cmorgan. I have found a few spelling and grammatical errors. Might I be able to send them to you or is there another I need to inform? Thanks!
Jolyth, I would welcome you sending me the materials; I am afraid in my push to get stuff done I have sadly neglected to sweep the boards, pretty much popping back and forth in my usual haunts. Please send them to me, even though the new version is out and Beta3 should work for all of you
BGT players right now! If we fixed them, great, but if we somehow missed them we sure would like to know about it.
@ melkor_morgoth75,
Where actually can we ask about new NPC 1.12 project for BGT?
Reading at gibberling i note: "The Beta tag reflects that, while the Tutu side of the mod is considered stable, there remains some bugs to be worked out on the BGT side."
Right here is fine, or pop over to
G3 for info. Sir BillyBob and Chevalier (and of course Ascension64 as the sorce of all
BGT knowledge) can catch most of the stuff here, or help us with the research.
The current info for
BGT users is as follows:
The
BG1 NPC Project v12 Beta3 installs cleanly on
BGT, and is identical in content to the Tutu side of the installer save for some extra non-core content "tweaks" at the end of the install. It has successfully installed and played through Chapter 2 on my clean
BGT install, and I believe farther on Chevalier's more heavily modded
BGT (BP?) install.
There are two things to be aware of before installing and playing the
BGT side of v12.
1. There are between 8 and 10 spots scattered over as many NPCs where we are tracking a problem with Player-Initiated-Dialogues. Chevalier just ran into one where he suddenly had an
NPC repeatedly come up and initiate a PID, so that he had to save the game and come and get answers beore proceeding. Each of these is related to the special timers set for "no-condition dialogs", in this case Kivan expecting the party to have found the bandit camp and warning the player that they need to get a move on. These don't show up in Tutu, because we disable some of them, and because some of them have been repaired in
BGT when Ascension64 cleaned up the scripts (I have learned alot looking at what he did to do this, and it is damn impressive work). They show up more frequently in
BGT because
NEJ et al mean much more time is spent in-game before Chapter 5 than on a usual Tutu install, so there are more chances to get these timers expired.
The fix for this is easy: CLUAConsole:SetGlobal("X#JCLEAN",GLOBAL",1)
Unfortunately, we are still researching how this will effect the
BG1 NPC dialogues; your game will continue fine, but we don't know what
BG1 NPC dialogues may be skipped over yet. This re-enables all 10 or so no-condition dialogues, and may mean that PIDs will not fire; instead you will repeatedly get the non-conditional dialogue each time you click on the
NPC. We need to research and test a game with the problem; it can be done on the fly by repairing specific lines in BCS files.
2. There is a persistent "difficulty" (expected behavior for the original game which has unanticipated side effects for modders) in both
BG1 NPC and
BGT where reputation forces neutral characters to leave at extremes of Reputation. Since
BG1 NPC introduces relatively small rewards, augmented by reputation gains and decreases based on player choice, the opportunity for your mixed-alignment party to break up is greatly increased. The most infamous (and only clearly documented) example of this is the "Jaheira Quest Bug", where you do everything she wants, and 75% of the way through her quest, she takes off because you have too high a reputation.
The current "fix" for this is to either install a "Happy Patch" from another mod like
BG2 Tweak Pack, so that folks don't up and quit on you, manually change your HAPPY.2DA, or install a mod that changes Jaheira to "Neutral Good". This happens on both
BGT and Tutu, but again as there is longer in-game time on a
BGT install, the likelyhood of
BGT players running into this is much greater.
Long Story Short: Please don't be scared off by the Beta3 designation. If you have the time and inclination, try it out - as far as we can tell, the only materials that have problems are easily worked around, and until someone plays the mod and reports the difficulties, we can't remove the Beta status!
Edited by cmorgan, 23 October 2006 - 02:49 PM.