Jastey's Ajantis Mods Thread
jastey
Member Posts: 2,779
Sir Ajantis NPC for BGII
The modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into BG2.
With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must then solve a quest to free Ajantis from Firkraag's ransom.
This mod is compatible with original BGII, BGT, BGII:EE, and EET!
Ajantis Forum at G3
Ajantis BGII Mod Page at G3
German Discussion Thread at Kerzenburgforum
Download Sir Ajantis for BGII at Kerzenburgforum
Download Sir Ajantis for BGII at G3 (with OSX and Linux versions)
Ajantis BG1 Expansion
For Tutu, BGT, BG:EE, and EET, the mod adds a friendship track and more romance content for the BG1NPC Project romance for Ajantis. Content-wise, the mod is meant as an addition to the BG1NPC project, but technically it can be installed and played without the BG1NPC project.
For original BG1 (with TotSC), the mod adds a friendship track and the BG1NPC project romance for Ajantis. The original romance was slightly altered to adjust to the restrictions of the BG1 engine, although overall the content stayed the same.
For BG:EE and EET there will be a second install option to use the existent BAM for Ajantis' shield (green dragon on golden back), if BG1NPC is installed.
Ajantis Forum at G3
Ajantis BG1 Mod Page at G3
German Discussion Thread for Ajantis BG1 at Kerzenburgforum
Download Ajantis BG1 at Kerzenburgforum
Download Ajantis BG1 at G3 (with OSX and Linux versions)
Ajantis Portrait Pack
The Mod gives a choice of custom portraits for Ajantis. The Ajantis Portrait Pack is compatible with BG1, TotSC, BGT, Tutu, BG:EE, BGII:EE, and EET. It detects the game install automatically. For the BGII part of the game, the portrait is meant for the Sir Ajantis NPC for BGII mod, but can be installed independently.
NOTE: For all games, the portraits have the same naming convention as the BG1 default portrait since with v15 and up, the Sir Ajantis for BGII mod uses the game portrait (which is also present in all BG2 games). This means, that if you installed an Ajantis portrait from another source the same portrait will be used as well in the BGII part of the game without need of further action.
Many thanks to the artists for granting permition to include them as alternatives for Ajantis: Amaurea, Azguz aka Azze, berelinde, Casul, Catlepha, Miloch, Plasmocat, Senka and wonnimchunha!
Have a look at the portraits in the Portrait Gallery!
Ajantis Forum at G3
German Discussion Thread at Kerzenburgforum
Download Ajantis Portrait Pack at Kerzenburgforum
Download Ajantis Portrait Pack at G3 (with OSX and Linux versions)
The modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into BG2.
With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must then solve a quest to free Ajantis from Firkraag's ransom.
This mod is compatible with original BGII, BGT, BGII:EE, and EET!
Ajantis Forum at G3
Ajantis BGII Mod Page at G3
German Discussion Thread at Kerzenburgforum
Download Sir Ajantis for BGII at Kerzenburgforum
Download Sir Ajantis for BGII at G3 (with OSX and Linux versions)
Ajantis BG1 Expansion
For Tutu, BGT, BG:EE, and EET, the mod adds a friendship track and more romance content for the BG1NPC Project romance for Ajantis. Content-wise, the mod is meant as an addition to the BG1NPC project, but technically it can be installed and played without the BG1NPC project.
For original BG1 (with TotSC), the mod adds a friendship track and the BG1NPC project romance for Ajantis. The original romance was slightly altered to adjust to the restrictions of the BG1 engine, although overall the content stayed the same.
For BG:EE and EET there will be a second install option to use the existent BAM for Ajantis' shield (green dragon on golden back), if BG1NPC is installed.
Ajantis Forum at G3
Ajantis BG1 Mod Page at G3
German Discussion Thread for Ajantis BG1 at Kerzenburgforum
Download Ajantis BG1 at Kerzenburgforum
Download Ajantis BG1 at G3 (with OSX and Linux versions)
Ajantis Portrait Pack
The Mod gives a choice of custom portraits for Ajantis. The Ajantis Portrait Pack is compatible with BG1, TotSC, BGT, Tutu, BG:EE, BGII:EE, and EET. It detects the game install automatically. For the BGII part of the game, the portrait is meant for the Sir Ajantis NPC for BGII mod, but can be installed independently.
NOTE: For all games, the portraits have the same naming convention as the BG1 default portrait since with v15 and up, the Sir Ajantis for BGII mod uses the game portrait (which is also present in all BG2 games). This means, that if you installed an Ajantis portrait from another source the same portrait will be used as well in the BGII part of the game without need of further action.
Many thanks to the artists for granting permition to include them as alternatives for Ajantis: Amaurea, Azguz aka Azze, berelinde, Casul, Catlepha, Miloch, Plasmocat, Senka and wonnimchunha!
Have a look at the portraits in the Portrait Gallery!
Ajantis Forum at G3
German Discussion Thread at Kerzenburgforum
Download Ajantis Portrait Pack at Kerzenburgforum
Download Ajantis Portrait Pack at G3 (with OSX and Linux versions)
Post edited by jastey on
7
Comments
Romance for BG:EE is a part of BG1NPC Project.
The BG1 Expansion is technically independent of the BG1NPC Project mod (i.e., you can play the friendship path on its own), but with installed BG1NPC Project it is treated as an add-on, meaning the romance path of the BG1NPC Project kicks in for romanceable PCs, and the friendship path for all others.
The BGII mod continues the BG1 romance (of the BG1NPC Project).
There was a bug in the script that made the crossmod content to RE a stutter bug. See here for a hopefully fixed version of the script you might use for your current run-through, if you can't update.
Main changes are:
- The mod is directly compatible with EET now.
- For all games that do not end with Sarevok's death, there is new content after his defeat available.
- For all SoD games, there are new reply options for the SoD romances in case the PC and Ajantis are engaged. If engaged, the PC will receive three letters during SoD from Ajantis.
- For BG:EE and EET there will be a second install option to use the existent BeamDog BAM for Ajantis' shield (green dragon on golden back), if BG1NPC is installed.
Download Ajantis Expansion (Kerzenburgforum)Changelog:
+ HANDLE_CHARSET
+ EET-compatibility
+ BGT, SoD, EET, romance case: Ajantis comments on Sarevok being defeated
+ BGT: original Ajantis in AR8300 will vanish after Sarevok is defeated
+ EE: added Ajantis - EE-NPC banter and Ajantis-Rasaad romance conflict (for Ajantis-Neera banter please install the Neera Banter mod)
+ EE: reply options for all (female PC) SoD romances if PC is engaged with Ajantis
+ EE and BG1NPC Project: offer install choice to use BG:EE's BAM for Ajantis' shield (1SHLDAJ.BAM)
+ (crossmod) NTotSC: Ajantis will comment on the Holy Symbol of Helm (ntmisc08.itm)
+ Mod won't install on Steam/GOG SoD if modmerge didn't run (Linux + OSX)
+ moved readme and other docs into folder "docs"
+ moved path for backup folder into first sublevel
+ update to WeiDU v. 243
Version 15 comes with EET compatibility and many improvements. If you want to test it, download the linked mod package and install it to your BGII game (BGII, BGT, BG:EE, or EET) and let me know whether you encounter any problems!
Apart from bugfixes, improvements in coding and small additions, v15 contains the following main changes:
- EE:NPC-Ajantis content (Ajantis will not tolerate Dorn and Hexxat, and banters with Rasaad, Neera, and Baeloth)
- EET compatibility with 'content-continuity', i.e. for BGT and EET, the Ajantis BGII mod will consider the outcome of the BG1NPC romance in a seamless fashion. The used creature file for Ajantis in BGII will be a new one, though.
- Reworked PID system: This will hopefully increase playability and usefulness of the serious dialogues triggered via PID, which in former versions kind of get lost in the random flirting options.
- All serious dialogues will be bundled in the option 'I would like to talk to you'.
- This option only appears if there are active questions/topics present.
- Ajantis gives a DisplayStringHead 'I am ready to answer new questions' if new PIDs options are available in the 'I would like to talk to you' section.
- Any dialogue started via this option will cycle back to the 'I would like to talk to you' section, so all active questions can be asked in one go without having to activate the PID again and again (this might turn out to be a nuisance for instances later in game if there might be only one question active, though)
- Reworked the starting quest to free Ajantis: After completing the quest the party will return to the area they started in (although not exactly the same spot, but reasonably placed)
- Changes and Improvements to the Romance Path:
- Reworked 'thinking' cycle after decision of his parents. In the old version, Ajantis would judge by reputation and number of what he thinks are bad decisions of the PC. In the new version, the player will have control over the future of the relationship. There is an internal counter regarding the PC's replies, though. Ajantis will judge her replies and offers to release her from her vows of marriage if the PC gives the impression to be unhappy about the situation.
- Added the possibility to wait with the wedding until Imoen is freed. The possibility to postbone the wedding until after the Underdark was already implemented, but now the PC has the possibility to actively wish it that way.
Link to the testing thread at G3Discussion Thread about v15 at Kerzenburgforum
Changelog to v14:
-corrected sound for German installation
-spelling corrections
-removed a variable setting for Anomen that was supposed to trigger his Windspear dialogue that actually prevented it
-opened an outdoor Minsc-Ajantis banter to more outdoor areas
-Ajantis will no longer help if Valygar is killed in his cabin but rather attack the PC himself
-after completing the "free Ajantis" quest, the party will return to the area they started in (although not exactly the same spot, but reasonably placed)
-reworked PID system a bit. Added paragraph to the readme about PID.
-Ajantis now reacts to Saemon's treachery in Brynnlaw and to working with him after Spellhold
-one more Ajantis-Mazzy ToB Banter
-(EET) EET version added
-(EET, conti game) add reaction to Keldorn if Ajantis died in BG1
-(BGT, EET) included continuity concerning romance status (BG1NPC romance) and whether Ajantis was in the party in BG1
-(BGT, EET: New beginnings romance) for BGT continuity, Ajantis will refer to why the BG1 romance ended
-(EET: continuous game) transfer of items from SoD to BGII: Ajantis has a chest in the Order Headquarters in Athkatla
-(BGII:EE, EET) use BG:EE's BAM for Ajantis' shield
-(romance, case: Engaged path) rewrite of Ajantis' "thinking" dialogue cycle after the confrontation with his parents. Rep dependence of his decision was completely removed, his content is now dependent on PC's answers during the thinking cycle, Ajantis no longer leaves the PC but offers an end to the relationship if the PC gives the impression to be unhappy about the situation
-(romance, case: Engaged path) added the possibility to tell Ajantis that the PC wants to wait with the wedding until Imoen is freed
-(romance, case: Engaged path) added the possibility to ask that Anomen or another (not evil) cleric of the group could perform the ceremony (this doesn't mean Ajantis agrees to it)
-(romance case) activated romance related event in tob for both paths that so far only triggered for new beginnings romance
-(ToB-part, romance case) fixed wrong state name for romance PID in case of too many evil choices so that it actually shows
-(romance case: Engaged path) added morning after dialogue after wedding night
-(romance case: Engaged path) reworked dialogue concerning "Aran knew about PC's abduction". The dialogue now triggers as soon as Ajantis knows the information. Crossreference to LT8 reworked, too.
-(BGII:EE, EET) added Ajantis - Dorn and Ajantis -Hexxat reactions: Ajantis will not remain in the group with either of them.
-(BGII:EE, EET) Added romance conflict checks: Ajantis romance ends for active EE romances with Hexxat, Dorn, Rasaad and vice versa (after Marriage with Ajantis)
-(BGII:EE, EET) banter with Neera, Rsaad, Wilson for SoA and ToB added
-(BGII:EE, EET: romance, case: Engaged path) Added reply options to the three EE-romances (Dorn, Hexxat, Rasaad) for the PC to tell about her engagement to Ajantis.
-(BGII:EE, EET) reworked the wording for Ajantis' letters to reflect happenings in SoD
-(BGII:EE, EET) integrated game_ee.tra with EE specific item descriptions
-(BGII:EE, EET) added debuff from story mode for BGII:EE when not in party (similar to EE NPCs)
-(English version, BGII:EE, EET) removed extra-titles in the item descriptions
-(documentation) added sections 'KNOWN ISSUES' and 'BGT & EET CONTINUITY' to the readme
-(documentation) added paragraph about romance conflicts to the romance_guide_engagedpath.txt
-(documentation) added compatibility note to readme concerning DbG and Argent's 'Skip Chateau Irenicus' (both are compatible with this mod)
-(internal) moved the script blocks for romance active checks for romance conflicts from baldur.bcs to Ajantis' script
-(internal) changed tra handling: removed the extra copying and the "autotra" folder
-(internal) splitted setup.tra into setup.tra and game.tra
-(internal, crossmod) removed copying of C#AjantisCore.RR into the override folder
-(internal) deleted no longer used folder 'install' from mod folder
-removed official support for SoA without ToB
-(internal) changed instances of checking for Ajantis' mere presence from InParty("Ajantis") to InPartyAllowDead("C#Ajantis") (c#orden.d, epilog_ar6200.baf)
-(internal) changed most PID variables to LOCALS.
-(internal) recode of nighttalk cycle: timer is set in the xxxD.baf, and the variable increment is done in the dialogue
-(internal) removed instances to unused / nonexistent item "C#AJSHL1"
-(internal) changed InMyArea(Player1) to Detect(Player1) for dialogue triggering (Ajantis no longer shouts across areas)
-(internal) changed instances of STATE_SLEEPING to CD_STATE_NOTVALID
-(internal) both flirt cycles (before and after Ajantis' trouble) are now triggered by the same varibale and timer
-(internal) original BG1 portrait does not get installed any more - it is present in all bg2 games. Changed the portrait names in the cre-file accordingly
-(compatibility) crossmod: possibility to detect the Ajantis mod implemented (Global("C#AjantisIsInstalled","GLOBAL",1) will be set in Ireniucs Dugeon if the Ajantis mod is installed.)
-(compatibility) compatibility with berelinde's Keldorn Romance mod concerning remarks about Keldorn's quest
-(compatibility) with Argent's Skip Chateau Irenicus added
-(compatibility) included SOX for audio handling in OSX
-(crossmod) to first component of "Skie - Cost of One Soul" mod added (soul dagger). Ajantis mod has to be installed before the Skie mod to show.
-(crossmod) to Alternatives mod added
-(crossmod) reaction to Hendak romance of RE mod added
-update to WeiDu v243
My last finished series playthrough included Ajantis, and I just wanted to say thanks for matriculating him to the EE compatibility list! It is very much appreciated. It was my first time using Ajantis throughout (EE or otherwise) and I thoroughly enjoyed it. I've added something under the spoiler tag mostly for your situational awareness. I'm not sure why the issue cropped up, but it didn't detract from my playthrough at all.
Sorry for the wrong epilogue. I'll have a look at what is happening there and will fix it.
1. Does the mod have a way of "detecting" whether your character romanced Ajantis in BG1, or does it simply offer dialogue options that you can choose from that best fit your experiences in BG1? (I ask because I had romanced Ajantis in BG1 using the NPC Project, but the romance didn't progress beyond a certain point because my rep dropped too low.)
2. I see that your new beta version of the mod does not allow Ajantis to share a party with Dorn or Hexxat - did your prior (v14?) version have any similar restrictions on other NPCs?
3. If I just want to begin an entirely new game in ToB, can I recruit Ajantis through the Pocket Plane?
Thanks!
If the rep dropped too low: that's a good point actually for EET. I am not sure this is covered, I'll have to check.
2. v14 did not have these restrictions concerning EE NPCs because there was no EE content. v15.x adds the appropriate content for the EE game.
3. Yes, for a new ToB game Ajantis is recruitale in ToB via fate spirit and the status of the romance (yes/ no) can be chosen.
Thanks for the info. In v14, was Ajantis willing to share a party with any of the original (non-EE) evil NPCs, or would he quit and/or start a fight if one was in the party?
The reason he won't stay in the group with Hexxat and Dorn are the following.
1. for Dorn, this is consistent with BG1
2. both NPCs are so utterly evil that I really don't see Ajantis joining up with them
3. I didn't want to spent the time digging through the NPC quests to script Ajantis' reactions which would lead to him attacking the two anyway (at least Dorn't quest is a great clash with a knight of the Order of the Radiant Heart.)
Thanks again.
Just out of curiosity, were you playing with the prior (v14) or the new beta version of the mod?
Bug reports of course still very welcome.
Most important changes:
-EE:NPC-Ajantis content (Ajantis will not tolerate Dorn and Hexxat, and banters with Rasaad, Neera, and Baeloth)
-EET compatibility with 'content-continuity', i.e. for BGT and EET, the Ajantis BGII mod will consider the outcome of the BG1NPC romance in a seamless fashion. The used creature file for Ajantis in BGII will be a new one, though.
-Reworked PID system: This will hopefully increase playability and usefulness of the serious dialogues triggered via PID, which in former versions kind of get lost in the random flirting options.
--All serious dialogues will be bundled in the option 'I would like to talk to you'.
---This option only appears if there are active questions/topics present.
---Ajantis gives a DisplayStringHead 'I am ready to answer new questions' if new PIDs options are available in the 'I would like to talk to you' section.
---Any dialogue started via this option will cycle back to the 'I would like to talk to you' section, so all active questions can be asked in one go without having to activate the PID again and again (this might turn out to be a nuisance for instances later in game if there might be only one question active, though)
-Reworked the starting quest to free Ajantis: After completing the quest the party will return to the area they started in (although not exactly the same spot, but reasonably placed)
-Changes and Improvements to the Romance Path:
--Reworked 'thinking' cycle after decision of his parents. In the old version, Ajantis would judge by reputation and number of what he thinks are bad decisions of the PC. In the new version, the player will have control over the future of the relationship. There is an internal counter regarding the PC's replies, though. Ajantis will judge her replies and offers to release her from her vows of marriage if the PC gives the impression to be unhappy about the situation.
--Added the possibility to wait with the wedding until Imoen is freed. The possibility to postbone the wedding until after the Underdark was already implemented, but now the PC has the possibility to actively wish it that way.
For the EE games (BGII:EE and EET) the second optional component will install the BeamDog inventory BAM for Ajantis' family shield (green dragon on golden ground). If not installed, the BG1NPC Project shield graphic will be used.
A third optional component will install crossmod content included into this mod. Install this third component as late as possible in your install. If Crossmod Banter Pack gets updated, this component might move there.
It is recommended to install this component if you have the other mods installed, as it includes Ajantis' reaction to the (changed) game content.
Mods currently considered are:
-Alternatives
-Gavin BGII
Crossmod content of 'Skie Cost of one Soul' is included into both mods and will be installed intependently of install order.
You can get the Sir Ajantis BGII mod here:
Official Download at the Kerzenburg-Forum
The great advantage is that now there is also OSX and Linux versions available!
Changes:
-changed trigger from "Detect(Player1)" to "InMyArea(Player1)" inside temple after Ajantis finished his atonement
-PIDs for engaged path should not give "No Valid Links or Replies" error even if they are cklicked before the "Are you still my love" first romance dialogue.
-new beginnings romance: messenger after the Undedark should leave after bringing the message
-New Beginnings Romance: if PID about "queen of love and beauty" was chosen, there will be a follow up after exiting the Underdark.
-(crossmod) "Skie Cost of one Girl's Soul" Ajantis should not talk about the costs before PC knows them.
-update to WeiDu v246
This is a romance that was continued from BG1, we got married despite being rejected by his parents. (no idea if these circumstances have any bearing on the issue I'm having, but thought I'd mention them anyway)
The issue is that I come out of the derelict house where you find Neb and Douglas is there, he walks up to Ajantis but doesn't say anything, even if I force-talk him with Ajantis or my PC. This ONLY seems to happen if I've come out of that specific house.
What is the variable Global("C#AjantisDisinheritage","GLOBAL") at? I assume this is the second time Douglas is showing (he brought the news about his parents being in Athkatla before)?
Which version of the mod are you playing?
I waited in another zone for several minutes (Waukeen's Promenade in this case) and nothing happened. I went to the house in question, killed Neb, and left the house without looting him, nothing happened. Went back in and looted, then Douglas appeared. Strangely enough, when I went there to test my theory again (to see if it changes the variable), he was there without my going in and killing and looting Neb. I also tried AdvanceRealTime and he didn't spawn anywhere else
I get "1785471" when doing "GetGlobal" for the AjantisDisinheritage variable (same value it shows in EEKeeper, although I had to do "...Disinheritaget")
yes it is the second Douglas talk, but now it only happens when I go NEAR the house.
I am using version 19, I think that's the latest one.
His appearance really has nothing to do with the house or Neb. I believe you that it seemed that way in your game, though.
The "C#AjantisDisinheritageT" is a timer, so a high value means it's still running. I'm sorry, Douglas, but you are not supposed to be there. Go and fetch something else!
What is the variable Global("C#AjantisLetterparents","GLOBAL") at? If it's at "1", you could just jump the timer and trigger the next event with the Douglas you have there by setting
C:SetGlobal("C#AjantisDisinheritage","GLOBAL",1)
Douglas should talk to you then. Doing this will not screw up anything.
If Global("C#AjantisLetterparents","GLOBAL") is not existent, then I'd suggest you wait until Ajantis tells about writing home and ignore poor Douglas He should spawn in another area then.
I have no idea why Douglas would be there, unless you say it's the area where he appeared first and did not vanish after the first message.
I reloaded my game to a save before I went down there, so if he was having trouble despawning, that isn''t why. I think I was coming out of the Five Flagons or the planar prison when I was told to go see Ajantis' parents.
AjantisLetterParents is at 1. I'll try setting the variable. Thank you for your assistance (if I don't comment again, then it worked ...and I forgot to come back and mention it here )
ok, I got it, thank you
Changes:
+ Leaving in SoD: Ajantis will no longer leave in Imoen's SoD dialogue, i.e. will not give party all equipment, but leaving will be handled in script as it is common for SoD
+ leaving in BGT in Duke Belt's dialogue: corrected kickout variable
+ crossmod comment on Symbol of Helm (NtotSC) fires properly and doesn't lead to stutter
+ all interjections translated to German
+ update to WeiDU v. 246