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BG1 NPCs for SoA & ToB


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#261 Austin

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Posted 02 September 2024 - 11:13 PM

Tiax's portrait is fine on the record screen but only a small portion is visible in dialogue and on the main screen where the party member portraits are displayed on the right hand side. Same thing affecting Shar'Teel. I havent checdked the others yet

Hello! I have tested this and cannot reproduce the issue. On my version of the game, the portraits appear correctly. What version of the game and mod are you using?



#262 Nathan82

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Posted 04 September 2024 - 09:34 AM

Hello, i've got version 14.3 of this mod installed.

Im playing megamodded install using BGT (version 1.23.1)

Let me know if you need any more info, I can paste weidu log if needed, can't see how to attach it though

thanks



#263 Austin

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Posted 05 September 2024 - 02:42 AM

Hello, i've got version 14.3 of this mod installed.

Im playing megamodded install using BGT (version 1.23.1)

Let me know if you need any more info, I can paste weidu log if needed, can't see how to attach it though

thanks

Thank you! 


Edited by Austin, 07 September 2024 - 01:51 AM.


#264 Austin

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Posted 07 September 2024 - 01:53 AM

I found the cause of the problem with Tiax's portrait on the "classic" version (non-EE) of the game. I fixed it, will release a new version soon. I also checked it for other NPCs just in case.
Thanks!

Edited by Austin, 07 September 2024 - 08:15 AM.


#265 Nathan82

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Posted 09 September 2024 - 03:06 AM

I found the cause of the problem with Tiax's portrait on the "classic" version (non-EE) of the game. I fixed it, will release a new version soon. I also checked it for other NPCs just in case.
Thanks!


Glad you found it and it wasnt something dumb I'd done for a change. Sorry didnt get back to you  with more information, I was busy with work and hadnt had time. Looking forward to the new version, no rush though. Thanks


Edited by Nathan82, 09 September 2024 - 03:15 AM.


#266 Austin

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Posted 10 September 2024 - 12:34 AM

Mod updated!!!
New verison - 15!

 

1) Added Shar-Teel romance (texts by scheele). Warning: contains adult content (18+).

Conditions for starting a romance:

gender - male, charisma above 10, strength above 10, not a gnome or halfling. The romance will begin when Shar-Teel is wounded in any battle and her health drops below 50, after which the first dialogue will follow

The romance includes:

  • 19 dialogues in SoA with Shar-Teel, including receiving "sympathy points" for certain answers.
  • 3 additional dialogues in SoA with Safana, if she is in the party - her participation is optional, but it will affect the course of the romance.
  • New Shar-Teel’s interjections during an active romance (including her reaction to the player's actions in Phaere's house)
  • 3 dialogues in ToB + 3 epilogues depending on the "sympathy points" you have collected.
  • A large PID dialogue in SoA and ToB during an active romance and an additional small PID dialogue in SoA before the start of the romance.
  • It is possible to change Shar-Teel's alignment to chaotic neutral! To do this, you will need to collect enough "sympathy points" during the romance and convince her in the key dialogue to think about the importance of a future peaceful life.
  • For the evil PC there is an additional opportunity to interest Shar-Teel by jointly using the "black lotus" (which will result in a drop in reputation by 1 unit and a decrease in intelligence by 1)

 

2) Fixed code bugs in Xzar's quest, added an additional journal entr

3) Fixed display of Water Gardens icon on world ma

4) Fixed compatibility issue with the "classic" version of the game that arose in one of the latest update

5) Fixed issues with portrait sizes in the "classic" version of the gam

6) Updated readme file


http://www.shsforums...cs-for-soa-tob/
https://github.com/S...eleases/tag/v15



#267 Nathan82

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Posted 13 September 2024 - 04:31 AM

Hello, me again.

I'm still having an issue getting this to install on BGT.

It's a different error this time;

 

ERROR: error loading [BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINM.BMP]
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [Water Gardens. New Athkatla's district & new quests], rolling back to previous state
Will uninstall   5 files for [BG1NPCSoA\BG1NPCSoA.tp2] component 0.
Uninstalled      5 files for [BG1NPCSoA\BG1NPCSoA.tp2] component 0.
ERROR: Unix.Unix_error(20, "stat", "BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINM.BMP")

 

The problem seems to be with this bit (lines 151 - 159)

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
COPY ~BG1NPCSoA/portraits/MAIN/EE-portraits/DEEKINL.BMP~ ~override/DEEKINL.BMP~
COPY ~BG1NPCSoA/portraits/MAIN/EE-portraits/DEEKINS.BMP~ ~override/DEEKINS.BMP~
COPY ~BG1NPCSoA/portraits/MAIN/EE-portraits/DEEKINM.BMP~ ~override/DEEKINM.BMP~
END ELSE BEGIN
COPY ~BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINL.BMP~ ~override/DEEKINL.BMP~
COPY ~BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINS.BMP~ ~override/DEEKINS.BMP~
COPY ~BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINM.BMP~ ~override/DEEKINM.BMP~
END

 

I commented that bit out and retried the install and it worked.

I then copied DeekinL.BMP and DeekinS.BMP from BG1NPCSoA\portraits\MAIN\vanilla-portraits to the override folder.

 

BG1NPCSoA\portraits\MAIN\vanilla-portraits only has 3 files - DeekinL.BMP, DeekinS.BMP and ZOPANs.BMP

 

Thanks



#268 Austin

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Posted 16 September 2024 - 12:40 AM

Hello, me again.

I'm still having an issue getting this to install on BGT.

It's a different error this time;

 

ERROR: error loading [BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINM.BMP]
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [Water Gardens. New Athkatla's district & new quests], rolling back to previous state
Will uninstall   5 files for [BG1NPCSoA\BG1NPCSoA.tp2] component 0.
Uninstalled      5 files for [BG1NPCSoA\BG1NPCSoA.tp2] component 0.
ERROR: Unix.Unix_error(20, "stat", "BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINM.BMP")

 

The problem seems to be with this bit (lines 151 - 159)

ACTION_IF (GAME_IS ~bg2ee eet~) BEGIN
COPY ~BG1NPCSoA/portraits/MAIN/EE-portraits/DEEKINL.BMP~ ~override/DEEKINL.BMP~
COPY ~BG1NPCSoA/portraits/MAIN/EE-portraits/DEEKINS.BMP~ ~override/DEEKINS.BMP~
COPY ~BG1NPCSoA/portraits/MAIN/EE-portraits/DEEKINM.BMP~ ~override/DEEKINM.BMP~
END ELSE BEGIN
COPY ~BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINL.BMP~ ~override/DEEKINL.BMP~
COPY ~BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINS.BMP~ ~override/DEEKINS.BMP~
COPY ~BG1NPCSoA/portraits/MAIN/vanilla-portraits/DEEKINM.BMP~ ~override/DEEKINM.BMP~
END

 

I commented that bit out and retried the install and it worked.

I then copied DeekinL.BMP and DeekinS.BMP from BG1NPCSoA\portraits\MAIN\vanilla-portraits to the override folder.

 

BG1NPCSoA\portraits\MAIN\vanilla-portraits only has 3 files - DeekinL.BMP, DeekinS.BMP and ZOPANs.BMP

 

Thanks

Hello Looks like I forgot to put one copy of Deekin's portrait in the folder for the "classic" version of the game:(
I'll fix that, thanks!
For now, you can just copy the DEEKINL.BMP file into that folder, rename the copy to DEEKINM.BMP and change the size to 110x170. Then it will work.


#269 Austin

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Posted 16 September 2024 - 02:11 AM

Done!

 

Mod updated!
New verison - 15.1!

  • fixed a bug with Deekin's portrait on the "classic version" of the game
  • fixed a code inaccuracy in the tobbanter2.d file


#270 Nathan82

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Posted 17 September 2024 - 04:10 AM

Done!

 

Mod updated!
New verison - 15.1!

  • fixed a bug with Deekin's portrait on the "classic version" of the game
  • fixed a code inaccuracy in the tobbanter2.d file


I've just done a new install and its all installed without issue, thanks



#271 Sanderson

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Posted 24 September 2024 - 07:10 PM

Hello,

I am playing EET and currently in the bg1 part. Eldoth's tired sound (eldot09) has been copied from his introductory sound (eldot01). I think it's this mod since it has the only associated file but is there a way to verify? I personally fixed it by overwriting eldot09 with a copy of the "tired" voice line, but will I have to revert once I see eldoth in bg2 part of EEt?

Thanks

#272 Austin

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Posted 04 November 2024 - 06:12 AM

Hello,

I am playing EET and currently in the bg1 part. Eldoth's tired sound (eldot09) has been copied from his introductory sound (eldot01). I think it's this mod since it has the only associated file but is there a way to verify? I personally fixed it by overwriting eldot09 with a copy of the "tired" voice line, but will I have to revert once I see eldoth in bg2 part of EEt?

Thanks

Hello! This mod does not change any files in BG1 and only affects BG2. Moreover, Eldoth from BG1 and Eldoth from this mod have different cre-files (and therefore different sound files). So this problem cannot be related to the mod, as far as I can understand from the description of the problem.



#273 Austin

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Posted 04 November 2024 - 11:07 PM

Mod updated!
New verison - 15.2!

 

ADDED NEW CONTENT:

- added new banter Ajantis - Skie (by Alisia

 

FIXED:

- fixed minor code errors in the "Garrick" and "Ajantis" components

 

IMPROVED:

- Montaron's texts have been reworked (his overly rude curses have been removed, the text has become closer to his original speech from BG1 and less rude ). The meaning of the phrases, originally written by Smiling Imp, is preserved.

- Slightly improved English version of the Shar-Teel romance by Scheele

- Alora's HP at the start of the game has been increased to 40 (previously she had too little HP)

 

Download:


#274 Sanderson

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Posted 09 November 2024 - 12:00 AM

Are any/all of the NPCs recruitable? and if you are using EEt will they still have their levels/gear they leave with after bg1? Thanks.

#275 Austin

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Posted 10 November 2024 - 11:11 PM

Are any/all of the NPCs recruitable? and if you are using EEt will they still have their levels/gear they leave with after bg1? Thanks.

Hello! You can recruit any of the NPCs - together or separately (even if some NPCs are part of the same component, like Tiax and Quayle, they can be taken into the party separately).

If you use EET, they will get an exp increase, like the original NPCs in this case, but their old equipment will not be saved (which can be explained by the fact that they were not continuously with the player while he was locked up with Irenicus). This is because they have a different cre-file and are technically not continuous in EET.


Edited by Austin, 10 November 2024 - 11:12 PM.


#276 weigo

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Posted 22 November 2024 - 09:22 AM

Hello Austin,

First of all, thank you very much for your mod.

Endarire contacted me on Gibberlings 3. I'm in the process of reworking the spells for CtB, SoS and RoT to make them compatible with other mods. Endarire wanted my expertise on the spells in your mod and I took a look at them.
It's straightforward with BG1 NPCs for SoA & ToB. No spell is entered in the spell.ids. The four spells SPIN114 SPIN115 SPIN116 SPIN884 are already present in the orignal ToB BGT BG2EE and EET. If you haven't made any changes to the 4 spells, then you could do the following:

ACTION_IF NOT FILE_EXISTS_IN_GAME ~SPIN884.SPL~ BEGIN
COPY ~BG1NPCSoA/Spells/SPIN884.SPL~ ~Override/SPIN884.SPL~
SAY NAME1  @565
 SAY UNIDENTIFIED_DESC @565
END

ACTION_IF NOT FILE_EXISTS_IN_GAME ~spin114.SPL~ BEGIN
COPY ~BG1NPCSoA/Spells/FALDORN/spin114.SPL~ ~override/spin114.SPL~
SAY NAME1  @1468
 SAY UNIDENTIFIED_DESC @1468
END

ACTION_IF FILE_EXISTS_IN_GAME ~SPIN115.SPL~ BEGIN
COPY ~BG1NPCSoA/Spells/SPIN115.SPL~ ~Override/SPIN115.SPL~
SAY NAME1 @1680
 SAY UNIDENTIFIED_DESC @1681

ACTION_IF FILE_EXISTS_IN_GAME ~spin116.SPL~ BEGIN
COPY ~BG1NPCSoA/Spells/spin116.SPL~ ~override/spin116.SPL~
SAY NAME1  @428
SAY UNIDENTIFIED_DESC @428
END

// unused
//COPY ~BG1NPCSoA/Spells/SPPR116.SPL~ ~Override/SPPR116.SPL~
//SAY NAME1  @508
// SAY UNIDENTIFIED_DESC @509


The SPPR116 spell does not appear in the game and is not needed in your mod?
 

 

Many thanks for your efforts

Regards Weigo


Modification:

BP-BGT-Worldmap-v6.6 (Download)


#277 Austin

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Posted 25 November 2024 - 11:20 AM

Hello Austin,

First of all, thank you very much for your mod.

Endarire contacted me on Gibberlings 3. I'm in the process of reworking the spells for CtB, SoS and RoT to make them compatible with other mods. Endarire wanted my expertise on the spells in your mod and I took a look at them.
It's straightforward with BG1 NPCs for SoA & ToB. No spell is entered in the spell.ids. The four spells SPIN114 SPIN115 SPIN116 SPIN884 are already present in the orignal ToB BGT BG2EE and EET. If you haven't made any changes to the 4 spells, then you could do the following:

 

The SPPR116 spell does not appear in the game and is not needed in your mod?
 

 

Many thanks for your efforts

Regards Weigo

 

Hello! Thanks a lot for the advice!! I'm not very good at setting up and customizing spells, so help would be greatly appreciated!

 

About the spell SPPR116.SPL - it is installed together with the Faldorn component and was apparently intended by the original author of the mod for Faldorn, but it is not used by her. But I will study this in more detail.

 

Do the other spells from the BG1NPCSoA\spells folder require any changes during installation?



#278 weigo

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Posted 10 December 2024 - 09:18 AM

Hello Austin,

I made a small mistake on github. I wanted to build you a pull request with the changes and overlooked that I didn't create my own branch and already merged the things directly into your repo.
But it's only the 7 small changes.
SPIN884 SPIN114 SPIN115 SPIN116 are only installed if they have not yet been installed. They do not need to be added to the spell.ids, as they are already present in TOB and BG2EE.
SPPR114 is commented out, if you need the spell again, you only have to remove the comment characters.
This should make BG1_NPCs_for_SoA_-_ToB compatible with the spells and the spell.ids.

Regards Weigo


Modification:

BP-BGT-Worldmap-v6.6 (Download)


#279 Austin

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Posted 10 December 2024 - 12:37 PM

Hello, thank you very much! I'll include these changes when I get a few more fixes for the version update!