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Better Companions 1.0.0.0 — Baldur's Gate 3

Share things you've made or found for games here.

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Kowe
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Post by Kowe »

lauta1295 wrote: October 7th, 2024, 15:47
I've encountered a bug with the Astaria mod, it seems to generate a bug which removes Astarions name from the game and i'ts replaced by "Not Found". Anyone else had this problem and managed to fix it?
Has been fixed. I forgot to copy over the Origins stuff with the update of her. Just re-download and install the Pak again.

As for the Portraits, since the Toolkit is keeping me from rendering them via some .NET Framework error, and doing it manually hasn't led to satisfying results, Lore will help me with it later.
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DeathIsImminent
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Post by DeathIsImminent »

Just wanted to post to say you're doing a really cool thing with this mod! I don't play as girl MC's so to be able to replace the male character's with actually attractive girls (And not just ones that looks exactly the same as the dudes) to get to experience their romance is going to be a really neat experience. (And not having to fuss around with the literal nightmare that is appearance edit enchanced is a huge plus. lol.) I'm gonna hold out till you're a bit further along with this mod and then in a few months this is gonna be one of the first mods I download!

Cheers!
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Post by WhiteShark »

Grouppler wrote: October 11th, 2024, 23:08
Бро, активируй винду)
Post in English, please.
rusty_shackleford wrote: February 3rd, 2023, 02:02
5. Posts must be in American English. Acceptable exclusions include threads dedicated to non-English discussions and quoting third-party sources in a non-English language. British people should learn to spell better.
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Post by Grouppler »

Sorry man, missed that rule. You can delete my comment, i didn't find a way to delete it myself.

(the joke loses its meaning if i write it in english)
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Post by WhiteShark »

@Grouppler, it's fine, I'll leave it. Now you know for next time.
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Shlee
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Post by Shlee »

I just want to start with - thx, for the great mod, really enjoying it. But i have a problem with it: when i've recently started a new game - i've got "server shutting down error" or an infinite loading. And the reason for it is Minthara pack (just visual one), without it everything is starting fine. BTW, if i add this pack after the start - it will work fine.

Sry, for my bad english, it's not my native.
Last edited by Shlee on October 17th, 2024, 05:24, edited 2 times in total.
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Post by Kowe »

Shlee wrote: October 17th, 2024, 05:22
I just want to start with - thx, for the great mod, really enjoying it. But i have a problem with it: when i've recently started a new game - i've got "server shutting down error" or an infinite loading. And the reason for it is Minthara pack (just visual one), without it everything is starting fine. BTW, if i add this pack after the start - it will work fine.

Sry, for my bad english, it's not my native.
Glad to hear and no problem.
Yes, this issue appeared for me too, hence the October 7th update note in the first post. I will have a look at it next week.
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Post by Tripster369 »

Can I add a body mod to Minthara without undoing any of these changes?

As for Jaheira I'm guessing I can change her hair colour in Appearance Edit Enhanced? It's so fucking yellow...
Last edited by Tripster369 on October 22nd, 2024, 07:17, edited 3 times in total.
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Post by Kowe »

Tripster369 wrote: October 22nd, 2024, 06:19
Can I add a body mod to Minthara without undoing any of these changes?

As for Jaheira I'm guessing I can change her hair colour in Appearance Edit Enhanced? It's so fucking yellow...
Yes, a body mod should not be an issue. Head mods and those are independent of each other, as the game uses a different armature for each.
As for Jaheira, I can get an update to her done tomorrow. Changing her hair colour to dark blonde like in BGII or at least something closely resembling it. Can't recommend AEE since, as far as I remember, it broke some time ago and hasn't been updated.
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Tripster369
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Post by Tripster369 »

Kowe wrote: October 22nd, 2024, 09:58
Tripster369 wrote: October 22nd, 2024, 06:19
Can I add a body mod to Minthara without undoing any of these changes?

As for Jaheira I'm guessing I can change her hair colour in Appearance Edit Enhanced? It's so fucking yellow...
Yes, a body mod should not be an issue. Head mods and those are independent of each other, as the game uses a different armature for each.
As for Jaheira, I can get an update to her done tomorrow. Changing her hair colour to dark blonde like in BGII or at least something closely resembling it. Can't recommend AEE since, as far as I remember, it broke some time ago and hasn't been updated.
That's pretty good news thanks. Would you mind chucking in some different colour options like eye colour, hair colour, maybe skin tone like some other mods on here? Maybe even age variation? I was going to try and make her younger but then realised there are dialogue lines that contradict it, plus she's a pretty old half-elf, only a couple decades from death (although she's fully elven in your mod so could warrant maybe even changing VC unless you were already planning to like the others). There's a mod on Nexus with MILF in the title that makes her a bit saggier to boot!

Idk if you've already seen Unique Companion Assets on Nexus too but it allows controlling separate parts of companions on the same model I believe? Like using one mod for a beard and another for hair or eyes. I'm clueless when it comes to this stuff so maybe you already know of it or have better methods.

Do you know of any alternatives to AEE? Most recent comment seems to suggest it's working again after the latest hotfix.
Last edited by Tripster369 on October 24th, 2024, 14:02, edited 6 times in total.
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Post by Kowe »

Tripster369 wrote: October 22nd, 2024, 10:03
Kowe wrote: October 22nd, 2024, 09:58
Tripster369 wrote: October 22nd, 2024, 06:19
Can I add a body mod to Minthara without undoing any of these changes?

As for Jaheira I'm guessing I can change her hair colour in Appearance Edit Enhanced? It's so fucking yellow...
Yes, a body mod should not be an issue. Head mods and those are independent of each other, as the game uses a different armature for each.
As for Jaheira, I can get an update to her done tomorrow. Changing her hair colour to dark blonde like in BGII or at least something closely resembling it. Can't recommend AEE since, as far as I remember, it broke some time ago and hasn't been updated.
That's pretty good news thanks. Would you mind chucking in some different colour options like eye colour, hair colour, maybe skin tone like some other mods on here? Maybe even age variation? I was going to try and make her younger but then realised there are dialogue lines that contradict it, plus she's a pretty old half-elf, only a couple decades from death (although she's fully elven in your mod so could warrant maybe even changing VC unless you were already planning to like the others). There's a mod on Nexus with MILF in the title that makes her a bit saggier to boot!

Idk if you've already seen Unique Companion Assets on Nexus too but it allows controlling separate parts of companions on the same model I believe? Like using one mod for a bear and another for hair or eyes. I'm clueless when it comes to this stuff so maybe you already know of it or have better methods.

Do you know of any alternatives to AAE? Most recent comment seems to suggest it's working again after the latest hotfix.
You're welcome.
Jaheira has been updated, she has dark blonde hair in most cases. Has to be revisited at some point and to see how the hair color issue with the lightning can be solved. It isn't unique to her.

There are currently other parts of the project taking priority over the Visual changes. So, it is more or less a no for different variations of them, at least for now.
Instead, the project files from the Toolkit have been uploaded and added to the first post. This allows you and everyone else to make changes to your liking. Eye colour, hair colour, skin tone, age, and much more. Just copy the project, public, mods and other folders from each companion to your Data folder in the Baldur's Gate 3 one and the projects appear in the Toolkit. Root Templates have been provided.
We have two guides on our site here which help explain how the Visual stuff works:

Link 1
Link 2 (How to use the Character Editor post)

For Jaheira's voice lines, towards humans and other races which have shorter lifespans, the age-related jokes are not that out of place, as compared to when playing an Elf, but yeah. Where necessary, they will be changed. I am sure to come upon them while working on the localization.

As for Unique Companion Assets, I saw it some time ago but haven't looked into what it offers. Will take a look at it tomorrow and see if there is something useful. We Modders can already do lots of changes to a Character Visual Resource, which includes different forms.

Feel free to use AEE if it works for you. If it doesn't work, there currently isn't any alternative to it, to my knowledge.
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Post by Tripster369 »

Kowe wrote: October 23rd, 2024, 21:53
Tripster369 wrote: October 22nd, 2024, 10:03
Kowe wrote: October 22nd, 2024, 09:58


Yes, a body mod should not be an issue. Head mods and those are independent of each other, as the game uses a different armature for each.
As for Jaheira, I can get an update to her done tomorrow. Changing her hair colour to dark blonde like in BGII or at least something closely resembling it. Can't recommend AEE since, as far as I remember, it broke some time ago and hasn't been updated.
That's pretty good news thanks. Would you mind chucking in some different colour options like eye colour, hair colour, maybe skin tone like some other mods on here? Maybe even age variation? I was going to try and make her younger but then realised there are dialogue lines that contradict it, plus she's a pretty old half-elf, only a couple decades from death (although she's fully elven in your mod so could warrant maybe even changing VC unless you were already planning to like the others). There's a mod on Nexus with MILF in the title that makes her a bit saggier to boot!

Idk if you've already seen Unique Companion Assets on Nexus too but it allows controlling separate parts of companions on the same model I believe? Like using one mod for a bear and another for hair or eyes. I'm clueless when it comes to this stuff so maybe you already know of it or have better methods.

Do you know of any alternatives to AAE? Most recent comment seems to suggest it's working again after the latest hotfix.
You're welcome.
Jaheira has been updated, she has dark blonde hair in most cases. Has to be revisited at some point and to see how the hair color issue with the lightning can be solved. It isn't unique to her.

There are currently other parts of the project taking priority over the Visual changes. So, it is more or less a no for different variations of them, at least for now.
Instead, the project files from the Toolkit have been uploaded and added to the first post. This allows you and everyone else to make changes to your liking. Eye colour, hair colour, skin tone, age, and much more. Just copy the project, public, mods and other folders from each companion to your Data folder in the Baldur's Gate 3 one and the projects appear in the Toolkit. Root Templates have been provided.
We have two guides on our site here which help explain how the Visual stuff works:

Link 1
Link 2 (How to use the Character Editor post)

For Jaheira's voice lines, towards humans and other races which have shorter lifespans, the age-related jokes are not that out of place, as compared to when playing an Elf, but yeah. Where necessary, they will be changed. I am sure to come upon them while working on the localization.

As for Unique Companion Assets, I saw it some time ago but haven't looked into what it offers. Will take a look at it tomorrow and see if there is something useful. We Modders can already do lots of changes to a Character Visual Resource, which includes different forms.

Feel free to use AEE if it works for you. If it doesn't work, there currently isn't any alternative to it, to my knowledge.
Why thanks very much that was fast!

I'm not sure I'll get to that right away for similar reasons (other priorities) but I'm sure I'll have a dabble at some point and post any changes here in case people are interested.

Much appreciated for all you guys do over here :)
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Post by antares »

This is absolutely amazing - thanks so much !!! It has absolutely transformed the game for me, everything now makes so much more sense!

One thing I wasn't able to figure out: is there a way to change NPC names? I.e. it still shows "Astarion" for me, not "Astaria" - which breaks immersion a bit
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Post by Kowe »

antares wrote: October 27th, 2024, 14:29
This is absolutely amazing - thanks so much !!! It has absolutely transformed the game for me, everything now makes so much more sense!

One thing I wasn't able to figure out: is there a way to change NPC names? I.e. it still shows "Astarion" for me, not "Astaria" - which breaks immersion a bit
You're welcome.
It is part of the Localization. To be exact, it is the single word lines with just the names. It will be changed in due time. The Origins stuff only covers the Character Creation Menu and Context Menu from what I already gathered.
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Post by Tripster369 »

Shlee wrote: October 17th, 2024, 05:22
I just want to start with - thx, for the great mod, really enjoying it. But i have a problem with it: when i've recently started a new game - i've got "server shutting down error" or an infinite loading. And the reason for it is Minthara pack (just visual one), without it everything is starting fine. BTW, if i add this pack after the start - it will work fine.

Sry, for my bad english, it's not my native.
I wish I had seen this before. I've been trying to narrow this down for hours!!
Kowe wrote: October 19th, 2024, 17:02
Glad to hear and no problem.
Yes, this issue appeared for me too, hence the October 7th update note in the first post. I will have a look at it next week.
Any update to this? And the name change on Astarion perhaps?
Last edited by Tripster369 on October 27th, 2024, 16:55, edited 2 times in total.
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Post by Kowe »

Tripster369 wrote: October 27th, 2024, 16:53
Shlee wrote: October 17th, 2024, 05:22
I just want to start with - thx, for the great mod, really enjoying it. But i have a problem with it: when i've recently started a new game - i've got "server shutting down error" or an infinite loading. And the reason for it is Minthara pack (just visual one), without it everything is starting fine. BTW, if i add this pack after the start - it will work fine.

Sry, for my bad english, it's not my native.
I wish I had seen this before. I've been trying to narrow this down for hours!!
Kowe wrote: October 19th, 2024, 17:02
Glad to hear and no problem.
Yes, this issue appeared for me too, hence the October 7th update note in the first post. I will have a look at it next week.
Any update to this? And the name change on Astarion perhaps?
Minthara issue has just been fixed. I accidentally put the Description string under CharacterCreationLevelName in the meta.lsx, sorry about this. Just re-download the zip and re-apply its Pak to the mod manager.
About the companions speaker names in-game, haven't found the right dialog file for it yet. Worst case, there is still the option to apply name changes via the Localization folder and its content.
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Post by Classic »

Thanks for making this mod and sharing it!

Few questions: What are the Localization files for on the Wilhelmine part? Are they required? Is there a reason they aren't made into a .pak like the others?
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Post by Tripster369 »

Kowe wrote: October 27th, 2024, 18:56
Tripster369 wrote: October 27th, 2024, 16:53
Shlee wrote: October 17th, 2024, 05:22
I just want to start with - thx, for the great mod, really enjoying it. But i have a problem with it: when i've recently started a new game - i've got "server shutting down error" or an infinite loading. And the reason for it is Minthara pack (just visual one), without it everything is starting fine. BTW, if i add this pack after the start - it will work fine.

Sry, for my bad english, it's not my native.
I wish I had seen this before. I've been trying to narrow this down for hours!!
Kowe wrote: October 19th, 2024, 17:02
Glad to hear and no problem.
Yes, this issue appeared for me too, hence the October 7th update note in the first post. I will have a look at it next week.
Any update to this? And the name change on Astarion perhaps?
Minthara issue has just been fixed. I accidentally put the Description string under CharacterCreationLevelName in the meta.lsx, sorry about this. Just re-download the zip and re-apply its Pak to the mod manager.
About the companions speaker names in-game, haven't found the right dialog file for it yet. Worst case, there is still the option to apply name changes via the Localization folder and its content.
Awesome thanks for the fast work and no apologies necessary!

There's quite a few mods on Nexus that change names (to gross things like Daddy and Mommy :yuck: ) but maybe you can learn something from that garbage? Not sure if they apply changes to in-game speaker names properly; clueless about it all really haha
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Post by Kowe »

Classic wrote: October 28th, 2024, 01:22
Thanks for making this mod and sharing it!

Few questions: What are the Localization files for on the Wilhelmine part? Are they required? Is there a reason they aren't made into a .pak like the others?
It has been uploaded as part of the Wilhelmine mod, before this project got expanded to all the other companions. It is basically NoAlphabetsLingo with additional dialogue changes for FemWyll, though not 100 % complete. Not required though recommended. Should still work, but will verify it tomorrow.
There were some issues with how the localization files were read in a previous patch, so it had to be loose and not in form of a .pak.
Tripster369 wrote: October 28th, 2024, 08:19

Awesome thanks for the fast work and no apologies necessary!

There's quite a few mods on Nexus that change names (to gross things like Daddy and Mommy :yuck: ) but maybe you can learn something from that garbage? Not sure if they apply changes to in-game speaker names properly; clueless about it all really haha
Gonna take a look at them if it doesn't work with the current idea on how to change the names.
I also forgot to add something yesterday. You mentioned Unique Companion Assets. That framework isn't necessary as it is only about Makeup and Textures for the companions. The former will hardly be used for this project because the party is busy adventuring and the latter can be modified in other ways.
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Post by Tripster369 »

Kowe wrote: October 28th, 2024, 18:27
Classic wrote: October 28th, 2024, 01:22
Thanks for making this mod and sharing it!

Few questions: What are the Localization files for on the Wilhelmine part? Are they required? Is there a reason they aren't made into a .pak like the others?
It has been uploaded as part of the Wilhelmine mod, before this project got expanded to all the other companions. It is basically NoAlphabetsLingo with additional dialogue changes for FemWyll, though not 100 % complete. Not required though recommended. Should still work, but will verify it tomorrow.
There were some issues with how the localization files were read in a previous patch, so it had to be loose and not in form of a .pak.
Tripster369 wrote: October 28th, 2024, 08:19

Awesome thanks for the fast work and no apologies necessary!

There's quite a few mods on Nexus that change names (to gross things like Daddy and Mommy :yuck: ) but maybe you can learn something from that garbage? Not sure if they apply changes to in-game speaker names properly; clueless about it all really haha
Gonna take a look at them if it doesn't work with the current idea on how to change the names.
I also forgot to add something yesterday. You mentioned Unique Companion Assets. That framework isn't necessary as it is only about Makeup and Textures for the companions. The former will hardly be used for this project because the party is busy adventuring and the latter can be modified in other ways.
Looking forward to whatever you come up with. I'm just working out last minute kinks before starting a new playthrough so the sooner the better for me :)
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Post by Classic »

Kowe wrote: October 28th, 2024, 18:27
Classic wrote: October 28th, 2024, 01:22
Thanks for making this mod and sharing it!

Few questions: What are the Localization files for on the Wilhelmine part? Are they required? Is there a reason they aren't made into a .pak like the others?
It has been uploaded as part of the Wilhelmine mod, before this project got expanded to all the other companions. It is basically NoAlphabetsLingo with additional dialogue changes for FemWyll, though not 100 % complete. Not required though recommended. Should still work, but will verify it tomorrow.
There were some issues with how the localization files were read in a previous patch, so it had to be loose and not in form of a .pak.
Tripster369 wrote: October 28th, 2024, 08:19

Awesome thanks for the fast work and no apologies necessary!

There's quite a few mods on Nexus that change names (to gross things like Daddy and Mommy :yuck: ) but maybe you can learn something from that garbage? Not sure if they apply changes to in-game speaker names properly; clueless about it all really haha
Gonna take a look at them if it doesn't work with the current idea on how to change the names.
I also forgot to add something yesterday. You mentioned Unique Companion Assets. That framework isn't necessary as it is only about Makeup and Textures for the companions. The former will hardly be used for this project because the party is busy adventuring and the latter can be modified in other ways.
Thanks for the heads up. Yeah, I'm usually the 'curator' of mod packs for my friends, so it's much easier when I only have to deal with .paks to send to friends.

Keep up the good work!
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Post by Tripster369 »

Kowe wrote: October 28th, 2024, 18:27
Classic wrote: October 28th, 2024, 01:22
Thanks for making this mod and sharing it!

Few questions: What are the Localization files for on the Wilhelmine part? Are they required? Is there a reason they aren't made into a .pak like the others?
It has been uploaded as part of the Wilhelmine mod, before this project got expanded to all the other companions. It is basically NoAlphabetsLingo with additional dialogue changes for FemWyll, though not 100 % complete. Not required though recommended. Should still work, but will verify it tomorrow.
There were some issues with how the localization files were read in a previous patch, so it had to be loose and not in form of a .pak.
Tripster369 wrote: October 28th, 2024, 08:19

Awesome thanks for the fast work and no apologies necessary!

There's quite a few mods on Nexus that change names (to gross things like Daddy and Mommy :yuck: ) but maybe you can learn something from that garbage? Not sure if they apply changes to in-game speaker names properly; clueless about it all really haha
Gonna take a look at them if it doesn't work with the current idea on how to change the names.
I also forgot to add something yesterday. You mentioned Unique Companion Assets. That framework isn't necessary as it is only about Makeup and Textures for the companions. The former will hardly be used for this project because the party is busy adventuring and the latter can be modified in other ways.
Just wanted to ask if there are plans to change other voice lines like Gale's. First time you meet Astarion he refers to Astarion both as that name and as "him". Depending on how immersion breaking and almost alphabet-implicative it is, I may hold off until the more obvious gaps are filled.

Could even introduce something similar to Better Romance in which any dialogue that references the character's vanilla gender is blocked as an alternative to the huge amounts of work needed to change every voice line in a clean way.

Pre-warning for anybody using Dialogue Voice Quality Restoration too, it prevented the Astaria voice files from working entirely. It also needs to be loaded AFTER No Alphabets' audio files for obvious reasons, unless you want the Astaria voice files to be redundant. I'm not entirely sure but DVQR may also be incompatible with No Alphabets?
Last edited by Tripster369 on November 4th, 2024, 05:47, edited 3 times in total.
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Post by Kowe »

Tripster369 wrote: November 4th, 2024, 02:08
Kowe wrote: October 28th, 2024, 18:27
Classic wrote: October 28th, 2024, 01:22
Thanks for making this mod and sharing it!

Few questions: What are the Localization files for on the Wilhelmine part? Are they required? Is there a reason they aren't made into a .pak like the others?
It has been uploaded as part of the Wilhelmine mod, before this project got expanded to all the other companions. It is basically NoAlphabetsLingo with additional dialogue changes for FemWyll, though not 100 % complete. Not required though recommended. Should still work, but will verify it tomorrow.
There were some issues with how the localization files were read in a previous patch, so it had to be loose and not in form of a .pak.
Tripster369 wrote: October 28th, 2024, 08:19

Awesome thanks for the fast work and no apologies necessary!

There's quite a few mods on Nexus that change names (to gross things like Daddy and Mommy :yuck: ) but maybe you can learn something from that garbage? Not sure if they apply changes to in-game speaker names properly; clueless about it all really haha
Gonna take a look at them if it doesn't work with the current idea on how to change the names.
I also forgot to add something yesterday. You mentioned Unique Companion Assets. That framework isn't necessary as it is only about Makeup and Textures for the companions. The former will hardly be used for this project because the party is busy adventuring and the latter can be modified in other ways.
Just wanted to ask if there are plans to change other voice lines like Gale's. First time you meet Astarion he refers to Astarion both as that name and as "him". Depending on how immersion breaking and almost alphabet-implicative it is, I may hold off until the more obvious gaps are filled.

Could even introduce something similar to Better Romance in which any dialogue that references the character's vanilla gender is blocked as an alternative to the huge amounts of work needed to change every voice line in a clean way.

Pre-warning for anybody using Dialogue Voice Quality Restoration too, it prevented the Astaria voice files from working entirely. It also needs to be loaded AFTER No Alphabets' audio files for obvious reasons, unless you want the Astaria voice files to be redundant. I'm not entirely sure but DVQR may also be incompatible with No Alphabets?
In time. If all goes well, a version of Better Romances for Better Companions can be expected this weekend. Localization as PAKs next weekend. Voice Conversions will occur after the Localization and requires mostly only small changes.

DVQR uses the audio tracks from the game just like every Voice Conversion mod. So, yeah, it has to be loaded before so the other ones can overwrite it.
Last edited by Kowe on November 10th, 2024, 17:00, edited 2 times in total.
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Post by Tripster369 »

Kowe wrote: November 4th, 2024, 18:33
Tripster369 wrote: November 4th, 2024, 02:08
Kowe wrote: October 28th, 2024, 18:27


It has been uploaded as part of the Wilhelmine mod, before this project got expanded to all the other companions. It is basically NoAlphabetsLingo with additional dialogue changes for FemWyll, though not 100 % complete. Not required though recommended. Should still work, but will verify it tomorrow.
There were some issues with how the localization files were read in a previous patch, so it had to be loose and not in form of a .pak.



Gonna take a look at them if it doesn't work with the current idea on how to change the names.
I also forgot to add something yesterday. You mentioned Unique Companion Assets. That framework isn't necessary as it is only about Makeup and Textures for the companions. The former will hardly be used for this project because the party is busy adventuring and the latter can be modified in other ways.
Just wanted to ask if there are plans to change other voice lines like Gale's. First time you meet Astarion he refers to Astarion both as that name and as "him". Depending on how immersion breaking and almost alphabet-implicative it is, I may hold off until the more obvious gaps are filled.

Could even introduce something similar to Better Romance in which any dialogue that references the character's vanilla gender is blocked as an alternative to the huge amounts of work needed to change every voice line in a clean way.

Pre-warning for anybody using Dialogue Voice Quality Restoration too, it prevented the Astaria voice files from working entirely. It also needs to be loaded AFTER No Alphabets' audio files for obvious reasons, unless you want the Astaria voice files to be redundant. I'm not entirely sure but DVQR may also be incompatible with No Alphabets?
In time. If all goes well, a version of Better Romances for Better Companions can be expected this weekend. Localization as PAKs next weekend. Voice Conversions will occur after the Localization and requires mostly only small changes.

DVQR uses the audio tracks from the game just like every Voice Conversion mod. So, yeah, it has to be loaded before so the other ones can overwrite it.
I couldn't get the Astaria voice files to work even loaded after DVQR. Don't think I put Astaria VC before DVQR at any point but I did try Astaria immediately after it or way down the load order whilst DVQR was at the top. I think my mistake was not putting it after BOTH DVQR AND No Alphabets as when I got it working I had moved it to after No Alphabets (usually last in load order to make sure it's overriding things) but had also removed DVQR and assumed DVQR was the issue not the previously loading before NoAlpha, if that makes sense :groan:

Anyway I'll try adding DVQR back in later and see if it works cos like you suggest, it should just overwrite.

That's also excellent news on the upcoming updates! You guys work so quietly in the background like ninjas with all this unexpected progression :salute:
Last edited by Tripster369 on November 4th, 2024, 19:53, edited 1 time in total.
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MajimaOcelot
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Joined: Nov 6, '24

Post by MajimaOcelot »

This mod is excellent. THANK YOU. Makes Lae'Zel bareable to listen to and Karlax is exactly what i wanted that character to be. Wondering if there is any possibilities of changing the portraits of the character to match their Male versions, maybe there is already a mod for this? Also any possibility in the future to have the in battle voice match the male voices?

Appreciate your work.
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Kowe
Posts: 365
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Gender: Helicopter

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Post by Kowe »

MajimaOcelot wrote: November 6th, 2024, 19:19
This mod is excellent. THANK YOU. Makes Lae'Zel bareable to listen to and Karlax is exactly what i wanted that character to be. Wondering if there is any possibilities of changing the portraits of the character to match their Male versions, maybe there is already a mod for this? Also any possibility in the future to have the in battle voice match the male voices?

Appreciate your work.
You're welcome.
With the portraits, it is possible. Last time I tried to do it manually, it did not lead to the expected results. Still waiting after having asked for help. Otherwise, after localization is done, I can take a look at it again and see that the Toolkit stuff also gets fixed on my end, so another method can be tried out properly. There isn't a suitable mod for portraits right now because they take information from the Visual Character Resources.
With the battle voices, Nolester's VCs have some tracks which can be used as reference, but it is still incomplete from what I know. Biggest issue is still the extraction of tracks from the bundled sound banks.

A small update on the the Even Better Romances Better Companions variant: It will be delayed due to some health setbacks. Hopefully done by either Tuesday or Wednesday. Sorry about the delay.
So the localization is also postponed by a few days.
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antares
Posts: 4
Joined: Mar 30, '24

Post by antares »

Feedback after ~ 10 hours of game time with this mod:

First of all, this is AMAZING. The companions are so much more enjoyable with this mod! Things they say and do, their personalities make a ton more sense now! Astaria behaves (and looks) like a sensual, independent woman with an interesting backstory and not like an annoying over-the-top faggot who I've killed on all my previous playthroughs lol. Same with Laezil - he is a strong, proud githyanki chad who my character is proud to fight alongside.

Some minor notes for future improvements:
  • When you click on a character, they still respond with their original voice.
  • Some dialogs still refer to them as "Astarion" and "he". Those are the only things that break immersion
  • Willhelmina doesn't work with Patch 7 - I'm sure you know. The voice actually works, but the character looks like Wyll - it's pretty funny
  • Karl's face still looks somewhat feminine.. I can't place my finger on it - what exactly
Thank you so much for your great work, this has made the game so much better for me!!!
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Kowe
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Gender: Helicopter

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Post by Kowe »

antares wrote: November 21st, 2024, 12:02
Feedback after ~ 10 hours of game time with this mod:

First of all, this is AMAZING. The companions are so much more enjoyable with this mod! Things they say and do, their personalities make a ton more sense now! Astaria behaves (and looks) like a sensual, independent woman with an interesting backstory and not like an annoying over-the-top faggot who I've killed on all my previous playthroughs lol. Same with Laezil - he is a strong, proud githyanki chad who my character is proud to fight alongside.

Some minor notes for future improvements:
  • When you click on a character, they still respond with their original voice.
  • Some dialogs still refer to them as "Astarion" and "he". Those are the only things that break immersion
  • Willhelmina doesn't work with Patch 7 - I'm sure you know. The voice actually works, but the character looks like Wyll - it's pretty funny
  • Karl's face still looks somewhat feminine.. I can't place my finger on it - what exactly
Thank you so much for your great work, this has made the game so much better for me!!!
That's great to hear! And thanks for the feedback.
All these things are already planned to be fixed within the next updates.
Except for Wilhelmine. There hasn't been any issue on my end. Is it the 1.0.0.2 or 1.0.0.3 version ? And do you use any other mod related to the character ?
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antares
Posts: 4
Joined: Mar 30, '24

Post by antares »

Kowe wrote: November 22nd, 2024, 09:48
antares wrote: November 21st, 2024, 12:02
Feedback after ~ 10 hours of game time with this mod:

First of all, this is AMAZING. The companions are so much more enjoyable with this mod! Things they say and do, their personalities make a ton more sense now! Astaria behaves (and looks) like a sensual, independent woman with an interesting backstory and not like an annoying over-the-top faggot who I've killed on all my previous playthroughs lol. Same with Laezil - he is a strong, proud githyanki chad who my character is proud to fight alongside.

Some minor notes for future improvements:
  • When you click on a character, they still respond with their original voice.
  • Some dialogs still refer to them as "Astarion" and "he". Those are the only things that break immersion
  • Willhelmina doesn't work with Patch 7 - I'm sure you know. The voice actually works, but the character looks like Wyll - it's pretty funny
  • Karl's face still looks somewhat feminine.. I can't place my finger on it - what exactly
Thank you so much for your great work, this has made the game so much better for me!!!
That's great to hear! And thanks for the feedback.
All these things are already planned to be fixed within the next updates.
Except for Wilhelmine. There hasn't been any issue on my end. Is it the 1.0.0.2 or 1.0.0.3 version ? And do you use any other mod related to the character ?
No other Wyll mods installed. It's weird - once I drop it in the folder, the "Wilhelmine - Visuals" doesn't appear in my list of mods in the mod manager (I'm on a Mac). No issues with any other ones files from this mod, or other mods - they all appear instantly. Tested with 1.0.0.2, 1.0.0.3, and 1.0.0.4
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