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[v2.8] Sirene, a tiefling paladin of Ilmater NPC for BG:EE and SoD

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  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    edited February 2019
    Apparently modmerge has been replaced by something similar which is a bit better.
    It is called DLC merger.
    https://forums.beamdog.com/discussion/71305/mod-dlc-merger-merge-steam-gog-sod-dlc-or-custom-dlcs-with-the-main-game
    However if you use BWS I strongly suspect that you will still have to use modmerge as BWS looks to see if modmerge is installed.
  •  TheArtisan TheArtisan Member Posts: 3,277
    *sigh* Okay, I've fixed the stutter bug when Neera's in the party (I think)
  • ImperialDingoImperialDingo Member Posts: 1
    I'm also having a stuttering problem with Sirene, started shortly after the encounter at Dead Man's Pass in SoD. The first time I remember noticing it was outside Dragonspear Castle, which I went to right after Dead Man's Pass. I have Sirene, Khalid, Jaheira, Glint, and Corwin in my party. I've tried setting her LT variable to 12 and kicking people out of the party as suggested earlier in the thread, but nothing has helped.
  •  TheArtisan TheArtisan Member Posts: 3,277
    Improved SoD banter scripts. Should fix most stutters. Not sure though.
    ThacoBell
  • amberCoffeeCatamberCoffeeCat Member Posts: 90
    edited March 2019
    Hiya! Came here to report stutter on banter initiation at the very beginning - with Minsc and Dynaheir. It goes away only if I kick them or change their talk globals to 3. But since you already updated it... I'll try the new version. What was the issue btw?

    Is new game required for the changes to take effect?

    EDIT: It didn't work, Sirene still stutters.
    Post edited by amberCoffeeCat on
  •  TheArtisan TheArtisan Member Posts: 3,277
    v2.7
    • Improved SoD banter script
    • Sirene now shows up in camp even if not recruited
    RaduzielThacoBellGusindaIsewein
  • KaptinKaptin Member Posts: 10
    Seems this mod has a conflict with NPC1PROJECT Sirene name is replaced with ring description.
  • megamike15megamike15 Member Posts: 2,666
    Kaptin wrote: »
    Seems this mod has a conflict with NPC1PROJECT Sirene name is replaced with ring description.

    did you use mod merge or dlcmerger before install your mods?
  • ThacoBellThacoBell Member Posts: 12,235
    Kaptin wrote: »
    Seems this mod has a conflict with NPC1PROJECT Sirene name is replaced with ring description.

    Sounds like a corrupted dialog file. Are you playing on GoG or Steam by chance?
  • KaptinKaptin Member Posts: 10
    ThacoBell wrote: »
    Kaptin wrote: »
    Seems this mod has a conflict with NPC1PROJECT Sirene name is replaced with ring description.

    Sounds like a corrupted dialog file. Are you playing on GoG or Steam by chance?

    Steam version but I have made a copy of my files outside Steam file and this one I modded i used EEkeeper to fix her name but after like 30 mins of playing the game starts horribly lag and crashes it never happens in vanilla.
  • KaptinKaptin Member Posts: 10
    megamike15 wrote: »
    Kaptin wrote: »
    Seems this mod has a conflict with NPC1PROJECT Sirene name is replaced with ring description.

    did you use mod merge or dlcmerger before install your mods?

    Yes I used DLCmerger before installing mods.
  • KaptinKaptin Member Posts: 10
    My mods are NPC1Project, dnd 3.5 edition, sirene, aura, colorful specialist slots, and warlock class.
  • KaptinKaptin Member Posts: 10
    After further investigation and reading the dump file, I got this error
    APPLICATION_FAULT_NULL_CLASS_PTR_READ_NULL_CLASS_PTR_DEREFERENCE_INVALID_POINTER_READ_
    Another Error Code 0x80070057 which means it is probably my HDD than the game. But first error indicates I had not enough ram I think I may have found the error.
    ThacoBell
  • KaptinKaptin Member Posts: 10
    No, I have still same crash after 1h and 30mins of playing the game just crashes I get terrible screen tearing and then the game just crashes.
  • ThacoBellThacoBell Member Posts: 12,235
    That sounds more like a computer issue than a game issue to me.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    edited September 2019
    Just ensure that you save fairly regularly. I have found that when I had that sort of issue, that the very act of saving made crashes less likely. I think that it is because it reduced the amount of memory needed to carry on. I could be completely wrong there though. I now have my game on an external hard drive which is several times larger than my internal hard drive. I don't get that problem nowadays.
  • DurendalDurendal Member Posts: 32
    edited October 2019
    I'm using Sirene on an EET install, with both the BG1 and 2 mods installed. I gave her her default Martyr kit at install, but when I go to level her up, her proficiency are really out of whack. She starts with 2 pips in Two Handed Swords and Two Handed Weapons, but can only take the Blunt weapon proficiences when she levels up, which IIRC is what Clerics are limited to.

    While she can't improve her existing proficiency in non-Cleric weapons, she's able to use them. She properly obeys her kit's restrictions, meaning no missile weapons.

    Funnily, I checked my post history and I had a problem with her the last time I tried, but it was entirely different.

    EDIT: I tried making a Charname Martyr and they also can't assign pips into non-Cleric weapons.

    I'd never planned on playing the kit myself, and Sirene's role in the party is clearly as a support/off-heal/tank sort of character, so this isn't a game breaking issue, simply an annoyance. The real draw was always the writing.
    Post edited by Durendal on
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    I am trying to make some of my own tiefling characters (For myself, not modding just yet) so thought that I would investigate how you made Sirene rather than do everything from scratch.

    You obviously made her from either an elf or half-elf character and changed her to Tiefling. Great. I can do that in EE Keeper.

    Upon looking at her in EE Keeper, there is an Effect and I don't know what it does. Resource d5_sckt.
    Can you explain?

    The second chr file I opened had SPCL235 in the effects presumably to enable her to turn undead when she gets to a certain level?

    Under Local Variables there are two variables which look as though they are there so she can equip her sword. Am I correct?

    The resistances that she has as a Tiefling are self-explanatory. :) I can use keeper to give my characters the same resistances.
  • SkitiaSkitia Member Posts: 1,054
    edited December 2019
    She doesn't learn turn undead, the effect you see in conjunction with SPCL235 actually disables the button from appearing for her, that way it can never be used.

    I don't have d5_sckt on my Sirene or my saved game with her so I can't help you on that one. But it is unnecessary to use it to get your tiefling set up. See below:


    To make anyone a tiefling, it should just be a matter of selecting the race in EE KEEPER, and that's it. You could give it to a half-orc model, a half-elf model, a halfling model, and have three of them. Then you'd configure the resistances to what matched the race and such. Thus of all of the non playable races, Tiefling is the easiest to set up.

    Other non-playable races are not so easy. An installed Emily would allow you to use Aasimar, but otherwise you'd need to have a mod that used the race you wanted, or set it up with a bit of code. Lines 127 to 132 in Emily's Emily/lib/emil_bg1.tpa has the corresponding lines on how that works if you looked at it with a text editor.

    As an aside, I actually found it odd that Sirene used the elf model as she seems to have a more immediate human ancestry, rather than half-elf, while Haer'Daelis does feel like he has more elven roots IMO. But all my tiefling playing experience is from 3.0 and 3.5
    Wise_Grimwald
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    edited December 2019
    @Skitia Thanks. That was very informative. Looks straightforward enough for a non-modder (up until now) to use. I hadn't thought of having a tiefling version of other races. I think that perhaps FinnJO's sub-race mod which I used a lot when I used Tutu made me think that tieflings were always a sub-race of humans.

    I presume that I could also make a dwarven tiefling.
  • SkitiaSkitia Member Posts: 1,054
    Yep, you could go dwarven even. Enjoy your tieflings. :smile:
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    I will thanks. Already started game. :)
  • ThrasymachusThrasymachus Member Posts: 873
    My thanks to AionZ for this excellent mod, which I quite enjoyed.

    I played through BG1 + SoD with Sirene about a year ago (late 2018 - early 2019) and encountered only one problem with it (which may be fixed in the most recent version). Sirene delivered a dialogue about pursuing Caelar into Avernus in response to a player-initated-dialogue. This happened during the exploration of the tunnels under Dragonspear Castle (iirc). Afterwards normal PID options appeared again. The dialogue did not appear when Caelar finally did go to Avernus.

    Thanks again for the mod!
  • StratosjStratosj Member Posts: 30
    Hello, firstly thank you for putting your time into your mod. I hope I can play this soon.

    A small bug I want to report:
    If i find Sirene on Legacy of Bhall difficulty (1st lvl char), she is level 14 instead of 2 along with the insane amount of HP. This doesn't occur on other difficulties. It seems to be a common bug for some other NPC mods too.

    I'm on Steam with SoD and using DLCmerger + five NPC mods from Skitia, if that's of any relevance.

    Regards and thank you again.
  • AionZ wrote: »

    I played Sirine through in both BGEE and BG2EE (unil she met an untimely end). Fantastic NPC. Doing a reinstall now that my play-through is done, but she will definitely be included.
    Wise_Grimwald
  • alfaiaalfaia Member Posts: 2
    Hello :) I've been interested to play this mod forever, but now it turns out I'm a bit too late. I do not have the EE version from BG2 and from what i read this causes problems with the install. I get a Parsing.Parse_error and can't seem to do anything about it. Any way to play Sirene without getting EE? Perhaps you could send me an older version? I'll attach the debug file, if that helps. Thank you so much!
  • SkitiaSkitia Member Posts: 1,054
    edited March 2020
    It usually tells you the line and file the error is associated with. Most likely you'd have to substitute EE only scripts and effects out with care and caution, which may include the whole kit given the library for it is for EE.
    (But you should also consider getting EE! There is no downside beyond monetary, and the smooth, quick loading times are a blessing.)
    ThacoBellWise_Grimwald
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    edited March 2020
    There is one downside. That not all the mods have been made EE compatible, though a lot have.
  •  TheArtisan TheArtisan Member Posts: 3,277
    @alfaia

    This mod was never designed with non-EE in mind, I'm afraid. There was some potential for backwards compatibility in the past, but with 2.0 onwards it's practically out of the question.
    Wise_GrimwaldThacoBell
  • ThacoBellThacoBell Member Posts: 12,235
    The updated engine allows for so many more possiblites.
    Skitiamegamike15
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