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BG1 NPCs for SoA & ToB


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#121 Smiling Imp

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Posted 22 April 2012 - 04:18 PM

In BG1NPCSoA.tp2 you have:

ACTION_IF NOT FILE_EXISTS_IN_GAME ~kagain11.cre~ BEGIN
COPY ~BG1NPCSoA\BG1NPCSoACRE\7XCRE71.cre~ ~override/7XCRE71.cre~

Because i have TDD Kagain11.cre already at override 7XCRE71.cre isn't copied to override. So no Kagain (7XCRE71.cre) to spawn at Waukeen's Promenade and nothing is blocking it. I think or maybe not. :blink:

Heh! These are common problems at BWP games i think. :lol:


Yeah, just like i thought. It is the creature checker that I added that is stopping him from spawning. People requested it b/c they wanted increased mod compatability without any reality breaking situations i.e. two Branwens in the party. This also let people install components of BG1NPCSoA where they otherwise could not b/c they had already installed a different mod that already added a BG1 npc. It was imporatnt b/c there are like five different versions of Branwen and a new version of Yeslick, and if someone had one of those installed, they could not have Skie, Garrick, Eldoth or Shar-Teel join and could not enjoy the Water Gardens.

The good news is that you can still enjoy the other NPCs that were not affected. And I'm sure that with a little hackery, you will get the rest to work as well. Sorry if this has been a headache for you.

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


#122 micbaldur

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Posted 22 April 2012 - 04:49 PM

No problems i just like buy those items :Tasty: from Kagain. I going to figured it somehow by myself. :new_thumbs:

Well i don't mind if i have multiple same npcs in game as long as they are different cre-files. I have e.g three Kivan in this BWP game. So more quests and items for me. :ROFL:

Thank you for this great mod. This is my first try of this mod so looking forward what will follow. :Bow: .

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

 

Thanks to Leonardo Watson for making this possible


#123 Smiling Imp

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Posted 22 April 2012 - 07:54 PM

Thank you for this great mod. This is my first try of this mod so looking forward what will follow. :Bow: .


Thank you for playing. :cheers:

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


#124 dabus

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Posted 29 April 2012 - 02:26 PM

I just wanted to report that your download-package from here did contain a file called backup - not a folder. That's why people had problems to install it. Sasha Al'Therin found that out while testing my BWS beta, so I thought I might also put it here. So you have to remove the file and create a folder to fix that.
THINK! - It's not illegal.

#125 Sasha Al'Therin

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Posted 29 April 2012 - 02:47 PM

I just wanted to report that your download-package from here did contain a file called backup - not a folder. That's why people had problems to install it. Sasha Al'Therin found that out while testing my BWS beta, so I thought I might also put it here. So you have to remove the file and create a folder to fix that.

The Smiling Imp, he knows, I reported it here ^^

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
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#126 Smiling Imp

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Posted 30 April 2012 - 07:46 PM

What's up guys, Smiling Imp here. First off, I wanted to thank you guys for playing the mod. Secondly, don't worry, I'm making a list of all the bugs and errors you guys are finding, checking it twice and fixing those as well as a few other things I noticed during my play throughs. But because its no fun to make a new version with only bug-fixing alone, i have added a bit of new content. So far, it just adds some characters and gives a few others more dialog options, (i.e. Olswick, the guy that sneaks you into the Water Gardens will give to subtle hints and tips about the quests and happenings there) but I'm toying with the idea of adding a small quest. Not sure yet..

Anyways, thanks again for the feedback guys.

Edited by Smiling Imp, 30 April 2012 - 07:48 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


#127 micbaldur

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Posted 30 April 2012 - 07:56 PM

Hi Smiling Imp.

I been playing your mod and i have a problem with Quayle. He doesn't join party.

I did check 7XQUAY.DLG and it's missing joinparty() in action 0 and 2 (i use NI). At least in my BWP. I don't is this bug or hick-up in my BWP but thought to mentioned it to you if you want to check it (fixed it locally).

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

 

Thanks to Leonardo Watson for making this possible


#128 Smiling Imp

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Posted 30 April 2012 - 08:56 PM

I don't is this bug or hick-up in my BWP but thought to mentioned it to you if you want to check it (fixed it locally).


More likely an oversight on my part. Quayle was one of the characters I had to change a great deal when I did the file overhaul a few versions back. Thanks for bringing it to my attention micbaldur. I have added it to the list of changes to make.

Edited by Smiling Imp, 30 April 2012 - 08:59 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


#129 Smiling Imp

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Posted 04 May 2012 - 02:02 AM

Alright guys, Smiling Imp here, and I'm back to let you know what is going on with this mod. For starters, i just wanted to say thanks to those of you that have played it and double thanks to those who have left feedback for me. I have gone over the things that you have pointed out and made those changes. I also made some other changes that I found.. these include editing the Dran Dragoore Quest and updating Lady Goldsword's quest. Hopefully those quests will run smooth for now on.

Other then that, I also added more dialog options for the people in the Water Gardens and added a second floor to Lady Goldsword's home. All these changes and any more that you guys point out that need to be made, will all be in the next version of the mod. Once again, thanks for your patience and thanks again for playing. :vbat:

Edited by Smiling Imp, 04 May 2012 - 02:02 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


#130 Smiling Imp

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Posted 12 May 2012 - 06:28 AM

Few more changes to add:

1) New ending for Rumar, Tiana and Priss. Whoever wins up winning the duel will be with Rumar afterwards at the Blue Unicorn.

2) Changed the name of the drow woman you meet in the Copper Coronet

3) Gave Xzar a new custom item

More additions will follow

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


#131 Oracle

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Posted 13 May 2012 - 09:19 AM

Hi Smiling,
I found a propblem , for some reason when Edwin gives you the quest to assassinate the Wizard in the docks, (sorry forgot his name) for some reason the trigger that causes the quests journal entry doesnt fire and Edwin goes silent and the door to the wizards house doesent open . it couls be some conflict with another mod but when I removed this one the quest functioned ok .
Good work and good luck on the next realese sound like your very busy.

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


#132 Smiling Imp

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Posted 13 May 2012 - 03:14 PM

Hi Smiling,
I found a propblem , for some reason when Edwin gives you the quest to assassinate the Wizard in the docks, (sorry forgot his name) for some reason the trigger that causes the quests journal entry doesnt fire and Edwin goes silent and the door to the wizards house doesent open . it couls be some conflict with another mod but when I removed this one the quest functioned ok .
Good work and good luck on the next realese sound like your very busy.


Hmmm.. did one of the NPCs have an interjection before Edwin spoke? That's all I can think it is, b/c truthfully, I did not mess with that quest or any in-game quests .

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


#133 Oracle

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Posted 15 May 2012 - 12:07 PM


Hi Smiling,
I found a propblem , for some reason when Edwin gives you the quest to assassinate the Wizard in the docks, (sorry forgot his name) for some reason the trigger that causes the quests journal entry doesnt fire and Edwin goes silent and the door to the wizards house doesent open . it couls be some conflict with another mod but when I removed this one the quest functioned ok .
Good work and good luck on the next realese sound like your very busy.


Hmmm.. did one of the NPCs have an interjection before Edwin spoke? That's all I can think it is, b/c truthfully, I did not mess with that quest or any in-game quests .


Iam not sure if any the NPC's have an Interjection but , I found out that bug lies within the 1st part of the Mod every other part works well , I wonder if I need trigger event with one of these NPC's before meeting Edwin to get the diary to trigger. I also havent enounted this problem before in the previous versions . I hope this some help
Thanks for the swift reply I look foward to seeing Xzars item

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


#134 Smiling Imp

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Posted 17 May 2012 - 05:20 AM



Hi Smiling,
I found a propblem , for some reason when Edwin gives you the quest to assassinate the Wizard in the docks, (sorry forgot his name) for some reason the trigger that causes the quests journal entry doesnt fire and Edwin goes silent and the door to the wizards house doesent open . it couls be some conflict with another mod but when I removed this one the quest functioned ok .
Good work and good luck on the next realese sound like your very busy.


Hmmm.. did one of the NPCs have an interjection before Edwin spoke? That's all I can think it is, b/c truthfully, I did not mess with that quest or any in-game quests .


Iam not sure if any the NPC's have an Interjection but , I found out that bug lies within the 1st part of the Mod every other part works well , I wonder if I need trigger event with one of these NPC's before meeting Edwin to get the diary to trigger. I also havent enounted this problem before in the previous versions . I hope this some help
Thanks for the swift reply I look foward to seeing Xzars item


I did a quick check of the specific dialog in question and found that I had in fact added a few interjections without a passback meaning that the quest global for Edwin's quest to kill the thief would not start. I added passbacks now, so I hope that fixes the problem. Thanks again Oracle.

BTW: Faldorn will now be available in SoA. ToB was too long to wait for me.

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


#135 micbaldur

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Posted 19 May 2012 - 05:47 PM

There's a problem with Skie. If you don't take her when you meet her first time she goes to Five Flagons Inn (AR0509). But when you gain Bard stronghold, Five Flagons Inn changes to AR0522. So Skie is lost. Well you can always CLUA:Console there.

I also encountered the Edwin problem but that's already reported.

First question: does these npcs (Kagain, Tiax, Quayle, Alora, Xan, Kivan, Eldoth, Deekin and Ajantis) have any quests or encounters at SoA?

Second question: some of the item descriptions (bought from various stores) are lacking item statistic information (only name and some history about item). Is this intentional?

Third question: does npcs have any quests or encounters at ToB?

Update:
Also Yeslick is lost to Five Flagons Inn (AR0509) after kickout.

Edited by micbaldur, 19 May 2012 - 09:19 PM.

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

 

Thanks to Leonardo Watson for making this possible


#136 Smiling Imp

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Posted 20 May 2012 - 10:00 PM

There's a problem with Skie. If you don't take her when you meet her first time she goes to Five Flagons Inn (AR0509). But when you gain Bard stronghold, Five Flagons Inn changes to AR0522. So Skie is lost. Well you can always CLUA:Console there.
Update:
Also Yeslick is lost to Five Flagons Inn (AR0509) after kickout.


Thanks micbaldur. I'll think of something new for Skie and Yeslick in the upcoming version.


First question: does these npcs (Kagain, Tiax, Quayle, Alora, Xan, Kivan, Eldoth, Deekin and Ajantis) have any quests or encounters at SoA?


Unfortunately no. Perhaps that might change in the future but it all depends on memory limits and what I can upload.

Second question: some of the item descriptions (bought from various stores) are lacking item statistic information (only name and some history about item). Is this intentional?


Yes. To entice players to spend their gold, I kept some details mysterious. That way, you are not exactly sure what you are getting. Otherwise people tend to go for the buffest sword and forget about everything else. You might end up getting ripped off, but IMO collecting gold is too easy in SoA anyhow.

Third question: does npcs have any quests or encounters at ToB?


Again, no, but that may change. I would actually love to do some quests in ToB, but we'll see...

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


#137 micbaldur

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Posted 20 May 2012 - 10:30 PM

Thanks for information about quests and items.

I bought all items from Kagain. Well then i have to start experimenting them. :lol:

Great mod. :coolthumb:

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

 

Thanks to Leonardo Watson for making this possible


#138 micbaldur

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Posted 21 May 2012 - 10:49 AM

There problem in Ricster Hawklight's book delivery quest.

After you talked to Galoomp the Bookkeeper at Waukeen's Promenade Bookkeeper and Firebead Elvenhair should spawn at nightime.

AR0700.BCS:
Spoiler


But 7XCRE33 is Kevril Slyther not Bookkeeper, it probably should be 7XCRE35.

Update:
That smiley inside spoilers is not my doing. :P

Edited by micbaldur, 21 May 2012 - 10:51 AM.

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

 

Thanks to Leonardo Watson for making this possible


#139 Smiling Imp

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Posted 21 May 2012 - 05:42 PM

There problem in Ricster Hawklight's book delivery quest.

After you talked to Galoomp the Bookkeeper at Waukeen's Promenade Bookkeeper and Firebead Elvenhair should spawn at nightime.

AR0700.BCS:

Spoiler


But 7XCRE33 is Kevril Slyther not Bookkeeper, it probably should be 7XCRE35.

Update:
That smiley inside spoilers is not my doing. :P


Thanks again micbaldur. It is evident that the whole file rename thing did not go as smoothly as I would have liked but it was not apparent to me how bad it was until last night...



WARNING: While trying to forget my SoA troubles with some ToB, I realized that nothing from this mod was working in ToB. After fixing a few things, I got the Fate Summonig to get the NPCs to appear, but none of their dialog is working other than the initial joining talk. I figure this has to be a problem with appending the files correctly, but I have been trying to do it all day without any success! :wall:

Here is an example...

7XCRE73 = Kivan
Dialog = 7XKIVA
Death Variable= 7XKIVA

APPEND ~pdialog.2da~
~7XKIVA 7XKIVAP  7XKIVAJ  7XKIVAD 7XKIVA25P 7XKIVA25J 7XKIVA25D 7XKIVA25~
UNLESS ~7XKIVA~

APPEND ~interdia.2da~
  ~7XKIVA	 7XKIVAB	   7XKIVAB25~
  UNLESS ~7XKIVA~

EXTEND_TOP FATESP 6 #4
  IF ~!Dead("7XKIVA")
!InMyArea("7XKIVA")
Global("KIVANSummonedToB","GLOBAL",0)~ THEN
   REPLY ~Bring me, Kivan of the Forest of Shilmista.~
	DO ~CreateVisualEffect("SPPORTAL",[1999.1218])
Wait(2)
CreateCreature("7XCRE73",[1999.1218],0)
SetGlobal("KIVANSummonedToB","GLOBAL",1)~ GOTO 8
END

BEGIN ~Kiva25P~

IF ~Global("KIVANKickedOutToB","LOCALS",0)~ THEN BEGIN KIVANOut
  SAY  ~I take it that you do not require my services any longer?~
  IF ~~ THEN REPLY ~On second thought, Kivan, don't go anywhere.~ DO ~SetGlobal("KIVANKickedOutToB","LOCALS",0)
JoinParty()~ GOTO KIVANOutx
  IF ~AreaCheck("AR4500")~ THEN REPLY ~Stay here for a time, Kivan. I will be back shortly.~ DO ~SetGlobal("KIVANKickedOutToB","LOCALS",1)
MoveToPointNoInterrupt([1626.1498])
Face(0)~ GOTO KIVANOut1
  IF ~!AreaCheck("AR4500")
!AreaCheck("AR4000")
!AreaCheck("AR6200")~ THEN REPLY ~Go back to the pocket plane and wait there for me.~ DO ~SetGlobal("KIVANKickedOutToB","LOCALS",1)
CreateVisualEffectObject("SPDIMNDR",Myself)
Wait(2)
MoveBetweenAreas("AR4500",[1626.1498],0)
~ EXIT
  IF ~!AreaCheck("AR4500")
!AreaCheck("AR4000")
!AreaCheck("AR6200")~ THEN REPLY ~Stay here for a time, Kivan. I will be back shortly.~ DO ~SetGlobal("KIVANKickedOutToB","LOCALS",1)~ GOTO KIVANOut1
END

APPEND 7XKIVA

IF WEIGHT #-10~Global("KIVANSummonedToB","GLOBAL",1)~ THEN BEGIN Intro
  SAY ~Great Forest of Shilmista! What is going on here?~
IF ~~ THEN REPLY ~Kivan, it's me <CHARNAME>. I have summoned you here because I need your help.~ GOTO KIVANToB1
END
END

Anyone with modding experience that can offer advice, it would be reatly appreciated. Gah! This is frustrating!!! :wall: :wall:


EDIT: I've also tried this, editing the dilog files names, thinking that perhaps they were too long as that was stopping them from firing, but to no avail.

APPEND ~pdialog.2da~
~7XKIVA 7XKIVAP  7XKIVAJ  7XKIVAD~
UNLESS ~7XKIVA~
UNLESS ~25POST~
APPEND ~pdialog.2da~
~7XKIVA 7XKIVAP  7XKIVAJ  7XKIVAD 7XKIV25P 7XKIV25J 7XKIV25D 7XKIVA25~
UNLESS ~7XKIVA~
IF	 ~25POST~
APPEND ~interdia.2da~
  ~7XKIVA	 7XKIVAB~
  UNLESS ~7XKIVA~
UNLESS ~25FILE~
APPEND ~interdia.2da~
  ~7XKIVA	 7XKIVAB	   7XKIVA25~
  UNLESS ~7XKIVA~
IF	 ~25FILE~

Edited by Smiling Imp, 24 May 2012 - 01:14 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


#140 Smiling Imp

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Posted 24 May 2012 - 01:13 AM

It's funny how a few days off can give you fresh perspective. I unistalled ToB found out the reason my dialogs files were not working was b/c I had previously installed the mod after the official ToB patch. With the new install, everything works fine... *phew* :doh:

So everything is back on track. Yeslick and Skie now go to Delosar's Inn instead of the Five Flagons and all else is well in Athkatla (or at least until someone finds another bug). The only thing keeping me from being totally satisfied with how the new version is coming along is the problem that I am having transitioning between night and day in the Water Gardens.

Just so the problem is clear.. The area changes from Day to Night..


Posted Image

Posted Image


.... But only if I rest the party. Otherwise, if I just let the ingame hours pass, the nightime actors and animations appear during the daylight. In a different thread http://www.shsforums...and-back-again/ , Wisp told me to check out Yovaneth's tutorial for some help, however, I am still unable to produce the goods. If I can't get it down, it will not be the end of the world, but I'd like to fix the problem if possible, so if anyone else has accomplished this and could provide some tips, it would be greatly appreciated. :Bow:

Edited by Smiling Imp, 24 May 2012 - 02:13 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