Edited by Smiling Imp, 26 January 2012 - 12:11 AM.
BG1 NPCs for BG2:SoA
#1
Posted 22 July 2011 - 08:41 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
#2
Posted 24 April 2012 - 01:35 PM
seems that there is a file called backup instead of a folder. When using an automated installer (BWS beta) it crapped out and wouldn't install because the backup folder wasn't found. I deleted the backup file and was able to manually install just fine. weidu will create the backup folder if it isn't present but I guess it hangs it there is a file called backup instead.
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
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My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
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My website: http://sasha-altheri...s.com/index.htm
#3
Posted 24 April 2012 - 01:50 PM
wanted to let you know that there is a minor error with the installation of the latest BG1NPCSoA
seems that there is a file called backup instead of a folder. When using an automated installer (BWS beta) it crapped out and wouldn't install because the backup folder wasn't found. I deleted the backup file and was able to manually install just fine. weidu will create the backup folder if it isn't present but I guess it hangs it there is a file called backup instead.
Yeah, that's weird. I have no idea how that got there.
I have added it to the list of things that I will change for 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
#4
Posted 27 April 2012 - 07:48 PM
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
#5
Posted 27 April 2012 - 11:12 PM
There's problem with Deekin not in party when meeting with Bodhi at Graveyard. Bodhi dialogue breaks because there isn't (InParty("deekin")) check at bodhi.dlg.
Hmmm.. It looks like I need to add some additional checks for his dialogs. Thanks for bringing this to my attention.
Edited by Smiling Imp, 27 April 2012 - 11:12 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
#6
Posted 28 April 2012 - 07:13 AM
Then again you probably know that but i thought to mention it.
I fixed it locally (adding those inparty checks) and things went ok.
CHARNAMEs excellent adventures in the world of BWP expert-install here
Thanks to Leonardo Watson for making this possible
#7
Posted 15 October 2012 - 02:04 PM
wanted to let you know that there is a minor error with the installation of the latest BG1NPCSoA
seems that there is a file called backup instead of a folder. When using an automated installer (BWS beta) it crapped out and wouldn't install because the backup folder wasn't found. I deleted the backup file and was able to manually install just fine. weidu will create the backup folder if it isn't present but I guess it hangs it there is a file called backup instead.
It looks like I'm running into the same problem.
Edit: Or at least, this is what is happening.
- the BWP also seems to change the BACKUP line in your TP2 to:
BACKUP ~BG1NPCSoA/backup~
Edited by enderandrew, 15 October 2012 - 03:37 PM.
#8
Posted 21 October 2012 - 01:46 PM
http://www.baldursga...a=view;down=177
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
#9
Posted 21 October 2012 - 02:25 PM
#10
Posted 22 October 2012 - 08:30 AM
What version is it?
Version 6
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
#11
Posted 22 October 2012 - 12:04 PM
If you remove and add components and the BWP/BWS needs to be updated to match those numbers, it keeps me from updating the link to your mod in our list (which is here). Otherwise people would get the wrong content - like selecting Kagain and getting Faldorn for example.
From reading some code, I'd guess it would go like this:
BEGIN ~BG1 NPCs, Shar-Teel, Yeslick, Garrick, Branwen & Skie~ DESIGNATED 0 ... BEGIN ~Kagain's Korner -> Store w/only vanilla items (lite)~ DESIGNATED 5 ... BEGIN ~Shar-Teel, Yeslick, Garrick, Eldoth, Branwen & Skie: ToB~ DESIGNATED 100
Edited by dabus, 22 October 2012 - 12:05 PM.
#12
Posted 22 October 2012 - 02:33 PM
Uhm. I know that this is kind of a BiG World problem, but could you consider fixed component numbers?
If you remove and add components and the BWP/BWS needs to be updated to match those numbers, it keeps me from updating the link to your mod in our list (which is here). Otherwise people would get the wrong content - like selecting Kagain and getting Faldorn for example.
From reading some code, I'd guess it would go like this:BEGIN ~BG1 NPCs, Shar-Teel, Yeslick, Garrick, Branwen & Skie~ DESIGNATED 0 ... BEGIN ~Kagain's Korner -> Store w/only vanilla items (lite)~ DESIGNATED 5 ... BEGIN ~Shar-Teel, Yeslick, Garrick, Eldoth, Branwen & Skie: ToB~ DESIGNATED 100
Pretty cool!
Okay. But I'm not sure exactly what I have to do. Would simply putting DESIGNATED 0-whatever, after my components do the trick?
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
#13
Posted 22 October 2012 - 06:21 PM
After every BEGIN line, there should be a DESIGNATED line with a consecutive number after it. Leave some room between numbers if you might want to add components in between them at some later point (so e.g. 0, 10, 20 or whatever).Would simply putting DESIGNATED 0-whatever, after my components do the trick?
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#14
Posted 15 October 2014 - 10:29 AM
-nevermind-
Edited by Vlan, 15 October 2014 - 10:45 AM.