Some dialogs are scripted on fixed timers or tied to events. Others are banters, where the timing is controlled by BANTTIMG.2DA. For banters, the average time between banters should be about 27 minutes, but it is random, not fixed. Its possible to go stretches without a banter dialog. The fact that the banters did fire when you changed BANTTIMG.2DA indicates that it was just the engine not firing a banter (or picking a character who had no banters available).
Once Imoen's Artifact timer has started, it should be 5 hours of "real time" (it uses a RealSetGlobalTimer so resting won't help).
Also, for Imoen's Artifact dialogue to follow the first one, the PC has to give her Tarnesh's spellbook (i.e. allows her to look into it). The script block checks for Global("X#IMGetsSpellbook","GLOBAL",1).
My bad! You are right. The variable is set no matter what the PC answers. So, follow up dialogue with the Artifact should happen 5 real time hours after Imoen commented on Tarnish's spellbook.
My bad! You are right. The variable is set no matter what the PC answers. So, follow up dialogue with the Artifact should happen 5 real time hours after Imoen commented on Tarnish's spellbook.
Ahh, that explains it. I have been wondering about that. Well, I suppose she DOES say she will peak at it when CHARNAME isn't watchin (out of reach or not). How right she was, hehheh.
thanks for all the replies :P. I think it is mostly just a case of me being paranoid that the mod isn't working, I didn't realize that it was possible to go without banters based on randomness or NPCs without them so that helps alleviate my concerns, that was mostly what had me spooked. I was looking for it to fire one every 27 mins and figured since it wasn't doing that consistently that I was doing something wrong or another mod was conflicting with it.
The reason it was bothering me so much is cause I think BGNPC for me personally is a must have mod, if I had to choose just one mod, it would easily be the NPC project. I couldn't properly enjoy BG1 without it . It just brings it in line so nicely with BG2 and makes them feel like a cohesive pair.
Out of curiosity, I assume that once I start Siege of Dragonspear I won't get any more banters? Or will they still fire if I have characters in my party that still have banters they haven't said yet?
I did not know about the random firing thing, interesting.
@Dameon2 Hopefully they will not mind me jumpin in here. It is indeed a great and need to have mod, but your gonna miss it in SoD, esp. the player initiated dialogues. It is like BG again before this mod. Any banter is SoD content only. I just about always regret having to move from BG to SoD just because of this mod, tbh.
Spoiled me, you guys did.
Seems like a massive amt of work went into this project and it shows.
thanks for all the replies :P. I think it is mostly just a case of me being paranoid that the mod isn't working, I didn't realize that it was possible to go without banters based on randomness or NPCs without them so that helps alleviate my concerns, that was mostly what had me spooked. I was looking for it to fire one every 27 mins and figured since it wasn't doing that consistently that I was doing something wrong or another mod was conflicting with it.
As I understand how BANTTIMG.2DA works, the FREQUENCY entry controls the number of "ticks" (AI updates, 1/15th of a second) between banter checks. The PROBABILITY entry is a % chance of a banter firing. The SPECIALPROBABILITY is the chance of a dialog banter (vs. an interaction banter). REPLAYDELAY keeps the same banter from happening again too quickly (not a problem with dialog banters, since they use variables to make sure they only happen once anyway).
By default, there is a banter check every 600 "ticks" (40 seconds), but only a 10% probability of a banter firing, and then a 25% chance of it being a dialog banter. If you want more consistent banter timing (but keeping the overall pace), you could change FREQUENCY to 6000 and PROBABILITY to 100. I wouldn't raise SPECIALPROBABILITY, as that would affect the interaction banters.
Out of curiosity, I assume that once I start Siege of Dragonspear I won't get any more banters? Or will they still fire if I have characters in my party that still have banters they haven't said yet?
No. BG1NPC only provides content for the BG1-portion of the game.
I've installed the component to change Quayle's location. Now he's nowhere to be found (neither in Nashkel Carnival or in the bridge to Baldur's Gate).
I tested for v 22.8a and Quale was at the Carnival for me. What does the bg1npc.DEBUG say? Went something wrong? (And, I am very sorry to ask this but since it also already happened: What does the weidu.log say, is the component installed?)
Request to Spanish speakers - if someone fluent in Spanish would check the lines in the spanish translation files @lefreut flagged above, and see if they need female versions, that would be most helpful.
I just wanted to pop in and say how great this mod has been at revitalizing my love for the series. As much as I love BG1 for introducing me to the series, it was always sort of a bummer to go from steadfast camaraderie with my companions in BG2 to a new run in BG1 where everyone said hi, was recruited, and then remained silent for the rest of the journey.
I first tried it about a year or two ago and as I return to complete another annual run of the game this mod just makes playing the game over and over again all the sweeter. Thank you guys so much for all your hard work.
Hey guys! I have BG1NPC installed, and there are never any errors upon installing, but once I get in game the dialogue is all messed up. No one is ever saying the correct lines and I'm not quite sure what's wrong. It's like I end up having random conversations completely out of context with all of my companions and we keep talking nonsense. I don't know what to do, but any help would be appreciated. Thank you guys.
@AstroBryGuy Is Imoen B'day present to CHARNAME from BGNPC? May be from another mod, I can't tell. I was just wondering, if so, it seems strange she would give it to a WSlayer and then him not being able to wear it as she asks.
I suppose though we all get presents not suited to us at times. Just asking and tryin to track it down by elimination.
Thanks T. I was just wondering if it was intended to be off limits to WS's. Might be the perfect thing to BE allowed, as Imoen if anybody knows what he is. Just thrownin it out there.
Hi there! First of all, thank you for supporting this and other mods. This are really really invaluable mods and its wonderful to see all the effort that it's done to keep them up to date. Thank you all also for this helpful community
I was going to do a new run of the triology, with dragonspear this time, so I began to install the mandatory mods (i don't have a long list, maybe 12 or 13). But I run into a problem with the weidu installation, and with what it seems to be the the BG1NPC mod. When I'm installing mods after BG1NPC (it is the 3th in my order of installation), and they're of an earlier version than 24000, they "freeze" after updating, precisly in the BG1NPC line. The log is this:
[D:\Games\Steam\steamapps\common\Baldur's Gate Enhanced Edition\setup-bg1npcmusic.exe] WeiDU version 23700 {setup-bg1npc.exe} Queried (pid = 740) version = 24000 {setup-bgqe.exe} Queried (pid = 716) version = 24000 Newest WeiDU is version 24000, updating! WeiDU files in version order: [setup-sirinescall.exe] version 24000 [setup-bgqe.exe] version 24000 [setup-bg1npc.exe] version 24000 [setup-bg1npcmusic.exe] version 23700 Copying [setup-sirinescall.exe] -> [setup-bg1npcmusic.exe]: false [setup-sirinescall.exe] WeiDU version 24000 Auto-Updating on behalf of [setup-bg1npcmusic.exe] Copying [setup-sirinescall.exe] -> [setup-bg1npcmusic.exe]: Auto-Updating on behalf of [setup-bg1npcmusic.exe] (done) [setup-bg1npcmusic.exe] WeiDU version 24000 {setup-bg1npc.exe} Queried (pid = 752)
And it doesn't progress further than that (pid = 752). If I close the window and start again, the weidu version is already updated so I can install the mod normally. When I run the next mod it happens again. Maybe it's not that important, but I don't want to run evertyhing and then encounter errors midgame.
I have the last BGEE version WITH dragonspear (uncompressed and patched, with modmerge). And the Copying [setup-sirinescall.exe] -> [setup-bg1npcmusic.exe]: false it always result in false, even if it tries to copy from another of the 24000 mods, not only from sirinescall.
The funny thing it's that first I didn't think of dragonspear, and I did an installation only with BGEE, with the same mods, and it worked perfectly, not a problem in the installation. The only different things I did this second time were the installation of dragonspear and that the first mod is Miniquest and encounters, not Sirines Call, wich was my first one that first time.
My mod order list is this: 1. Mini quest & encounters 2. Sirines call 3. BG1NPC 4. BG1NPC Music 5. BG1 Unfinished Bussiness 6. Xan Firendship 7. Ilishka NPC 8. Isra NPC 9. Wand Case 10. Artastrophe portraits (artaport) 11. Rogue Rebalancing 12. Tweaks
Comments
Once Imoen's Artifact timer has started, it should be 5 hours of "real time" (it uses a RealSetGlobalTimer so resting won't help).
Also, for Imoen's Artifact dialogue to follow the first one, the PC has to give her Tarnesh's spellbook (i.e. allows her to look into it).The script block checks for Global("X#IMGetsSpellbook","GLOBAL",1).So, follow up dialogue with the Artifact should happen 5 real time hours after Imoen commented on Tarnish's spellbook.
The reason it was bothering me so much is cause I think BGNPC for me personally is a must have mod, if I had to choose just one mod, it would easily be the NPC project. I couldn't properly enjoy BG1 without it . It just brings it in line so nicely with BG2 and makes them feel like a cohesive pair.
Out of curiosity, I assume that once I start Siege of Dragonspear I won't get any more banters? Or will they still fire if I have characters in my party that still have banters they haven't said yet?
@Dameon2 Hopefully they will not mind me jumpin in here. It is indeed a great and need to have mod, but your gonna miss it in SoD, esp. the player initiated dialogues. It is like BG again before this mod. Any banter is SoD content only. I just about always regret having to move from BG to SoD just because of this mod, tbh.
Spoiled me, you guys did.
Seems like a massive amt of work went into this project and it shows.
By default, there is a banter check every 600 "ticks" (40 seconds), but only a 10% probability of a banter firing, and then a 25% chance of it being a dialog banter. If you want more consistent banter timing (but keeping the overall pace), you could change FREQUENCY to 6000 and PROBABILITY to 100. I wouldn't raise SPECIALPROBABILITY, as that would affect the interaction banters. No. BG1NPC only provides content for the BG1-portion of the game.
Am I missing something here?
BG1 NPC Project, Unfinished Business, and Spells Revision are things that I install as soon as I finish installing BG.
What does the bg1npc.DEBUG say? Went something wrong? (And, I am very sorry to ask this but since it also already happened: What does the weidu.log say, is the component installed?)
I think that it's either Songs & Silence or Rogue Rebalancing Mod fault, because they add a merchant there. Maybe they change the area?
But even that doesn't make much sense because Garrick's quest happens normally.
Here's Weidu's log line about Quayle:
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22.8
And here's what bg1npc.DEBUG says:
BG1NPC/BG1NPC.TP2 0 22 Installed ~Quayle Starts at the Nashkel Carnival~
SUCCESSFULLY INSTALLED The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival
This guy could be an Army Ranger.
In my defense he's not that close from Gazib lol
Maybe changing the instruction to "south from Great Gazib" may help people as dumb as me in the future.
PRO_ERSIE = PRO_HESHE
PRO_SEINIHR = PRO_HISHER
PRO_IHNSIE = PRO_HIMHER
PRO_FRAUHERR = PRO_SIRMAAM
PRO_IHMIHR = PRO_HIMHER
Danke!
Request to Spanish speakers - if someone fluent in Spanish would check the lines in the spanish translation files @lefreut flagged above, and see if they need female versions, that would be most helpful.
I first tried it about a year or two ago and as I return to complete another annual run of the game this mod just makes playing the game over and over again all the sweeter. Thank you guys so much for all your hard work.
If so, before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable.
https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1
I was just wondering, if so, it seems strange she would give it to a WSlayer and then him not being able to wear it as she asks.
I suppose though we all get presents not suited to us at times.
Just asking and tryin to track it down by elimination.
I was just wondering if it was intended to be off limits to WS's. Might be the perfect thing to BE allowed, as Imoen if anybody knows what he is.
Just thrownin it out there.
First of all, thank you for supporting this and other mods. This are really really invaluable mods and its wonderful to see all the effort that it's done to keep them up to date. Thank you all also for this helpful community
I was going to do a new run of the triology, with dragonspear this time, so I began to install the mandatory mods (i don't have a long list, maybe 12 or 13). But I run into a problem with the weidu installation, and with what it seems to be the the BG1NPC mod.
When I'm installing mods after BG1NPC (it is the 3th in my order of installation), and they're of an earlier version than 24000, they "freeze" after updating, precisly in the BG1NPC line. The log is this:
[D:\Games\Steam\steamapps\common\Baldur's Gate Enhanced Edition\setup-bg1npcmusic.exe] WeiDU version 23700
{setup-bg1npc.exe} Queried (pid = 740) version = 24000
{setup-bgqe.exe} Queried (pid = 716) version = 24000
Newest WeiDU is version 24000, updating!
WeiDU files in version order:
[setup-sirinescall.exe] version 24000
[setup-bgqe.exe] version 24000
[setup-bg1npc.exe] version 24000
[setup-bg1npcmusic.exe] version 23700
Copying [setup-sirinescall.exe] -> [setup-bg1npcmusic.exe]: false
[setup-sirinescall.exe] WeiDU version 24000
Auto-Updating on behalf of [setup-bg1npcmusic.exe]
Copying [setup-sirinescall.exe] -> [setup-bg1npcmusic.exe]:
Auto-Updating on behalf of [setup-bg1npcmusic.exe] (done)
[setup-bg1npcmusic.exe] WeiDU version 24000
{setup-bg1npc.exe} Queried (pid = 752)
And it doesn't progress further than that (pid = 752).
If I close the window and start again, the weidu version is already updated so I can install the mod normally. When I run the next mod it happens again.
Maybe it's not that important, but I don't want to run evertyhing and then encounter errors midgame.
I have the last BGEE version WITH dragonspear (uncompressed and patched, with modmerge).
And the Copying [setup-sirinescall.exe] -> [setup-bg1npcmusic.exe]: false it always result in false, even if it tries to copy from another of the 24000 mods, not only from sirinescall.
The funny thing it's that first I didn't think of dragonspear, and I did an installation only with BGEE, with the same mods, and it worked perfectly, not a problem in the installation.
The only different things I did this second time were the installation of dragonspear and that the first mod is Miniquest and encounters, not Sirines Call, wich was my first one that first time.
My mod order list is this:
1. Mini quest & encounters
2. Sirines call
3. BG1NPC
4. BG1NPC Music
5. BG1 Unfinished Bussiness
6. Xan Firendship
7. Ilishka NPC
8. Isra NPC
9. Wand Case
10. Artastrophe portraits (artaport)
11. Rogue Rebalancing
12. Tweaks
Thank you all in advance!