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Romhacking => Personal Projects => Topic started by: theflyingzamboni on March 06, 2018, 05:45:19 pm

Title: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: theflyingzamboni on March 06, 2018, 05:45:19 pm
UPDATE: I will be using this topic for updates to all of my non-Script Overhaul LOD hacking-related activities now, as well. See this post (http://www.romhacking.net/forum/index.php?topic=25929.msg370232#msg370232) and this post (http://www.romhacking.net/forum/index.php?topic=25929.msg370926#msg370926) for the most recent updates!

Hey now, Dart, that disc took a lot of work... (and can be downloaded here: http://www.mediafire.com/file/587n5o4ue5gkcs5/LODSO_Disc1_beta.zip/file)
(https://i.imgur.com/4HpmFyo.png)

ORIGINAL: I've been working on this for a while now, but I feel like I'm finally far enough in this project to post a topic for it here.

This project is intended as a fix for the (often amusingly) poor official localization of The Legend of Dragoon. To be clear, I'm calling this a "script overhaul," not a retranslation, as it is based off of the English version of the game. The aim isn't to create a more technically accurate translation of the game, but to edit and improve the script that English-speaking players already know and love, in spite of its foibles.

This is also more than a simple grammar fix. Some of the changes I make to individual lines are quite substantial, but I always strive to make sure that the original intents of the lines and personalities of the characters are retained.

In general, what I'm trying to do is:

I am doing this for all the text in the game (eventually). That includes the main story, NPCs, environmental objects, combat, and in-engine cutscenes. For now, the project is just me, with some editing help on my altered script by a friend of mine. The script on the first disc alone is well over 40,000 words, so it won't be finished for quite some time. Progress is steady, though, if not very fast.

Progress

Script Overhaul
Completed:
In Progress:
To do:

Other LOD mods
Completed:
To Do:

Legend of Dragoon Modding System (LODModS)
Completed:
In Progress:
To Do:

Example Images
Italics proof of concept:
Spoiler:
(https://i.imgur.com/GyyXDB3.png)

World map text change proof of concept:
Spoiler:
(https://i.imgur.com/1XxfcXZ.png)
Title: Re: The Legend of Dragoon Script Overhaul
Post by: Chronosplit on March 06, 2018, 05:59:39 pm
This sounds like an A+ idea!  Is this compatible with the encounter rate fix and Demon's Gate uncensoring?
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on March 06, 2018, 06:07:40 pm
This sounds like an A+ idea!  Is this compatible with the encounter rate fix and Demon's Gate uncensoring?
I have no idea how applying multiple patches works, but those should target different parts of the image, so hypothetically?
Title: Re: The Legend of Dragoon Script Overhaul
Post by: vivify93 on March 06, 2018, 07:08:43 pm
Oh wow, this project sounds so cool! I've been waiting for someone to do something like this for LoD for a long time. I'm a big stickler for natural scripts in games, so I'll be patiently awaiting this. :)

Someone should do a full game undub and subtitle the FMVs, too. Just 'cause the voice acting can be, uh... rather unintentionally hilarious.

"Ohhhh, ZIEG! It cannot BEEEEE!!!"

 :P

But that's likely beyond the scope of this project. I think I speak for many when I say that I'm glad to see this. :)
Title: Re: The Legend of Dragoon Script Overhaul
Post by: Sinis on March 06, 2018, 10:02:57 pm
I'm definitely going to be keeping watch on this  ;D
Title: Re: The Legend of Dragoon Script Overhaul
Post by: ultimaweapon on March 07, 2018, 09:50:07 am
Great idea. I'll definitely be waiting for this one.

I wish there was a way to get the Divine Dragoon armor before the final boss.
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on March 20, 2018, 11:58:57 pm
I've really been wishing that this game had italics, for when I wanted to put emphasis on a word. I finally realized, "Oh yeah, I can just add those myself."

(https://i.imgur.com/GyyXDB3.png)
Title: Re: The Legend of Dragoon Script Overhaul
Post by: Spooniest on March 21, 2018, 09:09:16 am
So what you're saying is that you're going to make me finally try playing Legend of Dragoon umpteen years after I passed on it originally.

... You sly devil.

(https://i.imgur.com/SV9RgB2m.png)
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on March 26, 2018, 09:52:35 pm
Even more devious, I'm hoping to make you like it.  >:D
Title: Re: The Legend of Dragoon Script Overhaul
Post by: PowerPanda on March 27, 2018, 10:13:05 am
I've been wanting to replay this game for a while. I'll wait for this project.
Title: Re: The Legend of Dragoon Script Overhaul
Post by: Spooniest on March 28, 2018, 11:53:59 pm
(https://i.imgur.com/SV9RgB2m.png)

I am only now pondering the irony of posting a picture of Kurt Wagner (aka "Nightcrawler," the blue faced guy with the yellow eyes) on RHDN.
Title: Re: The Legend of Dragoon Script Overhaul
Post by: agathor35 on April 12, 2018, 11:47:04 pm
Do you have plans on editing the menu words as well? Because there are alooooot of things that could be worded differently lmao
Like

Changing Main Menu :
Item -> Items
 -- Use it -> Use 
 -- Goods -> Key Items

Armed -> Equip
Addition -> Additional
Replace -> Party

Also, the texture for the "Don't Select" i feel could be changed to "Cannot Select" or "Can't Select"

As for over world things, All i can think of changing is changing "No Entry" to "Leave"
cause the way its worded it looks like it would be shwoing that you cant enter lmao


Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on April 13, 2018, 01:52:32 pm
Do you have plans on editing the menu words as well? Because there are alooooot of things that could be worded differently lmao
Like

Changing Main Menu :
Item -> Items
 -- Use it -> Use 
 -- Goods -> Key Items

Armed -> Equip
Addition -> Additional
Replace -> Party

Also, the texture for the "Don't Select" i feel could be changed to "Cannot Select" or "Can't Select"

As for over world things, All i can think of changing is changing "No Entry" to "Leave"
cause the way its worded it looks like it would be shwoing that you cant enter lmao
It's not high priority for me, but I'll do it if I can. The issue is that I'm not sure where to find or how to change all that stuff. Everything that isn't dialogue is compressed, so far as I can tell, and I don't know anything about recognizing and dealing with compression algorithms.

That said, if anyone can help me identify the compression algorithm used, I would be grateful. I made a separate topic here: http://www.romhacking.net/forum/index.php?topic=26184.0


P.S. I speak English, and in English we call 'em Additions, not Additionals. Don't know where you got that idea.  :P (Kidding, kidding. But I do think Addition sounds better and is ingrained in the English LOD lexicon. Agree on the rest, though.)
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on April 21, 2018, 06:31:30 pm
Good news! It took a whole lot of time staring at the disassembler in debugging mode, but I was able to identify and reverse engineer the decompression algorithm the game uses for its .OV_ files, where all the items, monster names, menu text, etc. is stored. I'm a little surprised I managed that, to be honest.

Anyway, I was able to reconstruct (correctly, so far as my tests have shown) the decompression algorithm in Python, and have been able to decompress all the .OV_ files. Next, I need to figure out how to reverse the process and re-compress the files so they match the originals. EDIT: I think I have compression working (potentially barring at least one fringe case). I've tried decompressing and re-compressing one of the .OV_ files and replacing it in the ISO, and the game worked. The re-compressed file isn't identical to the original, because it's apparently impossible to exactly replicate how it orders byte pairs with equal frequencies in its dictionaries, but that shouldn't and doesn't seem to matter to the game.

If I can manage that, I'll start seeing about extending my script editing tools to handle the new pointer type, and then see whether I can change the length of the text without breaking everything. EDIT: Already ran into some troubles with expanding the text that defines Addition text effects in the bottom right of the screen during battle. Have some ideas on how to expand the font table, at least.
Title: Re: The Legend of Dragoon Script Overhaul
Post by: vivify93 on April 21, 2018, 08:27:14 pm
I wish you luck, friend!

Also, I agree with you on Addition being the name kept. They're additions to your base attack, not additional attacks. (Very slight nuance there)
Title: Re: The Legend of Dragoon Script Overhaul
Post by: Digitsie on April 21, 2018, 08:34:22 pm
Do you plan to employ any of the hacks on RH into the translation, or have the trannslation script be compatible?
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on April 21, 2018, 09:17:35 pm
Do you plan to employ any of the hacks on RH into the translation, or have the trannslation script be compatible?
I don't intend to include them in my patch, but I think they'll be compatible. I'm reasonably certain that none of the files NoOneee's patches target contain game text, and I know for certain now that SMAP.OV_, the file modified for the encounter rate fix, does not.

The translation patch would have to be applied first. I'm just making a PPF patch, so it has to be applied to a clean copy of the US ISO. But NoOneee either applies a patch to an individual game file, or inserts MRG files extracted from a Japanese ISO into certain game files. If their MRG file replacer works properly, it shouldn't matter what's in the rest of the file, or even if the file has changed size.

If that doesn't work, I may reconsider including them in my own patch. I'd rather not either force people to use mods they may not want or release a bunch of different (and large) patch versions to offer different combinations of mods, though.
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on April 29, 2018, 09:37:53 pm
Still some hinks to work out of compression for some particular unusual circumstances in a couple of the .OV_ files, but it basically works, and text can be altered and repointed, and the compressed and uncompressed file sizes expanded.

(https://i.imgur.com/1XxfcXZ.png)
Title: Re: The Legend of Dragoon Script Overhaul
Post by: ultimaweapon on May 02, 2018, 01:26:06 pm
Is there any way you can include the ability to use the Divine Dragon armor from the beginning ir right after you get the Fire Dragon spirit?
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on May 03, 2018, 03:58:06 pm
Is there any way you can include the ability to use the Divine Dragon armor from the beginning ir right after you get the Fire Dragon spirit?
That sounds like something more up zychronix's alley.

https://www.reddit.com/r/legendofdragoon/comments/86wws4/dragoon_modifier_suggestions/ (https://www.reddit.com/r/legendofdragoon/comments/86wws4/dragoon_modifier_suggestions/)
Title: Re: The Legend of Dragoon Script Overhaul
Post by: vivify93 on May 26, 2018, 12:38:17 am
Have you thought about utilizing the unused item icons? https://www.youtube.com/watch?v=tpQ3L_ovGKw Not sure if that's outside the realm of possibility or scope of the project.
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on May 27, 2018, 09:50:09 pm
Have you thought about utilizing the unused item icons? https://www.youtube.com/watch?v=tpQ3L_ovGKw Not sure if that's outside the realm of possibility or scope of the project.
I'm keeping this project focused on text, so anything outside of that is beyond its scope. That's cool though, I've never seen that before. Would be neat if someone made that hack. Probably won't be me though. I have my hands more than full with this project. Maybe I should have done something a wee bit shorter for my first ROMhack.  ::) :laugh:
Title: Re: The Legend of Dragoon Script Overhaul
Post by: Chronosplit on May 27, 2018, 10:34:52 pm
Have you thought about utilizing the unused item icons? https://www.youtube.com/watch?v=tpQ3L_ovGKw Not sure if that's outside the realm of possibility or scope of the project.
Wut.  That's just mindblowing.

These are all complete.  Why in the world didn't dragoon use these?  If only just a few to distinguish between light and heavy armor and everyone's weapons.
Title: Re: The Legend of Dragoon Script Overhaul
Post by: vivify93 on May 28, 2018, 12:21:39 am
I'm keeping this project focused on text, so anything outside of that is beyond its scope. That's cool though, I've never seen that before. Would be neat if someone made that hack. Probably won't be me though. I have my hands more than full with this project. Maybe I should have done something a wee bit shorter for my first ROMhack.  ::) :laugh:
That's entirely fair! I was hoping maybe they were part of the text routine like in older games, but that probably isn't the case.
Title: Re: The Legend of Dragoon Script Overhaul
Post by: theflyingzamboni on July 08, 2018, 11:18:49 am
Not part of this project, but I made a quick mod to give inactive party members full xp for battles, if anyone is interested. Just a bit of quality of life to reduce the pain of grinding a little, and keep everyone on par with Dart.

http://www.romhacking.net/hacks/4072/

And a link to a tool I made that's necessary for the patching process:
http://www.romhacking.net/utilities/1418/
Title: Re: The Legend of Dragoon Script Overhaul
Post by: Spooniest on July 10, 2018, 04:49:06 pm
Why does this make me want to play Ys? :|
Title: Re: The Legend of Dragoon Script Overhaul (Disc 1 Beta Released)
Post by: theflyingzamboni on November 17, 2018, 11:04:33 pm
Alright, everyone! Progress at last! The beta for Disc 1 is finally done! Since I don't think I can upload a partial game here (correct me if I'm wrong), it can be downloaded here: http://www.mediafire.com/file/evm7g9b06e9rlmg/LOD_Disc1_Script_Overhaul_beta.zip/file

The beta is content-complete, minus the menus, which I hope to address later. Installation instructions are in the readme. If anyone has issues with the install, encounters bugs or typos, or has constructive criticism, please let me know.
Title: Re: The Legend of Dragoon Script Overhaul (Disc 1 Beta Released)
Post by: waterelemental87 on December 17, 2018, 10:59:57 pm
First of all: HOLY CRAP! THANK YOU  :crazy: the original translation left us with ABYSMAL dialogue, like I would get embarrassed if anyone happened to read over my shoulder when I was playing. So this is way better. I'm going to try running it tonight on my EPSXE. Btw, I'm a far cry from wealthy but I'd like to $ incentivize you to continue this project. I hope you're still working on it!
Title: Re: The Legend of Dragoon Script Overhaul (Disc 1 Beta Released)
Post by: waterelemental87 on December 17, 2018, 11:44:23 pm
By the way... I'm not very PC savvy so I'm unclear how to intepret the readme installation instructions. Something about renaming a disc image file? But I couldn't find that. I'm playing it on an emulator EPSXE and using a rom. The rom I got came with a .bin and a .cue file, but neither is a disc image as far as I can tell. Your assitance (or anyone's assistamce) would be most welcome.
Title: Re: The Legend of Dragoon Script Overhaul (Disc 1 Beta Released)
Post by: DrewUniverse on December 30, 2018, 03:19:23 pm
By the way... I'm not very PC savvy so I'm unclear how to intepret the readme installation instructions. Something about renaming a disc image file? But I couldn't find that. I'm playing it on an emulator EPSXE and using a rom. The rom I got came with a .bin and a .cue file, but neither is a disc image as far as I can tell. Your assitance (or anyone's assistamce) would be most welcome.

It can be confusing, I understand. Basically, Playstation roms can come in the form of an all-in-one "iso" file, or a "bin" file with a linked "cue" file. A little web search will tell you the difference. For the purpose of playing LoD, either will work for this mod. And in your case, rename the "bin" file - I went through this exact question and was the first to test it. Success!

If I recall correctly, TFZ has been working on an automatic patching process that does some of the steps for the user. My memory of that chat is vague, but perhaps it will come in a future update.
Title: Re: The Legend of Dragoon Script Overhaul (Disc 1 Beta Released)
Post by: theflyingzamboni on January 02, 2019, 02:40:30 pm
By the way... I'm not very PC savvy so I'm unclear how to intepret the readme installation instructions. Something about renaming a disc image file? But I couldn't find that. I'm playing it on an emulator EPSXE and using a rom. The rom I got came with a .bin and a .cue file, but neither is a disc image as far as I can tell. Your assitance (or anyone's assistamce) would be most welcome.
Didn't have notifications turned on, so I didn't see this comment before. DrewUniverse is correct on both counts. Disc image means it's a snapshot of the data on the disc, which is what BIN/CUE and ISO files are. A "ROM" is similar, but refers to an image taken from something like a cartridge, though I realize it's often used as a general shorthand for game rips. I'm so used to the terminology that it didn't occur to me that others are not. I'll try to be more explicit in the instructions on the next release. But yes, if you haven't done it already, just rename the bin to the name given in the readme, follow the other instructions, run the patcher, and then rename it back to whatever it was originally called (or update the name in the CUE file).

Next update, the process will be slightly different. No file-renaming necessary, but it will still require some work to set up. I'm using a configuration file where people will just type in the path to their game, and the file names for the disc images (ISOs, BINs). Might be slightly easier to understand, I hope.
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: theflyingzamboni on February 04, 2019, 12:43:21 pm
Alright, major project updates!

First, I'm pleased to announce the debut of the Legend of Dragoon Modding System, or LODModS, a new, simple-to-use system for applying mods to LoD! Up until now, mods for the game have tended to each use similar but differing installation methods, forcing users to have to rename disc images and move files around to apply them all. Further, no thought was given to mod compatibility, nor was there any sort of documentation on the subject to help users figure out how to deal with mod conflicts.

LODModS is my solution to these and other issues, by designing mods to be installed by a single patcher (Frankensteined out of custom code and freely available utilities), and reducing their file footprint where possible. The patcher is easy to setup and use, only requiring the user to specify a handful of folder and file names in the config file before running the executable. Currently, only the patcher is available, but once the full toolset is in a more complete state, I'll release that too so that other modders can generate mods designed to work with the system.

Second, I have also released the v0.9 update to my Script Overhaul Disc 1 beta. In addition to a few small typo corrections, this update contains improvements to all of the item/spell/system/battle menu text, generally focused on readability and making item and spell descriptions a bit more explicit (and accurate). For instance, Dragoon spell descriptions now have the actual damage percentages. These changes are applied to all 4 discs. The installation method has have course been updated to use the LODModS patcher.

Third, while testing other mods for the game, I discovered that NoOneee's Encounter Rate Bugfix is actually itself bugged. Because of this, I went ahead and made my own fix for the original bug using a different algorithm. The encounter rate should now be roughly the same regardless of movement direction and speed, as originally intended. Additionally, I have included alternate versions to halve and double the rate.

Finally, to make full use of LODModS, I have updated all currently complete LoD mods to work with LODModS, including both my own work and mods by other authors (with permission), and bundled them into a single LODModS Mod Pack. In some cases, I have also extended or otherwise updated those mods (details in the readme files). The Mod Pack contains my Full XP and Encounter Rate Bugfix mods, NoOneee's Undub and Rose's Blood mods, and Zychronix's Half HP mod. Aside from my still-incomplete Script Overhaul mod, this is currently a one-stop-shop for all of LoD's mods.

Links are here, and also in the OP:
LODModS Patcher: http://www.romhacking.net/utilities/1445/
Script Overhaul beta v0.92: http://www.mediafire.com/file/587n5o4ue5gkcs5/LODSO_Disc1_beta.zip/file
LODModS Mod Pack: http://www.romhacking.net/hacks/4348/
Full XP: http://www.romhacking.net/hacks/4072/ (mainly archival, also in Mod Pack)
tfz's Encounter Rate Bugfix: http://www.romhacking.net/hacks/4347/ (mainly archival, also in Mod Pack)
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: theflyingzamboni on February 15, 2019, 05:58:09 pm
A couple of quick announcements:

LODModS patcher version 1.3 (http://www.romhacking.net/utilities/1445/) is out now, with significant changes to the user interface (no more manually editing the config file!). Additionally, checksum validation has been disabled for xdelta, meaning that patches targeting the same areas of a file can be compatible, so long as they aren't targeting identical bytes. Everything mod available now is compatible.

Additionally, the directory structure of the patches folder has been changed, and all LODModS mods have been updated accordingly (Script Overhaul, Mod Pack, Full XP, Encounter Rate Fix). This means that older mod versions won't work with patcher v1.3, and vice versa, so everything will need to be redownloaded (all links in OP).

Second, I just released an Expanded Inventory mod that raises the consumable item cap from 32 to 64 (http://www.romhacking.net/hacks/4360/). As with the other mods, it requires patcher v1.3 or greater. It has also been included in the most recent update of the LODModS Mod Pack (http://www.romhacking.net/hacks/4348/), and is compatible with all other LODModS mods.
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: theflyingzamboni on March 01, 2019, 11:45:26 am
Just realized yesterday that changes to chest text that were intended for the 0.9 release never made it in. Oops. It's just a simple quality of life change to tell the player what a chest contains even if their inventory is full when they try to open it. As of v0.92, these changes are now included, and all relevant download links have been updated.
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: xflight on March 02, 2019, 06:24:24 am
Very much looking forward to this!

Tried playing again about a year ago and the dialogue was so bad, I couldn't keep playing.

Playing through disc 1 now. Much better so far. Thanks!
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: theflyingzamboni on March 05, 2019, 10:38:15 am
Micro-update: The encounter rate bugfix (standalone and Mod Pack) has been updated to v1.2, and now includes a no-encounter patch version. (Note that no, half, and double encounters do not currently affect world map encounters.) Links in the OP.

Very much looking forward to this!

Tried playing again about a year ago and the dialogue was so bad, I couldn't keep playing.

Playing through disc 1 now. Much better so far. Thanks!
Glad to hear it!
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: kikujade on March 12, 2019, 03:59:20 pm
Awesome work, thank you!!!

Is there any chance you could also remove the mod chip protection so that it is playable on a real console? I'd hate to play it on an emulator.

The current anti-mod patches have a ton of trainers that I don't care for, add an ugly intro, and interfere with things like the PS-IO.

If you can't or don't want to, don't worry, still an awesome effort!
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: theflyingzamboni on March 13, 2019, 04:20:51 pm
Awesome work, thank you!!!

Is there any chance you could also remove the mod chip protection so that it is playable on a real console? I'd hate to play it on an emulator.

The current anti-mod patches have a ton of trainers that I don't care for, add an ugly intro, and interfere with things like the PS-IO.

If you can't or don't want to, don't worry, still an awesome effort!
I don't think that's the way it works (and I'm not sure what you mean by "anti-mod patches" and "trainers").

PSX discs were printed using a special burner that you just can't replicate with a regular PC disc burner. There is nothing that I could do to the disc image that would make a CD-R playable on a physical console when you burned it to disc, because it's how the data is burned to disc that prevents you from playing burned CDs. I found a good explanation here: https://www.youtube.com/watch?v=XUwSOfQ1D3c

You can still play a burned disc if you want, but you'll need to either mod-chip your console or use the disc swap method (assuming you have a PSX, I have no idea what to do on a PS2 to play burned games).
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: MechanicalPen on August 21, 2019, 05:28:10 pm
kikujade means that Legend of Dragoon contains mod-chip detection software and refuses to boot to Playstations containing older 'non-stealth' mod-chips.

It's 2019 though and this problem was solved in hardware a long time ago.
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: kikujade on August 28, 2019, 09:37:08 pm
kikujade means that Legend of Dragoon contains mod-chip detection software and refuses to boot to Playstations containing older 'non-stealth' mod-chips.

It's 2019 though and this problem was solved in hardware a long time ago.

Thank you, and yes, that is exactly what I meant. I have playstations with and without modchips that have the PSIO modboard installed as well. I'll try the patch on one of those (hopefully my modchips are stealth) and it should work.

If not, then I won't be able to play it.

Has anyone tried the patch with accurate emulators like Xebra or Mednafen?

Oh and for the record, here is an example of a trainer patch, for those asking:
http://psx-scene.com/forums/attachments/f19/59267d1497488185-how-make-pal-ntsc-selector-trainer-ps2-bandicam-2017-06-14-21-55-42-086.png
Title: Re: The Legend of Dragoon Script Overhaul (and more) [LODModS Update]
Post by: theflyingzamboni on August 28, 2019, 10:36:29 pm
Alright, so I don't have anything new to show right now, but it's been a while and I wanted to post an update on the state of these projects, in case anyone is following this thread. Overly wordy, because that's just how I do with these things. Despite lack of updates, I have actually been working on stuff when I have the chance.

First off, the Script Overhaul, which I assume is what most people are interested in: Unfortunately, any further releases are still in the far distant future. However, I have (finally) started working on the Disc 2 script! No timeline, but after *checks* 9 months since the Disc 1 beta released, I have begun working again on my actual original mod project. Progress should also be smoother in the future, due to what I've been doing instead, which is a lot of setup work.

Part of this setup work has been continuing my other major project, coding my LODModS toolset, so that I don't have to keep interrupting script work with fixing bugs or creating new tool features necessary for modding. At present, I am slowly but surely going back through my tools, bugfixing, optimizing, improving, and, perhaps most importantly, documenting my code. Which is necessary, because I plan to release it at some point as an open source beta on github so that a) other people can create translations into their own languages or create other LODModS-style mods, and b) so other modders can potentially contribute features to the toolset (it's in Python), because I am spreading myself pretty thin on these projects with the time I have available (not much).

The other part of this setup work was dumping and sorting the full script into a readable state, which I finished with a couple weeks ago. This was the most important pre-editing step. With all 4 discs dumped and sorted, I won't have to stop after each disc to get things together for the next, so the process will be smoothed considerably. Like the toolset, I will make my sorting fields publicly available for modders. Also learning from disc 1, I have set everything up in such a way that I can make all my edits in a sorted spreadsheet created automatically from the script dumps and insert scripts from that, instead of the horror-show of typing all the dialogue into a Word document, editing it, then copy-pasting and formatting lines into text files. Because I really had no idea what I was doing.

So that's what I've been doing the past few months. As for the future, expect things to continue to be pretty slow. My free-time situation changed drastically this April, so I can't work on modding as much as before. My plan at the moment is to continue working simultaneously on Disc 2 and coding. I am also considering doing a story-only pass on the script and ignore random NPC dialogue entirely for the moment, rather than a full overhaul disc-by-disc. That way, the overhauled story script could be available sooner, while work then continues on the less important (and less read) incidental dialogue.

If you read all this text, then congratulations, you really are an RPG fan.  :laugh: