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update to v1.5
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- Compatibility fix with cave of "Black Hearts" added.
- Brandock's comment about the ongoings in Candlekeep Catakombs should not interrupt his Halfogre quesz´t encounter.
- Brandock's comment on Ice Island should not skip a line.
- Streamlines the install order in the .ini. Added METADATA ~AFTER install order syntax to tp2. Updated info in readme regarding install order with other mods.
- (BGT) Corrected MOS for c#br02.are.
- Crossmod with Valerie removed.
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4 changes: 2 additions & 2 deletions c#brandock/c#brandock.ini
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,6 @@ LabelType = GloballyUnique
# Dynamic Install Order Category
Type = NPC
Before = EET_end
Before = EET_end,
After = ACBre, AC_QUEST, AjantisBG1, AjantisBG2, alternatives, atweaks, bgqe, bg1npc, bg1re, bst, c#brage, c#endlessbg1, c#sodboabri, c#solaufein, EET, FinchNPC, Framed, gavin, imoen_forever, npc_strongholds, ntotsc, sirinescall, thecalling, transitions, valerie
After =EET,
78 changes: 75 additions & 3 deletions c#brandock/c#brandock.tp2
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ BACKUP ~C#Brandock/backup~
AUTHOR ~Please post at G3 or Kerzenburgforum, refer to readme.~


VERSION ~v1.4~
VERSION ~v1.5~

README ~C#Brandock/readme.brandock.%LANGUAGE%.html~ ~readme.brandock.english.html~

Expand Down Expand Up @@ -2371,7 +2371,7 @@ END
/* MOS-files for bgt */
ACTION_IF GAME_IS ~bgt~ BEGIN
COPY ~C#Brandock/areas/mos_bgt/c#br01.MOS~ ~Override/c#br01.MOS~
COPY ~C#Brandock/areas/mos_bgt/c#br01.MOS~ ~Override/c#br02.MOS~
COPY ~C#Brandock/areas/mos_bgt/c#br02.MOS~ ~Override/c#br02.MOS~
COPY ~C#Brandock/areas/mos_bgt/c#thal.MOS~ ~Override/c#thal.MOS~
END

Expand Down Expand Up @@ -2782,6 +2782,7 @@ INCLUDE ~%MOD_FOLDER%/7thpmm/c#7thpmm_thingies.tpa~

BEGIN @55579 /* ~Brandock the Mage: Crossmod Content~ */ DESIGNATED 10
LABEL BrandockTheMage-Crossmod
METADATA ~AFTER = ACBre, AC_QUEST, AjantisBG1, AjantisBG2, alternatives, atweaks, bgqe, bg1npc, bg1re, Blackhearts_BG1, Blackhearts EET, bst, c#brage, c#endlessbg1, c#sodboabri, c#solaufein, FinchNPC, Framed, gavin, imoen_forever, npc_strongholds, ntotsc, sirinescall, thecalling, transitions~
REQUIRE_COMPONENT ~c#brandock.tp2~ ~0~ @55543

/* EndlessBG1 - handled individually */
Expand Down Expand Up @@ -2963,6 +2964,76 @@ END

END //Nashkell Monster

/* Black Hearts - add transitions between the caves */
ACTION_IF FILE_EXISTS_IN_GAME ~wi0002.bcs~ THEN BEGIN
PRINT @55597 /* ~Black Hearts detected.~ */

/* add transition & entrance from c#br01 to black hearts area */
COPY_EXISTING ~c#br01.are~ ~override~
LAUNCH_PATCH_FUNCTION ~fj_are_structure~
INT_VAR
fj_type = 2 //travel
fj_box_left = 644 //kleinstes x
fj_box_top = 300 //kleinstes y
fj_box_right = 754 //gr��tes x
fj_box_bottom = 397 //gr��tes y
fj_cursor_idx = 30 //door
fj_vertex_0 = 644 + (397 << 16)
fj_vertex_1 = 754 + (391 << 16)
fj_vertex_2 = 751 + (302 << 16)
fj_vertex_3 = 714 + (300 << 16)
fj_vertex_4 = 700 + (370 << 16)
STR_VAR
fj_structure_type = region
fj_name = wi0002Ex
fj_destination_area = wi0002
fj_destination_name = c#br01Ex
END
LAUNCH_PATCH_FUNCTION ~fj_are_structure~
INT_VAR
fj_loc_x = 626 //x
fj_loc_y = 336 //y
fj_orientation = 3
STR_VAR
fj_structure_type = entrance
fj_name = wi0002Ex
END

/* add transition & entrance from Black Hearts area to c#br01 */
COPY_EXISTING ~wi0002.are~ ~override~
LAUNCH_PATCH_FUNCTION ~fj_are_structure~
INT_VAR
fj_type = 2 //travel
fj_box_left = 7 //kleinstes x
fj_box_top = 218 //kleinstes y
fj_box_right = 112 //gr��tes x
fj_box_bottom = 363 //gr��tes y
fj_cursor_idx = 30 //door
fj_vertex_0 = 11 + (363 << 16)
fj_vertex_1 = 111 + (345 << 16)
fj_vertex_2 = 112 + (298 << 16)
fj_vertex_3 = 97 + (290 << 16)
fj_vertex_4 = 43 + (222 << 16)
fj_vertex_5 = 7 + (218 << 16)
STR_VAR
fj_structure_type = region
fj_name = c#br01Ex
fj_destination_area = c#br01
fj_destination_name = wi0002Ex
END
LAUNCH_PATCH_FUNCTION ~fj_are_structure~
INT_VAR
fj_loc_x = 213 //x
fj_loc_y = 249 //y
fj_orientation = 9
STR_VAR
fj_structure_type = entrance
fj_name = c#br01Ex
END

EXTEND_BOTTOM ~C#Brando.bcs~ ~c#brandock/crossmod/brando_crossmod_blackhearts.baf~ EVALUATE_BUFFER
END //Black Hearts


/* Brage */
ACTION_IF FILE_EXISTS_IN_GAME ~c#bragej.dlg~ THEN BEGIN
Expand Down Expand Up @@ -3054,7 +3125,7 @@ PRINT @55571 /* ~Shades of the Sword Coast detected.~ */
END //Shades of the Sword Coast



/* removed
/* Valerie */
/* not approved yet but I can't reach Tempest. Will be changed or removed if requested. */

Expand All @@ -3065,6 +3136,7 @@ PRINT @55564 /* ~Valerie detected.~ */
EVALUATE_BUFFER

END //ACTION_IF FILE_EXISTS_IN_GAME ~t2val.cre~
*/


END //ACTION_IF GAME_IS ~bgee bgt~
Expand Down
2 changes: 0 additions & 2 deletions c#brandock/crossmod/brage_brandock.d
Original file line number Diff line number Diff line change
Expand Up @@ -244,8 +244,6 @@ DO ~SetGlobal("C#Brandock_Brage","GLOBAL",11)~
== C#BrageB @48 /* ~[Brage] Having you in this group gives me a feeling of security I cherish and do not want to lose, Brandock. Never would I have thought so possible. I might have said I wished for a mage in the Nashkel Guard but truth be told - he or she would have had a difficult stand amongst the soldiers, and me as the commander would have been amongst the most sceptical.~ */
= @49 /* ~(sigh) This of course also originates from how the Coweld Wizards manage magic affairs in southern Amn, with own rules not being subject to the governmental authorities...~ */
== C#BrandB @50 /* ~Well, magic and mages have a difficult stand in Amn in general, and that's where we originate from, so it's only natural that you share the Amnian mistrust against mages, and the way the Coweld Wizards seem to be above the governmental law is not reassuring to say the least - er, what I meant to say is I have *absolutely* no idea what you are talking about, of course.~ */
== IF_FILE_EXISTS BT2VAL IF ~InParty("t2val") See("t2val") !StateCheck("t2val",CD_STATE_NOTVALID)~ THEN @51 /* ~[Valerie, if present] You don't have to put a gag onto yourself if criticizing Coweld Wizards, Brandock. There is indeed some things that could use improvement.~ */
== C#BrandB IF ~InParty("t2val") See("t2val") !StateCheck("t2val",CD_STATE_NOTVALID)~ THEN @52 /* ~[Brandock, if Valrie is present] The problem is that I don't think it's just *some* things, Valerie.~ */
== C#BrageB @53 /* ~[Brage] (smiles) We need mages like you in Amn, Brandock. The more the better.~ */
== C#BrandB @54 /* ~[Brandock] Thank you, Brage. Oh, I *so* hope our fellow mages there think so, too...~ */
EXIT
Expand Down
15 changes: 15 additions & 0 deletions c#brandock/crossmod/brando_crossmod_blackhearts.baf
Original file line number Diff line number Diff line change
@@ -0,0 +1,15 @@
/* If entering the wrong cave, Brandock will give a hint about his possessions */
IF
Global("C#BrandockSpawn","GLOBAL",4)
AreaCheck("wi0002")
OR(2) InParty(Myself) Global("C#BrandockJoined","GLOBAL",2)
!StateCheck(Myself,CD_STATE_NOTVALID)
See(Player1)
CombatCounter(0)
!See([ENEMY])
Global("C#Brando_BH_CaveComment","LOCALS",0)
THEN
RESPONSE #100
DisplayStringHead("C#Brandock",@0)
SetGlobal("C#Brando_BH_CaveComment","LOCALS",1)
END
13 changes: 13 additions & 0 deletions c#brandock/crossmod/brando_crossmod_valerie_BG1.d
Original file line number Diff line number Diff line change
@@ -1,3 +1,16 @@
/*
== C#BrandB @50 /* ~Well, magic and mages have a difficult stand in Amn in general, and that's where we originate from, so it's only natural that you share the Amnian mistrust against mages, and the way the Coweld Wizards seem to be above the governmental law is not reassuring to say the least - er, what I meant to say is I have *absolutely* no idea what you are talking about, of course.~ */
== IF_FILE_EXISTS BT2VAL IF ~InParty("t2val") See("t2val") !StateCheck("t2val",CD_STATE_NOTVALID)~ THEN @51 /* ~[Valerie, if present] You don't have to put a gag onto yourself if criticizing Coweld Wizards, Brandock. There is indeed some things that could use improvement.~ */
== C#BrandB IF ~InParty("t2val") See("t2val") !StateCheck("t2val",CD_STATE_NOTVALID)~ THEN @52 /* ~[Brandock, if Valrie is present] The problem is that I don't think it's just *some* things, Valerie.~ */


== c#brandj @12 /* ~I'm just saying... This would be of interest to me as well. Helping to clear the mines will surely earn us bonus points with the Cowled Wizards. Bonus points with them are always good.~ */
== c#brandj IF ~OR(2)
InParty("t2val")
GlobalGT("C#Brandock_ValerieBG1","GLOBAL",0)~ THEN @13 /* ~Well, what am I saying? Of course they care, considering they sent a Cowled Wizard here to investigate...~ */
*/


/* spotting Valerie */

APPEND c#brandj
Expand Down
2 changes: 1 addition & 1 deletion c#brandock/dialogue/brandock_candlekeep.d
Original file line number Diff line number Diff line change
Expand Up @@ -269,7 +269,7 @@ ADD_TRANS_ACTION ARKANI3 BEGIN 0 END BEGIN END ~SetGlobal("C#Brandock_MetArkanis

/* After meeting Elminster doppelganger in Candlekeep Catacombs */
CHAIN
IF ~Global("C#Brandock_DoppelElminster","GLOBAL",1)~ THEN c#brandj elminster_illusion
IF ~!AreaCheck("c#br02") Global("C#Brandock_DoppelElminster","GLOBAL",1)~ THEN c#brandj elminster_illusion
@1128
= @1129
== c#brandj IF ~Global("C#Brandock_KnowSarevokName","GLOBAL",1)~ THEN @1130
Expand Down
4 changes: 0 additions & 4 deletions c#brandock/dialogue/brandock_sva.d
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,6 @@ SAY ~Last time I met one, it went like 'Oh, Brandock, weren't you graduate of Te
= ~I'm... I'm just saying. There is nothing amiss, but there could be snarky remarks. Or worse.~
++ ~Or worse? What do you mean?~ + ebrel_house_18
++ ~Or your presence would turn things to the better. Who knows.~ + ebrel_house_15
+ ~InParty("t2val")~ + ~Seeing how we have another official Cowled Wizard with us, I am sure we will be alright.~ + ebrel_house_15
++ ~I don't see a problem.~ + ebrel_house_15
++ ~I need you to stand above their snarky remarks. We have urgent matters to inquire about.~ + ebrel_house_15
+ ~Global("C#IM_ImoenStays","GLOBAL",0)~ + ~Are you suggesting you should not come inside?~ + ebrel_house_16
Expand All @@ -61,8 +60,6 @@ END //APPEND c#brandj
CHAIN
IF ~~ THEN c#brandj ebrel_house_13
~Oh, nothing special, you know, just the normal thing between a mage and his apprentice who couldn't stand each other... I never gave him a reason to reject me, magic-wise, I managed all the tasks. And he didn't treat me wrong, either. But he doesn't think of me too well. And I not of him, obviously. I 'trained' with him, alright. That man never ever *tought* me anything, I took it all out of the books. He is lazy and a jerk. But don't tell anyone I said that!~
// ## correct to Valerie's BGII DV when available
== c#brandj IF ~InParty("t2val")~ THEN ~Did Valerie hear that? Phew, no, I think not.~
END
IF ~~ THEN + ebrel_house_12

Expand Down Expand Up @@ -99,7 +96,6 @@ END
IF ~~ THEN ebrel_house_18
SAY ~I don't know... someone could snicker... It's probably nothing.~
++ ~Or your presence would turn things to the better. Who knows.~ + ebrel_house_15
+ ~InParty("t2val")~ + ~Seeing how we have another official Cowled Wizard with us, I am sure we will be alright.~ + ebrel_house_15
++ ~I don't see a problem.~ + ebrel_house_15
++ ~I need you to stand above their snarky remarks. We have family to inquire about.~ + ebrel_house_15
+ ~Global("C#IM_ImoenStays","GLOBAL",0)~ + ~Are you suggesting you should not come inside?~ + ebrel_house_16
Expand Down
5 changes: 1 addition & 4 deletions c#brandock/dialogue/c#brandj.d
Original file line number Diff line number Diff line change
Expand Up @@ -294,9 +294,6 @@ IF ~Global("C#Brandock_NashkelMines","GLOBAL",1)~ THEN c#brandj nashkel_mines
@10 DO ~SetGlobal("C#Brandock_NashkelMines","GLOBAL",2)~
== c#brandj IF ~Global("C#Brandock_ValerieBG1","GLOBAL",0)~ THEN @11
== c#brandj @12
== c#brandj IF ~OR(2)
InParty("t2val")
GlobalGT("C#Brandock_ValerieBG1","GLOBAL",0)~ THEN @13
EXIT

/* dead assassin in Nashkel inn */
Expand Down Expand Up @@ -622,7 +619,7 @@ IF ~~ THEN c#brandj island_03
@85
== c#brandj IF ~Global("KillDaughter","GLOBAL",1)~ THEN @540 /* ~And now we are here as a punishment for killing three young women... Yes, that *is* fate alright.~ */
== c#brandj IF ~Global("Evilsh","GLOBAL",1)~ THEN @541 /* ~And now we are here... send just because someone didn't like out demeanor. What a fate!~ */
= @86
== c#brandj @86
= @542 /* ~I need to have a look at that wardstone again, now that I know what it is *for*... No, I don't really see how it works.~ */
= @543 /* ~(moans) Let's hope that crazy man wants his cloak back bad enough then... and that it won't be the only thing he brings back from here! Excuse me, <CHARNAME>, I feel like I need to throw up...~ */
END
Expand Down
10 changes: 9 additions & 1 deletion c#brandock/readme.brandock.english.html
Original file line number Diff line number Diff line change
Expand Up @@ -100,7 +100,7 @@ <h1><a name="compat" id="compat">Compatibility with other mods and Install Order
The mod is compatible with Endless BG1.<br />
As an NPC mod, this mod should be installed after quest mods and before tweak mods. There is crossmod content included in the mod which should show if the install order suggestions are being followed.<br />
To see most cross mod content, install the mod in the following order (other mods listed in alphabetical order!):<br />
(at least the Crossmod component:) AFTER: Ajantis BG1 Expansion, Alternatives, BGQE, BG1NPC, Brage's Redemption, EndlessBG1, EET, Gavin BG1, Imoen4Ever, NPC Strongholds, Solaufein's Rescue, The Boareskyr Bridge Scene, The Calling, The Lure of Sirine's Call, Transitions, Valerie NPC.<br />
(at least the Crossmod component:) AFTER: Ajantis BG1 Expansion, Alternatives, Ascalon's Breagar, Ascalon's Questpack, Balduran's Seatower, BGQE, BG1NPC, BG1RE, Black Hearts, Brage's Redemption, EndlessBG1, EET, Finch NPC, Framed, Gavin BG1, Imoen4Ever, NPC Strongholds, NTotSC, Sir Ajantis for BGII, Solaufein's Rescue, The Boareskyr Bridge Scene, The Calling, The Lure of Sirine's Call, Transitions.<br />
(main Brandock component:) BEFORE: Grey the Dog, EET_End.<br />
Crossmod with aTweaks "Allow Mages to scribe memorized spells onto scrolls": for aTweaks component "Allow Mages to scribe memorized spells onto scrolls" there is an own compatibility component in the Brandock mod with two options. Install this after aTweaks. Both options will integrate the aTweaks option into Brandock's original scroll scribing ablity. This means the following: 1. Brandock will only gain the overall ability to scribe scrolls like in his original quest, i.e. not necessarily at level 9, and 2. He will only be able to start writing scrolls once per day. He can write all memorized spells onto scrolls per session, but the actual ability will only reset after the next rest. Refer to the descriptions of the components to see the details of the two options.<br />
Please note: For Brandock to react to game events in SoD accordingly, the main component (Tracking System, 2nd component) of "Road to Discovery" needs to be installed.<br />
Expand Down Expand Up @@ -245,6 +245,14 @@ <h1><a name="credit" id="credit">Copyright</a></h1>

<h1><a name="version" id="version">Version History</a></h1>
<div class="section">
Version 1.5:</br>
- Compatibility fix with cave of "Black Hearts" added.</br>
- Brandock's comment about the ongoings in Candlekeep Catakombs should not interrupt his Halfogre quesz´t encounter.</br>
- Brandock's comment on Ice Island should not skip a line.</br>
- Streamlines the install order in the .ini. Added METADATA ~AFTER install order syntax to tp2. Updated info in readme regarding install order with other mods.</br>
- (BGT) Corrected MOS for c#br02.are.</br>
- Crossmod with Valerie removed.</br>
</br>
Version 1.4:</br>
- Brandock's comment on being arrested should fire not too early.</br>
</br>
Expand Down
12 changes: 10 additions & 2 deletions c#brandock/readme.brandock.german.html
Original file line number Diff line number Diff line change
Expand Up @@ -99,9 +99,9 @@ <h1><a name="compat" id="compat">Kompatiblit&auml;t mit anderen Mods und Install
Die Mod ist mit Endless BG1 kompatibel.<br />
Da es sich um eine NPC Mod handelt, sollte sie nach Questmods und vor Tweakmods installiert werden. Die Mod enth&auml;lt Crossmod-Inhalte, f&uuml;r die die vorgeschlagene Installationsreihenfolge eingehalten werden sollte.<br />
F&uuml;r die Crossmod-Inhalte wird folgende Modreihenfolge empfohlen (Achtung, die aufgelisteten Mods stehen nicht unbedingt in der empfohlenenen Installationsreihenfolge):<br />
Brandock Mod oder zumindest die Kompatibilit&auml;tskomponente installieren NACH den folgenden Mods: Alternatives, BGQE, BG1NPC, Brage's Redemption, EndlessBG1, EET, Gavin BG1, Imoen4Ever, NPC Strongholds, Solaufein's Rescue, The Boareskyr Bridge Scene, The Calling, The Lure of Sirine's Call, Transitions, Valerie NPC.<br />
Brandock Mod oder zumindest die Kompatibilit&auml;tskomponente installieren NACH den folgenden Mods: Ajantis BG1 Expansion, Alternatives, Ascalon's Breagar, Ascalon's Questpack, Balduran's Seatower, BGQE, BG1NPC, BG1RE, Black Hearts, Brage's Redemption, EndlessBG1, EET, Finch NPC, Framed, Gavin BG1, Imoen4Ever, NPC Strongholds, NTotSC, Sir Ajantis for BGII, Solaufein's Rescue, The Boareskyr Bridge Scene, The Calling, The Lure of Sirine's Call, Transitions.<br />
Brandock Mod Hauptkomponente installieren VOR den folgenden Mods: Grey der Hund, EET_End.<br />
Crossmod with aTweaks "Allow Mages to scribe memorized spells onto scrolls": for aTweaks component "Allow Mages to scribe memorized spells onto scrolls" there is an own compatibility component in the Brandock mod with two options. Install this after aTweaks. Both options will integrate the aTweaks option into Brandock's original scroll scribing ablity. This means the following: 1. Brandock will only gain the overall ability to scribe scrolls like in his original quest, i.e. not necessarily at level 9, and 2. He will only be able to start writing scrolls once per day. He can write all memorized spells onto scrolls per session, but the actual ability will only reset after the next rest. Refer to the descriptions of the components to see the details of the two options.<br />
Crossmod with aTweaks "Allow Mages to scribe memorized spells onto scrolls": for aTweaks component "Allow Mages to scribe memorized spells onto scrolls" there is an own compatibility component in the Brandock mod with two options. Install this AFTER aTweaks. Both options will integrate the aTweaks option into Brandock's original scroll scribing ablity. This means the following: 1. Brandock will only gain the overall ability to scribe scrolls like in his original quest, i.e. not necessarily at level 9, and 2. He will only be able to start writing scrolls once per day. He can write all memorized spells onto scrolls per session, but the actual ability will only reset after the next rest. Refer to the descriptions of the components to see the details of the two options.<br />
Bitte beachten: damit Brandock in SoD entsprechend auf die Spielereignisse reagiert, muss die Hauptkomponente (2. Komponente, das "Trackingsystem") der Mod "Road to Discovery" installiert sein.<br />
</div>

Expand Down Expand Up @@ -253,6 +253,14 @@ <h1><a name="credit" id="credit">Copyright</a></h1>

<h1><a name="version" id="version">Versionshistorie</a></h1>
<div class="section">
Version 1.5:</br>
- Compatibility fix with cave of "Black Hearts" added.</br>
- Brandock's comment about the ongoings in Candlekeep Catakombs should not interrupt his Halfogre quesz´t encounter.</br>
- Brandock's comment on Ice Island should not skip a line.</br>
- Streamlines the install order in the .ini. Added METADATA ~AFTER install order syntax to tp2. Updated info in readme regarding install order with other mods.</br>
- (BGT) Corrected MOS for c#br02.are.</br>
- Crossmod with Valerie removed.</br>
</br>
Version 1.4:</br>
- Brandock's comment on being arrested should fire not too early.</br>
</br>
Expand Down
8 changes: 4 additions & 4 deletions c#brandock/scripts/c#brando_bg1.baf
Original file line number Diff line number Diff line change
Expand Up @@ -270,11 +270,12 @@ THEN
StartCutScene("c#brcut8")
END


/* after leaving the cave */
IF
%BGT_VAR%
Global("C#Brandock_Possessions","GLOBAL",2)
!AreaCheck("c#br01")
//!AreaCheck("c#br01")
AreaCheck("%CoastWay%")

OR(2) InParty(Myself) Global("C#BrandockJoined","GLOBAL",2)
!StateCheck(Player1,CD_STATE_NOTVALID)
Expand All @@ -288,7 +289,6 @@ THEN
SetGlobal("C#Brandock_Possessions","GLOBAL",3)
END

/* after leaving the cave */
IF
%BGT_VAR%
Global("C#Brandock_Possessions","GLOBAL",3)
Expand Down Expand Up @@ -2033,7 +2033,7 @@ END
IF %BGT_VAR%
!Global("C#Brandock_Shapeshift","GLOBAL",5)
AreaCheck("%Candlekeep_Catacombs_L2%")
Range("%Door5506%",15)
Range("%Door5506%",25)
Global("C#Brandock_DoppelElminster","GLOBAL",0)
OR(2) InParty(Myself) Global("C#BrandockJoined","GLOBAL",2)
!StateCheck(Myself,CD_STATE_NOTVALID)
Expand Down
1 change: 1 addition & 0 deletions c#brandock/tra/english/brando_crossmod_blackhearts.tra
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
@0 = ~I think my belongings are in that small cave to the left.~
5 changes: 4 additions & 1 deletion c#brandock/tra/english/setup.tra
Original file line number Diff line number Diff line change
Expand Up @@ -65,4 +65,7 @@
@55593 = ~Installing BG1 crossmod.~
@55594 = ~Installing SoD crossmod.~
@55595 = ~Installing BGII crossmod.~
@55596 = ~Sir Ajantis BG2 detected.~
@55596 = ~Sir Ajantis BG2 detected.~

/* new for v1.5 */
@55597 = ~Black Hearts detected.~
1 change: 1 addition & 0 deletions c#brandock/tra/german/brando_crossmod_blackhearts.tra
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
@0 = ~Ich glaube, meine Sachen sind in der kleineren Höhle da links.~
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