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No Alphabets 7.1 — Baldur's Gate 3

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Lyx0081
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Post by Lyx0081 »

Nammu Archag wrote: February 26th, 2024, 05:44
Silver wrote: February 26th, 2024, 01:47
Nammu Archag wrote: February 26th, 2024, 01:45
How does one behead Karlach?
The first time you meet Karlach you go with killing her, as Wyll's original plan was
does Wyll need to be with you?
just talk to paladins of tyr and take their quest. they'll ask you to bring Karlach's head (no wyll required)
Last edited by Lyx0081 on February 26th, 2024, 06:36, edited 1 time in total.
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Post by Faceless_Sentinel »

orinEsque wrote: February 26th, 2024, 02:02
Hello Translators,
it's come to my attention that some people are struggling with English and I may need to alter the description of the Translation files

If you could write me a translation for "Replaces ALL in-game text." in your respective languages, that would be great.

@Faceless_Sentinel @Alef Zero, @Reichspepe , @Some1LikeYou
"Replaces ALL in-game text." => RU: "Заменяет ВЕСЬ внутриигровой текст"
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Post by Kowe »

For the German one: "Ersetzt den gesamten Spiel-Text."
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Post by Faceless_Sentinel »

orinEsque wrote: February 26th, 2024, 00:52
Lol, someone's having fun:

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If it is possible, would be hallarious if this done with other mods that make characters ********. They made mods to transgenderise all companions.
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Post by LemonDemonGirl »

All she does is say **** anyway
I hate the Antichrist!
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Post by Metalhead33 »

I just registered to express my gratitude to the developer of this mod. You are truly doing God's work.

I like Lotte.
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Post by Oyster Sauce »

Metalhead33 wrote: February 26th, 2024, 15:20
I just registered to express my gratitude to the developer of this mod. You are truly doing God's work.
You're welcome!
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Post by orinEsque »

Metalhead33 wrote: February 26th, 2024, 15:20
I just registered to express my gratitude to the developer of this mod. You are truly doing God's work.
Thank you new friend :D. And Enjoy!

p.s. oystersauce is not part of the NoAlphabets team. Although he has been useful for comic relief.
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Post by orinEsque »

Introducing, cambion orinEsque. Thank you all that donated ❤️.
Image

I can make Rafaella, if anyone's interested. Won't have the hood and same head ofcourse :D.
Last edited by orinEsque on February 26th, 2024, 16:14, edited 1 time in total.
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Post by Devseena »

dear creator of this wonderful mod: I am not used to creating an account specifically to comment on forums, but I am truly grateful to heaven and beyond for this mod. I would like to translate it into my native language but I don't know how to do it (I tried with the mini-tutorial, but it came out wrong) and well, that's it... thank you!!
thanks for the mod, thanks for taking care of my mental health, and thanks for existing <3
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Post by orinEsque »

Devseena wrote: February 26th, 2024, 16:17
dear creator of this wonderful mod: I am not used to creating an account specifically to comment on forums, but I am truly grateful to heaven and beyond for this mod. I would like to translate it into my native language but I don't know how to do it (I tried with the mini-tutorial, but it came out wrong) and well, that's it... thank you!!
thanks for the mod, thanks for taking care of my mental health, and thanks for existing <3
Welcome welcome! I can help troubleshoot it for you, if you want?
Last edited by orinEsque on February 26th, 2024, 16:19, edited 1 time in total.
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Post by Devseena »

I would love help, honestly, but I think I can deal with this, it's just a translation, it won't be difficult, I just have to use my head c:
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Post by ANONYMOUS_FRI3ND »

orinEsque wrote: February 26th, 2024, 16:13
Introducing, cambion orinEsque. Thank you all that donated ❤️.
Image

I can make Rafaella, if anyone's interested. Won't have the hood and same head ofcourse :D.

"Won't have the hood and same head ofcourse"

Why not?
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Post by orinEsque »

ANONYMOUS_FRI3ND wrote: February 26th, 2024, 16:28
orinEsque wrote: February 26th, 2024, 16:13
Introducing, cambion orinEsque. Thank you all that donated ❤️.
Image

I can make Rafaella, if anyone's interested. Won't have the hood and same head ofcourse :D.

"Won't have the hood and same head ofcourse"

Why not?
Because this specific look is personal :D. I could use the head sure (it's vanilla)
Last edited by orinEsque on February 26th, 2024, 16:37, edited 2 times in total.
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Post by Faceless_Sentinel »

Devseena wrote: February 26th, 2024, 16:22
I would love help, honestly, but I think I can deal with this, it's just a translation, it won't be difficult, I just have to use my head c:
Do not forget, there is pretty good tutorial on translating in description of a mod!
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Post by gastovski »

Hello, i have found this gem on 4chan boards glad this site exists. Also im not sure if this works properly alongside with "no mindflyer ending" mod because they both modify dialogue files. It would be nice if anyone could confirm it though, keep up the great work.
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Post by orinEsque »

gastovski wrote: February 26th, 2024, 22:13
Hello, i have found this gem on 4chan boards glad this site exists. Also im not sure if this works properly alongside with "no mindflyer ending" mod because they both modify dialogue files. It would be nice if anyone could confirm it though, keep up the great work.
if it alters dialogue, then its not compatible.
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Post by Porcelyn »

orinEsque wrote: February 26th, 2024, 22:33
gastovski wrote: February 26th, 2024, 22:13
Hello, i have found this gem on 4chan boards glad this site exists. Also im not sure if this works properly alongside with "no mindflyer ending" mod because they both modify dialogue files. It would be nice if anyone could confirm it though, keep up the great work.
if it alters dialogue, then its not compatible.
I finished the game with both installed. Worked fine. No mindflayer ending just skips dialogue and cutscenes that refer to you as having transformed.
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Post by Fenn »

Hey All
Found this mod as a result of googling after being disgusted by the forced Aylin scene.
I play on the Steam deck, does anyone know to get the modmanager to work there?
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Post by rusty_shackleford »

Fenn wrote: February 27th, 2024, 07:28
Hey All
Found this mod as a result of googling after being disgusted by the forced Aylin scene.
I play on the Steam deck, does anyone know to get the modmanager to work there?
Try running it via protonhax?
https://github.com/jcnils/protonhax

Can't confirm if this works, I haven't had BG3 installed since it launched so I didn't get to try mod manager on linux.
Thank you for your attention to this matter!
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Post by jebacdrkac »

@orinEsque
Yo sorry for bothering you but I merged english.loca.xml with other mod text like you said in the guide and now when i am doing this path "Open LSLib and using Localization tab, this time convert your edited french.xml to french.loca." I am getting this error?

Image

Thanks in advance :)
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Post by Luckmann »

jebacdrkac wrote: February 27th, 2024, 11:14
@orinEsque
Yo sorry for bothering you but I merged english.loca.xml with other mod text like you said in the guide and now when i am doing this path "Open LSLib and using Localization tab, this time convert your edited french.xml to french.loca." I am getting this error?

Image

Thanks in advance :)
Get those quotation marks out of there, for starters. :toot:

Also, you're trying to convert something named ".loca.xml", which is a bold idea, but I don't think that'll work.

And you're trying to convert it to ".loca.". You should be converting it to a ".loca".
Last edited by Luckmann on February 27th, 2024, 11:53, edited 2 times in total.
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Post by jebacdrkac »

Luckmann wrote: February 27th, 2024, 11:51
jebacdrkac wrote: February 27th, 2024, 11:14
@orinEsque
Yo sorry for bothering you but I merged english.loca.xml with other mod text like you said in the guide and now when i am doing this path "Open LSLib and using Localization tab, this time convert your edited french.xml to french.loca." I am getting this error?

Image

Thanks in advance :)
Get those quotation marks out of there, for starters. :toot:

Also, you're trying to convert something named ".loca.xml", which is a bold idea, but I don't think that'll work.

And you're trying to convert it to ".loca.". You should be converting it to a ".loca".
For whatever reason whenever i use BG3 Modders's Multitool to extract PAKs localization files become loca.xml, happened with this mod and also with all three from this page https://www.nexusmods.com/baldursgate3/ ... escription

"And you're trying to convert it to ".loca.". You should be converting it to a ".loca"." this did it, hopefully its actually going to work cause I had to rename .loca.xml to .xml
Last edited by jebacdrkac on February 27th, 2024, 12:53, edited 1 time in total.
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Post by DagothGeas5 »

jebacdrkac wrote: February 27th, 2024, 12:51
Luckmann wrote: February 27th, 2024, 11:51
jebacdrkac wrote: February 27th, 2024, 11:14
@orinEsque
Yo sorry for bothering you but I merged english.loca.xml with other mod text like you said in the guide and now when i am doing this path "Open LSLib and using Localization tab, this time convert your edited french.xml to french.loca." I am getting this error?

Image

Thanks in advance :)
Get those quotation marks out of there, for starters. :toot:

Also, you're trying to convert something named ".loca.xml", which is a bold idea, but I don't think that'll work.

And you're trying to convert it to ".loca.". You should be converting it to a ".loca".
For whatever reason whenever i use BG3 Modders's Multitool to extract PAKs localization files become loca.xml, happened with this mod and also with all three from this page https://www.nexusmods.com/baldursgate3/ ... escription

"And you're trying to convert it to ".loca.". You should be converting it to a ".loca"." this did it, hopefully its actually going to work cause I had to rename .loca.xml to .xml
If you are clicking or selecting the original file when exporting, it might be it is trying to rename it to reflect what was selected, plus adding the .xml extension at the end. I had to learn the hard way to be very careful with what the program is asking, because it defaulted to the file I was trying to keep as backup, for example. To prevent this, I usually click onto empty space in the folder when the dialogue to export pops-up, and then make sure the name matches by simply selecting and de-selecting the file that needs to be converted, manually then renaming it to .xml or .loca as needed in the re-naming bar.
Also, what matters is the final extension of the file, so if a file was named .loca.xml by the program, it is an .xml file, and the .loca part of its name it's just "for show" and can be safely removed. Not sure if .loca files can be just as easily renamed without issue, I know some files have the name they were created with baked into the code or something, so I cannot vouch that those can be as easily renamed.
Hope this is of any use!
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Post by orinEsque »

jebacdrkac wrote: February 27th, 2024, 11:14
@orinEsque
Yo sorry for bothering you but I merged english.loca.xml with other mod text like you said in the guide and now when i am doing this path "Open LSLib and using Localization tab, this time convert your edited french.xml to french.loca." I am getting this error?

Image

Thanks in advance :)
It should be:

Path/english.loca.xml
To
Path/english.loca

No quotes. No fullstop at the end.
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Post by n3IVI0 »

I am still on Patch 6, Hotfix 19. However, I just started a new run, and I am getting the god damned ****** body type bull crap again. I am using NoAlphabets CCreator 3.6. This mod appears to be disabled or non-functional under the current build. Please fix it. Sons of ******* with their ******** "body type" garbage.

EDIT: There is not a /Public/GUI/Game/Library directory anymore.

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Last edited by n3IVI0 on February 27th, 2024, 19:43, edited 2 times in total.
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Post by orinEsque »

n3IVI0 wrote: February 27th, 2024, 19:32
I am still on Patch 6, Hotfix 19. However, I just started a new run, and I am getting the god damned ****** body type bull crap again. I am using NoAlphabets CCreator 3.6. This mod appears to be disabled or non-functional under the current build. Please fix it. Sons of ******* with their ******** "body type" garbage.

EDIT: There is not a /Public/GUI/Game/Library directory anymore.

Image
Yeah I need to check the new structure. But funnily enough current version still works on my latest game. I'll look into the new structure and fix it accordingly. Will take some time because I have to manually find the lines to comment out again.
Last edited by orinEsque on February 27th, 2024, 19:57, edited 1 time in total.
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Post by n3IVI0 »

What version of BG3 are you using? Should I roll back to Patch 6? Hotfix 18/19 seems to have wrecked everything. So much so that the modders on Nexus are boycotting. Is this intentional from Larian to wreck modding? They seem to think so.
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Post by orinEsque »

n3IVI0 wrote: February 27th, 2024, 19:58
What version of BG3 are you using? Should I roll back to Patch 6? Hotfix 18/19 seems to have wrecked everything. So much so that the modders on Nexus are boycotting. Is this intentional from Larian to wreck modding? They seem to think so.
4.114811634

I doubt Larian is trying to wreck mods, because NoAlphabets working perfectly. Well almost perfectly until you told me they changed the CCreator style
Last edited by orinEsque on February 28th, 2024, 00:08, edited 2 times in total.
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Post by Luckmann »

orinEsque wrote: February 27th, 2024, 20:08
n3IVI0 wrote: February 27th, 2024, 19:58
What version of BG3 are you using? Should I roll back to Patch 6? Hotfix 18/19 seems to have wrecked everything. So much so that the modders on Nexus are boycotting. Is this intentional from Larian to wreck modding? They seem to think so.
4.114811634

I doubt Larian is trying to wreck mods, because NoAlphabets working perfectly. Well almost perfectly until you told me they changed the CCreator style
While it's true that Larian keeps breaking **** and that there are issues post-"Patch 6", only "Hotfix" 18 was a really major issue, and the reason some modders were in an uproar was because it broke the Script Extender. It seems to have been a genuine ****-up, though, because it seems to mostly have been a roll-back to some previous version struture. So mostly mods that need script extender were broken.

That said, "Patch 6" really did **** up some things for some others. It changed how feats/passives are (re-?)applied in some way, so I had to completely rewrite large parts of a mod and find ways to work around it because things seem to be applied in the "wrong" (from my perspective) order whenever a save was loaded. I had to take effects from passives and split the passives up and then off-load the effects to be applied via hidden buffs/statuses. I'm honestly surprised that didn't break more things in the game that I have seen yet. Something that used to be about 6000 symbols over 60 lines or something is now over 21 000 symbols over over 210 lines. Sure it was mostly cut-and-pasting, but tracking it down and finding an alternative way to handle it all was a *****.
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