Yes, from what I remember and read from the compatibility...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 )?
Question about NPC's in BG1 BG2 and BGT
Started by ShadowTek, Dec 26 2011 11:09 PM
24 replies to this topic
#21
Posted 04 January 2012 - 09:24 AM
Deactivated account. The user today is known as The Imp.
#22
Posted 04 January 2012 - 09:42 PM
Someone link-me to a detailed, clear description of the problem.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.I don't remember such a problem in my previous mega-install, so I must have made some custom changes.
AR0602.bcs and ARAM00.bcs ...Which file(s) is affected?
Hopefully, my old file/changes might show how to fix it.
lol, I think I can speak with authority when I say 'No, that's not it at all' -- as I'm the one who initiated Level 1 NPCs!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.Nope, won't work--the mod is designed specifically for vanilla BG2/ToB.
Smiling Imp's mod won't help us at all, as really he wants to create new content for the NPCs, not just allow their untouched transition from BG1 --> BG2.
In fact, a new mod isn't really needed to expand BG1 NPCs into BG2.
Still...if the kinds of ideas I have about the concept take life, it might be better to expand out the BGT-Tweaks component into a separate mod. Personally, I think it should stay in the BGT sphere because that's the most logical place, but maintenance and support of such a mod might be 'more better' if it were separate.
I'm not sure if such a discussion is best to continue here, or in a new thread. Opinions?
#23
Posted 05 January 2012 - 03:42 AM
I guess it would be better to move this into a new thread.
As for my opinion on importing NPCs into SoA, it should be moved into a seperate mod - possibly BGTNPC import.
As well as importing the (not-dead-in-canon) Bioware NPCs, there should be options to give transfer of stats/spells and little "Oh, I know you!" talk for improved contunity. This should also be for mod-added BG1 npcs as well.
EG: If Kuylock's [sic] Xan was installed and CHARNAME had him during the BG1 part of the game, he should reconize CHARNAME when he meets him during BG2,
There should be options for importing BG1 mod NPCs (eg: Indria, Gavin), or BG1 megamod NPCs (Bub Snicket, Jet'Laya, Drizzt [ who will get improved contunty and BG1 stats transfered to RoT or Octavian's version]). Either way, improved contunity is a must for these types of stuff.
As for my opinion on importing NPCs into SoA, it should be moved into a seperate mod - possibly BGTNPC import.
As well as importing the (not-dead-in-canon) Bioware NPCs, there should be options to give transfer of stats/spells and little "Oh, I know you!" talk for improved contunity. This should also be for mod-added BG1 npcs as well.
EG: If Kuylock's [sic] Xan was installed and CHARNAME had him during the BG1 part of the game, he should reconize CHARNAME when he meets him during BG2,
There should be options for importing BG1 mod NPCs (eg: Indria, Gavin), or BG1 megamod NPCs (Bub Snicket, Jet'Laya, Drizzt [ who will get improved contunty and BG1 stats transfered to RoT or Octavian's version]). Either way, improved contunity is a must for these types of stuff.
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.
#25
Posted 14 January 2012 - 11:20 AM
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.I'd appreciate if anyone can confirm or refute this.
Dame, just came back to this thread, Ugg.. I installed the NEJBGTv1.2 Imoen component, doh! I guess I should add this info to the incompadible section of my guide.. If I use shadowkeeper to remove the kit (and abilities of the kit), will that work for the transition? Or am I already screwed? (EDIT: Added)
EDIT, I just ran NEJBGTv1.2 and removed the Imoen kit part, of course as it uninstalled everything that was installed after it, then re-installed all of it back, Id have been better off simply reinstalling BWP as it would have taken less time :/
Edited by ShadowTek, 14 January 2012 - 12:56 PM.
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Main Stuff for BWP:
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Cool Stuff:
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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
My Guides:
1. How to install BWP for newbies My Guide for Spellhold on installing the BWP Mega-mod.
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