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BG1 NPCs at Beginning v3.0 (for BG1, BGT and BG:EE)


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#21 Anomaly

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Posted 11 June 2012 - 01:11 AM

Yes, this is still planned!
French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#22 smeagolheart

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Posted 13 June 2012 - 04:09 PM

I found a bug, when I picked up Quayle and when the party rests he doesn't get healed though everyone else does.

Edited by smeagolheart, 13 June 2012 - 04:22 PM.


#23 Anomaly

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Posted 13 June 2012 - 04:22 PM

I doubt that the bug you got is caused by BG1 NPCs at Beginning, because I don't change NPC scripts, only areas scripts. Can you show your WeiDU.log, please, so I can check?
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#24 smeagolheart

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Posted 13 June 2012 - 06:31 PM

I doubt that the bug you got is caused by BG1 NPCs at Beginning, because I don't change NPC scripts, only areas scripts. Can you show your WeiDU.log, please, so I can check?

You are right it was not from your mod, somehow all my settings got turned off. Sorry

#25 Sanctifer

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Posted 06 September 2012 - 12:00 PM

Hey Anomaly !

Not sure if it's relevant at all, but I just came across this , saying there might be a problem with this mod and viconia's script, could it ?
« Regarde moi ces émincés d'oignons, je voudrais tous les enfiler sur une corde pour m'en faire une parure ! »

#26 Anomaly

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Posted 06 September 2012 - 01:19 PM

I doubt my mod has something to do with that. In Viconia's case, Friendly's Arm Inn area script is extended to spawn her, and her joining dialog file is patched to allow the Flaming Fist to spawn next to her since she's not at her initial coordinates. If Viconia can join the party, everything should be fine, since nothing else is altered. I've posted there to try to understand if there is something to fix on my end though. Thanks for reporting this to me.
French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#27 Anomaly

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Posted 10 September 2012 - 12:58 AM

My question on G3 has been deleted without notice. So we won't know, sorry.

Edited by Anomaly, 10 September 2012 - 01:06 AM.

French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#28 Sanctifer

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Posted 10 September 2012 - 01:34 AM

Weird...
« Regarde moi ces émincés d'oignons, je voudrais tous les enfiler sur une corde pour m'en faire une parure ! »

#29 smeagolheart

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Posted 05 January 2013 - 06:47 PM

I can't find coran



#30 Jarno Mikkola

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Posted 06 January 2013 - 07:15 AM

I can't find coran

It could be that Coran was moved by another mod too... but according to the mods readme, he should be near the temple entrance(#1) on this map:

temple.jpg


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#31 smeagolheart

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Posted 06 January 2013 - 08:59 AM

Yes I read the readme.   But I don't see him on this map.

 

I have these coranesque mod component things:

 

 

Line 76: ~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20
Line 83: ~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks, v1, October 20, 2007: v3
Line 83: ~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks, v1, October 20, 2007: v3
Line 83: ~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks, v1, October 20, 2007: v3
Line 184: ~CORAN/SETUP-CORAN.TP2~ #0 #0 // Coran NPC MOD for Baldur's Gate II: v1
Line 184: ~CORAN/SETUP-CORAN.TP2~ #0 #0 // Coran NPC MOD for Baldur's Gate II: v1
Line 184: ~CORAN/SETUP-CORAN.TP2~ #0 #0 // Coran NPC MOD for Baldur's Gate II: v1
Line 185: ~CORAN/SETUP-CORAN.TP2~ #0 #1 // Delete old Coran from the Forest of Tethyr (RECOMMENDED): v1
Line 185: ~CORAN/SETUP-CORAN.TP2~ #0 #1 // Delete old Coran from the Forest of Tethyr (RECOMMENDED): v1
Line 185: ~CORAN/SETUP-CORAN.TP2~ #0 #1 // Delete old Coran from the Forest of Tethyr (RECOMMENDED): v1
Line 340: ~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #2 // Change Coran's Dexterity to 19: 1.73
 
 
might could be another mod that doesn't have Coran mentioned re-moved him.


#32 Anomaly

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Posted 06 January 2013 - 09:11 AM

In BGT folder, duplicate setup-bg1npcbeg.exe to weidu.exe

 

In command line, in BGT folder, type :

 

weidu ar9300.bcs

 

Copy and paste the content of the new file ar9300.baf found in the BGT folder.

 

In command line, in BGT folder, type :

 

weidu --change-log ar9300.bcs

 

And copy/paste the result.


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#33 smeagolheart

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Posted 06 January 2013 - 10:05 AM

Not sure I did it right, particularly this part: "Copy and paste the content of the new file ar9300.baf found in the BGT folder."

 

 

 

anyway
Mods affecting AR9300.BCS:
00000: /* from game biffs */ ~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core: 1.15 (11 Jun 12)
00001: ~BG1NPC.TP2~ 0 1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
00002: ~BG1UB/SETUP-BG1UB.TP2~ 0 17 // Creature Restorations: v13_120121
00003: ~W_PACKMULE/SETUP-W_PACKMULE.TP2~ 1 0 // Pack Mule -> Standard saddlebags
00004: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
00005: /* acted upon in an indetectable manner */~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 0 // Generalized Biffing: v2.2
 


#34 Anomaly

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Posted 06 January 2013 - 12:48 PM

You did not post the content of the AR9300.BAF file (found only after running the first command I gave).

 

Anyway, please post your full weidu.log. Apparently my mod is not installed since it does not appear in the changelog like it should have.


French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#35 smeagolheart

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Posted 06 January 2013 - 02:12 PM

hmm..  I don't see it either.   I always install it, must have accidentally uninstalled it this build

 

WeiDU.log

Spoiler
 
ar9300.baf
Spoiler
IF
  !Global("endofbg1","GLOBAL",2)
  Global("X#RashelExists","GLOBAL",0)
THEN
  RESPONSE #100
    SetGlobal("X#RashelExists","GLOBAL",1)
    CreateCreature("X#RASHEL",[1059.1089],3)  // ~Rashel~
END
 
IF
  Global("UB_CORIANNA_SPAWN","GLOBAL",0)
  !Exists("UBCORIAN")  // ~Corianna~
  !Dead("UBCORIAN")  // ~Corianna~
  Global("UB_HELPCORIANNA","GLOBAL",0)
THEN
  RESPONSE #100
    CreateCreature("UBCORIAN",[4611.3449],2)  // ~Corianna~
    SetGlobal("UB_CORIANNA_SPAWN","GLOBAL",1)
END
 
IF
  Global("W_MuleToGAM","GLOBAL",1)
  !Global("W_MWAIT","GLOBAL",3)
  !InActiveArea("W_MSUMA")  // ~<NO TEXT>~
  InActiveArea(Protagonist)
THEN
  RESPONSE #100
    SetGlobal("W_MuleMo","GLOBAL",1)
    MoveGlobalObjectOffScreen("W_MSUMA",Protagonist)
    ActionOverride("W_MSUMA",JumpToPoint([1.1]))
END
 
IF
  Global("w_mmaze","GLOBAL",2)
  CombatCounter(0)
  !RealGlobalTimerNotExpired("w_mmazet","GLOBAL")
THEN
  RESPONSE #100
    SetGlobal("w_mmaze","GLOBAL",0)
    ApplySpellRES("W_MFREE","W_MULE")  // <Invalid Strref -1>
END

Edited by smeagolheart, 06 January 2013 - 02:16 PM.


#36 Anomaly

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Posted 07 January 2013 - 03:24 AM

I can confirm that my mod is not installed. Coran will not obviously be at the Temple.


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#37 Gay Lord

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Posted 07 November 2013 - 06:46 PM

Bonjour Anomaly (ou bonsoir)!  I just saw your mod while looking at something else here on SHS.  It looks very interesting.  I wanted to install it, but unfortunately you've made it so it won't install if we have BG1NPC or SCS installed.

 

I understand you want to avoid mod conflict, but isn't there a way to make it so we could install just the parts we want?  What if, instead of having the mod fail to install completely when detecting BG1NPC or SCS, instead print a big warning message.  Something like:

 

"WARNING!  BG1NPC and/or SCS have been detected.  Installing this mod may conflict with those mods if you have moved any NPCs. Be sure you know which NPCs have already been moved and only install NPC components not yet moved."

 

This way, we could select just the NPCs we want.  So if we've already moved Alora, we could still select the other ten.  It seems a waste to miss out on your entire mod because of that.  C'est dommage!

 

(I've JUST put the finishing touches on a week-long install of BGT and I do NOT want to mess with it.  If I had known about your mod before, I could have added it to my queue, but trying to add it at the end now, it won't install.)  : (



#38 Anomaly

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Posted 07 November 2013 - 11:54 PM

Can you post your WeiDU.log so I can see which NPC moving mods you have installed? So I can make for you a private TP2 to move other NPCs than the ones that are already moved.


French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.

#39 Gay Lord

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Posted 08 November 2013 - 04:03 PM

Can you post your WeiDU.log so I can see which NPC moving mods you have installed? So I can make for you a private TP2 to move other NPCs than the ones that are already moved.

That's very kind of you, thank you!

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#40 Anomaly

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Posted 09 November 2013 - 07:29 AM

New release ! Version 2.0 is now able to move each NPC individually ! This allows full compatibility with BG1 NPC Project and Sword Coast Stratagems, if my mod is installed after those.

Enjoy. :cheers:
French translator of: BG2 FixPack, BG2 Tweaks, Baldur's Gate Trilogy-WeiDU, BGT-Tweaks and some minor mods.