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Question about NPC's in BG1 BG2 and BGT


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#1 ShadowTek

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Posted 26 December 2011 - 11:09 PM

Hi, Im curious if I get to keep ALL of my chrs from bg1 if Im playing BGT? For example I want to only pick NPCs that are in both games or that BGT lets you keep. For instance, Dynaheir is in BG1 but I read shes dead in BG2, if Im playing BGT do I get to keep her? Or is she dead?

I want to play with the same chrs through the whole BGT.
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#2 Jarno Mikkola

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Posted 27 December 2011 - 04:01 AM

if Im playing BGT do I get to keep her? Or is she dead?

Well, she is dead in BG2 after the mentioned incident. Unless you install a mod that brings her back and to my knowledge there's only one and you need to install that before you start the game, and it's not very compatible with anything else... so so she will be dead yes.

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#3 ShadowTek

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Posted 27 December 2011 - 12:55 PM

Ah ok, thanks for the answer!
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#4 -William Imm-

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Posted 27 December 2011 - 06:50 PM

Only Imoen, Jaheira, Minsc, Edwin, and Viconia come with you to the second game by default, keeping their BG stats/levels (so if you dualed Imoen to conjouror at level 6, she will remain that for the BG2 part of the game). You can add some BG1 npcs with mods, though, unless they are added with BGTTweaks, their stats will not carry over to BG2. A few BG1 npcs are dead in canon (Khalid and Dyana... Dyn... that sorceress that Minsc had you rescue, or Edwin had you kill), but if someone dies in BG1, they are usually dead in BG2 (with a few exceptions).

#5 tomkaz

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Posted 27 December 2011 - 08:09 PM

If you install BGT TweakPack, you can bring over Arora, Branwen, Eldoth, Kagain, Kivan, Sharteel,Skie, Xan, Yeslick, Bub Snikt, Conchobhair Strongblade , Ferthgil Trollslayer, Jet'Laya, Keiria Silverestring, Skeezer Lumpkin VI, and Will Scarlet O'Hara. Where they will all be I do not know. I bring over Keiria Silverestring and she ends up in one of the cells in Irenicus' lab. Some problem getting her out to Akathala. (I hope I spelled that correctly.)

Tom

#6 -William Imm-

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Posted 27 December 2011 - 09:09 PM

If you install BGT TweakPack, you can bring over Arora, Branwen, Eldoth, Kagain, Kivan, Sharteel,Skie, Xan, Yeslick, Bub Snikt, Conchobhair Strongblade , Ferthgil Trollslayer, Jet'Laya, Keiria Silverestring, Skeezer Lumpkin VI, and Will Scarlet O'Hara. Where they will all be I do not know. I bring over Keiria Silverestring and she ends up in one of the cells in Irenicus' lab. Some problem getting her out to Akathala. (I hope I spelled that correctly.)

Tom

Please note that depending on your mod selection, certan NPCs will not be included by BGTTweaks if they are installed by another mod (eg: Kagain and Shar-Teel will not be installed by BGTTweaks if they were installed before by TDD), and those verions of these NPCs will not have the exact same stats if you buffed them before (so if you used a manual on Shar-Teel, for instance, it will not cary over), but if you want that NPC to have the same buff, just edit that stat with Shadowkeeper when you recruit the NPC in BG2 (Google "shadowkeeper save editor" for it's download link).

Please reply if you need more info.

#7 ShadowTek

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Posted 28 December 2011 - 01:28 PM

Hi thanks everyone :) Im actually in the middle of a new BWP install (but with more mods, but I backed up my previous BWP install as all worked correctly) and I did add BGT tweaks.. but I am also installing TDD so not sure what that will mean..as BWP I guess picks the order.

Thanks for the help!! When I start a new game if this new install works, I'll only pick NPCs that can carry over from the list you posted above with the BGT tweaks :)

Edited by ShadowTek, 28 December 2011 - 01:29 PM.

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3. BWP Mod List The most up to date Mod list for BWP installs

Cool Stuff:
1. Baldur's Gate Trilogy - This mod alows you to play BGI in the BG ToB engine
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4. Widescreen Mod This mod allows you to play BGT in widescreen mod
5. Generalized Biffing This mod will speed up your game allot

#8 Dakk

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Posted 29 December 2011 - 12:24 AM

Only Imoen, Jaheira, Minsc, Edwin, and Viconia come with you to the second game by default, keeping their BG stats/levels (so if you dualed Imoen to conjouror at level 6, she will remain that for the BG2 part of the game). You can add some BG1 npcs with mods, though, unless they are added with BGTTweaks, their stats will not carry over to BG2. A few BG1 npcs are dead in canon (Khalid and Dyana... Dyn... that sorceress that Minsc had you rescue, or Edwin had you kill), but if someone dies in BG1, they are usually dead in BG2 (with a few exceptions).

Actually it's my understanding that those NPC's only keep their stats/levels if they are in your party at transition. So if for example you gave Viconia a WIS-raise, booted her from the party, and switched to BG2 - she will have vanilla WIS in BG2.

I'd appreciate if anyone can confirm or refute this. :)

#9 Jarno Mikkola

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Posted 29 December 2011 - 03:24 AM

I'd appreciate if anyone can confirm or refute this. :)

I can confirm this, and that if you change the NPCs class/kit and stats, they will all be carried over to the BGII... BUT ONLY if they are indeed one of the 5 NPCs that can travel with you from BG1 To BG2, and if that script gets mangled by the NEJBGTv1.2 Imoen component, all the progress is lost.

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#10 -William Imm-

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Posted 29 December 2011 - 10:03 AM

IMO, I think that mod makers should have their mods carry over their BG stats if it's a mod NPC that appears in both games (Gavin is a example), or are BG2 versions of BG NPCS (Kivan, Ajantis). Does anyone want to create such scripts?


As for the other canocally dead NPC that I mentioned before, Khalid, there is a mod to restore him, but I would not install it because of contentwise conflicts with other mods.

#11 koveras22

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Posted 03 January 2012 - 05:12 PM

I'd appreciate if anyone can confirm or refute this. :)

I can confirm this, and that if you change the NPCs class/kit and stats, they will all be carried over to the BGII... BUT ONLY if they are indeed one of the 5 NPCs that can travel with you from BG1 To BG2, and if that script gets mangled by the NEJBGTv1.2 Imoen component, all the progress is lost.




@Jarno (or anyone else),

What exactly do you mean with that last part about NEJBGTv1.2?

And, since we are at this: Is it possible, after the installation of the ''Continuous and Custom Kit Imoen'' (required for NEJ's installation) to use Level 1 NPCs and change again Imoen's kit? Or is it a bad idea (=problems with NEJ)?

Thanks

Edited by koveras22, 03 January 2012 - 05:12 PM.


#12 ShadowTek

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Posted 03 January 2012 - 06:03 PM

Ok.. Thanks for the help, I now ONLY pick NPCs that naturally transfer.. but.. I change there class/alignment/race in some cases.. etc with shadowkeeper.. I dont cheat with them, I make them legal new chrs (and start them at level 1).. will that carry over to BGII? If there original transferable chrs (Using BGT) note I dont use nej (as its a expert mod and I dont mess with them.. I dont know enough yet)

Edited by ShadowTek, 03 January 2012 - 06:05 PM.

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2. How to Install Infinity Animations for newbies My step by step guide to installing this must have mod.

Main Stuff for BWP:
1. FAQ for the Megamods The Main Megamod FAQ
2. BiG World Project The Mega Mod Installer
3. BWP Mod List The most up to date Mod list for BWP installs

Cool Stuff:
1. Baldur's Gate Trilogy - This mod alows you to play BGI in the BG ToB engine
2. Throne of Bhaal Extender This mod adds new functions to BGT games
3. All Infinity Animations Mods This mod adds new animations to the game.
4. Widescreen Mod This mod allows you to play BGT in widescreen mod
5. Generalized Biffing This mod will speed up your game allot

#13 Azazello

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Posted 04 January 2012 - 03:35 AM

Unless things have changed with BGT Tweaks and the BWP install order since I went MIA...

Is it possible, after the installation of the ''Continuous and Custom Kit Imoen'' (required for NEJ's installation) to use Level 1 NPCs and change again Imoen's kit? Or is it a bad idea (=problems with NEJ)?

If L1NPCs mod is installed after NeJ (which I assume it still is), then there is no problem reassigning any kit to Imoen.

The Charming Rogue kit is simply an option--as in, 'optional'--that NeJ provides for Imoen. It is NOT required at all to play NeJ.

A great benefit of L1NPCs is that you can assign the Charming Rogue kit to any other playable NPC.

IMO, I think that mod makers should have their mods carry over their BG stats if it's a mod NPC that appears in both games (Gavin is a example), or are BG2 versions of BG NPCS (Kivan, Ajantis). Does anyone want to create such scripts?

This is a debate that's been going on even before the import NPCs component in BGT Tweaks.

I know that a few people mentioned adjusting BGT Tweaks to allow more NPCs in BG2. I've done it myself. But Ascension64 is not accepting to it as a standard option. I respect that, but...In the coming months, I'ld like a revisit to the discussion to encourage him to allow all playable NPCs that are not dead in BG1 or will be BG2 to transition to BG2.

For example, we know that Garrick has an appearance in BG2, but he's not playable. Why not do some adjustments so that after he finishes his scripted role, he can be joinable?

Edited by Azazello, 04 January 2012 - 03:36 AM.

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#14 Jarno Mikkola

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Posted 04 January 2012 - 04:29 AM

Is it possible, after the installation of the ''Continuous and Custom Kit Imoen'' (required for NEJ's installation) to use Level 1 NPCs and change again Imoen's kit? Or is it a bad idea (=problems with NEJ)?

It's bad idea to install the BGTNEJ's Imoen component at all, because it breaks the BGT -> BG2 transition !!! It's not the kit, but what the component does to one of the used scripts ... overwriting it with totally false move.

It is NOT required at all to play NeJ.

The component was originally made to fix the NEJ + BGT compatibility... well or the fact that Imoen all of a sudden had a kit in NEJ while she wouldn't in BG1... whatever, I don't know who determined what was required and what was not.

For example, we know that Garrick has an appearance in BG2, but he's not playable. Why not do some adjustments so that after he finishes his scripted role, he can be joinable?

You might want to look here as that's the SoA portion of the characters... if you can make the whole thing compatible with everything else, it would be fantastic.
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Edited by Jarno Mikkola, 04 January 2012 - 04:36 AM.

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#15 William Imm

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Posted 04 January 2012 - 04:55 AM

Is it possible, after the installation of the ''Continuous and Custom Kit Imoen'' (required for NEJ's installation) to use Level 1 NPCs and change again Imoen's kit? Or is it a bad idea (=problems with NEJ)?

It's bad idea to install the BGTNEJ's Imoen component at all, because it breaks the BGT -> BG2 transition !!! It's not the kit, but what the component does to one of the used scripts ... overwriting it with totally false move.

It is NOT required at all to play NeJ.

The component was originally made to fix the NEJ + BGT compatibility... well or the fact that Imoen all of a sudden had a kit in NEJ while she wouldn't in BG1... whatever, I don't know who determined what was required and what was not.


I have a question: Does anyone want to patch BGTNeJ so that it does not bork the transision scripts? Can we just install NeJ 4.2's version of the componet and give Immy the kit later with Level1 NPCS without borking the transision?
At this point, I'm not really doing much Baldur's Gate related. More focused on Skyrim modding and the Born of Legend tabletop roleplaying game. Don't expect much activity here.

#16 Jarno Mikkola

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Posted 04 January 2012 - 05:19 AM

Can we just install NeJ 4.2's version of the componet and give Immy the kit later with Level1 NPCS without borking the transision?

What version... ?
If I were you, I wouldn't go and install any component that makes Imoen anything in NEJ, just the standard first component that makes all the quests and adventure appear.

So you are best out with NEJ and BGT-WeiDU installed in the order that's in BWP, but without the NEJBGT mod at all, AND never install the Imoen component in the NEJBGT mod !!!

I have a question: Does anyone want to patch BGTNeJ so that it does not bork the transision scripts

Well, don't know about you, but it would be Ascension64's job. Or Leomar's, who left the community a while ago.

Edited by Jarno Mikkola, 04 January 2012 - 05:35 AM.

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#17 Azazello

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Posted 04 January 2012 - 05:25 AM

Jarno! You're always on the ball. Always.

For example, we know that Garrick has an appearance in BG2, but he's not playable. Why not do some adjustments so that after he finishes his scripted role, he can be joinable?

You might want to look here as that's the SoA portion of the characters... if you can make the whole thing compatible with everything else, it would be fantastic.
:ermm:
Darn, you were there already. :blush:

Nope, won't work--the mod is designed specifically for vanilla BG2/ToB.


It is NOT required at all to play NeJ.

The component was originally made to fix the NEJ + BGT compatibility... well or the fact that Imoen all of a sudden had a kit in NEJ while she wouldn't in BG1... whatever, I don't know who determined what was required and what was not.

I'm not sure that info is correct, but I'll take your word for it.

Regardless, it's a moot point: the kit is not required.

Is it possible, after the installation of the ''Continuous and Custom Kit Imoen'' (required for NEJ's installation) to use Level 1 NPCs and change again Imoen's kit? Or is it a bad idea (=problems with NEJ)?

It's bad idea to install the BGTNEJ's Imoen component at all, because it breaks the BGT -> BG2 transition !!! It's not the kit, but what the component does to one of the used scripts ... overwriting it with totally false move.

I'm surprised that such a problem has been allowed to exist for so long--and hasn't been fixed yet.

I don't remember such a problem in my previous mega-install, so I must have made some custom changes. Which file(s) is affected?

#18 Jarno Mikkola

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Posted 04 January 2012 - 05:47 AM

I don't remember such a problem in my previous mega-install, so I must have made some custom changes.

Well, the problem really only surfaced when the component was mistakenly made into the standard edition of the BWP... v10 or later... this was after several versions of BGT-WeiDU being updated to so the characters won't be different in BG1 and BG2.

Which file(s) is affected?

AR0602.bcs and ARAM00.bcs ...

Nope, won't work--the mod is designed specifically for vanilla BG2/ToB.

Erhm, don't say no yet... see as far as I remember to hear, the Level 1 NPCs was originally designed to make Minsc a Berserker, but got a tiny expansion that now also enables us to randomly select an NPC from any project and make it compatible so you can redetermine their class and kit etc.

Edited by Jarno Mikkola, 04 January 2012 - 05:57 AM.

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#19 William Imm

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Posted 04 January 2012 - 06:00 AM

I guess I really don't think the kit is worth borking BGT...

I'll stick with Adventurer/Conjueor Imoen (with the NPC kitpack - not in the BWP, Adventurer removes backstab multiplier but gives 20% bonus to open locks/find traps), or Refinements SwashImoen (gives Immy the Bioware Swashbuckler kit, makes her a pesduo Fighter as well as being a mage and a thief).
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#20 koveras22

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Posted 04 January 2012 - 06:27 AM

Can we just install NeJ 4.2's version of the componet and give Immy the kit later with Level1 NPCS without borking the transision?

What version... ?
If I were you, I wouldn't go and install any component that makes Imoen anything in NEJ, just the standard first component that makes all the quests and adventure appear.

So you are best out with NEJ and BGT-WeiDU installed in the order that's in BWP, but without the NEJBGT mod at all, AND never install the Imoen component in the NEJBGT mod !!!



Thanks, I had no idea about it. Shouldn't this info be in the BWP .pdf guide ? :wacko:


So, just to be sure I am following, you are saying that in order to play NEJ (well, the part of NEJ playable in BWP):


I should install ONLY the Never Ending Journey 2 v42b and after that the NEJ2v602 (patch) and
skip anything else NEJ-related (BGTNeJ2 v1.1 and the BGT-Never Ending Journey 2 Compatibility Modification v1.2 )?

Edited by koveras22, 04 January 2012 - 06:28 AM.