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BG1NPC Bug Report and Discussion Thread

AstroBryGuyAstroBryGuy Member Posts: 3,415
edited May 2021 in BG:EE Mods
BG1NPC Project has been updated and officially released with BGEE compatibility!

BG1NPC Project
This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down).

Project Website:

Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable.

Changes for version 24 (Beta) - 2018-12-31
  • Fix script variable reference for AR0112.BCS
  • Moving component code blocks to .tpa files for organization
  • Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions.
  • Updated Kivan-Tazok encounter
    • Moved interjections to separate files.
    • Simplified scripting/dialogs for compatibility with BGEEv2.5
    • Implemented separate BGEEv2.5/Tutu versions of encounter
  • Updated the Extended Kagain's Caravan Quest for BGEE v2.5
    • Update bandit scripts for killing lead bandit by stealth
    • Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch
    • On BGEEv2.5, part 1) exists, so use that. Only implement part 2)
  • Fix Dueling Interjections on BRILLA.DLG
  • Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility
  • Update Jaheira' Quest for BGEEv2.5 compatibility
  • Implement SUBCOMPONENTs for romance component timing options
  • Implement SUBCOMPONENTs for BGEE Banter Timing Tweak
  • Transferring the following components to Tweaks Anthology:
    • NPCs Wait at Inns
    • Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax)
    • Make Shar-Teel Unkillable until In Party
    • Cloakwood areas availability in Chapter One
  • Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits
  • Add new component: Coran's "Murder in Baldur's Gate" portrait
  • Revised Non-Joinable NPC Portraits for BG1NPC added NPCs

Changes for version 23.3: 2017-12-29
  • Fix for Kagain's Quest not allowing to be "completed" without accepting Kagain into the party.
  • Fix for Cloakwood Mines not appearing when "Open Cloakwood Mines early" component is installed.

Changes for version 23.2: 2017-12-24
  • Fix for SoA-based Tutu installs: only use of DisplayStringNoNameHead on ToB/EE engine installs, default to DisplayStringHead on SoA-Tutu.

Changes for version 23.1: 2017-12-03
  • Fixed Tutu install + more German proofreadings - Thanks @jastey!

Changes for version 23: 2017-11-13
  • Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
  • Moving some large code blocks to .tpa files to clean up bg1npc.tp2
  • Fixed hardcoded strings in x#mag14d.baf
  • Fixed bug with Amarande dialog
  • Fixed bug with Edwin's golems in Spiderwood
  • Fixed bug with Winski's demon spawning neutral
  • Fixed minsc dialogue problame x#miint.d + x#miint2.baf
  • (BGT) Jaheira's interjection in Black Lotus tent
  • Remove added trans triggers from Seniyad's dialog
  • Replace David Jansen's "shout" script
  • tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
  • corrected Imoen-Yeslick rest banter for BGT
  • added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
  • lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
  • unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
  • x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
  • Typos and many small bugs quashed!
  • Un-hardcoded strings for Imoen's Tome
  • Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
  • Copying over x#blank.wav to silence default dialog sounds
  • Updates to German, French, and Polish translations

Changes for Version 22.8 - 2017-03-25

* Fixed issue with Faldorn-Izefia quest. #26
* Deprecating Non-Joinable NPC Portraits component due to copyright issues

Changes for Version 22.7 - 2017-03-01

* Fixed issue with some portrait BMPs having negative heights in the image header.

Changes for Version 22.6 - 2017-01-28

* Fixed: missing entar.cre for BGT install?

Changes for Version 22.5 - 2017-01-08

* French translation updates
* Fixed item flags for Romance Challenge dragons

Changes for Version 22.4 - 2017-01-04

* Updates for Jaheira's "Bury Gorion" dialogue
* Updates to Kagain's Quest
* Update BGEE Banter Tweak prompts
* Change Shar-teel's interjection on meeting Kagain
* Update Lord Foreshadow's Ring Description
* Ajantis Bhaaltalks - variable correction
* Fixing Minsc's interjection with Vitiare
* Check before adding "missing" items to BGEE games (SoD adds many of
the previously missing items)
* Portraits: Make filenames consistent with naming scheme, i.e.
* Portraits: Replaced BGEE portraits with new 169x266 images
* Portraits: Added a few new portraits
* Fix for 2 Legacy of the Masters gauntlets in Bandit Camp
* Make Amulet of the Apprentice Mage unusable by Monks
* Updates to dragon animations for Romance Challenges
* Update BGT_VAR for EET support
* Update x#tqbh2.cre sex to match animation
* Enforce LoveTalk timer on Branwen romance post-rest talks
* Fix Colquetle Family Amulet bug

Changes for Version 22.3 - 2016-04-16

* Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn
* Updating Jaheira's interjection to ELMIN2.DLG
* Moving SetGlobal actions to before non-INSTANT actions
* Updating CRE sounds for Xan's quest CREs
* Update for Coran Wyvern Quest fixes for BGEEv2
* No Dynaheir Romance endgame cutscene on SoD
* Disable "your voice is strange" PID function on BGEE and BGT.

Changes for Version 22.2 - 2015-12-12

* Fix for bug in NPC Starting Location Component - Thanks Lollorian!

Changes for Version 22.1 - 2015-12-01

* Correcting typos in German tra files [Isaya]
* More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,
* Minor bug fixes
* Fix: Invulnerable Lake Poets
* Fix: Xzar's Quest journal entries not working on BGEE
* Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf
* Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog
* Adding timer for Jaheria's "Bury Gorion" talk
* Adding death variable for Bheren
* Fix: Minsc stutter bug at Lighthouse
* Fix for Minsc-Vitiare stutter issue
* Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him

Changes for v22 - June 14, 2015

* David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901.
* Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed.
* Dynaheir's Journal Quest: Fix for quest failing to start
* Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE
* Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod.
* Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them
* Romance Challenges: Fix Battle song reference for x#ch12.are
* Fixed redundant usability sections in item descriptions for BGEE
* Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE
* Incorporated fixes from BWP Fixpack v15.1.1
* New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE.
* Updated WeiDU to v238
* Adding Polish translation credits to README.
* Various dialog typo fixes.

Changes for Version 21 - February 10, 2015

* BGEE compatibility
* "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya)
* Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3
* Create version of x#bgreplace_X for BGEE.
* Create version of X_area_script_assign.tph for BGEE.
* Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk
* Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6
* Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg
* Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix
* For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds.
* Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest.
* Fixes for x#cutspy creating errors in BGEE.
* Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE)
* Fixed spell name for Imoen's Artifact in BGEE. (Mike1072)
* Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre.
* Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter.
* Romance Challenges area files included with BG1NPC for BGEE.
* Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE).
* Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files)
* Updated Open Cloakwood components to work in BGEE. (Isaya)
* Updated Imoen's death variable in x#pcbury.d. (Jastey)
* Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin.
* Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE.
* Pink Xan portrait updates for BGEE
* Alora starts in Gullykin AND the Hall of Wonders bug in BGEE
* Colquetle Family Amulet Fix for BGEE
* Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE.
* Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing.
* Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing.
* Updated to WeiDU v237
* German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,
* Polish translation available (Tlumaczenie przez Children of Bhaal,
* General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks)
* Updated cross-platform libraries with latest fixes for all platforms. (Jastey)
* New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE.
* New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE.
* Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files.
* Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne.
* BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod.
* Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey)
* Ajantis Romance/SCS Wait at Inns component incompatibility fix.
* Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup.
* Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms).
* Update x#garwyl to use GHAST sounds like a spectre (all platforms).
* Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog.
* Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel.
* At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead.
* Updates for Tiax's Quest to close open quest entries at their conclusions.
* Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir
* Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue.
* Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle.
* Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern.
* In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu.
* Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed).
* Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered.
* Correcting "Bruno" DV in x#yeint2.baf. (MadMate)
* Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate)
* The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire.
* Updates to Coran's Succubus Quest
* Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries.
* If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia.
* Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete.
* Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses).
* Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1.
* HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats.
* Only immune to non-magical weapons
* On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings).
* Updated combat script, inspired by Kirinhale's from TotSC
* Many dialog typo fixes.

Also, there are expansions for several BG1 NPCs available:
Ajantis BG1 Expansion:
Coran's BG Extended Friendship v4:
Garrick's Infatuation b20140925:
Xan's Friendship Mod:,24286.0.html
Post edited by JuliusBorisov on


  • AstroBryGuyAstroBryGuy Member Posts: 3,415
    Please leave comments or bug reports here!
  • AsthnerAsthner Member Posts: 83
    Are there any changes since the last beta, or is this a “no issues popped out so it seems we can finally release it”–release? :)
  • MusignyMusigny Member Posts: 1,027
    Thank you for the update.
  • AstroBryGuyAstroBryGuy Member Posts: 3,415
    Asthner said:

    Are there any changes since the last beta, or is this a “no issues popped out so it seems we can finally release it”–release? :)

    Two minor changes since the last beta:

    I added a fix for a potential issue with Tiax's dialogs due an issue with a Tiax-Dorn dialog in BGEE (there is no content for Dorn in BG1NPC, this is an issue with a dialog from vanilla BGEE potentially blocking Tiax's PIDs). If you don't use Tiax and Dorn (together), this is not an issue for you.

    I also made some changes to Amelia's battle script. She was always going to her default behavior rather than one of her optional behaviors.
  • Son_of_ImoenSon_of_Imoen Member Posts: 1,806
    A piece of wonderful news! It only remains to update the text on the official mod pace to mention BG:EE as supported game.
  • AsthnerAsthner Member Posts: 83
    Hmm… Amelia might affect me, thx. :)
  • jasteyjastey Member Posts: 2,186

    A piece of wonderful news! It only remains to update the text on the official mod pace to mention BG:EE as supported game.

    Good catch. Mod sites are updated, too.

  • Zzidolfas86Zzidolfas86 Member Posts: 77
    edited February 2015
    I keep getting a "Windows cannot find #mod_setup#.exe" I did everything the readme file told me, anything I missed?

    Never mind, seems like just extracting the installer and using it bypassed the issue.
  • AstroBryGuyAstroBryGuy Member Posts: 3,415
    edited February 2015

    I keep getting a "Windows cannot find #mod_setup#.exe" I did everything the readme file told me, anything I missed?

    Never mind, seems like just extracting the installer and using it bypassed the issue.

    Arggh. The mod packager script to create self-installing packages doesn't run well under Wine, but error was silenced :tongue:. I've built new Windows packages.

    If you're on Windows, here are updated installers until they get uploaded to G3:

    EDIT1: Packages at G3 are updated!
    Post edited by AstroBryGuy on
  • jasteyjastey Member Posts: 2,186
    Dang, I saw this error message, too, but I was only extracting to another folder, so I thought nothing about it. -The new versions do work. The official download sites are updated.
  • EtaminEtamin Member Posts: 811
    Thanks a lot for finishing this job :). What are you going to do now? You have upgraded NPCProject and BG1UB for Enhanced Edition so far. Now maybe Baldur's Gate Trilogy :wink: .
  • PeLLeT_RSDPeLLeT_RSD Member Posts: 55
    Great news!

    I have a doubt about install order: I already have a moded BGEE with BG1NPC pre-release, BG Tweak and SCS2. Should I reinstall everything or install your new releases (BG1NPC and Music pack) last?
  • HudzyHudzy Member Posts: 300
    Music pack can go wherever. I'd reinstall everything if I was updating BG1NPC though.
  • AstroBryGuyAstroBryGuy Member Posts: 3,415

    Great news!

    I have a doubt about install order: I already have a moded BGEE with BG1NPC pre-release, BG Tweak and SCS2. Should I reinstall everything or install your new releases (BG1NPC and Music pack) last?

    @Hudzy is correct. You need to re-install. The old version needs to be uninstalled, and if you remove its directory before uninstalling it, you will lose its uninstall info.

    If you're in the middle of a playthrough, go ahead and finish it. Then, uninstall your mods (or start with a fresh install), remove the old BG1NPC's files (including any files for the mod in the game folder), and then install new version.
  • AsthnerAsthner Member Posts: 83
    edited February 2015
    Hey, a question regarding Dynaheir’s quest. The readme isn’t very clear on that…

    For those who haven’t played this mod: spoilers below. ;)

    I did things somewhat out of the typical order. In my playthrough I freed Dynaheir on my own (without Minsc) and escorted her to Nashkel. I didn’t recruit Minsc, so Dynaheir left. No problem.

    Some time later my party found Drizzt and helped him with his gnoll nuisance. He was content and said that he would seek me somewhere on the Sword Coast.

    Now I took Dynaheir and Minsc back into the party and we have been travelling together for some time. The romance has started, everything looks fine… but I have no idea how to get some progress on that Dynaheir’s journal quest. I’ve revisited the Fishermans’s Lake area, along with some others in the SW portion of the map. Drizzt is nowhere to be seen. Several days have already passed like this.

    Am I being to impatient or did something indeed get stuck? ;)
  • AstroBryGuyAstroBryGuy Member Posts: 3,415
    @Asthner - He won't appear in the place you met him before, but a location north, south, east or west of there should work.

    Can you check the following variables via the CLUAConsole?


    Oh, and just to check, he didn't die last time you met him, right?
  • AsthnerAsthner Member Posts: 83
    He was definitely alive and unharmed.

    As for the variables – what the… The variables you listed do not exist in my save at all! I checked with EEKeeper (screen attached) and there are several others, but not these two.

  • AstroBryGuyAstroBryGuy Member Posts: 3,415
    @Asthner - You found a bug!

    You-Know-Who's actions when you last saw him have an EscapeArea() first, which should be the last action.
    I thought I'd hunted all those down... Argh.

    Use the CLUAConsole and enter this command:
    If you're in one of the right areas with Dynaheir in the party, you should see results very soon.
  • Zzidolfas86Zzidolfas86 Member Posts: 77
    How is this pack compatibility with other NPC addons like Isra?

    I know she has a few lines with the original NPC's in BG:EE, and I would hate for that to cause any issues.
    Anyone have experience with this?
  • jasteyjastey Member Posts: 2,186
    I'd very much assume that Isra is compatible with the BG1NPC Project inkluding the Music Pack.
    At least, I'd know of no problems for the classic games, where both mods have been around for some time now (BG1NPC Project even longer.)
  • AsthnerAsthner Member Posts: 83
    edited February 2015
    Hey, @AstroBryGuy, remember how there was a bug (rooted a bit in the original game, and a bit in SCS?) with splitting npc pairs with the Wait at Inns component and Montaron? I think there’s a similar issue with Minsc and Dynaheir – if I recruit Dyna and ask her to leave Minsc waiting, the berserker loses capability of speaking and I can’t recruit him afterwards (sans for Ctrl+Q of course).

    I had this happen once and will try to replicate tomorrow and try to see the full behaviour. Now just giving the heads-up. ;)
  • AstroBryGuyAstroBryGuy Member Posts: 3,415
    edited February 2015
    I haven't installed the latest SCS (v30), but there was a bug with Minsc's rejoining dialog and SCS's Separate NPC Pairs in v28.

    It sounds like the same issue, and I don't see a mention of the bug being fixed in SCS v29 or v30 (

    EDIT: Checked v30. The bug is still there.
  • Zzidolfas86Zzidolfas86 Member Posts: 77
    jobby said:

    Isra worked fine alongside the npc project for me. Great to see a "final" version out, good work Astro! :smiley:

    Did you use other NPC mods too?
    If so, what mods? :D
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