The Fade mod was updated to version 5.2, including bugfixes and an improved scripting. EET compatibility was improved. Interjections at Watchers Keep now work for both SoA and ToB.
Improved scripting prevents "empty" dialogue calls and/or missing of romance dialogues.
If there are still bugs in the current version, let us know, instead of spreading rumors on other forums. Thank you.
Changes:
- Even more EET-friendly code by Jastey
-Fade should interject in Watcher's Keep in SoA, interjections at Watcher's Keep should not end the dialogues in ToB
-Slaver quest should not start if Fade is not romanced
-Change to HANDLE_AUDIO
-Replaced STATE_SLEEPING check for scripts with CD_STATE_NOTVALID
-Added InMyArea("E3Fade") to interjections in ToB
-Added See("E3Fade") !StateCheck("E3FADE",CD_STATE_NOTVALID) to interjections in SoA
-Changing instances of "…" to "..." and "`" to "'" in fade.tra
-Adding map note text of E3AR0500.baf to fade-setup.tra
-First call of setup-fade.tra goes to "Fade/Tra/classic/english/setup-fade.tra" so doubled setup.tra in the "autotra" folder is not needed.
-Added InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) CombatCounter(0) !See([ENEMY]) to banter.
-Dialogues trigger more stable, no more skipped dialogues, no more "empty" start of romance music.
-Viconia's romance conflict dialogue should always trigger.
-Improved compatibility: Using COPY_TRANS after first INTERJECT into ARAN.dlg.
Edited by jastey, 03 August 2020 - 03:21 PM.