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BG1NPC v11


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#1 Sir BillyBob

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Posted 25 November 2005 - 04:02 PM

I am currently uploading BG1NPCv11 to TheWizard. This is a port from the Tutu version. This is definitely a beta gang. There are tons of new features that were not in the previous versions. New romances, quests, etc. I have not tested anything in game, I have only converted the files to work with BGT-Weidu (therefore not the older BGT).

Things that need someone to test:

Kagain's quest. There may be some incompatibility with the latest BGT-Weidu version. I already see 2 dialog strings in his DLG file for the lost caravan. I am not sure which will run. Also, I don't know how detailed the BGT-Weidu version is and whether we should drop this from BG1NPC or not.

Dynaheir/Branwen Romance. These are new. The Dynaheir romance creates a new transition to BG2 for Tutu but I removed it from here since it interfers with TotSC.

Coran/Ajantis Romance and Challenges. Coran had a romance before but now the 2 can fight for you. There are several new areas created for this. They look okay in NI except one having AR1602's script (Shade Lord I think). The script will probably not run but I would like to have someone run through this to check it.

Shar-teel Romance. New and I would assume a serious SnM type of relationship with that psycho chick.

The dream dialogs may not all run. I am having problems with updating the PDIALOG.2DA file. Ascension, any chance of just putting the NPC-D files back into this file? I have a question about this already posted. There is also a D file that fixes several ingame dialogs. I blocked this out for now because Weidu actually crashes when installing this file (lovely).

Anyway, just remember that this is a beta. I hope to shake out these bugs with some help from some of you. Please do not install this mod if all you want to do is bitch about it not working. No Sh*t. I realize that it may have problems. That is why it is a beta.

Please post what you find here in this topic. We don't need 20 seperate postings in the BGT-Weidu forum. Thanks gang.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#2 Ascension64

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Posted 25 November 2005 - 07:48 PM

Kagain's quest. There may be some incompatibility with the latest BGT-Weidu version. I already see 2 dialog strings in his DLG file for the lost caravan. I am not sure which will run. Also, I don't know how detailed the BGT-Weidu version is and whether we should drop this from BG1NPC or not.

It should be OK with 0.99 ZETA, since the Kagain quest is reverted back to the original.

Dynaheir/Branwen Romance. These are new. The Dynaheir romance creates a new transition to BG2 for Tutu but I removed it from here since it interfers with TotSC.

How does it interfere with TotSC? 0.99 ZETA will allow you to play TotSC during classic BG1, and will not force you to play TotSC.

SBB, how heavily does BG1NPC make use of state/transition/action number patching for dialogues? I need to see if I need to make sure the dialogue structure needs to be kept in the BG1 fashion for 0.99 ZETA.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#3 Sir BillyBob

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Posted 26 November 2005 - 04:38 PM

BG1NPC is heavy on fixing the current dialogs. Mostly by adding new conditions but sometimes by adding checks for other NPCs. If you leave the dialogs alone (except for maybe the pause game feature), it will work, otherwise, I will need to see the new dialogs to know which ones will work and which need to be ignored.

Dynaheir has a script that moves the party to the area outside Candlekeep just after Saverok dies. From there; Jon, Bodhi, and others all jump you (sounds like the transition we already have). However, they leave the game at this point since you can't continue on to Jon's dungeon. So I removed these scripts because we normally go perform the TotSC quests after Saverok's death.

If Kagain's quest has been put back to normal (unfinished), then BG1NPC will have a solution for the quest.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#4 Ascension64

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Posted 26 November 2005 - 04:45 PM

BG1NPC is heavy on fixing the current dialogs. Mostly by adding new conditions but sometimes by adding checks for other NPCs. If you leave the dialogs alone (except for maybe the pause game feature), it will work, otherwise, I will need to see the new dialogs to know which ones will work and which need to be ignored.

OK, looks like I have to slave away at all my D files to make sure the dialogue structure is preserved.

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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#5 Sir BillyBob

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Posted 26 November 2005 - 04:49 PM

No, just continue with your plans. As I said, it causes Weidu to CTD anyway. So I am going to have to check each DLG file to make sure each transition is valid before BG1NPC touches it. Since I have to do this anyway to fix their install, I may as well have your latest dialog files. It shouldn't matter to me which ones I use so if you have plans, go for it.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#6 Ascension64

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Posted 26 November 2005 - 05:02 PM

No, just continue with your plans. As I said, it causes Weidu to CTD anyway. So I am going to have to check each DLG file to make sure each transition is valid before BG1NPC touches it. Since I have to do this anyway to fix their install, I may as well have your latest dialog files. It shouldn't matter to me which ones I use so if you have plans, go for it.

I think its a good idea to maintain the dialogue structure...this is actually the case in BGT-WeiDU 0.99 BETA 4 because DLGs are imported from BG1. However, with 0.99 ZETA, I have implemented KD's DLG overhaul, which supplies the D files but imports ONLY StrRefs from BG1. Now I don't know how much KD tampered with state numbers that had a False() state trigger, which means I have to check them all out.

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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#7 -Guest-

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Posted 27 November 2005 - 03:32 PM

Dynaheir has a script that moves the party to the area outside Candlekeep just after Saverok dies. From there; Jon, Bodhi, and others all jump you (sounds like the transition we already have). However, they leave the game at this point since you can't continue on to Jon's dungeon. So I removed these scripts because we normally go perform the TotSC quests after Saverok's death.


If possible, it would be very cool to have this as an alternative transition! :)

#8 Golden Thief

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Posted 01 December 2005 - 07:11 PM

I have an install of BGT, NTOSC, DSOSC, etc. and have play for quite awhile with it and wanted to add BG1NPC.v11 to it, but I have the following problem when I try and install it.
It starts and then I get this message

ERROR locating resource for 'ADD_TRANS_TRIGGER'
Resource [BDYNA.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [BG1NPC/Dialogues/BGREPLACE.d]: Failure("resource [BDYNA.DLG] not found for 'ADD_TRANS_TRIGGER'")
Stopping installation because of error.

Install quits and backs out.
I have opened the game with NI and find BDYNA.DLG so it is there.

I also tried V9 and got this error
ERROR locating resource for 'CHAIN3'
Resource [BDYNA.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [BG1NPC/Dialogues/X#alora.d]: Failure("resource [BDYNA.DLG] not found for 'CHAIN3'")
Stopping installation because of error.

Any ideas??? Or do you need more information.

#9 melkor_morgoth75

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Posted 01 December 2005 - 11:31 PM

Have you downloaded the BGT version of BG1NPC Project?

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#10 kharan5876

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Posted 01 December 2005 - 11:49 PM

In BG 2 when I got minsc in my party he started initiating dialogue with me. He started one as soon as I got him and then once again right after that one, then I kicked him from the group. In BG1 all I did with him was ask him to join my party (after rescueing and turning down dynaheir at the gnoll fort). Then I immediatly kicked him and let him sit in Nashkel next to Edwin for the whole game.

When I start a new bg2 game he does not do this.

Not sure if this is related to BGT, bg1npc or whatever else.

Edited by kharan5876, 01 December 2005 - 11:50 PM.


#11 melkor_morgoth75

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Posted 02 December 2005 - 12:21 AM

Which version of BG1NPC project are u using Kharan? (i'll be using v9)

I hope to let you know what happens to me when i got BG2 next week ...

mm75

[EDIT]: Ops ! Sorry ... i realize that the topic is about v11, so i guess you have that one :crying:

Edited by melkor_morgoth75, 02 December 2005 - 03:08 AM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#12 kharan5876

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Posted 02 December 2005 - 10:34 AM

Nope I have BG1npcv9. just wasnt sure if it was related to bg1npc or bgt so I figured posting it in this thread ascension and SBB would see it.

#13 Golden Thief

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Posted 02 December 2005 - 10:51 AM

Have you downloaded the BGT version of BG1NPC Project?

mm75


If you were asking me? Yep got the right one. Even downloaded it thrice to make sure I wasn't getting a corruption. If no one has any thoughts I will try a new install to see if it works something could be messed up other wise.

#14 Sir BillyBob

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Posted 02 December 2005 - 04:15 PM

V11 installs for me on a clean BGT-Weidu game. I have also run it with DS/NT/BH. The error is in an update to Dynaheir's banter file. Not sure why you are getting this since it see's the file on my system. It is possible that what I am now working on is not the exact same as what I had zipped up and uploaded. I have already made a few typo fixes but nothing like what you are encountering. My recomendation would be to open the BGREPLACE.D file and match up the transition numbers with DLTCEP's Top Level numbers. One of them doesn't match for you. Other option is to edit BGREPLACE.D and just delete the whole section for Dynaheir.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#15 Sir BillyBob

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Posted 04 December 2005 - 06:09 AM

I have uploaded a slightly newer version of BG1NPCv11. It is the same filename but I have included some fixes that I had commented out of the original TP2 file. I have fixed the dialog files in question and now those fixes are included.

Main fix: Change to most NPCs' leaving dialog in each "J" file so they should not just leave you when you try to talk to them. This is actually a problem with BG1. The BG1NPC mod tries to fix this so Imoen won't leave after talking to you just because she had a dialog with you.

You don't have to download this update if you are not seeing the problem but it never hurts to have the latest version of any mod.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#16 Gaias

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Posted 04 December 2005 - 07:50 AM

Sweet!

Thanks you for the conversion Sir Billy Bob! This is one mod that I cannot play without, and its good to have it with BGT Weidu finally. :coolthumb:

#17 ScuD

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Posted 25 December 2005 - 01:43 PM

Sir BillyBob, I'm playing BGT ZETA and BG1NPC v.11.
Druid quest in Cloakwood mines seems to be working incorrectly - after I save Beador Jaheira and Khalid simply leave and he has nothing to say.

#18 Sir BillyBob

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Posted 25 December 2005 - 02:57 PM

Is this a known problem in Tutu? If not, I assume that a script tells a dialog to kick off and it isn't the right dialog. Dunno.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#19 Kulyok

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Posted 25 December 2005 - 10:13 PM

Jaheira's quest has been tested by three people in TUTU (myself included - I reported some minor issues, but they have been fixed since then) and so far it has not been known to cause problems. Khalid and Jaheira leave if you rudely refuse when meeting Aldeth, but not upon meeting Beador. Unless you suddenly get a rep of 1 or something?

#20 ScuD

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Posted 25 December 2005 - 10:24 PM

I've checked with NI and now think that problem is in Jaheira's dialog. But I'm not sure whether it is caused only by BG1NPC, as I have some other mods installed.
I'll check later on pure BGT+BG1NPC installation and update.