Jump to content


Photo

General Discussion

mod npc djinni bg2 bg2ee

  • Please log in to reply
135 replies to this topic

#1 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 25 April 2015 - 04:55 AM

Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well!
 
AfaaqPortrait.png

Content
  • The djinni Afaaq who acts as your "seventh party member"
  • Extensive dialog content between Afaaq and the protagonist
  • Banters with the original Bioware/Beamdog NPCs (still in the works)
  • Interjections and commentaries
  • An extensive player-initiated dialog with Afaaq
  • Up to five new interesting quests
  • Six new areas
  • A couple of unique artifacts
  • Several easter eggs ;)
This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.
 

Overview

Afaaq is a djinni - a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself.

When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later.

Initial Statistics
Class: Fighter/Mage at level 10/11
Alignment: Chaotic Good
Strength: 15
Dexterity: 16
Constitution: 13
Intelligence: 15
Wisdom: 16
Charisma: 11

If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.
 

FAQ
Spoiler


View Readme

Download Djinni Companion (latest version)

Alternate download (GitHub)

Visit the project (GitHub)

Follow mod progress



Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme.

Feel free to post your thoughts, suggestions, questions or bugs either here or in my topic on Baldur's Gate Forums.

Have fun! :)

Edited by Argent77, 14 July 2018 - 09:28 AM.


#2 Bill Bisco

Bill Bisco
  • Member
  • 487 posts

Posted 25 April 2015 - 05:48 AM

Very cool!  I"ll have to try this guy in my next installation!



#3 Tash

Tash
  • Validating
  • 125 posts

Posted 25 April 2015 - 06:51 AM

Finally, Afaaq! ("A-FAQ?" I guess I'll have a lot of questions then :P).

 

Congrats on the release!

 

Edit: That's a neat readme, by the way.


Edited by Tash, 25 April 2015 - 12:27 PM.


#4 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 25 April 2015 - 07:06 AM

Thanks! I'm looking forward to your questions. :P

Actually, I'm curious how the Djinni Companion works together with all kinds of mod combinations, since I've (mis)used many engine features in creative ways to mimic a "seventh party member".



#5 Daulmakan

Daulmakan

    Comfortably numb

  • Member
  • 1065 posts

Posted 25 April 2015 - 07:56 AM

Kudos for the release! I'll be giving this a try.


item_pack.jpg   Drows.jpg

 


#6 micbaldur

micbaldur

    Retired Perkele, Ultimate BWP player

  • Member
  • 1692 posts

Posted 25 April 2015 - 08:18 AM

Well this looks like very interesting mod.

 

So i'm probably going to install this to my new "small" BWP expert-install in near future.


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

 

Thanks to Leonardo Watson for making this possible


#7 Shaitan

Shaitan
  • Member
  • 800 posts

Posted 27 April 2015 - 02:18 AM

Congrats, I'll look foreward to try this when I hit BG2.

#8 -agnes-

-agnes-
  • Guest

Posted 27 April 2015 - 11:23 AM

Very unique mod! How does he fight? Does he have his own ai? And what happens if the player installs something like gminion? It's a mod that enhances ai of summons.

#9 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 27 April 2015 - 12:00 PM

Afaaq starts out as an average fighter/mage. His unique abilities and spells help to make up for it though. Later on he may become much more useful, both physically as well as magic-wise. Furthermore, he can't die. If mortally wounded he will retreat into his lamp for a period of time before you can call him forth again. If you're lucky he will turn into a gaseous cloud for a while instead which regenerates him completely.

The djinni comes with two AI scripts - a passive script and an active combat script. You can toggle between them at any time. The passive script does nothing and simulates a deactivated Party AI. With the active script he attacks enemies, protects the protagonist if needed or makes use of potions he might have in his inventory when heavily wounded or poisoned.

I haven't used gminion yet. Afaaq doesn't count as a summoned creature however. He is more like a familiar from a technical perspective, so no AI enhancing mods should affect him.



#10 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 30 April 2015 - 05:37 AM

Update: Afaaq, the Djinni Companion v1.1

I have fixed several minor scripting issues which might occur under specific conditions. They don't interfere with the general storyline, so a reinstallation isn't really needed.

 



#11 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 07 May 2015 - 04:09 AM

Update: Afaaq, the Djinni Companion v1.2

I forgot to install certain map files in the "Light Version" of the mod. If you're playing the light version you should install this update if it's feasible. There is no need to start a new game. Otherwise you have to avoid asking Afaaq to visit his lamp in ToB, if you don't want to crash the game.

Changes in v1.2:

  • Added missing map files for the "Light Version" component
  • Changed Afaaq's death sequence to further reduce chances that it goes out of control in very specific situations
  • Added a third selectable combat script for Afaaq which focuses on actions to keep him alive
  • Lots of minor fixes


#12 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 23 May 2015 - 04:22 AM

Update: Afaaq, the Djinni Companion v1.3

This update fixes a potential installation error for Mac OS X users.

Changes in v1.3:

  • (Mac only) Updated tool which is used to unpack specific map resources.
  • Lots of small improvements and fixes.

A more detailed list of changes can be found here.



#13 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 21 June 2015 - 04:10 AM

Update: Afaaq, the Djinni Companion v1.4

Changes in v1.4:

  • Fixed a bug in the "Light Version" component which sometimes failed to summon the djinni for the first time.
  • Slightly modified Afaaq's character level to increase chances for unsuccessful dispel magic attempts on him.
  • Expanded "Frequently Asked Questions" section of the Readme.


#14 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 06 August 2015 - 04:54 AM

Update: Afaaq, the Djinni Companion v1.5

Changes in v1.5:

  • Added german translation (thanks to Gerri).
  • Added strings for rangers' Tracking HLA to selected areas.
  • Fixed a couple of spelling errors.
  • Slightly expanded the Readme's FAQ section.


#15 Ulb

Ulb
  • Modder
  • 373 posts

Posted 08 August 2015 - 04:33 AM

Hey there, congratulations (better late than never) on releasing Afaaq!

 

Glad to see one of the best, high quality npc mods I have every played being officially released.

 

(And sorry for not responding to your PM last year, you know how it is; our love for BG might never die but it certainly gets a bit more sporadic over the years.. :P)



#16 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 08 August 2015 - 06:49 AM

Thank you. There are still a number of planned but not yet implemented features in the pipeline, but that's nothing I can't add in later releases.



#17 Sergio

Sergio
  • Member
  • 954 posts

Posted 08 August 2015 - 01:29 PM

Tell me you added that 'evil' path :D


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#18 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 08 August 2015 - 02:04 PM

Just play the mod with an evil character and you will know. :devil:



#19 Sergio

Sergio
  • Member
  • 954 posts

Posted 08 August 2015 - 04:02 PM

Checked. Well done :)

Spoiler


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#20 Argent77

Argent77
  • Administrator
  • 1419 posts

Posted 08 August 2015 - 04:16 PM

Hmm...


Spoiler


Edited by Argent77, 08 August 2015 - 04:21 PM.






Also tagged with one or more of these keywords: mod, npc, djinni, bg2, bg2ee