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Version 0.5.1.
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Fix all the failstart bugs.
 - Fix misplaced Version line in the tp2.
 - Delete unused entries so they don't skewer up the reaction RNG.
 - Fix case mismatch in the LUA.

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GraionDilach committed Apr 30, 2021
1 parent 08d5a6c commit 92c0d4f
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7 changes: 7 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,13 @@ This mod adds the Planescape Torment characters' voices into the Infinity Engine
Initial build.
Includes Fall-From-Grace, Annah-of-the-Shadows and Nodrom.

### 0.5.1.

Fix all the failstart bugs.
- Fix misplaced Version line in the tp2.
- Delete unused entries so they don't skewer up the reaction RNG.
- Fix case mismatch in the LUA.

## Acknowledgments
Thanks for CamDawg for [his documentation on EE 2.6+ voicesets](https://github.com/Gibberlings3/EE_soundset_tool).
Thanks for Smeagolheart for the [Awesome Soundsets documentation](https://forums.beamdog.com/discussion/38319/mods-awesome-soundsets-mods-master-thread-custom-soundsets-for-bgee-bg2ee-and-iwdee/p1), inspiring to create this mod.
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38 changes: 1 addition & 37 deletions zg_pst_voices/english/setup.tra
Original file line number Diff line number Diff line change
Expand Up @@ -13,10 +13,6 @@
@109 = ~Your verbal sparring is quite potent. Perhaps I should assess the extent of your skill.~ [zgffgy] /// cd_action_rare2 #y
@110 = ~What can change the nature of a man?~ [zgffga_] /// cd_action_rare3 #a_
@111 = ~Time is not your enemy. Forever is.~ [zgffgb_] /// cd_action_rare4 #b_
@112 = ~~ [] /// cd_attack1 #c_
@113 = ~~ [] /// cd_attack2 #d_
@114 = ~~ [] /// cd_attack3 #e_
@115 = ~~ [] /// cd_attack4 #f_
@116 = ~I cannot allow your evil to continue.~ [zgffga] /// cd_battlecry1 #a
@117 = ~We must set things right.~ [zgffg8] /// cd_battlecry2 #8
@118 = ~You have done enough harm.~ [zgffg9] /// cd_battlecry3 #9
Expand All @@ -42,19 +38,14 @@
@138 = ~My spell was disrupted!~ [zgffg6] /// cd_disrupted #6
@139 = ~It is difficult to separate shadow from the darkness here.~ [zgffgp] /// cd_dungeon #p
@140 = ~Forgive me...~ [zgffgm] /// cd_dying #m
@141 = ~~ [] /// cd_dying2 #p_
@142 = ~The air is quite... bracing here.~ [zgffgn] /// cd_forest #n
@143 = ~And again death attempts to claim you.~ [zgffgw] /// cd_gen_death #w
@144 = ~~ [] /// cd_gen_death2 #q_
@145 = ~I am most pleased by our progress.~ [zgffgr_] /// cd_happy #r_
@146 = ~I fear I've been wounded.~ [zgffge] /// cd_hurt #e
@147 = ~~ [] /// cd_hurt2 #s_
@148 = ~I cannot wound it.~ [zgffg2] /// cd_immune #2
@149 = ~I didn't have room for it so I was forced to drop it.~ [zgffg3] /// cd_inventory #3
@150 = ~As long as I am permitted, I suppose.~ [zgffgb] /// cd_leader #b
@151 = ~~ [] /// cd_leader2 #t_
@152 = ~There is nothing I can do.~ [zgffgu_] /// cd_morale_break #u_
@153 = ~~ [] /// cd_morale_break2 #v_
@154 = ~Your luck seems to blanket us all.~ [zgffgr] /// cd_night #r
@155 = ~Oh.~ [zgffg4] /// cd_pickpocket #4
@156 = ~Are you alright?~ [zgffgw_] /// cd_select_rare1 #w_
Expand All @@ -67,7 +58,7 @@
@163 = ~Hmph. Simple minds, simple pleasures.~ [zgffg3_] /// cd_select_rare8 #3_
@164 = ~Shadows.~ [zgffg5] /// cd_shadows #5
@165 = ~I feel fatigued. I should rest soon.~ [zgffgc] /// cd_tired #c
@166 = ~~ [] /// cd_tired2 #4_
@166 = "-1" /// cd_tired2 #4_
@167 = ~Very well then.~ [zgffg7] /// cd_trap #7
@168 = ~I do not approve of your methods.~ [zgffg5_] /// cd_unhappy_1 #5_
@169 = ~Your actions have harmed many. Take care they do not harm anyone else from here on.~ [zgffg6_] /// cd_unhappy_2 #6_
Expand All @@ -85,10 +76,6 @@
@209 = ~The sooner we're gone from here, the better.~ [zganay] /// cd_action_rare2 #y
@210 = ~Right. Get the work done, get out o' here.~ [zganaa_] /// cd_action_rare3 #a_
@211 = ~Never trust a tanar'ri, that's what I always say.~ [zganab_] /// cd_action_rare4 #b_
@212 = ~~ [] /// cd_attack1 #c_
@213 = ~~ [] /// cd_attack2 #d_
@214 = ~~ [] /// cd_attack3 #e_
@215 = ~~ [] /// cd_attack4 #f_
@216 = ~Time to kick some back.~ [zganaa] /// cd_battlecry1 #a
@217 = ~Ach! Never have I seen somethin' so ugly, I've not.~ [zgana8] /// cd_battlecry2 #8
@218 = ~Ooh... from bad to worse we go!~ [zgana9] /// cd_battlecry3 #9
Expand All @@ -109,7 +96,6 @@
@233 = ~Dammit.~ [zgana1] /// cd_criticalmiss #1 (number)
@234 = ~Unh.~ [zganal] /// cd_damage #l (letter)
@235 = ~Ow!~ [zganan_] /// cd_damage2 #n_
@236 = ~~ [] /// cd_damage3 #o_
@237 = ~Oh, adventure... glory... aye, this is the life.~ [zganaq] /// cd_day #q
@238 = ~Ach, messed up.~ [zgana6] /// cd_disrupted #6
@239 = ~We shouldn't be here... the Lady'll put us in the dead book for sure!~ [zganap] /// cd_dungeon #p
Expand Down Expand Up @@ -139,10 +125,8 @@
@263 = ~I'd stop now, if I were you.~ [zgana3_] /// cd_select_rare8 #3_
@264 = ~Like a shadow, I am.~ [zgana5] /// cd_shadows #5
@265 = ~Right, we need to set up Kip now.~ [zganac] /// cd_tired #c
@266 = ~~ [] /// cd_tired2 #4_
@267 = ~Got it.~ [zgana7] /// cd_trap #7
@268 = ~I don't know why I keep company with the likes o' you.~ [zgana5_] /// cd_unhappy_1 #5_
@269 = ~~ [] /// cd_unhappy_2 #6_


@300 = ~PST: Nordom~
Expand All @@ -157,19 +141,12 @@
@309 = ~I will consider this.~ [zgnory] /// cd_action_rare2 #y
@310 = ~Silence seems to be a most efficient use of language.~ [zgnora_] /// cd_action_rare3 #a_
@311 = ~Once I was 'one'. Now I am 'one', but it is a smaller, louder 'one'.~ [zgnorb_] /// cd_action_rare4 #b_
@312 = ~~ [] /// cd_attack1 #c_
@313 = ~~ [] /// cd_attack2 #d_
@314 = ~~ [] /// cd_attack3 #e_
@315 = ~~ [] /// cd_attack4 #f_
@316 = ~Nordom will stop you.~ [zgnora] /// cd_battlecry1 #a
@317 = ~Nordom will attempt to stop you.~ [zgnor8] /// cd_battlecry2 #8
@318 = ~Shadows in vicinity have achieved mass and threatening trajectory.~ [zgnor9] /// cd_battlecry3 #9
@319 = ~~ [] /// cd_battlecry4 #g_
@320 = ~~ [] /// cd_battlecry5 #h_
@321 = ~Nordom and crossbows wish to go in search of trouble.~ [zgnord] /// cd_bored #d
@322 = ~I will guard this three foot square spot while you are gone.~ [zgnori_] /// cd_bored2 #i_
@323 = ~Goodbye.~ [zgnorj_] /// cd_breaking_pt #j_
@324 = ~~ [] /// cd_city #o
@325 = ~Nordom addressed.~ [zgnorf] /// cd_common1 #f
@326 = ~Packet dropped. Reiterate request.~ [zgnorg] /// cd_common2 #g
@327 = ~I, Nordom.~ [zgnorh] /// cd_common3 #h
Expand All @@ -181,37 +158,24 @@
@333 = ~Error! Error!~ [zgnor1] /// cd_criticalmiss #1 (number)
@334 = ~Warning: Armour breached.~ [zgnorl] /// cd_damage #l (letter)
@335 = ~Nordom damaged.~ [zgnorn_] /// cd_damage2 #n_
@336 = ~~ [] /// cd_damage3 #o_
@337 = ~It would be more practical for you to assume the form of a modron. It is 13.27% more efficient. Give or take +5.2%~ [zgnorq] /// cd_day #q
@338 = ~Failed.~ [zgnor6] /// cd_disrupted #6
@339 = ~~ [] /// cd_dungeon #p
@340 = ~Sense of closure imminent.~ [zgnorm] /// cd_dying #m
@341 = ~~ [] /// cd_dying2 #p_
@342 = ~~ [] /// cd_forest #n
@343 = ~Hierarchy disrupted.~ [zgnorw] /// cd_gen_death #w
@344 = ~Leader terminated.~ [zgnorq_] /// cd_gen_death2 #q_
@345 = ~Nordom is happy.~ [zgnorr_] /// cd_happy #r_
@346 = ~~ [] /// cd_hurt #e
@347 = ~~ [] /// cd_hurt2 #s_
@348 = ~Cannot harm target.~ [zgnor2] /// cd_immune #2
@349 = ~I had no room for that object so I was forced to eject it.~ [zgnor3] /// cd_inventory #3
@350 = ~Affirmatory! Admission granted, permissions exchanged.~ [zgnorb] /// cd_leader #b
@351 = ~~ [] /// cd_leader2 #t_
@352 = ~Prospect of success slight.~ [zgnoru_] /// cd_morale_break #u_
@353 = ~~ [] /// cd_morale_break2 #v_
@354 = ~Fate does not seem to possess the complexities that many believe.~ [zgnorr] /// cd_night #r
@355 = ~Result: Success.~ [zgnor4] /// cd_pickpocket #4
@356 = ~I've got rickets.~ [zgnorw_] /// cd_select_rare1 #w_
@357 = ~I sleep in a drawer.~ [zgnorx_] /// cd_select_rare2 #x_
@358 = ~I am cube decube.~ [zgnory_] /// cd_select_rare3 #y_
@359 = ~I'm a little modron short and stout.~ [zgnorz_] /// cd_select_rare4 #z_
@360 = ~~ [] /// cd_select_rare5 #0_
@361 = ~~ [] /// cd_select_rare6 #1_
@362 = ~~ [] /// cd_select_rare7 #2_
@363 = ~~ [] /// cd_select_rare8 #3_
@364 = ~Status: hidden.~ [zgnor5] /// cd_shadows #5
@365 = ~Nordom collapse imminent.~ [zgnorc] /// cd_tired #c
@366 = ~~ [] /// cd_tired2 #4_
@367 = ~Affirmatory.~ [zgnor7] /// cd_trap #7
@368 = ~Nordom is serious.~ [zgnor5_] /// cd_unhappy_1 #5_
@369 = ~Nordom is annoyed.~ [zgnor6_] /// cd_unhappy_2 #6_
46 changes: 5 additions & 41 deletions zg_pst_voices/zg_pst_voices.tp2
Original file line number Diff line number Diff line change
@@ -1,10 +1,10 @@
BACKUP ~zg_pst_voices/backup~ // location to store files for uninstall purposes
AUTHOR [email protected]~
VERSION ~0.5.1~

LANGUAGE ~English~ ~english~ ~%MOD_FOLDER%/english/setup.tra~

LANGUAGE ~English~ ~english~ ~%MOD_FOLDER%/english/setup.tra~

VERSION ~0.5~
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
///// \\\\\
Expand Down Expand Up @@ -52,10 +52,6 @@ LAF cd_add_soundset
cd_action_rare2 = RESOLVE_STR_REF(@109) // y
cd_action_rare3 = RESOLVE_STR_REF(@110) // a_
cd_action_rare4 = RESOLVE_STR_REF(@111) // b_
cd_attack1 = RESOLVE_STR_REF(@112) // c_
cd_attack2 = RESOLVE_STR_REF(@113) // d_
cd_attack3 = RESOLVE_STR_REF(@114) // e_
cd_attack4 = RESOLVE_STR_REF(@115) // f_
cd_battlecry1 = RESOLVE_STR_REF(@116) // a
cd_battlecry2 = RESOLVE_STR_REF(@117) // 8
cd_battlecry3 = RESOLVE_STR_REF(@118) // 9
Expand All @@ -81,19 +77,14 @@ LAF cd_add_soundset
cd_disrupted = RESOLVE_STR_REF(@138) // 6
cd_dungeon = RESOLVE_STR_REF(@139) // p
cd_dying1 = RESOLVE_STR_REF(@140) // m
cd_dying2 = RESOLVE_STR_REF(@141) // p_
cd_forest = RESOLVE_STR_REF(@142) // n
cd_gen_death1 = RESOLVE_STR_REF(@143) // w
cd_gen_death2 = RESOLVE_STR_REF(@144) // q_
cd_happy = RESOLVE_STR_REF(@145) // r_
cd_hurt1 = RESOLVE_STR_REF(@146) // e
cd_hurt2 = RESOLVE_STR_REF(@147) // s_
cd_immune = RESOLVE_STR_REF(@148) // 2
cd_inventory = RESOLVE_STR_REF(@149) // 3
cd_leader1 = RESOLVE_STR_REF(@150) // b
cd_leader2 = RESOLVE_STR_REF(@151) // t_
cd_morale_break1 = RESOLVE_STR_REF(@152) // u_
cd_morale_break2 = RESOLVE_STR_REF(@153) // v_
cd_night = RESOLVE_STR_REF(@154) // r
cd_pickpocket = RESOLVE_STR_REF(@155) // 4
cd_select_rare1 = RESOLVE_STR_REF(@156) // w_
Expand All @@ -115,7 +106,7 @@ END
////Graion additions:
LAF zg_add_name_to_soundset
INT_VAR zg_prettyname = RESOLVE_STR_REF(@100)
STR_VAR zg_filename = "zgffg"
STR_VAR zg_filename = "ZGFFG"
END

//========================
Expand All @@ -135,10 +126,6 @@ LAF cd_add_soundset
cd_action_rare2 = RESOLVE_STR_REF(@209) // y
cd_action_rare3 = RESOLVE_STR_REF(@210) // a_
cd_action_rare4 = RESOLVE_STR_REF(@211) // b_
cd_attack1 = RESOLVE_STR_REF(@212) // c_
cd_attack2 = RESOLVE_STR_REF(@213) // d_
cd_attack3 = RESOLVE_STR_REF(@214) // e_
cd_attack4 = RESOLVE_STR_REF(@215) // f_
cd_battlecry1 = RESOLVE_STR_REF(@216) // a
cd_battlecry2 = RESOLVE_STR_REF(@217) // 8
cd_battlecry3 = RESOLVE_STR_REF(@218) // 9
Expand All @@ -159,7 +146,6 @@ LAF cd_add_soundset
cd_criticalmiss = RESOLVE_STR_REF(@233) // 1 (number)
cd_damage1 = RESOLVE_STR_REF(@234) // l (letter)
cd_damage2 = RESOLVE_STR_REF(@235) // n_
cd_damage3 = RESOLVE_STR_REF(@236) // o_
cd_day = RESOLVE_STR_REF(@237) // q
cd_disrupted = RESOLVE_STR_REF(@238) // 6
cd_dungeon = RESOLVE_STR_REF(@239) // p
Expand Down Expand Up @@ -189,16 +175,14 @@ LAF cd_add_soundset
cd_select_rare8 = RESOLVE_STR_REF(@263) // 3_
cd_shadows = RESOLVE_STR_REF(@264) // 5
cd_tired1 = RESOLVE_STR_REF(@265) // c
cd_tired2 = RESOLVE_STR_REF(@266) // 4_
cd_trap = RESOLVE_STR_REF(@267) // 7
cd_unhappy_1 = RESOLVE_STR_REF(@268) // 5_
cd_unhappy_2 = RESOLVE_STR_REF(@269) // 6_
STR_VAR cd_name = "ZGANA"
END
////Graion additions:
LAF zg_add_name_to_soundset
INT_VAR zg_prettyname = RESOLVE_STR_REF(@200)
STR_VAR zg_filename = "zgana"
STR_VAR zg_filename = "ZGANA"
END

//==========
Expand All @@ -218,19 +202,12 @@ LAF cd_add_soundset
cd_action_rare2 = RESOLVE_STR_REF(@309) // y
cd_action_rare3 = RESOLVE_STR_REF(@310) // a_
cd_action_rare4 = RESOLVE_STR_REF(@311) // b_
cd_attack1 = RESOLVE_STR_REF(@312) // c_
cd_attack2 = RESOLVE_STR_REF(@313) // d_
cd_attack3 = RESOLVE_STR_REF(@314) // e_
cd_attack4 = RESOLVE_STR_REF(@315) // f_
cd_battlecry1 = RESOLVE_STR_REF(@316) // a
cd_battlecry2 = RESOLVE_STR_REF(@317) // 8
cd_battlecry3 = RESOLVE_STR_REF(@318) // 9
cd_battlecry4 = RESOLVE_STR_REF(@319) // g_
cd_battlecry5 = RESOLVE_STR_REF(@320) // h_
cd_bored1 = RESOLVE_STR_REF(@321) // d
cd_bored2 = RESOLVE_STR_REF(@322) // i_
cd_breaking_pt = RESOLVE_STR_REF(@323) // j_
cd_city = RESOLVE_STR_REF(@324) // o
cd_common1 = RESOLVE_STR_REF(@325) // f
cd_common2 = RESOLVE_STR_REF(@326) // g
cd_common3 = RESOLVE_STR_REF(@327) // h
Expand All @@ -242,37 +219,24 @@ LAF cd_add_soundset
cd_criticalmiss = RESOLVE_STR_REF(@333) // 1 (number)
cd_damage1 = RESOLVE_STR_REF(@334) // l (letter)
cd_damage2 = RESOLVE_STR_REF(@335) // n_
cd_damage3 = RESOLVE_STR_REF(@336) // o_
cd_day = RESOLVE_STR_REF(@337) // q
cd_disrupted = RESOLVE_STR_REF(@338) // 6
cd_dungeon = RESOLVE_STR_REF(@339) // p
cd_dying1 = RESOLVE_STR_REF(@340) // m
cd_dying2 = RESOLVE_STR_REF(@341) // p_
cd_forest = RESOLVE_STR_REF(@342) // n
cd_gen_death1 = RESOLVE_STR_REF(@343) // w
cd_gen_death2 = RESOLVE_STR_REF(@344) // q_
cd_happy = RESOLVE_STR_REF(@345) // r_
cd_hurt1 = RESOLVE_STR_REF(@346) // e
cd_hurt2 = RESOLVE_STR_REF(@347) // s_
cd_immune = RESOLVE_STR_REF(@348) // 2
cd_inventory = RESOLVE_STR_REF(@349) // 3
cd_leader1 = RESOLVE_STR_REF(@350) // b
cd_leader2 = RESOLVE_STR_REF(@351) // t_
cd_morale_break1 = RESOLVE_STR_REF(@352) // u_
cd_morale_break2 = RESOLVE_STR_REF(@353) // v_
cd_night = RESOLVE_STR_REF(@354) // r
cd_pickpocket = RESOLVE_STR_REF(@355) // 4
cd_select_rare1 = RESOLVE_STR_REF(@356) // w_
cd_select_rare2 = RESOLVE_STR_REF(@357) // x_
cd_select_rare3 = RESOLVE_STR_REF(@358) // y_
cd_select_rare4 = RESOLVE_STR_REF(@359) // z_
cd_select_rare5 = RESOLVE_STR_REF(@360) // 0_
cd_select_rare6 = RESOLVE_STR_REF(@361) // 1_
cd_select_rare7 = RESOLVE_STR_REF(@362) // 2_
cd_select_rare8 = RESOLVE_STR_REF(@363) // 3_
cd_shadows = RESOLVE_STR_REF(@364) // 5
cd_tired1 = RESOLVE_STR_REF(@365) // c
cd_tired2 = RESOLVE_STR_REF(@366) // 4_
cd_trap = RESOLVE_STR_REF(@367) // 7
cd_unhappy_1 = RESOLVE_STR_REF(@368) // 5_
cd_unhappy_2 = RESOLVE_STR_REF(@369) // 6_
Expand All @@ -281,5 +245,5 @@ END
////Graion additions:
LAF zg_add_name_to_soundset
INT_VAR zg_prettyname = RESOLVE_STR_REF(@300)
STR_VAR zg_filename = "zgnor"
STR_VAR zg_filename = "ZGNOR"
END

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