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BG1 NPCs for SoA & ToB


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#41 Smiling Imp

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Posted 13 January 2012 - 05:43 AM

Maybe this would be a good time to add that prefix that would make this mod compatible with BGT?


Yeah, I think at the very least the next version will have all the cre. files with a unique prefix. Dialogs and item files will probably have to wait.

Edited by Smiling Imp, 13 January 2012 - 05:44 AM.

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace


#42 Oracle

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Posted 13 January 2012 - 06:27 AM

congratulations on the new release , Iam looking foward to seeing the new banters :D

"Men cry not for themselves, but for their comrades."


#43 berelinde

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Posted 13 January 2012 - 07:01 AM


Maybe this would be a good time to add that prefix that would make this mod compatible with BGT?


Yeah, I think at the very least the next version will have all the cre. files with a unique prefix. Dialogs and item files will probably have to wait.

Your call, but the people who want this most are those who enjoy a seamless BG1 ---> BG2 experience. In other words, the BGT people. As it stands now, your mod breaks any mod that adds content in a more compatibility-friendly way to BG1. Ideally, it would be super if you did give everybody new prefixes, but it isn't required. Since all you're adding are interjections, all you would have to do would be to take the BEGIN NPCFILE off the top of every dialogue file. After that, do the following and you won't break anybody else's mod.

In your tp2
ACTION_IF NO FILE_EXISTS_IN_GAME ~NPCFILE.DLG~ THEN BEGIN 
<<<<<<<< mymod/inlined/npcfile_init.d
BEGIN NPCFILE
>>>>>>>>
COMIPLE ~mymod/inlined/npcfile_init.d
END

Your interjections will be appended to the appropriate files anyway. If you have APPEND blocks, they may need a WEIGHT #-1, but that's no big deal.

Really, that's all it takes. The CRE files matter far, far less than not having any BG1 NPC content in BG1.

Edited by berelinde, 13 January 2012 - 07:04 AM.

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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#44 Smiling Imp

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Posted 13 January 2012 - 07:36 AM

Your call, but the people who want this most are those who enjoy a seamless BG1 ---> BG2 experience. In other words, the BGT people. As it stands now, your mod breaks any mod that adds content in a more compatibility-friendly way to BG1.


Well we don't want that. Okay, point taken.

Ideally, it would be super if you did give everybody new prefixes, but it isn't required. Since all you're adding are interjections, all you would have to do would be to take the BEGIN NPCFILE off the top of every dialogue file. After that, do the following and you won't break anybody else's mod.

In your tp2

ACTION_IF NO FILE_EXISTS_IN_GAME ~NPCFILE.DLG~ THEN BEGIN 
<<<<<<<< mymod/inlined/npcfile_init.d
BEGIN NPCFILE
>>>>>>>>
COMIPLE ~mymod/inlined/npcfile_init.d
END


Now I'm a bit confused.. I'll try and make sense of it and see what I can cook up. Fingers crossed.

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace


#45 berelinde

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Posted 13 January 2012 - 04:50 PM

When you look this up, there is a typo in my code. It should be ACTION_IF NOT FILE_EXISTS_IN_GAME. The T key stuck.

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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TolkienAcrossTheWater website
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#46 Miloch

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Posted 13 January 2012 - 05:21 PM

As for connecting with L1NPCs...yeah, it's probably best to hold off on trying to partner your mod into ours. Like you said, let's see how mature the mod becomes before expanding it.

I made this compatible with L1NPCs a couple releases ago. At the time, I also observed (as others point out here) it would not be compatible with BGT nor with TDD etc. As berelinde says, it would be tedious but fairly easy to make it compatible by using a standard modder prefix for everything. The thing with TDD etc. is more of a conceptual incompatibility - you could end up with 2 or 3 Branwens in your party in BWP for example, but this mod is not alone in that respect of adding NPCs that already exist from some other mod.

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#47 Quester

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Posted 14 January 2012 - 02:25 AM

When you look this up, there is a typo in my code. It should be ACTION_IF NOT FILE_EXISTS_IN_GAME. The T key stuck.


I'm not a coder, but I believe there is another typo as well: COMIPLE should be COMPILE, no? :unsure:

#48 berelinde

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Posted 14 January 2012 - 04:27 AM

True. I'll just go stand in a corner for a while.

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum


#49 Smiling Imp

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Posted 14 January 2012 - 04:42 AM

As berelinde says, it would be tedious but fairly easy to make it compatible by using a standard modder prefix for everything.


Well, it took me all night but I finally gave all the joinable NPCs and their dialog files a unique prefix ,"7X". I'm going to have to give everything a clean up and look for bugs, but my main problem is with Quayle now. Before, the in-game Quayle joined your party, so I'm going to have to cook something new up for him. So far, the new character I created for Quayle is not spawning when it should. :wall:
I'll keep working on it though.

As far as being compatible with other mods, I hope this prefix helps. To be honest, I have always wanted to do some cross banter stuff with other mods out there like Zireael's Khalid mod or Domi's and Kulyok's Kivan mod... perhaps that is something to look forward to in the future. As for now, back to getting my gnomish illusionist to reappear.

Edited by Smiling Imp, 14 January 2012 - 04:44 AM.

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace


#50 Shaitan

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Posted 14 January 2012 - 09:53 AM

Very, very nice mod. Thanks

#51 Smiling Imp

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Posted 14 January 2012 - 05:49 PM

Very, very nice mod. Thanks


Thank you for the feedback. :coolthumb:

Well, finally got Quayle to work. He will appear next to the under water contraption in the Promenade after certain dialogs with the in-game Quayle. Other then that, have been going through my dialogs, fixing typos and fleshing them out, I've increased the amount of dialogs the people in the Water Gardens have, switched out a few items BAMs that were bugging me and have made all sorts of other tweaks and fixes. Next thing I want to do is work on Faldorn, b/c she is pretty much on 1 day NPC status.. then we'll see what happens. All these changes will be added to the next version.

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace


#52 Shaitan

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Posted 15 January 2012 - 07:45 AM

Some real feedback, as I haven't tried your mod yet, only peeped at it :cheers:

From Sorcerers (From post #8 )

Edited by Shaitan, 15 January 2012 - 07:47 AM.


#53 Smiling Imp

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Posted 15 January 2012 - 12:11 PM

Some real feedback, as I haven't tried your mod yet, only peeped at it :cheers:

From Sorcerers (From post #8 )


Whoa.. cool! We Imps are suckers for feedback. And thank you for recommending the mod to others. :cheers:

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace


#54 Oracle

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Posted 18 January 2012 - 09:52 AM

I have had a bit time to play the new version and some of the other NPC's. I like the bBranwen and Mazzy banters, it made me realize how simalar those two are . you have made the circus a lot more challangeing with the Baslisks which completely wiped my party out the first time . at least there is now a reason to buy all of those stone to flesh scrolls whic are a bit usless in the vanilla game .
thanks for fixing Xzar and Tiaxs EXP.

Anyway 3 bugs this time

* Branwen turns Hostile in her dialouge when you go to the slave pens in the backroom when you are confronted by the guards
* Tiax and Safana only have the basic points in thieving abiities with no points allocated for there levels the 25 points per level.
* Coran has seems to have less much less thieve points then level and Iam not sure if his a bug or not but his hit points seem a little low for level 15/13 fighter thief I know he has a con of 12 but 44 seem a little low.

anyway Iam really enjoying this mod and I hope things with Quayle works out well, thank you

"Men cry not for themselves, but for their comrades."


#55 Smiling Imp

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Posted 18 January 2012 - 02:56 PM

I have had a bit time to play the new version and some of the other NPC's. I like the bBranwen and Mazzy banters, it made me realize how simalar those two are . you have made the circus a lot more challangeing with the Baslisks which completely wiped my party out the first time . at least there is now a reason to buy all of those stone to flesh scrolls whic are a bit usless in the vanilla game .
thanks for fixing Xzar and Tiaxs EXP.



Thanks for playing the mod and your feedback! Hopefully you had saved your game before the circus.

Anyway 3 bugs this time

* Branwen turns Hostile in her dialouge when you go to the slave pens in the backroom when you are confronted by the guards


Sounds like I need to use another passback here. I'll check it out.


* Tiax and Safana only have the basic points in thieving abiities with no points allocated for there levels the 25 points per level.
* Coran has seems to have less much less thieve points then level and Iam not sure if his a bug or not but his hit points seem a little low for level 15/13 fighter thief I know he has a con of 12 but 44 seem a little low.


Thanks for bringing this to my attention. It's funny, but some of the in-game NPCs from BG1 that you encounter in SoA are strange. The Tiax from Spellhold was able to cast magic missile. The Coran the you originally meet in Lanfear incident only had 27 hp. Perhaps his relationship with Safana is draining his vitality.

As far as the thieving points go, I'll work on it. I'm not exactly sure how the points should be allotted between categories for the different PCs. I'll do some research, but if anyone has another formula that makes sense, I'll take it into consideration.

Once again, thanks.. :cheers:

Edited by Smiling Imp, 18 January 2012 - 03:44 PM.

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace


#56 Oracle

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Posted 24 January 2012 - 02:48 PM

well apart from the points that each thief class get 25 for unkitted there is no formula , it tends to go by the personality of the charcter and their background , Eg Yoshi most of Yoshi's points go in hide in shadows and move silently but less so in open locks and find traps ,While Jan has points in the opposite set of skills. However very few charcters start of with any points in set snares( properly because its power) and few in detect illiusions skill( I have only ever seen this work once its a bit usless)
If you want Players to play Coran and Safana together I would suggest having one charcters thief points focus in stealth realated skills (properly Coran) while the other (Safana) could be more focused on the other skills. this presents them from clashing in party that has both of them in it .

I had a chance to get Faldorn in the party , she suffers from the problem that Quyale and Tiax had with the spells not being avaliable and she also lacks any experience , she starts of has Lv 13 druid so needs the base Exp of 750000 if you want her at Lv 14 she will need 1500000.

could I make a request , if your going to make the circus harder it might be nice if you could rest in the new area which you can't do at the moe.
keep up the good work

"Men cry not for themselves, but for their comrades."


#57 Quester

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Posted 25 January 2012 - 01:09 PM

So...how is compatibility looking with the current version? I've been meaning to try this mod out...

Edited by Quester, 25 January 2012 - 01:10 PM.


#58 Smiling Imp

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Posted 25 January 2012 - 11:51 PM

So...how is compatibility looking with the current version? I've been meaning to try this mod out...


I have been hard at work trying make the mod more compatible, changing all the NPC death variables and dialog files into having a unique prefix. As far as I can tell, that should take care of the compatability problems with BGT, but I'll leave it up to the experts to determine that for sure.

Other then that, I have been cleaning up after the file rename. I noticed that Tiax's leaving/entering dialogs was appended to the old death variable and not firing, so that will be changed.Thieving points have been added and I'm looking into editing the spellbooks of Tiax, Faldorn and the others. Couple of other things I'm working on are.. revising and improving some my 'weaker' dialogs, changing item BAMs and working on other stuff to make the Water Gardens cooler.

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace


#59 Quester

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Posted 26 January 2012 - 08:34 AM

That sounds great. I wonder also about compatibility, if possible, with the other mods that add certain BG1 NPCs to BG2:SoA. There are a number of them: Ajantis, Coran, Alora, Kivan, Yeslick, Skie, Tiax, Quayle, Xan, Eldoth, Khalid, Branwen, Shar-Teel...actually most of them. Not that the mods for all of these are actually any good, but I believe some of them are and it would be nice if your own mod was designed to work equally well with any quality BG2 versions of NPCs as without them. Just curious, have you taken these other mods into consideration at all when making your mod?

Edit: I would also like to request that you please start using version numbers when updating your mod. :)

Edited by Quester, 26 January 2012 - 08:36 AM.


#60 Smiling Imp

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Posted 26 January 2012 - 11:32 AM

That sounds great. I wonder also about compatibility, if possible, with the other mods that add certain BG1 NPCs to BG2:SoA. There are a number of them: Ajantis, Coran, Alora, Kivan, Yeslick, Skie, Tiax, Quayle, Xan, Eldoth, Khalid, Branwen, Shar-Teel...actually most of them. Not that the mods for all of these are actually any good, but I believe some of them are and it would be nice if your own mod was designed to work equally well with any quality BG2 versions of NPCs as without them. Just curious, have you taken these other mods into consideration at all when making your mod?

Edit: I would also like to request that you please start using version numbers when updating your mod. :)


The mod was broken down into components with this in mind. Other than my first component which adds Branwen, Eldoth, Garrick, Skie, Yeslick and Shar-Teel, all the other components are either NPCs by themselves or paired up i.e. Coran and Safana, Tiax and Quayle, & Xzar and Monty. In this way you can play Domi's and Kulyok's Kivan or Jastey's Ajantis and other such mods without missing out on the Water Gardens, which is added in the first component.

Edited by Smiling Imp, 26 January 2012 - 11:33 AM.

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace