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BG1 NPCs for SoA & ToB


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#81 Quester

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Posted 02 February 2012 - 09:41 PM

:hug:

#82 Smiling Imp

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Posted 03 February 2012 - 07:44 AM

:hug:


Hahaha! Hey, no problem. Now that that's out of the way, though,I have begun writing new banters again. Have a whole new line of dialogs where Ajantis and Shar-Teel are at each others throat. Plus a few extra dialogs for Eldoth.. that's it so far.

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


#83 Quester

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Posted 04 February 2012 - 01:22 PM

Sounds great, SI. Any chance of seeing a new release soon?

#84 Smiling Imp

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Posted 04 February 2012 - 11:25 PM

Sounds great, SI. Any chance of seeing a new release soon?


I could probably drop the new version with the improvements next week some time. This weekend has been killer. :devil:

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


#85 Quester

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Posted 07 February 2012 - 08:18 AM

That would be great as I'd really like to include your mod in my upcoming game.

:)

#86 Miloch

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Posted 08 February 2012 - 08:15 AM

Only I would have to tweak this from a PC banter into two NPCs bantering, right?

If you want two NPCs to banter then you want to use CHAIN, but also IF_FILE_EXISTS if you're not sure the NPC will be present/installed (assuming it's not a BioWare NPC). I'm not really the dialogue wizard on that mod - might want to take it to the modding forum if it gets complex and you can't crack it.

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
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#87 Smiling Imp

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Posted 08 February 2012 - 02:55 PM

What's up guys, Smiling Imp here again to give you a little update on what is going on. I have been hard at work doing banters between the different components now that I got that down. Also, changed Xan's starting point from Ust Natha to the Slaver Jail in the Slums and have been updating his dialogs and banters. Next version should be available Friday.

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


#88 Smiling Imp

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Posted 10 February 2012 - 10:00 PM

Alright guys, here is the latest version of the mod with the promised changes. Enjoy! And please feel free to post any feedback.

Attached Files


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


#89 Quester

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Posted 11 February 2012 - 08:13 AM

Excellent, fantastic, splendiferous! Well done and thank you.

And now I will go play.

:cheers:

#90 Stormshadow

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Posted 13 February 2012 - 01:23 PM


Very, very nice mod. Thanks


Thank you for the feedback. :coolthumb:

Well, finally got Quayle to work. He will appear next to the under water contraption in the Promenade after certain dialogs with the in-game Quayle. Other then that, have been going through my dialogs, fixing typos and fleshing them out, I've increased the amount of dialogs the people in the Water Gardens have, switched out a few items BAMs that were bugging me and have made all sorts of other tweaks and fixes. Next thing I want to do is work on Faldorn, b/c she is pretty much on 1 day NPC status.. then we'll see what happens. All these changes will be added to the next version.


How do I get Quayle to enter the party? After completing the "new" version of the Circus Tent, only Aerie is offered to Join. Speaking to Quayle afterward doesn't provide any new dialogue that allows him to enter.

#91 -Smilin Imp-

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Posted 13 February 2012 - 04:03 PM

How do I get Quayle to enter the party? After completing the "new" version of the Circus Tent, only Aerie is offered to Join. Speaking to Quayle afterward doesn't provide any new dialogue that allows him to enter.


Spoiler in white:

Either go through all his normal dialog options or speak with him using Jan. You can try Tiax as well, but for some reason the dialog won't fire all the time. If you are successful, Quayle will vanish and reappear by the water contraption outside the tent.

#92 Lisandro

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Posted 14 February 2012 - 08:30 AM

Mistake?

Installing [Tiax & Quayle: ToB]
Appending to files ...
Compiling 1 dialogue file ...

ERROR locating resource for 'APPEND'
Resource [7XQUAY.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [BG1NPCSoA\MISC\Tiax&QuayleTOB.d]: Failure("resource [7XQUAY.DLG] not found for 'APPEND'")
Stopping installation because of error.

#93 Smiling Imp

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Posted 14 February 2012 - 11:06 AM

Mistake?

Installing [Tiax & Quayle: ToB]
Appending to files ...
Compiling 1 dialogue file ...

ERROR locating resource for 'APPEND'
Resource [7XQUAY.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [BG1NPCSoA\MISC\Tiax&QuayleTOB.d]: Failure("resource [7XQUAY.DLG] not found for 'APPEND'")
Stopping installation because of error.


Hmmmm... Sorry Lisandro, but it seems that I need to update the readme a bit more.. :blush:

For the Throne of Bhaal versions to work, you need to install the SoA version of Tiax and Quayle, whether you plan to play SoA or not. Try that, and let me know if you still have problems.

In my search to find the problem though, I noticed that two dialogs, 7Xkaga.d and B7XYES.d were missing when compiling the Cross Component Banters :doh: I've patched it up, so it will be fixed the next time around.. sorry.

Edited by Smiling Imp, 14 February 2012 - 11:07 AM.

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


#94 Stormshadow

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Posted 14 February 2012 - 05:20 PM

How do I get Quayle to enter the party? After completing the "new" version of the Circus Tent, only Aerie is offered to Join. Speaking to Quayle afterward doesn't provide any new dialogue that allows him to enter.


Spoiler in white:

Either go through all his normal dialog options or speak with him using Jan. You can try Tiax as well, but for some reason the dialog won't fire all the time. If you are successful, Quayle will vanish and reappear by the water contraption outside the tent.

Thank you!

#95 Smiling Imp

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Posted 18 February 2012 - 09:34 PM

What's up guys? Smiling Imp here, and I am happy to report that Zireael and I have begun working on some cross banter with Khalid. Things are still in the infancy stage right now, but expect the next version to add at least a few banters with Khalid and a few different NPCs.

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


#96 Oracle

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Posted 22 February 2012 - 10:57 AM

Thats good to hear about the cross mod with Khalid, I think it was a good Idea to move Xan out ust Natha , its seems a tad out of place having a recruitable NPC so late on a lighty modded game. anyway congrats on the update .
Can I ask , Is there any plans of Deekin being put in TOB. with dialogue and banters.

"Men cry not for themselves, but for their comrades."


#97 Smiling Imp

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Posted 22 February 2012 - 12:29 PM

Thats good to hear about the cross mod with Khalid,


I sure am excited about it. It may take a while, but good things come to those that wait.

I think it was a good Idea to move Xan out ust Natha , its seems a tad out of place having a recruitable NPC so late on a lighty modded game.


I put him there there to keep inline with his fate in the novels, even if those things are aweful. However, my version of Xan, Kivan and Ajantis are the NPCs that I worked on the least b/c they already had mods dedicated to them, so like you said.. it was pointless to obtain him so late in the game if he was not developed.

For the next version I have also added a small encounter in the Slaver Ship to retrieve Xan's Moonblade. I thought the idea of a prisoner carrying a bladed weapon in a cell was not believable.

Can I ask , Is there any plans of Deekin being put in TOB. with dialogue and banters.


I had not given it some thought, but I guess I can give it a go, To be honest, I was considering taking Deekin out a few versions ago, but b/c I had invested sooooooo much time trying to find his sound bites, I decided against it. Now I'm glad I did,

Yeah, I don't mind adding stuff, so long as it is within my modding capacity. The only thing that concerns me at the moment is the fact that the download managers are still down and that files attached to posts have a smaller limit. Other then that, I'm game.

Edited by Smiling Imp, 22 February 2012 - 01:37 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


#98 Stormshadow

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Posted 23 February 2012 - 05:23 AM

While I am loving the mod itself, I have encountered some annoying bugs.

a) Various characters(a.k.a. Shar-Teel & Kaigan so far) leave my party after certain dialogues pop-up. For example, after I rescued Rensfeld, Kaigan complains about it and then leaves. Bu tI need to rescue Rensfeld in order to start the quest to add Monty and Xzar. Is this part of plan or a bug?

b) After the Harper Assassin kills Xzar, Shar-Teel complains . She says "Sloppy...." and then something else, then leaves. Again, is this a bug?

These bugs kill any playthrough with an all-evil party(which is one of the great things about this mod as the vanilla game doesn't give you many ooptions on evil characters, never understood why they went that way...).

Also, Kaigian is EXTREMELY hard to get into the party. I have saved the game after the initial Promenade scene where Imoen is taken by the CW. I have tried to ad Kaigan several times, trying all sorts of dialogue combinations with the some success. I have recorded the dialogue strings and it is not consistent in getting the option to have Kaigan join. Is this on purpose?

Anyway, still enjoying the mod. Kaigan has some funny items, as does Oswald! :new_thumbs:

#99 Smiling Imp

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Posted 23 February 2012 - 08:05 AM

While I am loving the mod itself, I have encountered some annoying bugs.

a) Various characters(a.k.a. Shar-Teel & Kaigan so far) leave my party after certain dialogues pop-up. For example, after I rescued Rensfeld, Kaigan complains about it and then leaves. Bu tI need to rescue Rensfeld in order to start the quest to add Monty and Xzar. Is this part of plan or a bug?

b) After the Harper Assassin kills Xzar, Shar-Teel complains . She says "Sloppy...." and then something else, then leaves. Again, is this a bug?


The problem here is over ambitious interjecting and code revising. Sometimes when creating an interjection for the NPCs, the actions of the last person that spoke will carry on to your NPC. For example, Garrick used to leave the party when interjecting after the guard woke you up for sleeping in the city, because that is what the guard had as his actions after he spoke. Orignially, I took care of this problem by using ICT2 instead of ICT, which stopped this from happening, but then I was told that this would ruin the dialog point for any other NPCs that may interject at the same point. Thus I went back to using ICT and the passback method, but I apparently missed a few.

I know these hijinx are annoying for you, but they are easily solved, so as long as you keep posting them, I'll take care of it. For the time being, all I can recommend is to temporarily remove said NPCs from the party until after the dialogs are over.

Also, Kaigian is EXTREMELY hard to get into the party. I have saved the game after the initial Promenade scene where Imoen is taken by the CW. I have tried to ad Kaigan several times, trying all sorts of dialogue combinations with the some success. I have recorded the dialogue strings and it is not consistent in getting the option to have Kaigan join. Is this on purpose?


Yeah, it can be a little tricky, but if you acknowledge that you recognize Kagain the first time you see him, he'll join you after four talks, including the first one. If however, you fail to recognize him him the first time, his dialog options can become a virtual maze. The reason for this is that you have to convince him to leave behind the gold he is making with his store to go adventuring with you.

SPOILER IN WHITE:
It will be Global("7Xkaga","GLOBAL",3)
Look for when he says, "Take a look at me goods, I've got the finest quality stuff on the Sword Coast" and ask him to join.

Anyway, still enjoying the mod. Kaigan has some funny items, as does Oswald! :new_thumbs:


Thanks. If you find any other problems let me know.

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


#100 Smiling Imp

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Posted 27 February 2012 - 12:53 PM

What's up guys, Smiling Imp, back again to give a progress report on what is going on. I have done a few fixes including, fixing interjections where Shar-Teel and Kagain suddenly leave the party, and Ajantins' body 'item' using his old death variable to summon him. I have worked on the Eldoth encounter to make sure it runs properly, and have added Deekin to ToB and started working on dialogs and interjections on for him in for SoA.

Edited by Smiling Imp, 27 February 2012 - 12:54 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