Hi skellytz
skellytz, on 23 Jan 2022 - 21:54, said:
Insomniator, on 23 Jan 2022 - 12:57, said:
fix for fork of ToBex to restore BG1 rare sound behaviour for BG1 part of BGT, e.g. reduce SELECT_ACTION1,7 to SELECT_ACTION1,3 and use SELECT_ACTION_4,7 as rare sounds
You mean it would have to be uninstalled prior to starting BG2 portion of the game? Otherwise there would be lots of issues with BG2 joinables and other NPCs.
If we play at BG1 part, engine handle all .CRE as legacy with four rare sounds. If we play BG2, engine handle all .CRE as BG2's creatures. I know this is not best solution because "cross" .CRE can leak to other part of game.
But this will works with BG1 part of BGT (sorry, i don't know how BGT works, if it doesn't create exact copy of BG1 CRE for every BG1 .are/script, then my idea is meaningless) and any BG1 mods.
skellytz, on 23 Jan 2022 - 21:54, said:
Graion Dilach, on 23 Jan 2022 - 16:43, said:
A better option would be to use the first 4 slots in the CRE after the EXISTENCE5
Yes, but then there would have to be a patch moving the sound refs to the new offsets. Not much of a problem if we want to fix only the joinable NPCs.
BG1 mods are still issue, need to move sounds too (of couse we don't know .cre names), and do it again after installing new mod