New sticker set finished! These will be available at my table at Bewhiskered and in my Etsy shop after the con. These where inspired by Wolfgun's rendition of Scarborough Fair, which you can listen to here: https://wolfgun.bandcamp.com/album/scarborough-fair.
From top left: Lynx/Parsley, Wolverine/Sage, Fox/Rosemary, Wolf/Thyme. The stickers will be printed on a brushed metal finish, so the halo behind them will be gold metallic.
Improving some old HGS redesigns I did a few years ago
Since I'm back at that stage for some reasons I can say for certain I've definitely done a lot of redesigns of these characters, of course, not all of them were good, so I'm taking four of them that I never posted and pointing out where I messed up and trying to figure out what to do next
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Rosemary - I feel like I made her hair too complex, It got so complex I made a chart with all the items in it. I need to trim the list down. I'm not completely sure I like the bangs I gave her. Prolly keeping the scars but I don't like the line weight I gave them. Also I NEED to bulk up her arms to show off her strength
(There's 20 items here total, god almighty I'm gonna have a stroke, gonna have to trim the fat the moment I draw her again)
Sage - it's just I've updated the lore on witches so I need to add blue into her eyes. I'll make the braids chunkier so I don't have to draw tiny "Split Hearts". The rose and lavender need to be brighter since the lavender can barely be seen in her hat, might change some colors too. maybe desaturate the hat a bit too.
Parsley - Parsley definitely needs more of an overhaul. No orange on the boots. Give the belt done loops to slide through, gonna have to change up the belt color too. Also gonna add hair to her ears for sure. Might give her back her black brows because I forgot those. May re-redesign eyes too. Also. Not sure if the suspenders were a good idea. I wanted to connect it back to her causal outfit, but it looks like of awkward here. Maybe it just needs to be a different color? (And ACTUALLY attached to the belt?)
Thyme -Honestly the biggest flaw with Thyme is the shoes and that green. Also I'm not gonna use that logo for the shirt so it's outdated. I think I'll replace the green with gold Greek style sandles. These shoes aren't bad, they just don't fit. Maybe her old shoes can get recycled into something she wears from the fairy woods with her Giant Elf family and such. Also getting rid of the extra bandage on the leg.
That's all for today folks!
Not my best redesigns, but some elements I would definitely keep. Reminder that not every piece of art or first draft design is gonna be a banger and that's fine!
For everyone who asked: a dialogue parser for BG3 alongside with the parsed dialogue for the newest patch. The parser is not mine, but its creator a) is amazing and b) wished to stay anonymous.
UPD: The parser was updated!! Now all the lines are parsed, AND there are new features like audio and dialogue tree visualisation. See below!
Patch 6 dialogue added!
If you don't want to touch the parser and just want the dialogues, make sure to download the whole "BG3 ... (1.6)" folder and keep the "jscssetc" folder within: it is needed for the html files functionality (hide/show certain types of information as per the menu at the top, jumps when you click on [jump], color for better readability, etc). See the image below for what it should look like. The formatting was borrowed from TORcommunity with their blessing.
If you want to run the parser yourself instead of downloading my parsed files, it's easy:
run bg3dialogreader.exe, OPEN any .pak file inside of your game's '\steamapps\common\Baldurs Gate 3\Data' folder,
select your language
press ‘LOAD’, it'll create a database file with all the tags, flags, etc.
Once that is done, press ‘EXPORT all dialogs to html’, and give it a minute or two to finish.
Find the parser dialogue in ‘Dialogs’ folder. If you move the folder elsewhere, move the ‘jscssetc’ folder as well! It contains the styles you need for the color coding and functionality to keep working!
New features:
Once you've created the database (after step three above), you can also preview the dialogue trees inside of the parser and extract only what you need:
You can also listen to the correspinding audio files by clicking the line in the right window. But to do that, as the parser tells you, you need to download and put the filed from vgmstream-win64.zip inside of the parser's main folder (restart the parser after).
You can CONVERT the bg3 dialogue to the format that the Divinity Original Sin 2's Editor understands. That way, you can view the dialogues as trees! Unlike the html files, the trees don't show ALL the relevant information, but it's much easier to orient yourself in.
To get that, you DO need to have bought and installed Larian's previous game, Divinity Original Sin 2. It comes with a tool called 'The Divinity Engine 2'. Here you can read about how to unstall and lauch it. Once you have it, you need to load/create a project. We're trying to get to the point where the tool allows you to open the Dialog Editor. Then you can Open any bg3 dialogue file you want. And in case you want it, here's an in-depth Dialog Editor tutorial. But if you simply want to know how to open the Editor, here's the gist:
Update: In order to see the names of the speakers (up to ten), you can put the _merged.lsf file inside of the "\Divinity Original Sin 2\DefEd\Data\Public\[your project's name here]\RootTemplates\_merged.lsf" file path.
Feel free to ask if you have any questions! Please let me know if you modify the parser, I'd be curious to know what you added, and will possibly add it to the google drive.
I don't know how everyone isn't also always constantly thinking about how burial rites seem to be potentially one of the few things Siffrin instinctively remembers about their culture. But rest assured. I am in fact always thinking about it.
Textless version where they're just hanging out. It's fine!