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BG1 NPCs for SoA & ToB


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#21 Smiling Imp

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Posted 23 December 2011 - 06:07 AM

Okay guys, added the rest of the NPCs to the ToB part of the game. I've worked on banters and interjections for my favorites but others are fairly quiet. Enjoy!

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


#22 MajorTomSawyer

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Posted 26 December 2011 - 11:39 PM

This is a mod that should have a forum, rather then just a misc mod thread.

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#23 Smiling Imp

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Posted 28 December 2011 - 09:01 AM

This is a mod that should have a forum, rather then just a misc mod thread.


Thanks for the vote of confidence MTS. :cheers:

Anyhow, last night I noticed some Shar-Teel dialogs that fired before the party had teleported to Saradush, and removed them :doh:

I also fixed some bugs in her battle pit sequences that were keeping it from working properly, did some grammar and spelling corrections and added some banters to Eldoth. All these changes will be added to the next version.

Edited by Smiling Imp, 29 December 2011 - 02:50 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


#24 -Oracle-

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Posted 28 December 2011 - 03:04 PM

Hello , I really like mod and iam enjoying playing it, its nice to see under used NPC's such as Skie, Branwen and Xzar . I really enjoyed the banters and interjections from Xzar and Tiax. its was nice a suprise to see Deekin in the Walled Garden I havent had chance to add him to my party yet .

I have a couple of questions
How do you recruit Kagain into your Party? I have found his shop but he won't join my group.
How do raise Ajantis? do you need to speak to someone or do something?


I noticed a couple of Bugs too,
Xzar and Tiax started of with 0xp.
when I talked to Firekraag in the Cooper Cornet Xzar left my party permantly after his Interjection.
(if I find anymore should I post them up?)

anyway well done on the Mod , and good luck with the next version.
(sorry about the spelling and gramar)

#25 Smiling Imp

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Posted 28 December 2011 - 03:40 PM

I have a couple of questions
How do you recruit Kagain into your Party? I have found his shop but he won't join my group.
How do raise Ajantis? do you need to speak to someone or do something?


To get Kagain to join you have to be a bit playful with the dialog options. It's a combination of seeing his inventory and asking him to join and no thank yous. Sometimes it can be difficult to get him to join, sometimes its very easy. Just depends on what you pick.

To be precise SPOILER: in white text:

Global("kagain","GLOBAL",3).. Kagain will say, "Take a look at me goods, I've got the finest quality stuff on the Sword Coast." and reply "Have you ever thought of getting back into adventuring?")
_____________

Ajantis will be found in a heap after you kill Tazok in the dungeon.


I noticed a couple of Bugs too,
Xzar and Tiax started of with 0xp.


Hmmm.. Interesting. I'm pretty sure I got these cRE. files like this. Any suggestions as to how much experience they should have?

when I talked to Firekraag in the Cooper Cornet Xzar left my party permantly after his Interjection.


Sounds like a problem of using ICT instead of ICT2.. I'll check it out.

(if I find anymore should I post them up?)


Please do. The only one that play tested this was me, all input, suggestions and feedback are welcome.. Just please be gentle.

anyway well done on the Mod , and good luck with the next version.


:cheers:

Edited by Smiling Imp, 28 December 2011 - 03:52 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


#26 Smiling Imp

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Posted 28 December 2011 - 04:40 PM

Added Faldorn to ToB for the next version. She will be found at the Forest of Mir.

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


#27 Kaeloree

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Posted 28 December 2011 - 05:36 PM

Sounds like a problem of using ICT instead of ICT2.. I'll check it out.

Don't use ICT2, use ICT with a passback (have the NPC whose dialogue is being interjected into respond to your NPC). ICT2 can cause compatibility errors if other mods interject into the same spot.

eg.

ICT HAEGAN 12 interjectname
  == MYNPC IF ~InParty("MyNPC") !StateCheck("MyNPC",CD_STATE_NOTVALID)~ THEN ~Interjection.~
  == HAEGAN ~Haegan needs to respond so that the original action stays with him.~
END


#28 Smiling Imp

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Posted 28 December 2011 - 06:04 PM

Sounds like a problem of using ICT instead of ICT2.. I'll check it out.

Don't use ICT2, use ICT with a passback (have the NPC whose dialogue is being interjected into respond to your NPC). ICT2 can cause compatibility errors if other mods interject into the same spot.

eg.

ICT HAEGAN 12 interjectname
  == MYNPC IF ~InParty("MyNPC") !StateCheck("MyNPC",CD_STATE_NOTVALID)~ THEN ~Interjection.~
  == HAEGAN ~Haegan needs to respond so that the original action stays with him.~
END


I remember such a discussion in Zyraen's SoA Interjections template thread. I will have to overlook the dialog files to make some changes for the next version, because I know there will be other issues. Thanks for bringing that to my attention, K'aeloree.

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


#29 Kaeloree

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Posted 28 December 2011 - 06:47 PM

No problem! It's a pain in the ass to go through and rework/rewrite/dump interjections, but it's worth it to avoid potential compatibility problems in the long run. :)

#30 Smiling Imp

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Posted 29 December 2011 - 02:47 PM

No problem! It's a pain in the ass to go through and rework/rewrite/dump interjections, but it's worth it to avoid potential compatibility problems in the long run. :)


:cheers:

Okay, worked on it last night, got all my ICT2s changed into ICTs and added passbacks when necessary. These changes will be added to the next version.

Edited by Smiling Imp, 29 December 2011 - 02:47 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


#31 Oracle

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Posted 30 December 2011 - 02:48 AM

thanks for the sdvice with Kagain :cheers: and where to find the body of Ajantis , what do I do with the body.

anyway about the XP
Xzar is level 13 mage (nercomancer) so needs some where between 1250000-1500000 XP
Tiax is level 10 thief / 10cleric so he needs 160000 xp,(thief) 450000 Xp(cleric) if you give 450000 exp for both it will make him a 11 thief

I also noticed that Monty starts at level 1 which could be intresting for SOA but might be a bit harsh for TOB most of the NPCs seem to be around level 8 so he would need about 70000 for thief and 640000 for fighter.

all of the other charcters are ok Exp wise.

another problem is that both Quale and Tiax only have the BG1 spell list but not anything from BG2 , if this like the TDD once they level should get the missing onesbut I havent had chance to test that theory yet . Branwen and Yeslick are ok and dont have this problem with the missing spells

some of the charcters are missing feedback from their selection commands and some of the selction sounds seem to be missing. Tiax has only got one while others times feedback and sounds seem to be in the wrong order.

Looking forward to seeing Faldorn in the next version is she going to be TOB only ?
good luck for the next version

Edited by Oracle, 30 December 2011 - 02:54 AM.

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


#32 Smiling Imp

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Posted 30 December 2011 - 06:31 AM

anyway about the XP
Xzar is level 13 mage (nercomancer) so needs some where between 1250000-1500000 XP
Tiax is level 10 thief / 10cleric so he needs 160000 xp,(thief) 450000 Xp(cleric) if you give 450000 exp for both it will make him a 11 thief

I also noticed that Monty starts at level 1 which could be intresting for SOA but might be a bit harsh for TOB most of the NPCs seem to be around level 8 so he would need about 70000 for thief and 640000 for fighter.


Thanks you, this helps.

another problem is that both Quale and Tiax only have the BG1 spell list but not anything from BG2 , if this like the TDD once they level should get the missing onesbut I havent had chance to test that theory yet .


I'll check into it.

some of the charcters are missing feedback from their selection commands and some of the selction sounds seem to be missing. Tiax has only got one while others times feedback and sounds seem to be in the wrong order.


Not sure what I could do about the feedback back but I'll make sure everything is coded correctly in my .TP2 file. Remember though, not all the characters are as developed as others.

Looking forward to seeing Faldorn in the next version is she going to be TOB only ?


Yeah.. I just seemed too difficult to place all the Global variances and triggers needed either have her join in SoA. I decided to take the easier road and go the ToB route.

Edited by Smiling Imp, 30 December 2011 - 10:30 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


#33 Oracle

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Posted 30 December 2011 - 09:46 AM

Sounds good and thanks for the swift reply to my posts and genrally making me feel welcomed :cheers:

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


#34 Azazello

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Posted 03 January 2012 - 09:21 AM

It's so nice to see this concept revived, and made into a full-fledged mod!

There are several precursors to the concept:
  • before even WeiDU or other mature modding tools, there was Manveru's custom BG1 NPCs for BG2, where the altered NPC files were put manually into the main game's override folder. In-game, all the NPCs were put in one location (I think it was Waukeen's Promenade) and you picked them up whenever you liked. They didn't have dialog or story or background--maybe not even their voiceset.
  • The Darkest Day (TDD) adds several BG1 NPCs into BG2, giving most of them a new micro-quest. Voiceset and minimal BG1 history is included.
  • The 'Import all NPCs into Shadow of Amn' component of BGT Tweaks would, in a BGT game, move BG1 NPCs (not all, despite the title) to various locations in BG2 -- as long as they had not died in BG1. There is no new story content added to the NPCs, but if they rejoined your group, their history with the protagonist would continue from wherever it stopped in BG1.

Given this history, there's a couple of clarifications needed for your mod (and should be in your ReadMe, if not there already):
Yours cannot be played together with TDD ?
Yours cannot be played with the import component of BGT Tweaks ?

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#35 Azazello

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Posted 03 January 2012 - 09:32 AM

Smiling Imp, what filenames do you use for the NPCs--custom, or the same as in BG1?

If the latter, maybe the mod Level 1 NPCs at G3 can assist in assigning experience, original and new kits, spell/weapon proficiencies, and other goodies.

If the former, maybe we can get your mod added to the list of compatible mods.


thanks for the sdvice with Kagain :cheers: and where to find the body of Ajantis , what do I do with the body.

anyway about the XP
Xzar is level 13 mage (nercomancer) so needs some where between 1250000-1500000 XP
Tiax is level 10 thief / 10cleric so he needs 160000 xp,(thief) 450000 Xp(cleric) if you give 450000 exp for both it will make him a 11 thief

I also noticed that Monty starts at level 1 which could be intresting for SOA but might be a bit harsh for TOB most of the NPCs seem to be around level 8 so he would need about 70000 for thief and 640000 for fighter.



#36 Smiling Imp

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Posted 03 January 2012 - 12:34 PM

It's so nice to see this concept revived, and made into a full-fledged mod!

Yours cannot be played together with TDD ?
Yours cannot be played with the import component of BGT Tweaks ?


TDD and BGT should only present some problems if control Y'ing doppelganger NPC's is not too reality breaking for you, although I have yet to hear from someone that has played all three to give an official verdict.

Smiling Imp, what filenames do you use for the NPCs--custom, or the same as in BG1?


I believe all of them are custom although I could be mistaken.

If the latter, maybe the mod Level 1 NPCs at G3 can assist in assigning experience, original and new kits, spell/weapon proficiencies, and other goodies.


Did you work on that mod? Nice.. I actually had that mod in mind when I was tweaking out Montaron. After lurking on many forums, I noticed a complaint that there was not a thief that players could mold in their own image from early on.

I am going to check out the mod and see what I can learn from it, but I have to be honest there are still a few things that I have not learned to do. Good cutscenes for one, doors that work in my custom areas and custom kits. Maybe I'll go back and hit the tutorials again because a few custom kits would make the mod that much better.

If the former, maybe we can get your mod added to the list of compatible mods.


The problem here is that in deciding to break up the different parts of the mods into independent components to make it compatible with other mods that add BG1 NPs into SoA, I neglected to use a universal unique prefix as we are supposed to. Heck, I never knew if this mod was going to get finished, so I started it with thought that I would add my personal touch to the game. For the most part, it should not be a problem, as most modders nowadays follow the rules, but eventually you are going to run into something.

When I say enough is enough and have done all that I can with the mod, I will probably go back and take the painstakingly boring task of renaming everything with a universal unique prefix... Or will pass the mod on to some other eager modder and let them do it. Until then, although the chances of running into an issue are slim, I can only guarantee 100% compatibility with vanilla SoA and ToB.

Edited by Smiling Imp, 03 January 2012 - 01:21 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


#37 Azazello

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Posted 04 January 2012 - 01:24 AM

Sounds good. It always fun to have mods that are simple and directly made for the vanilla games, not having to be mega-quests or for megamods.

I'm sure that the exercise of creating a mod is appealing enough, you'll probably get bigger ideas on expanding this one, or working on another.


A suggestion: place a statement on the first post, and prominently in your ReadMe, that the mod is for vanilla games only.

This will prevent alot of future questions on if it can be used in megamods, and if it conflicts with BG1-NPCs mods.


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.

You can use code in both TDD and L1NPCs (perhaps also RoT) for assigning kits -- from what I remember, that code is fairly simple.

If you what to use a technique for assigning/adjusting starting XP for NPCs, there are a few tweaks you can review for ideas, although I think L1NPCs has the most sophisticated, haha.


btw speaking of Montaron, what I love about L1NPCs mod is that I can assign him as Fighter/Burglar like he was originally assigned in the classic version of non-weidu-BP combo. I've not used him extensively in BG2, but will when I get back into playing.


Best of luck on the mod.

#38 Smiling Imp

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Posted 04 January 2012 - 04:05 AM

Sounds good. It always fun to have mods that are simple and directly made for the vanilla games, not having to be mega-quests or for megamods. I'm sure that the exercise of creating a mod is appealing enough, you'll probably get bigger ideas on expanding this one, or working on another.
A suggestion: place a statement on the first post, and prominently in your ReadMe, that the mod is for vanilla games only. This will prevent alot of future questions on if it can be used in megamods, and if it conflicts with BG1-NPCs mods.

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. You can use code in both TDD and L1NPCs (perhaps also RoT) for assigning kits -- from what I remember, that code is fairly simple.


Wow, in a way, it's kinda nice to have all these worries about compatibility.. it makes me feel like I'm finally part of the modding family. :crying:

We'll see how things work out.

Best of luck on the mod.


:cheers:

Adding the changes to the readme for the next version. Have also been beefing up the banters for a lot of the characters in the SoA part of the game. Also added a short, no journal quest in the Water Gardens involving Abelard and Heloise.

Edited by Smiling Imp, 04 January 2012 - 04:06 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


#39 Smiling Imp

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Posted 13 January 2012 - 04:02 AM

Hmmm.. Noticed a few bugs and typos. Have been busy cleaning them up. They will be fixed the next time around. :ermm:

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


#40 berelinde

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Posted 13 January 2012 - 04:12 AM

Maybe this would be a good time to add that prefix that would make this mod compatible with BGT? Tedious, yes, but less tedious than fielding bug reports from users who don't know why nobody's talking in BG1.

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