that was ok). I did not ask him to join at this time so he moved to some other place. He's still in range. Quickly I noticed the "Invalid: 16777215" that appeared at some interval. Occasionnally I also get one voiced line of his too, but most of the time it's "Invalid: 16777215".
I checked the CRE file and it appears to have most unset voices at -1. I guess 16777215 is the way BG2EE sees all values set to -1. It seems to ignore the most significant byte of the integer though.
I have no idea which other voice should be set to avoid that. I couldn't find an NPC guide showing an example with more sounds than Tiax. Sure, some are missing, such as a few thief lines but it seems Tiax has no script assigned that could explain he's trying to hide or something.
That's why a BG2EE specialist would be helpful to locate what's missing. Alternatively, I could assign a different value for each voiced line in Tiax and see which one shows up as "Invalid: xxx".