Jump to content


Photo

NTotSC for EET (and BGT and BG:EE) - Bugthread


  • Please log in to reply
101 replies to this topic

#1 jastey

jastey
  • Administrator
  • 3218 posts

Posted 24 October 2017 - 08:14 AM

NTotSC for BGT, BG:EE, and EET
 
NTotSC adds several quests to the BG1 part (with TotSC) to the game. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.
 
This is a BGT, BG:EE, and EET version of the original mod. As of version 2.0, NTotSC is no longer dependent on DSotSC. If you want to play the two mods together, install DSotSC first. The versions supported are:
-for BGT/EET: version here at SHS (by k4thos)
-for BG:EE: version by Red Carnelian.

To reach the new areas via worldmap, you need to install BP-BGT-worldmap for BGT after NTotSC and start a new game. For BG:EE, as of v2.1.0 the BP-BGTWorldmap mod is no longer needed for the mod areas to be accessible via the worldmap. Thank you to AstroBryGuy for this tweak!
 
Since v2.0, the quests are less restrictive in their order, especially in the order of when to talk to whom, in the sense of no dead ends because a quest character was talked to too early. The only restrictions remaining are: The Northern Citadel Quest will be handed out from Duke Eltan when he summons the PC in the original game. The Temple of the Black Hand will only be revealed after the demon in Ulgoth's Beard is defeated.
All other quests can either be "walked into", received from multiple persons (e.g. "The Field of the Dead"), or received by killing the quest giver instead of going on his fedex quest (e.g. the Ice Slamander or Eldod - they will have the appropriate keys on them.) Also, the mod now uses the prefix "NT". The package comes with a detailed list of Changes including altered variable names. If your mod has crossmod content with NTotSC and you are nervous about the changes, let me know and I will help you concerning compatibility with v2.0.

 

Please report any bugs you encounter here.

 

Read the Readme

 

Download from SHS
 
Download NTotSC Latest Release from GitHub


Edited by jastey, 08 February 2023 - 10:01 PM.


#2 jastey

jastey
  • Administrator
  • 3218 posts

Posted 03 November 2017 - 04:03 AM

For BG:EE and EET the German version crashed when visiting the worldmap. This and other things are fixed now.

 

Changes since the original release:

-BG:EE+EET German version should no longer crash on worldmap

-The German install now uses German titles during install (the component titles weren't externalised into the setup.tra

-One new line added to Haeball so he doesn't talk about several things if PC had only quest for one

-Tweaked the Firewine Bridge Dungeon entrance script so the PC sees the warning about the waiting monsters if area was entered with Nib's scroll the first time (plus added a note about the usefulness of a cleric.)

-Ordolath didn't take his candle if PC told about mage in his house, now takes his candle for all reply options

-Corrections of Will's portrait (Some portraits were in png format, changed to bmp. BGT: changed "large" portrait to "willym.bmp")

-Corrected variable handling in shaell.d (Setting of original game variable "HelpShaella" was patched to false dialogue state/ reply option (probably without impact while playing))

-There is no prompts.tra so the call was commented in the tp2

-Fixed install problem on Mac (Binaries found in the bin/osx folder were not marked as executables and not called by WeiDu correctly. Both fixed by changing lines 48:49 of NTofSC.tp2)
 


Edited by jastey, 03 November 2017 - 04:04 AM.


#3 Mirandel

Mirandel
  • Member
  • 64 posts

Posted 04 November 2017 - 02:57 AM

Speaking of Will... As far as I know, Will was a silent alternative to Garrik - companion with not a bad stats but without a single banter or a dialog lines aside from initial recruiting. 

Is he still silent? In NTotSC v2.0 ?



#4 jastey

jastey
  • Administrator
  • 3218 posts

Posted 04 November 2017 - 07:15 AM

Yes, no banters were added. Will has a few interactions in Beregost where he is supposed to origin from but no dialogues with the group.



#5 Mirandel

Mirandel
  • Member
  • 64 posts

Posted 04 November 2017 - 01:36 PM

Thank you! Good to know. Do you know by any chance if there is a rundown list of NPCs for the mod somewhere? :) In English? I know there was some attempt of mod-NPC encyclopedia in German (and at least Will made it there), but my German is too rusty to freely navigate it.



#6 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 04 November 2017 - 02:06 PM

Thank you! Good to know. Do you know by any chance if there is a rundown list of NPCs for the mod somewhere? :) In English? I know there was some attempt of mod-NPC encyclopedia in German (and at least Will made it there), but my German is too rusty to freely navigate it.

Edited by Roxanne, 08 November 2017 - 01:11 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#7 Mirandel

Mirandel
  • Member
  • 64 posts

Posted 04 November 2017 - 02:27 PM

This is a great help, thanks! I never sure which one is the needed one and which one is the optional. Well, now I know at least for these two mods :)



#8 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 04 November 2017 - 03:09 PM

This is a great help, thanks! I never sure which one is the needed one and which one is the optional. Well, now I know at least for these two mods :)

Edited by Roxanne, 08 November 2017 - 01:11 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#9 Mirandel

Mirandel
  • Member
  • 64 posts

Posted 05 November 2017 - 04:10 AM

I'll remember, thanks. Temporary NPC is an inconvenience but guess unavoidable. 



#10 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 05 November 2017 - 04:46 AM

I'll remember, thanks. Temporary NPC is an inconvenience but guess unavoidable. 

Edited by Roxanne, 08 November 2017 - 01:11 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#11 jastey

jastey
  • Administrator
  • 3218 posts

Posted 05 November 2017 - 11:07 PM

 Standards fo joinable NPCs have changed a bit over the last decade.

Indeed!! That's one of the reasons I made Will an optional component.



#12 jastey

jastey
  • Administrator
  • 3218 posts

Posted 13 November 2017 - 01:34 AM

Version 2.0.0 is tagged and linked in the first post. From now on, changes to the mod package will be tagged with new release numbers.

 

Latest change:

-Nadalin will also take the PC with his boat if the leader of the Black Hand cult is already dead.



#13 jastey

jastey
  • Administrator
  • 3218 posts

Posted 11 February 2018 - 09:47 PM

The new version 2.1.0 is up.
Link to latest release: Latest NTotSC Release on jastey's GitHub
First post is edited, as well.

---I would be very happy if someone would update the official download at SHS with this version!---


This release introduces AstroBryGuy's BG:EE worldmap solution and various bugfixes. Unless there are bugs, this will be the final version from my side.

-BG:EE: bmp-worldmap mod is no longer needed to visit the new areas from the worldmap. Thank you to AstroBryGuy for providing this tweak!
-"dead rat" item no longer has a dead cat for description BAM
-Nadalin: after returning to his boat, he will ship the PC to the salamandr island any time (even if quest is finished).
-Olivia now transforms as planned after receiving the potion of freedom (spell wasn't copied into override)
-entrance to AR52PB.are now also accepts a light gem from a not-yet-released BGII mod
-reduction of experience by 5000 points if Gotha's sword is brought into the crypt now plays correctly and is also announced as string.
-General Ghota will no longer drop Sarevok's chaos sword
-General Ghota at the entrance will teleport away during the fight, then the player has to fight the second one inside the dungeon ("NTGGHOT1")
-removed unused script ghotale.baf
-reduced number of cultists in AR61PB.are (temple of Black Hand) for difficulty lower than hard
-AR51PB.are (dungeon in Firewine Bridge) exit to Firewine area now requires whole party, as well
-Once entered Firewine dungeon, the scroll will disappear and the entrance will stay open.
-German version completed (two lines in setup.tra were still in English)
-update to weidu v243

Edited by jastey, 11 February 2018 - 09:49 PM.


#14 jastey

jastey
  • Administrator
  • 3218 posts

Posted 13 February 2018 - 01:12 PM

Update to 2.1.1!

Changes are minor fixes, nothing game breaking:

-journal entries about symbol of Helm will now be deleted if symbol is taken out of the altar
-journal entry about Pandris' information that the Orcs are trying to get into the temple will be deleted after defeating Ghotal
-Lenore's line after finshing the Montgomery quest is less hostile.
-update readme with information that bp-BGT-worldmap mod is only needed for BGT
(-corrected spelling and added a line to the 2.1.0 changelog)

Edited by jastey, 13 February 2018 - 01:13 PM.


#15 10th

10th
  • Member
  • 621 posts

Posted 24 February 2018 - 07:52 AM

Probably a bit late, but ROGUE.ITM which you mention in your changes.txt is from The Darkest Day.

 

At least I don't know where BOOTFOR.ITM is from.


Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#16 jastey

jastey
  • Administrator
  • 3218 posts

Posted 24 February 2018 - 07:58 AM

10th: thank you for the info!

--
The mod updates to v2.2.0.
Biffing was removed because it made problems with modding iOS devices.

Download latest Release

Changes:
-added note to readme that a new game has to be started to see the new areas on the worldmap
-removed biffing
-moved audio and portrait copying into according subcomponent (Will O'Hara NPC)
-update to weidu v244

#17 -me-

-me-
  • Guest

Posted 24 February 2018 - 11:23 AM

BOOTFOR.itm (Boots of the Forgotten Ones) is from Tortured Souls it seems.

Just curious. Are such inter-mod resource references simply deleted and flagged as nonexistent if they don't happen to exist in your install?

#18 10th

10th
  • Member
  • 621 posts

Posted 24 February 2018 - 11:31 AM

nonexistent, unless they get removed as is the case with those two.

 

In case you used an older version of NTotSC just with DSotSC you'd have some non-existing items. If you would have BP, TDD and TS in addition to that, some enemies would be tougher, because they have the items and/or scripts intended for them.

 

But that was probably one of the reasons Jastey did this update.


Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#19 -me-

-me-
  • Guest

Posted 24 February 2018 - 01:56 PM

If you would have BP, TDD and TS in addition to that, some enemies would be tougher, because they have the items and/or scripts intended for them.
 
yes, that's what I was getting at. :)

If Jastey removes item/spell/etc references from creatures because they don't exist in her install, then some situations could be severely affected.

For example, if such an item happens to be a sword that was equipped, and now gets deleted for being nonexistent, then the creature would simply be flailing his arms around. In fact, now the situation is even worse. Even if the player has the dependency mod (BP/TDD/TS) installed, the creature wouldn't have the sword (cause its reference is deleted).

Then again, if the player does not have the dependent mod component installed, the creature wouldn't have the sword anyway, and therefore would need a suitable replacement.
But that was probably one of the reasons Jastey did this update.
There is no indication that she reverted the change. She simply thanked you for the info, not that she would do anything about it.

#20 10th

10th
  • Member
  • 621 posts

Posted 24 February 2018 - 05:13 PM

Then I didn't express myself not well enough. I meant that in it's former state the mod was not as usable as it should be. And those hidden dependencies were one of the reasons amongst several why she probably did the NTotSC rework at all.

 

But just to give a short overview what will be "missing":

Tytus won't have a copy of the Black Swan Armor (aka the charisma armor from IWD) from TDD but a generic Plate Mail.

Mariel won't have a copy of the Rogue's Cowl (another item from IWD) from TDD.

Mommy won't have a copy of the Boots of the Forgotten Ones.

 

The changed scripts are a good thing, as it prevents no enemy actions in case BP is not installed. Moreover, the change to standard scripts still leaves the option open to modify the scripts with either BP or SCS.


Edited by 10th, 24 February 2018 - 05:29 PM.

Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board