Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

Neverwinter Nights: Enhanced Edition has been released! Visit nwn.beamdog.com to make an order. NWN:EE FAQ is available.
Soundtracks for BG:EE, SoD, BG2:EE, IWD:EE, PST:EE are now available in the Beamdog store.
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

1235714

Comments

  • TheMetaphysicianTheMetaphysician Member Posts: 72
    Subtledoctor, I've been playing with Neera as a Wild Sorcerer, and I thought I'd let you know my experiences (since I recall you saying that you hadn't tested that part out at all). Wild Surges happen as normal on her spell casts, and she knows the 3 Wild Mage spells. When she casts Nahal's, though, she doesn't get the option to choose one of the other spells she knows in order to try to cast it. So it looks like she just casts a wild surge on herself; there is no option to target another, and when it works, no actual spell is cast.

    That makes sense; however the kit allows you to choose another spell you know when you cast Nahal's must not work with the sorcerer.

  • wsmithjrwsmithjr Member Posts: 50
    I've been using this as well. I guess I thought the spell enhanced the spells that followed up. Hadn't used a wild mage before, so I didn't realize how it was supposed to work.

  • subtledoctorsubtledoctor Member Posts: 10,025
    UPDATE: to v2.5

    https://github.com/subtledoctor/NPC_EE/releases/tag/2.5

    Since multiclass kits are now a thing, and becoming more common, this update includes support for them. Now if you are a fighter/mage and use the "choose a kit" ability, you'll be able to choose from all fighter kits *and* all fighter/mage kits. Et cetera. Enjoy.

  • RatatoskrRatatoskr Member Posts: 309
    edited June 2016
    Nice, thanks for the update. I've been having a lot of fun with this on my latest run through.

    Also, to add on to the discussion above, Nahal's has been working fine for me with Neera as a Revenant Sorcerer (from T&B), so the issue might just be with the Wild Sorcerer Kit.

  • subtledoctorsubtledoctor Member Posts: 10,025

    Also, to add on to the discussion above, Nahal's has been working fine for me with Neera as a Revenant Sorcerer (from T& B), so the issue might just be with the Wild Sorcerer Kit.

    To be fair, I never actually designed a "Wild Sorcerer" kit the way Aquadrizzt did in TnB. I just applied the Wild Mage kit to a sorcerer. If it is imperfect, it is because I have put literally zero effort into it. :tongue: That kit options is just a bit of an Easter egg; but if it really is problematic, I'll just remove it.

    On the other hand, I don't think a sorcerer should be casting that spell anyway. So maybe the better course of action is to simply remove that spell.

  • RatatoskrRatatoskr Member Posts: 309
    Since I'm actually really enjoying casting Nahal's with a differently kitted sorcerer, can I put in a vote for please don't remove it :smile: Or at least make it optional. How else am I supposed to kill SCS enemies at too low a level?

    I don't have an opinion on the Wild Sorcerer itself, but I like having Neera with that spell in her book. It makes her unique.

  • subtledoctorsubtledoctor Member Posts: 10,025

    Since I'm actually really enjoying casting Nahal's with a differently kitted sorcerer, can I put in a vote for please don't remove it :smile: Or at least make it optional. How else am I supposed to kill SCS enemies at too low a level?

    I don't have an opinion on the Wild Sorcerer itself, but I like having Neera with that spell in her book. It makes her unique.

    Yeah but if TnB has a sorcerer kit with that spell, and it actually works well, then the answer is to install TnB, then install NPC_EE, then give Neera that TnB kit. Right?

  • RatatoskrRatatoskr Member Posts: 309
    Actually the Revenant Sorcerer is a totally different kit. I made Neera a Sorcerer with your mod (where she keeps Nahal's) and then kitted her into a T&B kit, also with your mod.

    The T&B kit doesn't actually give her Nahal's it just doesn't remove it, so if you remove it, she won't have it anymore. Does that make sense? I think I lost the grammar somewhere along the way.

  • subtledoctorsubtledoctor Member Posts: 10,025
    Ah. But that leaves us with the problem that it doesn't work. I think the reason it works with the other kit is that kit doesn't have the "Wild" flag. But my kit necessarily will (because it's just the vanilla Wild Mage).

    I think the best thing is to remove the spell, and anyone who wants it can simply add it via the console or EEKeeper.

  • RatatoskrRatatoskr Member Posts: 309
    As someone who is only console and no EE Keeper, how would that work for a Sorcerer? I guess I could just make a lot of scrolls, but they wouldn't actually be able to learn the spell, right?

    Unless there's a way to console in spell knowledge?

  • KaitekKaitek Member Posts: 39
    edited July 2016
    I noticed a bug when trying to create a Kensai/Mage/Thief. Soon as I got my first level up (as Thief) I also got an extra lvl 1 spell which made no sense because I was still Mage level 1. Then I did a bit of testing and used EE Keeper to get several level ups and the end result was that I had an extra spell to cast for each spell level. Then I used EE Keeper to create a Kensai/Mage/Thief without this mod and I got the same exact result, with the extra spells, so it's obviously not this mod that's causing it. I don't know how to fix it other than removing the extra spell every time it bugs out, any ideas?

    Btw I'm using a slightly older version of this mod, don't want to reinstall everything for something that I can easily do with EE Keeper (kit support for multiclasses).

  • subtledoctorsubtledoctor Member Posts: 10,025
    @Kaitek That's a known engine issue, there's no way to get around it. Any mage with any kit - even a kit in a different class - gets extra spells like a specialist.

  • KaitekKaitek Member Posts: 39
    I suspected as such. I tried removing the extra spell but it quickly became tiresome after each and every single thief or fighter level up, so I just accepted it and moved on.

  • FreakydooFreakydoo Member Posts: 37
    noob question. in the readme you were very adamant about this mod being loaded last. does the mean after stratagems as well?

  • subtledoctorsubtledoctor Member Posts: 10,025
    edited July 2016
    Yes, after stratagems is fine. It's probably not necessary, but it's how I've tested it. (Just be sure to install this after any mod that adds kits.)

  • FreakydooFreakydoo Member Posts: 37
  • SyrophirSyrophir Member Posts: 12
    edited July 2016
    When I try to run the setup in BG2EE folder I'll get:

    WeiDU v 23900 Log

    G:\Steam\steamapps\common\Baldur's Gate II Enhanced Edition\setup-npc_ee.exe
    [.\chitin.key] loaded, 875808 bytes
    [.\chitin.key] 187 BIFFs, 62160 resources
    [.\weidu.conf] loaded, 16 bytes
    [.\lang\en_us\dialog.tlk] loaded, 14245873 bytes
    [.\lang\en_us\dialog.tlk] 111330 string entries
    Using Language [English]
    [English] has 1 top-level TRA files
    [npc_ee/language/english/setup.tra] has 68 translation strings

    Using .\lang\en_us\dialog.tlk
    [./override/ar0083.are] loaded, 2168 bytes
    BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\25AREAS.BIF]
    BIFF may be in hard-drive CD-path [.\cache\DATA\25AREAS.BIF]
    [.\DATA\25AREAS.BIF] 659152 bytes, 85 files, 0 tilesets
    [./override/oh6000.are] loaded, 25176 bytes
    ERROR: problem parsing TP file [NPC_EE/NPC_EE.TP2]: Failure("No rule to identify SOD")

    FATAL ERROR: Failure("No rule to identify SOD")


    Edit: Oh well I just removed any sod from the npc_ee.tp2 to get around the issue, just need this for BG2ToB anyway.

  • subtledoctorsubtledoctor Member Posts: 10,025
    I swear I removed every instance of ~sod~ from all the files! Are you using the latest version?

    Anyway, good you figured out the fix. I'll double-check everything on my end and upload a fix f need be.

  • WibbizWibbiz Member Posts: 2
    edited July 2016
    I am having trouble getting the mod to work. I am a Steam user and have yet to purchase BG2; placing the extracted files into my directory for BG1:EE is not working, is there a solution?

  • rkocourrkocour Member Posts: 32
    @Wibbiz if you downloaded the latest release from the github, and extracted it, you dump the npc_ee folder and the setup-npc_ee.exe file in the same fodler as your chitin file. Then you double click the setup exe file to run. If you have SoD, you first need to run modmerge which is a separate program with a stickied topic in the forum.

    subtledoctor
  • WibbizWibbiz Member Posts: 2
    I've done a file search for keywords chitin.key and chitin. It's come up empty. And thank you, I didn't notice the stickied topic!

  • subtledoctorsubtledoctor Member Posts: 10,025
    edited July 2016
    @Wibbiz if you have a Baldur's Gate game on your computer (which is playable - btw you should start the game and make a quick save after any new installation, before you install any mods) then you have a chitin.key file. Steam games are not kept with other Program Files; they are hidden in some obscure directory that ends in .../steamapps/common/. So maybe look for that directory. That is where your game folder and chitin.key are.

  • ThelsThels Member Posts: 1,243
    edited August 2016
    "They can only choose kits in one of their classes. The order of priorities is this: 1) rangers; 2) clerics; 3) fighters; 4) druids' 5) thieves; 6) mages."

    Is this preset, or chosen by you? (It seems fairly inconsistent, by prioritizing one of the warrior classes (Ranger) over Clerics, but not the other warrior class (Fighter), as well as prioritizing one of the priest classes (Cleric) over Fighters, but not the other priest class (Druid).) I'm not font of shapeshifting, so making Jaheira a Totemic Druid would be nice, but I guess that this would not be possible with your mod?

    Also, is it possible to make Neera not using Wild Magic?

    And would the various dualclass and multiclass features from Tweaks Anthology mess this up? What about the BG1 style weapon proficiencies (with fighting styles)?

    Finally, you say to install this mod last, but are there any problems installing Pecca's GUI after this?

  • GrimLefourbeGrimLefourbe Member Posts: 635
    I think GUIs don't interact with other mods so it should be ok to install them whenever. I don't know all of the inner workings though.

  • subtledoctorsubtledoctor Member Posts: 10,025
    @Thels in reverse order:

    - This just should be installed after any kit mods and NPC mods. The recommendation to install last is really just in case you want to uninstall/reinstall with different options, like the old Level1NPCs... the fewer Weidu mods are installed after it, the fewer mods being uninstalled/reinstalled automatically. It's mostly about convenience. Since v2 lets you make kit changes in-game, instead of needing to reinstall, this is far less important.

    - Off the top of my head I can't see that there would be any interaction with those Tweaks components.

    - Yes you should be able to use this to turn Neera into an Enchanter or Invoker or whatever.

    - The multiclass kit options were chosen by me, yes. It's due to a technical limitation. In all cases clerics take priority, because choosing a deity to worship is a pretty fundamental thing for a priest. Only rangers are an exception to this, because it would make no sense to have a ranger/cleric following some deity that has nothing to do with nature. Any ranger/cleric can be presumed to follow Mielikki, or Silvanus or Chauntea or something like that, thus, it opens them up to choosing a ranger kit to go along with that.

    Multiclass mages always default to getting a kit in their other class, because mage kits have lots of hard-coded bits and I think it's best not to mess with them.

    Druids and thieves were a judgment call. I would entertain arguments from players as to why they should go one way or the other.

    At the end of the day, though, this component is experimental and imperfect. The better way to do kitted multiclasses is to do *real* multiclass kits. Might and Guile and Eldritch Magic offer a few of those now, and Faiths & Powers will add a ton more for clerics/druids/rangers.

  • ThelsThels Member Posts: 1,243
    @subtledoctor: Thanks for your feedback!

    I see your reasoning for Clerics first. It would personally make sense to keep Clerics together, to get something like Rangers -> Druids/Clerics -> Fighters -> Thieves -> Mages. Not that it matters too much.

    You recommend against using kits for dual/multiclasses? Ain't it properly allowed in game to have a kit dualclass, and thus have these possible combinations already?

    How does it alter proficiencies when you change a character's class? I guess since you want this run AFTER Tweaks, then the BG1 Proficiencies would already be in place. Wouldn't that mean you'd be targeting the wrong proficiencies?

  • subtledoctorsubtledoctor Member Posts: 10,025
    edited August 2016
    Thels said:

    You recommend against using kits for dual/multiclasses? Ain't it properly allowed in game to have a kit dualclass, and thus have these possible combinations already?

    I didn't mean to say anything about dual-class characters. Just saying that putting single-class kits onto multiclass characters (basically the same as what people do with EEKeeper) is both unbalanced from a gameplay perspective, and flawed from a technical perspective.

    Dual-classing is unchanged with this mod - extraordinarily flawed from a balance perspective, but perfectly fine from a technical perspective. In fact, theoretically, if you start out with an unkitted character and then dual, this mod *might* let you choose a kit for your second character. Honestly I haven't tested that.
    Thels said:

    How does it alter proficiencies when you change a character's class? I guess since you want this run AFTER Tweaks, then the BG1 Proficiencies would already be in place. Wouldn't that mean you'd be targeting the wrong proficiencies?

    Yeah but this mod really doesn't change NPCs' proficiencies much. So it should *probably* be okay. I mean making Xan a fighter/mage will remove his BG2 dagger proficiency and add BG2 longsword proficiency... but if he has the BG1 "small blades" proficiency that should not be affected. So, theoretically, you would not even notice.

    But here too, I have not done any testing, especially since I really don't like the way that tweak works. (Rather than using the old legacy BG1 proficiency code, it would be far better to simply collapse the categories in the BG2 proficiencies to mimic the old BG1 system, while still *using* the BG2 system. My other mod combines a few proficiencies (spears+halberds; bastard swords+2-hand swords; katanas+scimitars; longbows+shortbows; clubs+maces) and it uses less than 250 lines of Weidu. It would be pretty simple to use that technique to mimic the old BG1 system in a way that would work better with this engine.)

    EDIT - I just looked at the Tweaks code and it actually does exactly what I suggest. :lol: Looking at the code, it seems like that component should be run after NPC_EE. Maybe.

  • ThelsThels Member Posts: 1,243
    Are there any other things in Tweaks that make you say "this must be run before NPC_EE"?

    Also, if I wanted to change the class priority for multiclass character, like try to make Jaheira a Fighter/Totemic Druid, would that just be swapping a few text blocks around in your code, or would that be a large ordeal?

  • subtledoctorsubtledoctor Member Posts: 10,025
    I think it would be an ordeal. Easier to just use EEKeeper, at that point.

Sign In or Register to comment.