I have tested the mod myself on Tutu, BG:EE and BGT, and it should work fine. However I would appreciate some additional testing and feedback. In particular, the mod needs to be more thoroughly tested for languages other than English.
Known issues for which there is no solution (at least for now): 1) the large portrait in BG:EE is a bit blurry. Unfortunately an higher resolution image is not currently available. 2) Finch's Glasses don't do anything (other than wasting a charge) if activated from the "USE ITEM" icon (they work as usual if you right click on the unidentified item and select "SCROLL"). Unfortunately the Glasses behaviour is hardcoded, so there is nothing I can do about that.
I haven't had a lot of time to test, but so far everything has been working fine (tested in English, BG:EE), except:
1. Her sound volume seems to be a bit lower than other characters - that might be intended, since she's not a very explosive personality? Perhaps it isn't. 2. She uses male voice incantations when casting spells.
1. Yep, the volume of the original ogg files is a bit low, especially in BG:EE. I'm not an expert in sound manipulation, but maybe the volume can be raised a bit with programs like Audacity. I'll see what I can do, but I'm not making any promises.
2. I will fix her casting voice in the next release. This bug is caused by the fact that any NPC has two variables for gender, Gender and Sex. For Finch in the original mod (i.e. version 3.0) Gender is correctly set to female, but Sex is erroneously set to male. For some reason this does not affect at all her casting voice in Tutu, but it does in BG:EE.
Just out of curiosity, I played around to see how easy it was to match audio files en masse. If this worked (I haven't tested the mod or extensively gone through the resulting audio files), you're welcome to use it.
So far, I've only had feedback from @Mivsan. If anyone else is trying this mod, it would be nice to hear from them too. Both bug reports and confirmations that everything works fine would be very useful to shorten the duration of the test period. Thanks in advance.
In the meantime, I've edited the first post to upload a new version (beta 2), fixing the male casting voice in BG:EE. Tutu was not affected by this bug.
I've been testing it out (checking to see if her selection and movement dialogues all fire, checking her bio to make sure it is there, and just general play testing). No issues so far on version 1.3.2050
I've edited the first post to upload a new version (BETA 3).
Changes are minimal (just fixed some stuff, regarding the tra files, that wasn't formally correct) and will not affect gameplay, so if you are already testing BETA 2 there is no need to download BETA 3.
I can test the german translation for you, if there is one. Might take a while though, given how long the game is :'D Would there be a list available for all areas/ quests/ encounters where Finch has interactions so that I can skip all skipable parts that are irrelevant to her mod?
I can test the german translation for you, if there is one.
@Buttercheese, unfortunately there is no German translation, only English, French and Spanish, and by the way it looks like the Spanish translation is incomplete and few strings may have been left in English.
Would there be a list available for all areas/ quests/ encounters where Finch has interactions so that I can skip all skipable parts that are irrelevant to her mod?
That's a good idea. I will compile such a list and post it here as soon as I'm done with it.
Would there be a list available for all areas/ quests/ encounters where Finch has interactions so that I can skip all skipable parts that are irrelevant to her mod?
The full list of Finch interactions can be found under the spoiler tag below. I've also added area and creature codes for both BG:EE and, in brackets, Tutu.
While this list may be useful for testing purpose, it should not be used if you are simply interested in playing the mod and/or if you prefer to avoid all possible spoilers. Besides, some bugs are easier to find by playing as opposed to testing. For example, during my tests it never occurred to me to do something simple like casting a spell and that's why I didn't notice the male casting voice bug in BG:EE By the way, thanks again to @Mivsan for that particular bug report.
N.B.: sometimes scripts don't fire as they should, if you use the console to move directly to the corresponding area. For example, if you move to the Red Sheaf with the console, she will not be there, unless you leave the Inn (e.g. using the exit door to Beregost) and then go back in, and doing so is still not recommended as she was supposed to help you fight Karlat.
Banters with all party members (except the new ones in BG:EE)
Banters with NPCs from other mods: Indira (currently not compatible with BG:EE) Mur'Neth
Interactions with non-joinable NPCs: ALATOS (_ALATOS) // Alatos "Ravenscar" Thuibuld in AR0153 (FW0153) // Thieves Guild, main area ALYTH (_ALYTH) // Alyth in AR0706 (FW0706) // Elfsong Tavern, 2nd floor AMNIS4 (_AMNIS4) // Amnian Soldiers in AR5401 (FW5401) // Nashkel Mines, 1st subterranean level AMNIS4 (_AMNIS4) // Amnian Soldiers in AR5402 (FW5402) // Nashkel Mines, 2nd subterranean level ANDRIS (_ANDRIS) // Andris in AR1009 (FW1009) // Ice Island, dungeon APPAR (_APPAR) // Skeleton in AR0513 (FW0513) // Durlag's Tower, 4th subterranean level ARDROU (_ARDROU) // Ardrouine in AR3600 (FW3600) // Lighthouse area BART6 (_BART6) // Bartender in AR0614 (FW0614) // Iron Throne, 4th floor BAYARD (_BAYARD) // Bayard in AR0501 (FW0501) // Durlag's Tower, 1st subterranean level BELAND (_BELAND) // Be'land in AR0130 (FW0130) // Hall of Wonders BELT (_BELT) // Belt in AR0108 (FW0108) // Duchal Palace, ground floor BENTAN (_BENTAN) // Bentan in AR4500 (FW4500) // Firewine Bridge BERRUN (_BERRUN) // Berrun Ghastkill in AR4800 (FW4800) // Nashkel BOYBE1 (_BOYBE1) // Boy in AR3336 (FW3336) // Generic Home in Beregost, 2nd floor BOYBE1 (_BOYBE1) // Boy in AR3346 (FW3346) // Generic Home in Beregost, 2nd floor CADDER (_CADDER) // Cadderly in AR2626 (FW2626) // Candlekeep (chapter 6) CAEDMO (_CAEDMO) // Caedmon in AR1200 (FW1200) // South Baldur's Gate, docks CHANTH (_CHANTH) // Chanthalas Ulbright in AR0132 (FW0132) // Lady's House CHELAN (_CHELAN) // Chelan in AR4200 (FW4200) // Fisherman's Lake CLAIRD (_CLAIRD) // Clair De'Lain in AR0514 (FW0514) // Durlag's Tower, 5th subterranean level CHARLE (_CHARLE) // Charleston Nib during cutscene in AR4101 (FW4101) // Archaeological Site, interior tomb FAHRIN (_FAHRIN) // Fahrington in AR3000 (FW3000) // Spider Wood FARM3 (_FARM3) // Farmer in AR4807 (FW4807) // Generic Farmhouse in Nashkel FARM4 (_FARM4) // Farmer in AR4808 (FW4808) // Generic Home in Nashkel FARMBR (_FARMBR) // Farmer Brun in AR1400 (FW1400) // Fishing Village FARTHI (_FARTHI) // Farthing in AR2000 (FW2000) // Balduran's Isle, south FCOOK2 (_FCOOK2) // Cook in AR1804 (FW1804) // Cloakwood mines, 2nd subterranean level FCOOK3 (_FCOOK3) // Cook in AR0613 (FW0613) // Iron Throne, 3rd floor FEAR (_FEAR) // Warder in AR0511 (FW0511) // Durlag's Tower, 2nd subterranean level FECOOK (_FECOOK) // Cook in AR0128 (FW0128) // Merchant League, 2nd floor FECOOK (_FECOOK) // Cook in AR2608 (FW2608) // Candlekeep Citadel, ground floor FELONI (_FELONI) // Felonius Gist in AR0719 (FW0719) // Felonius Gist's Home FENRUS (_FENRUS) // Fenrus in AR1000 (FW1000) // Ulgoth's Beard FERGUS (_FERGUS) // Fergus in AR0607 (FW0607) // Flaming Fist HQ, ground floor FIREBE (_FIREBE) // Firebead Elvenhair in AR3333 (FW3333) // Firebeard Elvenhair's Home, ground floor FLAM10 (_FLAM10) // Flaming Fist Mercenary in AR0108 (FW0108) // Duchal Palace, ground floor FLAMBRID (_LAMBRID) // Flaming Fist Mercenary in AR0900 (FW0900) // Wyrm's Crossing FORTHE (_FORTHE) // Forthel August in AR0131 (FW0131) // Temple of Gond FTOWBA (_FTOWBA) // Commoner in AR0103 (FW0103) // Splurging Sturgeon, ground floor FTOWBA (_FTOWBA) // Commoner in AR0104 (FW0104) // Splurging Sturgeon, 2nd floor FTOWBA (_FTOWBA) // Commoner in AR0115 (FW0115) // Blushing Mermaid, 2nd floor FTOWFR (_FTOWFR) // Commoner in AR2300 (FW2300) // Friendly Arm Inn, exterior FTOWFR (_FTOWFR) // Commoner in AR2301 (FW2301) // Friendly Arm Inn, ground floor FTOWN2 (_FTOWN2) // Commoner in AR4806 (FW4806) // Joseph's Home FTOWN3 (_FTOWN3) // Commoner in AR4808 (FW4808) // Generic Home in Nashkel GALILE (_GALILE) // Galileus in AR3400 (FW3400) // Beregost Temple, exterior GALLOR (_GALLOR) // Gallor in AR4100 (FW4100) // Archaeological Site, exterior GALTOK (_GALTOK) // Galtok in AR5400 (FW5400) // Nashkel Mines, exterior GAMES2 (_GAMES2) // Gamesman in AR0724 (FW0724) // Marketplace Tent in Central Baldur's Gate GAMES2 (_GAMES2) // Gamesman in AR0725 (FW0725) // Marketplace Tent in Central Baldur's Gate GAZIB (_GAZIB) // The Great Gazib in AR4900 (FW4900) // Nashkel Carnival GNARL (_GNARL) // Gnarl in AR5100 (FW5100) // Gnoll Stronghold GREYWO (_GREYWO) // Greywolf in AR5400 (FW5400) // Nashkel Mines, exterior HAFIZ (_HAFIZ) // Hafiz in AR5500 (FW5500) // Gibberling Mountains HICK (_HICK) // Amnian Soldier in AR4810 (FW4810) // Nashkel Barracks IKE2 (_IKE2) // Ike in AR0502 (FW0502) // Durlag's Tower, ground floor ITHTYL (_ITHTYL) // Ithtyl in AR0120 (FW0120) // Three Old Kegs Tavern, 2nd floor KARP (_KARP) // Karp in AR4800 (FW4800) // Nashkel KEEPER (_KEEPER) // Keeper of the Portal in AR2600 (FW2600) // Candlekeep (prologue), exterior KERRAC (_KERRAC) // Kerrachus in AR1200 (FW1200) // South Baldur's Gate, docks LANDRI (_LANDRI) // Landrin in AR2303 (FW2303) // Friendly Arm Inn, 3rd floor LAOLA (_LAOLA) // Laola Axehand in AR1100 (FW1100) // Southwest Baldur's Gate LARYSS (_LARYSS) // Laryssa in AR4100 (FW4100) // Archaeological Site, exterior LENA (_LENA) // Lena in AR5500 (FW5500) // Gibberling Mountains MCOOK4 (_MCOOK4) // Cook in AR0109 (FW0109) // Duchal Palace, 2nd floor NOBL2 (_NOBL2) // Nobleman in AR4804 (FW4804) // Nashkel Manor, ground floor NOBW2 (_NOBW2) // Noblewoman in AR4804 (FW4804) // Nashkel Manor, ground floor NOBW2 (_NOBW2) // Noblewoman in AR4805 (FW4805) // Nashkel Manor, 2nd floor SAMANT (_SAMANT) // Samantha in AR4805 (FW4805) // Nashkel Manor, 2nd floor TAZOK (_TAZOK) // Tazok in AR1900 (FW1900) // Bandit Camp TENYA (_TENYA) // Tenya in AR0900 (FW0900) // Wyrm's Crossing ZOMBIE (_ZOMBIE) // Zombie, random spawn in AR3700 (FW3700) // Red Canyons ZOMBIE (_ZOMBIE) // Zombie, random spawn in AR0511 (FW0511) // Durlag's Tower, 2nd subterranean level
I'm currently working, with permission, on adding to Finch also compatibility with BGT, but I'm not sure how to handle the transition from BG1 to BG2.
Out of respect for the original author, I don't want to change the mod content, unless it is really required to address compatibility issues. With that in mind, I've considered several possibilities and the one that I personally prefer would be to just have her vanish during the ambush.
other possibilities would be
1) having her appear dead in a cell in Irenicus' dungeon, but I would rather not kill her.
2) having her appear alive in a cell in Irenicus' dungeon. She will be fully functional as party member, but she will have no additional content (e.g. banters, quests, etc.) in BG2.
In case 2), I wouldn't know how to handle her glasses, i.e. I can't decide if they are supposed to be removed together with the rest of her equipment or not. I can't imagine her without her glasses, but if I don't remove them, the player can find a duplicate of the glasses in Arledrian's shop (actually not really a duplicate as the glasses are hardcoded and cannot be copied, i.e. despite looking like two different pairs of glasses, they would share the same charges and using the one would drain the other and vice versa).
I'm open to suggestions and proposals. What do you think should I do to properly handle the transition between BG1 and BG2 in BGT ?
I don't understand; if she has no content on BGII - SoA, why would you rather keep her, instead of letting her appear dead on one of the Irenicus's cells?
@Sergio, my personal preference is the one in yellow, i.e. having her disappear, leaving her ultimate fate unknown.
As far as I know, BGT never lets a modded character travel to Irenicus fortress. BGT gets the canon party back before moving to BG II. If you don't install BGT Tweaks, anyone who is not in the cast of BG II will leave forever. Even with BGT Tweaks, only a limited amount of Bioware characters will transition to some place in Amn for you to meet them. BGT Tweaks also provides transition for Dark Side of the Sword Coast and Northen Tales of the Sword Coast mods, to some place in Amn as well, never in the Irenicus jail. I believe you may not have to do anything to have Finch leave the party. It's only if you want to add a leave sequence that you need to code something, if I understand correctly what is done in BGT.
@Isaya, I admit that I'm not familiar with BGT, as I usually use Tutu myself, but I've tested that today on a BGT install with just the BG2 Fixpack on it, and, if I don't do anything to handle the transition, she can be found alive in a cell in Irenicus' dungeon. I've checked some other mods, like Isra for example, and they append code to the script for area ARAM00, so the NPC can leave the party and I was thinking to implement something similar.
Imo, Finch belongs as a NPC relegated to BG1....she simply fits in better with the more innocent and free-wheeling feel of the first chapter of the saga. She's a classic and gives the game a great flavor. When you see her listening to the chanters, it's like she was always there.
That said, I wouldn't boycott a run through BG2 either....but it would be a hefty task to live up to her stellar reputation as a NPC. I wish you luck!!
Minor issue I ran into....while accepting the Firebeard book quest, he asks you to find "History of the Fateful Coin", however Finch replies in her banter "Oh, the history of Unicorn Run, I've heard of that one." Not that big of a deal, but it is there.
Imo, Finch belongs as a NPC relegated to BG1....she simply fits in better with the more innocent and free-wheeling feel of the first chapter of the saga. She's a classic and gives the game a great flavor. When you see her listening to the chanters, it's like she was always there.
I agree. I've added code to remove her from the party during the transition to BG2 in BGT. I'll post the new version, with BGT compatibility, in a few days, once I'm done with the preliminary tests.
Minor issue I ran into....while accepting the Firebeard book quest, he asks you to find "History of the Fateful Coin", however Finch replies in her banter "Oh, the history of Unicorn Run, I've heard of that one." Not that big of a deal, but it is there.
Uploaded new version 4.0 BETA 4 (see first post) with the following changes:
Added BGT compatibility - In BGT Finch is removed from the party during the transition to BG2 - In BGT the glasses maintain the original name and description to avoid changing the ones in Arledrian's shop
Other Changes (BG:EE) - Fixed the dialogue with Firebead in BG:EE. Thanks to @jjstraka34 for reporting the issue.
Other Changes (all version) - Fixed a bug caused by finding her books while she is not in the party - Fixed a broken token in the dialogue with the Nobleman in Nashkel Manor - Fixed Finch's sounds during the Prologue in Candlekeep
I have Finch in my party at the moment, what effect would installing the new version have on my current game (if any)??
@jjstraka34, assuming that you have installed v4.0 BETA 3, it should be safe to uninstall it and install v4.0 BETA 4 and doing so should fix the relevant bugs even if she is already in your party.
For example if you
1) have Finch in your party 2) unistall v4.0 BETA 3 3) install v4.0 BETA 4 4) remove Finch from the party 5) find one of her books while she is not in the party
the bug mentioned in my previous post will not affect you.
The dialogue fixes are also retroactive, but they may or may not be relevant. For example, if you have already done Firebead quest, the dialogue fix will be irrelevant for you.
Uploaded new version 4.0 BETA 5 (see first post) with the following changes:
- Fixed a dialogue bug affecting only BGT and only if Finch, Indira and Dynaheir are together in the party (no need to update from BETA 4 to BETA 5 otherwise)
- Added BETA number to Version (e.g. v4.0 BETA 5) to make easier tracking which version is actually installed
Comments
I just have to restore my pc version while I wait for the new patch
I haven't had a lot of time to test, but so far everything has been working fine (tested in English, BG:EE), except:
1. Her sound volume seems to be a bit lower than other characters - that might be intended, since she's not a very explosive personality? Perhaps it isn't.
2. She uses male voice incantations when casting spells.
1. Yep, the volume of the original ogg files is a bit low, especially in BG:EE. I'm not an expert in sound manipulation, but maybe the volume can be raised a bit with programs like Audacity. I'll see what I can do, but I'm not making any promises.
2. I will fix her casting voice in the next release. This bug is caused by the fact that any NPC has two variables for gender, Gender and Sex. For Finch in the original mod (i.e. version 3.0) Gender is correctly set to female, but Sex is erroneously set to male. For some reason this does not affect at all her casting voice in Tutu, but it does in BG:EE.
Will also Indira and Gavin be available for EE as well?
In the meantime, I've edited the first post to upload a new version (beta 2), fixing the male casting voice in BG:EE. Tutu was not affected by this bug. @Rylorn23, I don't know about Gavin (maybe @berelinde can comment on that) or Indira.
Changes are minimal (just fixed some stuff, regarding the tra files, that wasn't formally correct) and will not affect gameplay, so if you are already testing BETA 2 there is no need to download BETA 3.
Would there be a list available for all areas/ quests/ encounters where Finch has interactions so that I can skip all skipable parts that are irrelevant to her mod?
While this list may be useful for testing purpose, it should not be used if you are simply interested in playing the mod and/or if you prefer to avoid all possible spoilers. Besides, some bugs are easier to find by playing as opposed to testing. For example, during my tests it never occurred to me to do something simple like casting a spell and that's why I didn't notice the male casting voice bug in BG:EE
By the way, thanks again to @Mivsan for that particular bug report.
AR1803 (FW1803) // Cloakwood mines, 4th subterranean level
AR1900 (FW1900) // Bandit Camp
AR2400 (FW2400) // Peldvale
AR2600 (FW2600) // Candlekeep (prologue)
AR3300 (FW3300) // Beregost
AR3357 (FW3357) // Red Sheaf, ground floor
AR4002 (FW4002) // Jenkal's home, 2nd floor
AR4804 (FW4804) // Nashkel Manor, ground floor
AR4900 (FW4900) // Nashkel Carnival
N.B.: sometimes scripts don't fire as they should, if you use the console to move directly to the corresponding area. For example, if you move to the Red Sheaf with the console, she will not be there, unless you leave the Inn (e.g. using the exit door to Beregost) and then go back in, and doing so is still not recommended as she was supposed to help you fight Karlat.
Banters with all party members (except the new ones in BG:EE)
Banters with NPCs from other mods:
Indira (currently not compatible with BG:EE)
Mur'Neth
Interactions with non-joinable NPCs:
ALATOS (_ALATOS) // Alatos "Ravenscar" Thuibuld in AR0153 (FW0153) // Thieves Guild, main area
ALYTH (_ALYTH) // Alyth in AR0706 (FW0706) // Elfsong Tavern, 2nd floor
AMNIS4 (_AMNIS4) // Amnian Soldiers in AR5401 (FW5401) // Nashkel Mines, 1st subterranean level
AMNIS4 (_AMNIS4) // Amnian Soldiers in AR5402 (FW5402) // Nashkel Mines, 2nd subterranean level
ANDRIS (_ANDRIS) // Andris in AR1009 (FW1009) // Ice Island, dungeon
APPAR (_APPAR) // Skeleton in AR0513 (FW0513) // Durlag's Tower, 4th subterranean level
ARDROU (_ARDROU) // Ardrouine in AR3600 (FW3600) // Lighthouse area
BART6 (_BART6) // Bartender in AR0614 (FW0614) // Iron Throne, 4th floor
BAYARD (_BAYARD) // Bayard in AR0501 (FW0501) // Durlag's Tower, 1st subterranean level
BELAND (_BELAND) // Be'land in AR0130 (FW0130) // Hall of Wonders
BELT (_BELT) // Belt in AR0108 (FW0108) // Duchal Palace, ground floor
BENTAN (_BENTAN) // Bentan in AR4500 (FW4500) // Firewine Bridge
BERRUN (_BERRUN) // Berrun Ghastkill in AR4800 (FW4800) // Nashkel
BOYBE1 (_BOYBE1) // Boy in AR3336 (FW3336) // Generic Home in Beregost, 2nd floor
BOYBE1 (_BOYBE1) // Boy in AR3346 (FW3346) // Generic Home in Beregost, 2nd floor
CADDER (_CADDER) // Cadderly in AR2626 (FW2626) // Candlekeep (chapter 6)
CAEDMO (_CAEDMO) // Caedmon in AR1200 (FW1200) // South Baldur's Gate, docks
CHANTH (_CHANTH) // Chanthalas Ulbright in AR0132 (FW0132) // Lady's House
CHELAN (_CHELAN) // Chelan in AR4200 (FW4200) // Fisherman's Lake
CLAIRD (_CLAIRD) // Clair De'Lain in AR0514 (FW0514) // Durlag's Tower, 5th subterranean level
CHARLE (_CHARLE) // Charleston Nib during cutscene in AR4101 (FW4101) // Archaeological Site, interior tomb
FAHRIN (_FAHRIN) // Fahrington in AR3000 (FW3000) // Spider Wood
FARM3 (_FARM3) // Farmer in AR4807 (FW4807) // Generic Farmhouse in Nashkel
FARM4 (_FARM4) // Farmer in AR4808 (FW4808) // Generic Home in Nashkel
FARMBR (_FARMBR) // Farmer Brun in AR1400 (FW1400) // Fishing Village
FARTHI (_FARTHI) // Farthing in AR2000 (FW2000) // Balduran's Isle, south
FCOOK2 (_FCOOK2) // Cook in AR1804 (FW1804) // Cloakwood mines, 2nd subterranean level
FCOOK3 (_FCOOK3) // Cook in AR0613 (FW0613) // Iron Throne, 3rd floor
FEAR (_FEAR) // Warder in AR0511 (FW0511) // Durlag's Tower, 2nd subterranean level
FECOOK (_FECOOK) // Cook in AR0128 (FW0128) // Merchant League, 2nd floor
FECOOK (_FECOOK) // Cook in AR2608 (FW2608) // Candlekeep Citadel, ground floor
FELONI (_FELONI) // Felonius Gist in AR0719 (FW0719) // Felonius Gist's Home
FENRUS (_FENRUS) // Fenrus in AR1000 (FW1000) // Ulgoth's Beard
FERGUS (_FERGUS) // Fergus in AR0607 (FW0607) // Flaming Fist HQ, ground floor
FIREBE (_FIREBE) // Firebead Elvenhair in AR3333 (FW3333) // Firebeard Elvenhair's Home, ground floor
FLAM10 (_FLAM10) // Flaming Fist Mercenary in AR0108 (FW0108) // Duchal Palace, ground floor
FLAMBRID (_LAMBRID) // Flaming Fist Mercenary in AR0900 (FW0900) // Wyrm's Crossing
FORTHE (_FORTHE) // Forthel August in AR0131 (FW0131) // Temple of Gond
FTOWBA (_FTOWBA) // Commoner in AR0103 (FW0103) // Splurging Sturgeon, ground floor
FTOWBA (_FTOWBA) // Commoner in AR0104 (FW0104) // Splurging Sturgeon, 2nd floor
FTOWBA (_FTOWBA) // Commoner in AR0115 (FW0115) // Blushing Mermaid, 2nd floor
FTOWFR (_FTOWFR) // Commoner in AR2300 (FW2300) // Friendly Arm Inn, exterior
FTOWFR (_FTOWFR) // Commoner in AR2301 (FW2301) // Friendly Arm Inn, ground floor
FTOWN2 (_FTOWN2) // Commoner in AR4806 (FW4806) // Joseph's Home
FTOWN3 (_FTOWN3) // Commoner in AR4808 (FW4808) // Generic Home in Nashkel
GALILE (_GALILE) // Galileus in AR3400 (FW3400) // Beregost Temple, exterior
GALLOR (_GALLOR) // Gallor in AR4100 (FW4100) // Archaeological Site, exterior
GALTOK (_GALTOK) // Galtok in AR5400 (FW5400) // Nashkel Mines, exterior
GAMES2 (_GAMES2) // Gamesman in AR0724 (FW0724) // Marketplace Tent in Central Baldur's Gate
GAMES2 (_GAMES2) // Gamesman in AR0725 (FW0725) // Marketplace Tent in Central Baldur's Gate
GAZIB (_GAZIB) // The Great Gazib in AR4900 (FW4900) // Nashkel Carnival
GNARL (_GNARL) // Gnarl in AR5100 (FW5100) // Gnoll Stronghold
GREYWO (_GREYWO) // Greywolf in AR5400 (FW5400) // Nashkel Mines, exterior
HAFIZ (_HAFIZ) // Hafiz in AR5500 (FW5500) // Gibberling Mountains
HICK (_HICK) // Amnian Soldier in AR4810 (FW4810) // Nashkel Barracks
IKE2 (_IKE2) // Ike in AR0502 (FW0502) // Durlag's Tower, ground floor
ITHTYL (_ITHTYL) // Ithtyl in AR0120 (FW0120) // Three Old Kegs Tavern, 2nd floor
KARP (_KARP) // Karp in AR4800 (FW4800) // Nashkel
KEEPER (_KEEPER) // Keeper of the Portal in AR2600 (FW2600) // Candlekeep (prologue), exterior
KERRAC (_KERRAC) // Kerrachus in AR1200 (FW1200) // South Baldur's Gate, docks
LANDRI (_LANDRI) // Landrin in AR2303 (FW2303) // Friendly Arm Inn, 3rd floor
LAOLA (_LAOLA) // Laola Axehand in AR1100 (FW1100) // Southwest Baldur's Gate
LARYSS (_LARYSS) // Laryssa in AR4100 (FW4100) // Archaeological Site, exterior
LENA (_LENA) // Lena in AR5500 (FW5500) // Gibberling Mountains
MCOOK4 (_MCOOK4) // Cook in AR0109 (FW0109) // Duchal Palace, 2nd floor
NOBL2 (_NOBL2) // Nobleman in AR4804 (FW4804) // Nashkel Manor, ground floor
NOBW2 (_NOBW2) // Noblewoman in AR4804 (FW4804) // Nashkel Manor, ground floor
NOBW2 (_NOBW2) // Noblewoman in AR4805 (FW4805) // Nashkel Manor, 2nd floor
SAMANT (_SAMANT) // Samantha in AR4805 (FW4805) // Nashkel Manor, 2nd floor
TAZOK (_TAZOK) // Tazok in AR1900 (FW1900) // Bandit Camp
TENYA (_TENYA) // Tenya in AR0900 (FW0900) // Wyrm's Crossing
ZOMBIE (_ZOMBIE) // Zombie, random spawn in AR3700 (FW3700) // Red Canyons
ZOMBIE (_ZOMBIE) // Zombie, random spawn in AR0511 (FW0511) // Durlag's Tower, 2nd subterranean level
Out of respect for the original author, I don't want to change the mod content, unless it is really required to address compatibility issues. With that in mind, I've considered several possibilities and the one that I personally prefer would be to just have her vanish during the ambush.
other possibilities would be
1) having her appear dead in a cell in Irenicus' dungeon, but I would rather not kill her.
2) having her appear alive in a cell in Irenicus' dungeon. She will be fully functional as party member, but she will have no additional content (e.g. banters, quests, etc.) in BG2.
In case 2), I wouldn't know how to handle her glasses, i.e. I can't decide if they are supposed to be removed together with the rest of her equipment or not. I can't imagine her without her glasses, but if I don't remove them, the player can find a duplicate of the glasses in Arledrian's shop (actually not really a duplicate as the glasses are hardcoded and cannot be copied, i.e. despite looking like two different pairs of glasses, they would share the same charges and using the one would drain the other and vice versa).
I'm open to suggestions and proposals. What do you think should I do to properly handle the transition between BG1 and BG2 in BGT ?
I believe you may not have to do anything to have Finch leave the party. It's only if you want to add a leave sequence that you need to code something, if I understand correctly what is done in BGT.
Maybe adding something in ARAM00 is indeed the way to recognize mods characters during the transition and replace them with canon characters instead.
Having Finch leave the party is probably the best way to respect the author's wishes.
That said, I wouldn't boycott a run through BG2 either....but it would be a hefty task to live up to her stellar reputation as a NPC. I wish you luck!!
Added BGT compatibility
- In BGT Finch is removed from the party during the transition to BG2
- In BGT the glasses maintain the original name and description to avoid changing the ones in Arledrian's shop
Other Changes (BG:EE)
- Fixed the dialogue with Firebead in BG:EE. Thanks to @jjstraka34 for reporting the issue.
Other Changes (all version)
- Fixed a bug caused by finding her books while she is not in the party
- Fixed a broken token in the dialogue with the Nobleman in Nashkel Manor
- Fixed Finch's sounds during the Prologue in Candlekeep
For example if you
1) have Finch in your party
2) unistall v4.0 BETA 3
3) install v4.0 BETA 4
4) remove Finch from the party
5) find one of her books while she is not in the party
the bug mentioned in my previous post will not affect you.
The dialogue fixes are also retroactive, but they may or may not be relevant. For example, if you have already done Firebead quest, the dialogue fix will be irrelevant for you.
- Fixed a dialogue bug affecting only BGT and only if Finch, Indira and Dynaheir are together in the party (no need to update from BETA 4 to BETA 5 otherwise)
- Added BETA number to Version (e.g. v4.0 BETA 5) to make easier tracking which version is actually installed