Parsing well has been much harder than it was in Nathria, but I’m pretty happy with my first Heroic Diurna kill result. Just need to make sure I’m using my non-add time more wisely until P2.
I’m employed again (I got laid off in Nov) so my creative spirit is coming back. For once I’ve decided to make a new OC that isn’t Caedun in another universe. Expect him to arrive soon, once I get him to 60ish and can put together a proper fit.
Friendly reminder that parsing is ok so long as you use it for personal growth, or to help someone grow!
On the other hand if you use parsing to throw shade and bad judgement on someone get fucking gud at being a decent human being you ass for brains. No one gives a literal fuck about your parse other than if its' decent enough for their static and the like.
Using it to test out rotations and to try and beat your own parses? Someone that ASKED and wants the help and checking to see if they are improving? That is good! That is fine!
Especially if they or you are so new that you're too shy to use stone sky sea due to the chance of other people being around.
Do not EVER use it to harass or be a piece of shit.
"Tree-sitter is a parser generator tool and an incremental parsing library. It can build a concrete syntax tree for a source file and efficiently update the syntax tree as the source file is edited." Intended, it seems, primarily for editors. Written in C++ but with Java and other bindings.
import re # https://pythonprogrammingsnippets.tumblr.com def split_into_syllables(word): # Remove non-alphabetic characters word = re.sub('[^a-zA-Z]', '', word) # Define some common prefixes and suffixes that affect syllable splitting prefixes = ['pre', 'post', 'ante', 'anti', 'bi', 'tri', 'uni'] suffixes = ['esque', 'able', 'less', 'ment', 'ness', 'tion', 'sion', 'al', 'ous', 'ive', 'ful'] # Initialize a list to hold the syllables syllables = [] # Split the word into parts based on prefixes and suffixes for prefix in prefixes: if word.startswith(prefix): syllables.append(prefix) word = word[len(prefix):] break for suffix in suffixes: if word.endswith(suffix): word = word[:-len(suffix)] syllables.append(suffix) break # Split the remaining word into syllables using regex # This pattern splits words into syllables based on vowel sounds and consonant clusters pattern = re.compile('[^aeiouy]*[aeiouy]+(?:[^aeiouy]*$|[^aeiouy](?=[^aeiouy]))?') syllables += pattern.findall(word.lower()) return syllables
Day 38 of at least 365. #parsing #almostapoem #daily #design #practice with #figma. + #procreate #poster #content. https://www.instagram.com/p/Cnx0ZrVp-jW/?igshid=NGJjMDIxMWI=
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!
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