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Topic Summary

Posted by: jastey
« on: May 09, 2023, 05:38:24 AM »

Compatibility / Bug report:
Quote
Branwen in BG2 (...) was changing the Song 0 2da entry from G3Blank to Blank, which in the vanilla BG2EE game is set to TAV1 causing the tavern music.

https://www.gibberlings3.net/forums/topic/31134-bg1npc-bugthread/page/14/#comment-323332

blank.mus needs to be copied to /music in EE.
Posted by: jastey
« on: June 01, 2022, 11:21:33 AM »

Branwen updates to v8!
Version 8 comes with a French translation. Russian version was added in version 7!

Changelog v7:
- Russian version by Jericho2

Changelog v8:
- French version by by Shamou, JohnBob and jazira
- fate spirit line in tp2 should be in chosen Language
Posted by: jastey
« on: March 29, 2021, 11:01:07 AM »

Branwen NPC for BGII updates to v7!
The mod has now a Russian version by Jericho2. Thank you for the translation!

Changelog v7:
- Russian version by Jericho2
Posted by: jastey
« on: January 09, 2021, 10:37:04 AM »

Branwen updates to v6!
Thanks to Austin for providing a trified version.

Changelog:
- mod is now traified, by Austin.
- removed not needed Backup folder.
- links in branwen.ini updated.
- shortened mod name in .ini
- add Dynamic Install Syntax to support Project Infinity.
Posted by: jastey
« on: February 08, 2019, 04:05:44 AM »

Branwen updates to v4 with EET compatibility!

Changes:
- EET compatibility (with explanations!)
- corrected Viconia's DV in her interjection where Minsc's was checked instead
- added small note to readme about text formats needed in the EE
- renamed setup-Branwen.tp2 -> Branwen.tp2 to support ALIEN's "Project Infinity"
- added Branwen.ini to support ALIEN's "Project Infinity"
- moved readme call to the beginning
- Updated to WeiDU 246
Posted by: Aedan
« on: September 02, 2018, 03:36:42 PM »

In BGEE, now Branwen has got the Priest of Tempus kit.
Any chance to update this mod giving her this kit? It would be lovely.
Posted by: Kulyok
« on: September 17, 2015, 08:26:01 AM »

These are regular mod-tutorial questions, which are better asked in the modding Q&A, I think.

- Naturally, since you're studying _scripting_, the first place you need to go to is Branwen/Scripts, and look to the biggest file, her main script, O#BranS.baf:

you should scroll down to the romance part, and everything about incrementing variables will be explained in detail, I promise!

(quote: // EXACTLY like the condition in the beginning of each talk, right?)

Also, her main dialogue mentions that

/* We need IncrementGlobal() and RealSetGlobalTimer() in every dialogue. The last state is the best place, IF the dialogue has one ending, otherwise you'll have to duplicate. */

And you have probably already read O#Bran.d, her first dialogue file, which mentions that

// We don't want this dialogue to trigger again, so we set O#BranMet to one. Do this to all your lovetalks and NPC banters.



TL;DR: start reading Branwen's files in the order I mentioned: O#Bran.d first. Then it will be easier for you to deal with the romance stuff.

"// Read this dialogue file FIRST.

// As for Branwen's scripts, I recommend to start with O#BranS.baf."
Posted by: Bill Bisco
« on: September 13, 2015, 01:25:44 AM »

Hmm,

I can't think of a better place than to post this here:

1. In the Branwen mod the lovetalks start out with:

Code: [Select]
IF ~Global("O#BranTalk","GLOBAL",2)~ t1
SAY ~Let's stop and talk for a moment. By Tempus, I haven't seen you in ages!~
++ ~What for? You already know about Irenicus and Imoen.~ + t1.1
++ ~If it's about some rumors about me being a Child of Bhaal again, I will break someone's shield over their head. Just saying.~ + t1.2
++ ~Sure, let's talk. How have you been?~ + t1.3
++ ~Now is not the best time, Branwen.~ + t.0
END

IF ~~ t.0
SAY ~Until next time, then.~
IF ~~ DO ~IncrementGlobal("O#BranTalk","GLOBAL",1) RealSetGlobalTimer("O#BranTimer","GLOBAL",3600)~ EXIT
END

Now, where did you set O#BranTalk at 2 ?  This talk will not fire until that happens obviously and since each lovetalk is requisite on having increasing numbers, it seems that none of them will fire either.

2. Codewise, what prevents t.0 from always firing?  It has no requirements listed there for the dialogue to fire.

3. Here at the end of t2.6 you have an Increment Global regularly and an Increment Global if the Branwen Romance is Active at "1".
Code: [Select]


IF ~~ t2.6
SAY ~To <CHARNAME>! The best friend I could ever have.~
IF ~~ DO ~IncrementGlobal("O#BranTalk","GLOBAL",1) RealSetGlobalTimer("O#BranTimer","GLOBAL",3600)~ EXIT
IF ~Global("O#BranRomanceActive","GLOBAL",1)~ DO ~IncrementGlobal("O#BranTalk","GLOBAL",1) RealSetGlobalTimer("O#BranTimer","GLOBAL",3600)~ + t2.7
END

// Note how I placed a condition for O#BranRomanceActive below a "normal" exit.
// That's how it works if you want to add some "conditional" text to SAY dialogue.

IF ~~ t2.7
SAY ~And the most handsome man.~
IF ~~ EXIT
END

Does this talk in fact increment the Lovetalk by 2 if Branwen Romance Global is at "1"?

4. Where does the BranRomanceActive Global get set?  Where do the romance requirements (Gender, Race, etc.) get set?

Thank you,

Bill
Posted by: Kulyok
« on: May 18, 2015, 01:13:23 AM »

To correct for the next version:
== VICONIJ IF ~InParty("Viconia") InMyArea("Viconia") !StateCheck("Minsc",CD_STATE_NOTVALID)

Huge thanks to Raven for pointing this out(and sorry for not being able to reply on CoM forums - I lost my password _again_).
Posted by: Ravenslight
« on: March 03, 2014, 11:51:20 AM »

Thank you. Yes, a male NPC for Baldur’s Gate EE with a romance track for female protagonists. Kerick, a chaotic neutral thief.
Posted by: Kulyok
« on: March 03, 2014, 07:09:34 AM »

Good luck with it! I hope you're going to release an excellent (NPC-related, right?) mod! And you're very welcome.
Posted by: Ravenslight
« on: March 03, 2014, 06:56:09 AM »

Thank you Kulyok! Your tutorials have been an invaluable resource for my husband and myself as we learn to craft our first mod.
Posted by: Cal Jones
« on: February 18, 2014, 04:47:19 PM »

Thank you.
Posted by: Kulyok
« on: February 18, 2014, 06:48:18 AM »

Thank you! Yes, certainly, I've released all Branwen's banters for most of BG1 NPCs, including my own, they're in coded form in Crossmod Banter pack submissions thread: http://forums.gibberlings3.net/index.php?showtopic=23641&view=findpost&p=213835 (also Ajantis and Kivan there). Unfortunately, Crossmod hasn't been updated for quite a while(despite me suggesting help months ago, it got ignored), but you still can just insert my .tp2 code into Crossmod's Banter Pack setup file and dump the rest to crossmodbg2 folder, and it will work. :)
Posted by: Cal Jones
« on: February 18, 2014, 04:40:30 AM »

Great stuff! My next playthrough will contain all your new mods. You certainly are prolific! By the way, does Branwen banter with any of your other NPCs (Coran and Xan?)