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BG1 NPCs at Beginning (for BGT) 2.2 with individual NPCs moving


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#41 Gay Lord

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Posted 09 November 2013 - 09:20 AM

New release ! Version 2.0 is now able to move each NPC individually ! This allows full compatibility with BG1 NPC Project and Sword Coast Stratagems, if my mod is installed after those.

Enjoy. :cheers:

C'est genial!  Merci beaucoup!  Je suis heureux.  : )

 

...danke.  : P



#42 The Imp

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Posted 10 November 2013 - 05:15 AM

Hmm, honestly, not that you are, but this sounds like you are moving the BGT NPCs closer to the BG2 start location, which of course is the Irenicus Dungeon that the BG2:SoA starts at. Hmm, I am just throwing things here, but...
Would you be able to add that feature to the SoA games ? Of course integrating the BGT-tweaks NPCs, and a custom assortment of other mods ... at your leisure. :cheers:


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#43 Anomaly

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Posted 26 November 2013 - 03:20 AM

New release !

This adds the German translation and also fixes a compatibility issue with Alora and BG1 NPC Project.
French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#44 -TuTut-

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Posted 19 January 2014 - 06:04 AM

Very cool. How do I get this to work with TuTu?

 

You know, I don't like BG1 NPCs and SCS doesn't move Safana (I ditch Imoen at start and need a Thief, BADLY). Why would a flirt babe stand in the middle of nowhere when she's obviously looking for a dumb male companion to tank these flesh golems? Besides, this mod is so hassle-free. And SCS just installs a lot of crap I don't want as core when all I need is move NPCs/send to inns.

 

Come to think of it, would you consider adding "send to inns" option for those who simply dislike SCS painful and risky installation?



#45 -Mahatmah-

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Posted 09 April 2014 - 10:41 AM

Might be obvious for some people, but i was just wondering, does this mod work on a saved game or do I have to start a new one ? Obviously, for NPCs that are already recruited, i guess i won't find them "again", but if the mod is installed, will it move NPCs that i didn't encounter yet ? 

-> a.k.a. will it moove Faldorn in my existing game ? I didn't go to Cloakwood and meet her yet, but I already visited the Friendly Arm zone where she is supposed to appear.



#46 The Imp

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Posted 09 April 2014 - 01:53 PM

will it move NPCs that i didn't encounter yet ? 

-> a.k.a. will it moove Faldorn in my existing game ? I didn't go to Cloakwood and meet her yet, but I already visited the Friendly Arm zone where she is supposed to appear.
If you have already visited the FAI, then she won't be there.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#47 Anomaly

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Posted 19 October 2014 - 01:12 AM

New release with Polish translation, thanks to ALIEN.

It is planned to release soon a new version able to handle BG:EE and BG1Tutu.
French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#48 ALIEN

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Posted 06 April 2015 - 05:00 AM

New release with Polish translation, thanks to ALIEN.

It is planned to release soon a new version able to handle BG:EE and BG1Tutu.

 

I'm quoting my PM:

 

Sent 08 February 2015 - 04:28 PM
Hi !

It was not me who create this translation, it was "Bartek". If you will ever update this mod, please remember to credit him for his work.

Thanks!

You cannot have progress without changes...

 

 




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