Well as for the NPC sent to the inn, any change that you @AstroBryGuy can cod something like that into the mod ? or is it too complicated ? or can that component from scs mod can be added to the bg1npc mod for the EE version ?
The latest prerelease makes the BG1NPC Wait at Inns component compatible with BGEE. If you're used to SCS' similar component, it works a bit differently.
The NPCs can be sent either to a location on the Sword Coast (i.e., outside Baldur's Gate) or a location in Baldur's Gate (assuming you're far enough along in the game). Unlike SCS, you don't get to choose the location, just "Sword Coast" or "Baldur's Gate". The NPC(s) will tell you where to find them (and some are very... unique). Also, NPCs can still be hold to "wait here", but they won't stick around in "dangerous" areas.
Well as for the NPC sent to the inn, any change that you @AstroBryGuy can cod something like that into the mod ? or is it too complicated ? or can that component from scs mod can be added to the bg1npc mod for the EE version ?
The latest prerelease makes the BG1NPC Wait at Inns component compatible with BGEE. If you're used to SCS' similar component, it works a bit differently.
The NPCs can be sent either to a location on the Sword Coast (i.e., outside Baldur's Gate) or a location in Baldur's Gate (assuming you're far enough along in the game). Unlike SCS, you don't get to choose the location, just "Sword Coast" or "Baldur's Gate". The NPC(s) will tell you where to find them (and some are very... unique). Also, NPCs can still be hold to "wait here", but they won't stick around in "dangerous" areas.
@AstroBryGuy Thank you very much for this update and all your hard work.
I'm really happy this component is include so cool thank you very much, I was waiting for it.
About the other topic of the multiplayer with @laptopman666 seem like thing are ok for now, Thank for trying to help.
This may not be a bug, but I just wanted to confirm either way:
Ajantis recently turned to Yeslick and said, "The stench of evil clings to you in a vile manner." I know Ajantis will start trouble if there is an evil member in your party (I have both Viconia and Shar-Teel), but in this case, the line was spoken to good-aligned Yeslick, who was standing next to him at the time (Viconia and Shar-Teel were both standing a farther distance away). There was no further dialogue after that.
@SharGuidesMyHand - I think that's one of Ajantis' INTERACTION sounds (looking at his CRE, it's INTERACTION4). BG1NPC doesn't change how/when those sounds fire.
Edit: Looks like it is something he says IF there are evil party members, but not necessarily TO evil party members.
If someone were holding you guys for ransom with your freedom able to be purchased in exchange for simply a rough, best guess, ETA for the release of this mod.... what would you say? :-)
"It depends on how many testers there will be, and how many bug reports we get." The best way to speed this up is by playing the prerelease and posting the bugs you encounter.
"It depends on how many testers there will be, and how many bug reports we get." The best way to speed this up is by playing the prerelease and posting the bugs you encounter.
"It depends on how many testers there will be, and how many bug reports we get." The best way to speed this up is by playing the prerelease and posting the bugs you encounter.
I've been lurking this thread for awhile now and I just wanted to extend thanks for all the work you have been putting into updating this for EE. Its the only mod I use for BG1 and my experience just ins't the same without it.
@AstroBryGuy The current pre-release on BGT gives the install error: ERROR: Sys_error("BG1NPC/LIB/macro_tutu_items_to_bgt.tph: No such file or directory")
AstroBryGuy The current pre-release on BGT gives the install error: ERROR: Sys_error("BG1NPC/LIB/macro_tutu_items_to_bgt.tph: No such file or directory")
For some reason I had the .tph buried deep in my HD. Just unzip and throw it in the lib folder and it shouldn't crash the installation anymore.
@jastey - You might the version on @cmorgan's repository instead of mine. cmorgan had converted the macro_tutu_to_bgt.tph file to cmorgan_project_macros.tpa, but his bg1npc.tp2 file still references the old tutu_to_bgt macro.
EDIT: I've removed all references to that file on my repository - except in a commented out line (line 5383 in bg1npc.tp2). It's not a reference to the file, however, just calling the macro. So it shouldn't give the error you see.
Are there conditions for Kivan's bounty hunter to be showing up in AR0900 beyond being able to access the far side in chapter five?
I've been through the area a few times now with Kivan in the party and she hasn't appeared yet. I vaguely remember her being there immediately after talking to Scar in my last Tutu playthrough.
@Hudzy - Overhaul put another encounter at the bounty hunter's original location in AR0900. So, to avoid both encounters happening simultaneously, I moved the bounty hunter.
Spoiler
You should find Imanel south of the road rather than north of it in BGEE.
I had a start of chapter 5 save, but I've been completely unable to replicate the issue.
The only other odd thing that happened last time was she walked over to the house in the north to confront me, and reinitiated dialog from the beginning midway through the fight. I haven't been able to replicate that either.
Comments
The latest prerelease makes the BG1NPC Wait at Inns component compatible with BGEE. If you're used to SCS' similar component, it works a bit differently.
The NPCs can be sent either to a location on the Sword Coast (i.e., outside Baldur's Gate) or a location in Baldur's Gate (assuming you're far enough along in the game). Unlike SCS, you don't get to choose the location, just "Sword Coast" or "Baldur's Gate". The NPC(s) will tell you where to find them (and some are very... unique). Also, NPCs can still be hold to "wait here", but they won't stick around in "dangerous" areas.
@AstroBryGuy Thank you very much for this update
I'm really happy this component is include so cool thank you very much, I was waiting for it.
About the other topic of the multiplayer with @laptopman666 seem like thing are ok for now, Thank for trying to help.
Thank you for your hard work
Ajantis recently turned to Yeslick and said, "The stench of evil clings to you in a vile manner." I know Ajantis will start trouble if there is an evil member in your party (I have both Viconia and Shar-Teel), but in this case, the line was spoken to good-aligned Yeslick, who was standing next to him at the time (Viconia and Shar-Teel were both standing a farther distance away). There was no further dialogue after that.
Is this normal behavior?
Edit: Looks like it is something he says IF there are evil party members, but not necessarily TO evil party members.
http://forum.baldursgate.com/discussion/comment/400866#Comment_400866
The best way to speed this up is by playing the prerelease and posting the bugs you encounter.
https://github.com/AstroBryGuy/BG1NPC/releases/tag/v21-PR_20141017a
This pre-release fixes installation and compatibility issues on BGT/Tutu. No changes for BGEE installs from v21_PR_20141017.
ERROR: Sys_error("BG1NPC/LIB/macro_tutu_items_to_bgt.tph: No such file or directory")
EDIT: I've removed all references to that file on my repository - except in a commented out line (line 5383 in bg1npc.tp2). It's not a reference to the file, however, just calling the macro. So it shouldn't give the error you see.
I've been through the area a few times now with Kivan in the party and she hasn't appeared yet. I vaguely remember her being there immediately after talking to Scar in my last Tutu playthrough.
The only other odd thing that happened last time was she walked over to the house in the north to confront me, and reinitiated dialog from the beginning midway through the fight. I haven't been able to replicate that either.