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[MOD] Convenient Enhanced Edition NPCs

bgee bg2ee sod tweaks npcs

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#41 Cyberlisk

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Posted 13 October 2020 - 02:54 PM

Hey there,

 

first of all, thx for the Mod. This is exactly what I've been looking for.

 

Quick question: I installed the Mod on a relatively fresh Save (beginning of Chapter 2, haven't met any of the EE NPCs yet). There is a Bouncer in Waukeen's promenade that is related to Neera's Quest afaik. In my Save he is still there. Is he supposed to be there or does this Mod normally remove him?

 

The bouncer guy hasn't been touched by this mod. Without Neera he will only trigger a generic line though, so there is no way to bypass him (without cheating).

Alright, thx. Was just trying to make sure the Mod is working correctly since I didn't start a completely new game after installing it. 



#42 Argent77

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Posted 05 January 2021 - 04:35 AM

New release: Convenient Enhanced Edition NPCs v4.2

Changes in v4.2:
  • Added Project Infinity metadata
  • Removed a Dorn reference in BGEE if Dorn has been disabled
  • Fixed potential display issues with component names in WeiDU.log and Project Infinity


#43 Argent77

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Posted 04 June 2021 - 04:49 AM

New release: Convenient Enhanced Edition NPCs v4.3

Changes in v4.3:
  • Improved passive Neera in BG2:EE
  • Fixed Neera's ToB quest progression after a class or kit change
  • Fixed usability issues with Baeloth's ring in BG:EE
  • Fixed usability issues with Rasaad's items "Moonlight Walkers" and "Glimmering Bands" in BG2:EE


#44 kimmuryiel

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Posted 03 November 2021 - 01:27 PM

I think you need to take another look at the script that reset's Baeloth's level in BG1. It hardly counts as a reset if he still comes in with 40k experience and all his spells.

Might I recommend amending the script to:

-get rid of every spell except two level 1 spells. I usually keep magic missile and identify when I'm resetting him in eekeeper

-maybe you can find the part of cdtweaks that determines level ups on join ("ToB style") and implement that to determine the experience he should have (otherwise, maybe give him 500. Because that's how much Edwin had the last time I picked up Baeloth. I'm the type of player that picks up my party member ASAP and then continues with the game. I know it isn't everyone's playstyle, thus my first suggestion)

-Also, the amount of spells he has "memorized" should be taken down to level 1: 5, level 2: 3, level 3: 3 (because of his ring giving him +3 spells for level 1-3)

-swap out the robe of the evil archmagi for a traveler's robe or something not so OP for a level 1. His ring can stay, since it's character-specific, even though it's OP too

-find the line in the script that determines your character has to be level 5 for him to trigger and set it to level 1

 

I don't know much about modding or I'd do this myself, so I recommend it here to someone who knows more

 

Otherwise, at least I don't have to deal with Neera guilt-tripping me because I don't want to recruit her (it's like "I'm sorry that I'm an evil party and you're annoying" XD). That alone makes this mod worth it.



#45 Argent77

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Posted 04 November 2021 - 05:59 AM

The whole class-change and level-reset functionality has a couple of (minor) issues which I'll have to fix eventually. I'll look into it when I can find the time.



#46 kimmuryiel

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Posted 04 November 2021 - 02:28 PM

The whole class-change and level-reset functionality has a couple of (minor) issues which I'll have to fix eventually. I'll look into it when I can find the time.


ok :) I just figured I'd make those suggestions. Worst thing that happened was you say "...no :p"



#47 Argent77

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Posted 09 December 2023 - 02:48 AM

New release: Convenient Enhanced Edition NPCs v4.5

Changes in v4.5:
  • Updated Russian translation (thanks RealApxu)


#48 Argent77

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Posted 10 March 2024 - 03:14 AM

New release: Convenient Enhanced Edition NPCs v4.6

Changes in v4.6:
  • Added a component to turn allied Caelar Argent in the final SoD boss battle into a controllable follower
  • Added option to customize Caelar Argent's class or kit


#49 Isewein

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Posted 20 November 2024 - 06:24 PM

I never realised this offered NPC kits, too! Love those - so much more convenient than having to use Level 1 NPCs. It would be awesome if you could add some crossmod with your Improved Archer Kit mod so that Corwin can be re-kitted into a Marksman, too.



#50 Argent77

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Posted Yesterday, 01:55 AM

That's actually possible. When asked for a class/kit change choose option 2 (Choose your class) and answer the next two prompts for class and kit. Just be aware that not all class/kit combinations work equally well for every character (for technical and/or plausibility reasons). For instance, changing Neera into a Barbarian or Rasaad into Jester would feel awkward (at least to me).



#51 Isewein

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Posted Yesterday, 09:09 AM

Oh, that's great! I hadn't thought it would take mod added kits into account.







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