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BG1 NPCs for SoA & ToB


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#221 Eric P.

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Posted 22 April 2013 - 08:46 PM

Does the new version still install all soundsets, regardless of user wishes? That's what the previous version did when I installed, so I nuked it :(


Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in sporadic development.

A female elf warrior of nature and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more?


#222 Smiling Imp

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Posted 23 April 2013 - 03:56 AM

Does the new version still install all soundsets, regardless of user wishes? That's what the previous version did when I installed, so I nuked it :(

 

Must have been a real old version. Now the sound options are optional. 


Edited by Smiling Imp, 03 May 2013 - 06:24 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

 

http://archive04.fil...3b/n/ZELINK.ace


#223 Eric P.

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Posted 23 April 2013 - 06:15 AM

It was version 7. I tried it in February of this year (unless the file date somehow got messed up on my system).


Edited by Eric P., 23 April 2013 - 06:15 AM.

Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in sporadic development.

A female elf warrior of nature and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more?


#224 dabus

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Posted 23 April 2013 - 10:32 AM

I guess you have different ideas about the question.
The question was if installs all soundsets (at once)- not if the soundsets are optional.
So Erics wants select between sounds for a, b, c. Correct?
THINK! - It's not illegal.

#225 Smiling Imp

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Posted 23 April 2013 - 04:02 PM

I guess you have different ideas about the question.
The question was if installs all soundsets (at once)- not if the soundsets are optional.
So Erics wants select between sounds for a, b, c. Correct?

 

Ahh.. Sorry, I misunderstood. In that case, no, they are not broken up. It would take a great deal of time to break down the sounds to each component. If you are worried about any possible conflict just wait until SoA to install the sound sets.


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

 

http://archive04.fil...3b/n/ZELINK.ace


#226 Smiling Imp

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Posted 23 April 2013 - 04:09 PM

So.. Here is a breakdown of the two new evil options that someone can take whilst siding with Faldorn

 

1) Direct assault on the Trademeet. This approach leads to a huge battle where the combined forces of the town are stacked against you and a handful of Shadow Druids and animals.

 

2) Starve the town into submission. Have the forces of the Shadow Druids form a perimeter around the city until the townsfolk are forced to submit.

 

Gave players the option to let the townspeople live or not. Choice is good,,, Either way, some of the quest stuff that happens in Trademeet is going to get thrashed, but that is expected when you lead an entire city on its way to inevitable doom.

 

 

If you want to continue the discussion about Faldorn or leave some feedback..

 

http://www.baldursga...hp?topic=7778.0
 


Edited by Smiling Imp, 23 April 2013 - 04:10 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

 

http://archive04.fil...3b/n/ZELINK.ace


#227 Smiling Imp

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Posted 03 May 2013 - 04:35 PM

Destroy Trademeet through

Force of Steel and Might of Magic!

 

 

2b5g7q.jpg

(if you are evil and you know it, you have to try this at least once)

 

Or watch the people suffer..

as it becomes Dogtown!

 

 

eqb21u.jpg

 

http://www.baldursga...downfile&id=177

 

The choice is yours!


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

 

http://archive04.fil...3b/n/ZELINK.ace


#228 Almateria

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Posted 04 May 2013 - 02:01 AM

What is this mod even about anymore

#229 dabus

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Posted 04 May 2013 - 04:34 AM

Bringing back BG1 NPCs with banters, quests and so on? :P I guess this goes overboard but that's just my opinion.

Edited by dabus, 04 May 2013 - 04:34 AM.

THINK! - It's not illegal.

#230 micbaldur

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Posted 04 May 2013 - 05:38 AM

Really looking forward to play this great mod again. :coolthumb:

 

BWP expert install needs more NPCs (ladies with romances :naughty: but no more male NPCs who needs them :P ), items :woot: and quests.


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#231 Almateria

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Posted 04 May 2013 - 03:55 PM

Bringing back BG1 NPCs with banters, quests and so on? :P I guess this goes overboard but that's just my opinion.

Yeah it was cooler before, like when I saw it I remember thinking that either Imp is a galactic sperglord or a pretty cool guy who has been cursed by gypsies and can't stop writing ever again and it turned out to be the second thing

But now I don't know, Dogtown, man

#232 -Guest-

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Posted 10 May 2013 - 09:24 AM

Hello. It seems like users have now the option to either accept or ignore alternative portraits? If so, I'm glad you went through with my request, Smiling Imp. :)

 

Good to see this mod updated again, welcome back!



#233 Smiling Imp

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Posted 10 May 2013 - 10:37 AM

Hello. It seems like users have now the option to either accept or ignore alternative portraits? If so, I'm glad you went through with my request, Smiling Imp. :)

 

Good to see this mod updated again, welcome back!

 

 

Yeah, it seemed fitting. Was also considering splitting up the soundsets as Eric suggested, but that seems like a longer process. Glad you gave the mod another whirl!

 

Recently, have been working on a lot of the NPCs scripts as I noticed some of their dialogs were not firing off, and I also ran most of my dialog files through an online spellchecker to correct any typos and mispellings, so more improvements should be on the way.


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

 

http://archive04.fil...3b/n/ZELINK.ace


#234 micbaldur

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Posted 16 May 2013 - 07:34 AM

Sorry Smiling Imp that i have forgotten to report these item problems earlier. :blush:

 

I found that these items Lilium Armor (DEPO91.ITM), Mystic Aura Chainmail (DEPO46.ITM) and The Sword 0f Days (DEPO210.ITM) are undroppable (can't remove from inventory). I bought these items from Kagains Korner in earlier game.

 

I made new BWP 11.4 and after checking fixed these locally.

 

Looking forward to play again this great mod. :coolthumb:


CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#235 Smiling Imp

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Posted 17 May 2013 - 10:50 AM

Thanks for that micbaldur. :cheers: 

 

I made those changes in my workshop now and will be sure to include them in the updates that I will upload in say, 20 days or so.


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

 

http://archive04.fil...3b/n/ZELINK.ace


#236 Smiling Imp

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Posted 05 June 2013 - 02:33 PM

Hey Guys, Smiling Imp here. Just wanted to let you know that a new version of the mod , version 8, has just been released. It introduces enhanced NPC character scripts and new area scripts for the Water Gardens. :D


http://www.baldursga...downfile&id=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

 

http://archive04.fil...3b/n/ZELINK.ace


#237 Vlan

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Posted 14 October 2013 - 01:03 PM

Hello there, is this mod compatible with BGT?



#238 Smiling Imp

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Posted 20 October 2013 - 03:02 PM

Hello there, is this mod compatible with BGT?

 

The only conflict would be if you imported the characters from BG1. The components in this mod have creature checkers, so if you have BG1 NPCs installed from other mods, chances are it will just skip over that NPC. Other then that, I have not had any complaints as far as compatibility issues with BGT.

 

BTW: Version 9 is now out with a playable version of Dynaheir. She is a work in progress and things like quests and banters/romance options are being worked on.


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

 

http://archive04.fil...3b/n/ZELINK.ace


#239 Vlan

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Posted 21 October 2013 - 07:39 AM

Well, I am playing a BGT game and can't really decide if I should stick with the BG1 NPC's which are influened by other mods in the first bg (BG2tweaks -> import bg1 characters to bg2) or the new imported NPC's from your mod.

 

Your mod probably has more content (how much content is there for every NPC in your mod?) but doing it with the bgtweak is more consistent since the old bg npcs still know if you were in a relationship with them or not.

 

Btw, if I for example kill Xzar in BG1, will he still appear in BG2?


Edited by Vlan, 21 October 2013 - 07:41 AM.


#240 The Imp

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Posted 21 October 2013 - 08:10 AM

Btw, if I for example kill Xzar in BG1, will he still appear in BG2?
In both cases(mods), there's going to be Xzar in BG2, just like there will be at least a reference without either mod. As there will be all the other NPCs too in BG2 unless they are dead in your party during the transition part of BGT.

I would go with the Smiling Imps NPCs... as the BG2Tweaks characters are silent party member... well expect their command responses.

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