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BG1NPC Bug Report and Discussion Thread

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  • RatatoskrRatatoskr Member Posts: 726
    Quick question; are the newer versions of this mod still compatible with version 1.3 or should I stick to the one I have?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    I assume so. The only v2.x specific change in BG1NPC v22.3 was to accommodate Beamdog's fix for Coran's wyvern quest.
  • DreamingViksDreamingViks Member Posts: 87
    how long is gibberlings3 gonna be down? ;(
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Unknown. But if you're looking for BG1NPC, you can get it on GitHub.

    https://github.com/AstroBryGuy/BG1NPC/releases
  • RatatoskrRatatoskr Member Posts: 726
    Thanks. I'll try upgrading for my next run. I assume Coran's quest stays the same if I don't have Beamdog's version 2+ fix?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437

    Thanks. I'll try upgrading for my next run. I assume Coran's quest stays the same if I don't have Beamdog's version 2+ fix?

    Yes, it still applies Ascension64's fix on BGEE 1.x.
  • zelurkerzelurker Member Posts: 168
    Apparently I have a serious bug with the latest steam version (2.3.x) and bg1npc 22.3 (latest).
    The dialogs are just all wrong, as if the dialog.tlk file was badly corrupted, npcs are talking nonsense, I even had imoen display some character statistics !

    No idea where it comes from, I tried different languages with always the same result.
    It's a french bgee install.

    The problem can be reproduced very quickly : new game -> rush to beginning of chapter 1, then imeon interrupts when the group talks to any npc with some obviously buggy sentences...

    Too bad !!! And I can't even switch to an older version of bgee, it's steam...
  • zelurkerzelurker Member Posts: 168
    Maybe it's because this version contains SoD although it's supposed to be a separate campaign ?
    It's in a dlc/sold-dlc.zip file apparently...
    I am lost... !
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    If you downloaded BGEE+SoD from Steam or GOG, you must install this before trying to install any mod.

    https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1
  • zelurkerzelurker Member Posts: 168
    Thanks a lot, you are saving me on this !
    I had seen this utility but I thought it was for gog only, no for steam too clearly... quite outstanding to see they succeeded to make something wiedu-incompatible 16 years after weidu creation ! They don't really work with the community on this, it's almost "against" the community !

    And if there is an update from them ? Updates are pushed on steam, so I guess it will create havoc... ! Anyway I'll see...
    Since I run the game from wine, I had to use the linux version of modmerge, the windows version hangs after a while for some reason, but with the linux version it's ok ! Thanks again !
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    A Beamdog employee created the modmerge tool. Beamdog has also made the game overall MORE moddable (e.g., more parameters are externalized to 2DA files).

    Updating the base game always breaks mods, even before SoD. WeiDU was built for an ossified game platform. The only way to keep installed mods functioning through a base game update would be to commit to adding no game text (so that the dialog.tlk string references don't change) and editing no game files (so that the modded files in the override aren't outdated). That would basically mean only the engine can be updated, not the game content.

    If you don't want your base game updated, make a copy in a location Steam won't auto-update. Then, mod and play the copy.
  • zelurkerzelurker Member Posts: 168
    Well they could have released the game with modmerge already applied it would even have been more convenient, yes I know updates break the game it has always been like that, except updates were very rare before ! Yeah copying the game to another folder is a solution, might do that, for now I think I'll take the risk, playing through bg1 should not take that long...

    Anyway about bg1npc : really a masterpiece, I had played with this mod a few years back (it was with the real bg1 or bg2, don't remember), but it has evolved a lot since then. The quality of the writing is impressive, you really feel like being part of a real group sometimes, it's wow, I am out of words to describe the work, especially when you see the number of languages it supports, it's just impressive !
  • Saber83Saber83 Member Posts: 94
    @Zzidolfas86, it may be kind of redundant to point this out, but I have the BG1NPC Project, Isra and an NPC I downloaded from this site called Sirene. I have them both in my party along with Jaheira, Khalid and Imoen and so far it's going great.
  • ThelsThels Member Posts: 1,422
    edited July 2016
    Vitiare is raising his ugly head again. At least, I think it's him.

    I've entered the tent, then after some dialogue, I killed him. All seemed well, so I continued onward. I moved on towards the mines, but ran into Dorn, so I temporarily removed Minsc from the party and sent him back to the Friendly Arm Inn to do Kryll, and clear that entire map while I'm at it, which includes picking up Samuel.

    On my way back to the FAI, I did some stuff left and right, and then finally back in the FAI I swapped Dorn back for Minsc. I then cleared another two maps before I finally rested with Minsc in the party. The next morning, he keeps addressing Charname with: "Go then, but remember, Boo will tell Minsc if you try something like this again. And Minsc shall come after you!"

    Removing and reinviting Minsc from the party no longer helps at that point. I can remove him before resting, and reinvite him again after, but doing that for the rest of BG1 is going to be annoying.

    Is there a variable I can change to fix this? Going back and doing the Vitiare encounter again but differently sends me back hours of gameplay!
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Thels said:

    Is Imoen's Artifact supposed to be usable by others? If so, is it supposed to trigger Wild Magic?

    Also, Lord Foreshadow's Ring describes that it raises charisma to 18, but it actually sets it to 18.

    There are no usability restrictions on Imoen's Artifact.


    Did it turn you into a squirrel?

    If so, yes, it's supposed to do that. :mrgreen:


    Regarding Lord Foreshadow's ring, I'll change the item description to be consistent with the function of the ring.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Thels said:

    Vitiare is raising his ugly head again. At least, I think it's him.

    I've entered the tent, then after some dialogue, I killed him. All seemed well, so I continued onward. I moved on towards the mines, but ran into Dorn, so I temporarily removed Minsc from the party and sent him back to the Friendly Arm Inn to do Kryll, and clear that entire map while I'm at it, which includes picking up Samuel.

    On my way back to the FAI, I did some stuff left and right, and then finally back in the FAI I swapped Dorn back for Minsc. I then cleared another two maps before I finally rested with Minsc in the party. The next morning, he keeps addressing Charname with: "Go then, but remember, Boo will tell Minsc if you try something like this again. And Minsc shall come after you!"

    Removing and reinviting Minsc from the party no longer helps at that point. I can remove him before resting, and reinvite him again after, but doing that for the rest of BG1 is going to be annoying.

    Is there a variable I can change to fix this? Going back and doing the Vitiare encounter again but differently sends me back hours of gameplay!

    Try this at the console:

    SetGlobal("X#MinscVitiare","GLOBAL",10)
  • ThelsThels Member Posts: 1,422

    Thels said:

    Is Imoen's Artifact supposed to be usable by others? If so, is it supposed to trigger Wild Magic?

    Also, Lord Foreshadow's Ring describes that it raises charisma to 18, but it actually sets it to 18.

    There are no usability restrictions on Imoen's Artifact.


    Did it turn you into a squirrel?

    If so, yes, it's supposed to do that. :mrgreen:


    Regarding Lord Foreshadow's ring, I'll change the item description to be consistent with the function of the ring.
    Nope. I gave it to Neera, since +1 Dex gives her a much needed +AC, but then I saw Wild Surges triggering, so I changed my mind.

    Thels said:

    Vitiare is raising his ugly head again. At least, I think it's him.

    I've entered the tent, then after some dialogue, I killed him. All seemed well, so I continued onward. I moved on towards the mines, but ran into Dorn, so I temporarily removed Minsc from the party and sent him back to the Friendly Arm Inn to do Kryll, and clear that entire map while I'm at it, which includes picking up Samuel.

    On my way back to the FAI, I did some stuff left and right, and then finally back in the FAI I swapped Dorn back for Minsc. I then cleared another two maps before I finally rested with Minsc in the party. The next morning, he keeps addressing Charname with: "Go then, but remember, Boo will tell Minsc if you try something like this again. And Minsc shall come after you!"

    Removing and reinviting Minsc from the party no longer helps at that point. I can remove him before resting, and reinvite him again after, but doing that for the rest of BG1 is going to be annoying.

    Is there a variable I can change to fix this? Going back and doing the Vitiare encounter again but differently sends me back hours of gameplay!

    Try this at the console:

    SetGlobal("X#MinscVitiare","GLOBAL",10)
    Commands don't seem to work for me, unless I place 'C:' in front, but if I do that, it works like a charm! Thanks a lot :)
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Yeah, the C: was implied. Sorry about that. :smile:
  • ThelsThels Member Posts: 1,422
    edited July 2016

    Thels said:

    To get back on topic - do people use BG1NPC Music Pack? I've been kicking around ideas for making the music added behave like "music" in the game rather than "sounds" (i.e., so that the background music won't play over the BG1NPC music). Personally, I find the music "playover" distracting, so I've stopped using it.

    This is complicated by the fact that SONGLIST.2DA cannot be extended beyond 100 slots on Tutu or BGT without ToBEx. So, any solution needs to maintain compatibility with the current code (i.e., replacing the PlaySound actions at install).

    Not sure if you're still looking for feedback, but I do use the Music Pack, and it being actually music would be awfully nice!
    I've been thinking about it off-and-on. The two issues:

    1) how to script it - since Tutu/BGT installs without ToBEx don't have enough "music" slots available, I want to leave the current "sounds" method as default. That means I need to be able to replace those commands at install (since I *really* don't want to maintain two versions of every file with an audio command).

    2) the files - AFAIK, music files need to be in ACM format, so file conversion needs to be done. I found an old SND2ACM.EXE program for Windows, and I hope it will work under Wine.

    However, the current .ogg files are rather low bitrate - i.e., under 64 kbps (some closer to half that!). Ogg Vorbis "quality 3" is typically 112 kbps (comparable in sound quality to a 128 kbps MP3 file). This was done when BG1NPC Music was created to save download size (the same reason it was made a separate mod from BG1NPC). Of course, this makes the current ogg files poor "masters" for re-compression to ACM (think a copy of someone's old mixtape recorded off the radio :wink:). Basically, the audio files would need new higher-bitrate "masters" for conversion to ACM.

    It's good to know some people do use BG1NPC Music. If I can script the install properly, I'll look at the ACM conversion.
    If the SND2ACM.EXE is a problem for you to run, just yell. I'd be glad to help out.

    For some tracks, the source is known, but I'm not sure how much editing has gone into them...
  • _Connacht__Connacht_ Member Posts: 169
    I just installed the NPC project on BGEE, but it doesn't work, every dialog is "invalid ##numbers##": http://images.akamai.steamusercontent.com/ugc/271724334328355267/6D3CC850DCA5664C1A7EA798A1CD9904425C79CF/
  • rapsam2003rapsam2003 Member Posts: 1,636

    I just installed the NPC project on BGEE, but it doesn't work, every dialog is "invalid ##numbers##": http://images.akamai.steamusercontent.com/ugc/271724334328355267/6D3CC850DCA5664C1A7EA798A1CD9904425C79CF/

    Since you use Steam, do you have SoD installed AND this as well?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @rapsam2003 - Since the GUI is BGEE, not SoD, I don't think SoD is installed. Anyway, if that were the problem, @_Connacht_ would see SoD strings, not invalid string errors.

    @_Connacht_ - Can you attach a copy of the SETUP-BG1NPC.DEBUG file? You'll have to zip it up to attach it.

    When you installed, you may have told WeiDU to use the wrong dialog.tlk file. The first time you install mods, WeiDU asks you to pick which dialog.tlk file to use, giving you a list of available languages (Note: this is separate from choosing which language to use for BG1NPC). Some people breeze through this, assuming the first language is English. But, WeiDU lists the languages in order of the folders in the lang folder, so Czech (cs_CZ) and German (de_DE) come before English (en_US).
  • _Connacht__Connacht_ Member Posts: 169
    I managed to solve the problem. The game was automatically downloaded in italian, but after installing the mod I changed the language to english because I didn't want to have dialogues half in italian and half in english. Although I choose english in the setup of the mod (there wasn't italian), its config file linked to it_IT for the dialog.tlk file (which obviously can't work because there isn't the italian version of the mod). I reinstalled it with the game already in english and now it works!
  • ThelsThels Member Posts: 1,422
    Noticed a minor issue. If you have Kivan in the party, and then talk to Raiken to infiltrate the Bandit Camp (which feels like the proper way to do it, as it's the only way for Kivan to get his revenge at that stadium of the game), you're able to kill Tazok and loot the Legacy of the Masters, that he has equipped.

    However, when BGEE made Tazok unkillable, they placed an extra Legacy of the Masters in the chest in Tazok's Tent, so people could still get a Legacy of the Masters from the Bandit Camp. However, with both BGEE and NPC, you can now get two Legacy of the Masters from the Bandit Camp.

    Since Kivan's quests are already loaded with loot (the spear from Thalantyr, the Boomerang Dagger from the Shipwreck's Coast, all the loot from Imarel's encounter), should he really provide access to another really strong item?

    Perhaps it could be an idea that if Kivan's interactions make Tazok killable, that all Legacy of the Masters are removed from the chest in Tazok's Tent, to balance it out at two Legacy of the Masters?
  • megamike15megamike15 Member Posts: 2,666
    i really should have asked this moths ago but never got around to it. so does the banter timers only effect the npc project banters and not ee npcs and modded ones? I ask because i have neera and isra in my party and neera rarely fires any banters compared to the npc project ones.
  • ThelsThels Member Posts: 1,422
    I don't know the technical side of things, but it could also be that Neera just has less banters than the others. I think it only applies to banters from the NPC Project itself, though.

    You could give Neera more to say with the following two mods:
    https://forums.beamdog.com/discussion/10145/mod-neera-dialogue-expansion-and-flirts/p1 (more dialogue between Neera and Charname)
    https://forums.beamdog.com/discussion/38246/neera-banters-for-bgee-v0-1-2-20150101a/p1 (more dialogue between Neera and other NPCs)

    The second one is created by AstroBryGuy as well! That guy is working on so many cool mods! (More than a third of the mods I have installed are under his care.)
  • megamike15megamike15 Member Posts: 2,666
    thinking about it this may be the case. i remember only ever getting one neera banter[ it was one with isra again a modded npc] during a runthrough i was doing before sod came out. so it might just be the EE npcs don't have that much in the way of banters.
  • ThelsThels Member Posts: 1,422
    edited July 2016
    BG1 in general is rather sparse on them, without mods that is.

    @AstroBryGuy: The Amulet of an Apprentice Mage doesn't have "Monk" listed as "Not usable by:", unlike, say, Evermemory. Not sure if that's important...

    Also, are the Powders of a Wanderer deprecated? I've tried completing the quest in various ways, and they don't seem to spawn in any combination. It almost looks like they're the identified version of the Multicolored Powders, but there doesn't seem to be a way to identify them.

    Finally, Coran's Flowers can be used as a consumable. Does anyone know if these actually do anything? Edit: Never mind. They're apparently poisonous. My Charname is immune to poison, so I didn't notice that at first.
    Post edited by Thels on
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited July 2016
    The Banter TIming Tweak component should affect any NPC that uses the B* dialogs for banters. I can't guarantee that an NPC mod uses this mechanism (as opposed to scripting them so that particular banters happen at certain locations and/or story beats), so I can't say for sure if any particular mod-added NPC will be affected.

    BG1NPC adds no banters for any EE NPCs. Neera doesn't have many vanilla banters with other NPCs (her banter dialog file is empty; although I know she interjects on meeting Baeloth). Most of her dialog is with CHARNAME or for her quests.
    Post edited by AstroBryGuy on
  • megamike15megamike15 Member Posts: 2,666
    thanks for clearing that up. i was under this impression the EE npcs had some form of banters in bg1 but i was wrong.
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