So I was a fool and downloaded the new one, but still had the Nordom Morte version installed. I think I can fix my issue, but I'd need a copy of the older version. Any chance you could put up a link to that bad boy?
Nevermind I figured it out, and also used both programs so I could turn both Vhalor and Nordom as my NPC's. I like controlling Morte for those sweet insults and Ignus' extra spell slots. I love this mod and can't thank you enough for making this dream mod.
Happy to help, but I must warn you that there might be game-crashing bugs related to the older version (specifically towards the end of the game). Caveat utilitor
@Isewein , sorry for the delay. I thought I had responded to this.
Tbh I have no idea if it'd work on the original game. My initial assumption is that it wouldn't, because the implementation of the extra companions revolves around the Familiar system from the BG2 engine, but I could be mistaken. I make no promises of stability if you do run this with the original version of the game.
Hello.
At first I wanted to thanks for this mod. Few weeks ago I started my first journey with PS:T EE and when I filled all slots for companions knowing that there are more I searched for something like this. Especially when I know that (considering my free time for playing) I won't be able to finish this game one more time. Due to that I wanted to experience this piece of art as more as it is possible.
Now, my expierience with mod:
- I didn't know that mod is possible to use after meeting NPC intended to be followers. I tried install (I had no errors) before releasing Ignus and this caused craches during loading game attempts. Uninstalling removed this problem.
After releasing Ignus I tried one more time and this time game loaded without problem and I had additionall companion.
- Second - when I try to go to other area it is impossible when follower is not with the rest of the party. Whole team dances next to the border of map and follower stands a little farer. It is necessary to select additional companion, order him to walk to the others and then it is possible to move to the other location. Connected with slow walking, mentioned in mod notes, is irritating.
However in general issues aren't so big. Great thanks for your work!
@Howardzik, glad you're enjoying the mod! For your first point, yes mid-playthrough installations can sometimes result in issues, glad to see that the problem resolved itself without too much trouble. For the second point, yeah this is something due to the way the game engine handles party moving between zones; I tried few possible solutions but unfortunately none of them really worked. I'm not really sure how to fix the awkward zone transitions, unfortunately.
hi @Aquadrizzt great mod; however, I have trouble installing, do you know if English version is required for it to work properly? Installing this on Polish version results in error (below and attached debug). Thanks for any help.
ERROR locating resource for 'COPY'
Resource [.BCS.] not found in KEY file:
[./chitin.key]
Stopping installation because of error.
//update: same is happening on plain fresh English installation from GOG
I have trouble installing, do you know if English version is required for it to work properly? Installing this on Polish version results in error (below and attached debug). Thanks for any help.
ERROR locating resource for 'COPY'
Resource [.BCS.] not found in KEY file:
[./chitin.key]
Stopping installation because of error.
//update: same is happening on plain fresh English installation from GOG
@yghern (and everyone else encountering this issue) This is caused by a bug in the latest WeiDU version (v247). To fix it either install the mod with the previous WeiDU version or fix the responsible script lines in the mod. To fix the script:
Open the file "Undivided\SetUp-Undivided.tp2" with a text editor.
Search for the keyword "COPY_EXISTING_REGEXP" and replace in the following string ~.*\.bcs~ the asterisk (*) by a plus sign (+). The resulting string should look like this: ~.+\.bcs~
Do the same for the second instance of COPY_EXISTING_REGEXP.
Another problem with the mod was reported here, I'll leave a link just for the sake of clarity should @Aquadrizzt ever decide to return to work on the mod. I'll make note of whether I run into the same problem in my playthrough.
@Isewein , ugh I thought I stomped that second issue out in the last round of testing. Thank you for bringing it to my attention. I'll see if I can find a quick fix for it.
I thought I had it fixed but evidently not. Obviously it's very hard to test/fix this particular instance because what's happening is a bunch of hidden flags that are set through out the game are being checked.
(If I'm being honest, I suspect that the only way to prevent this would be a total overhaul of the code base, which I don't have the time to implement properly right now.)
I finally found an opportunity to rewrite the code for this mod. I am putting finishing touches on it now, and hope to have it packaged up soon.
The new system lets you configure any of the 7 companions to function as "followers" if you ever have more than 6 party members. Followers will not engage in combat but will be available to contribute to dialogs and will banter with the other party members.
I have manually-coded the entire "everyone ready" conversation that happens before the final chapter, so it should still function regardless of which companions are in the party officially and which are followers.
I've also added functionality like having followers run up to the protagonist if they are too far away.
So glad to hear it! Any chance it might be out by Christmas? Hope the silence isn't discouraging you; I for one am holding out for Undivided before a PsT replay. Adapting Jastey's followers tweak from BG sounds like a great solution,
So glad to hear it! Any chance it might be out by Christmas? Hope the silence isn't discouraging you; I for one am holding out for Undivided before a PsT replay. Adapting Jastey's followers tweak from BG sounds like a great solution,
Thanks for all your efforts!
I'm trying to make sure I have squashed all the bugs and that the mod itself doesn't feel too hacky to play. Can you link me to Jastey's follower tweaks, I'd love to see how other people have approached this. I've already based some of this on the work Argent did for his A'faaq follower mod.
So glad to hear it! Any chance it might be out by Christmas? Hope the silence isn't discouraging you; I for one am holding out for Undivided before a PsT replay. Adapting Jastey's followers tweak from BG sounds like a great solution,
Thanks for all your efforts!
I'm trying to make sure I have squashed all the bugs and that the mod itself doesn't feel too hacky to play. Can you link me to Jastey's follower tweaks, I'd love to see how other people have approached this. I've already based some of this on the work Argent did for his A'faaq follower mod.
If you need more examples how follower mode is scripted then I can also recommend to take a look at the NPC Generator mod where custom NPCs can freely switch between party and follower mode.
Gosh, I'm sorry I completely missed your response! I was referring to Jastey's NPC mods, which enable you to take the new character a familiar-style follower rather than filling up a party slot. Solaufein, Grey the Dog and Brandock are implemented that way.
Comments
Tbh I have no idea if it'd work on the original game. My initial assumption is that it wouldn't, because the implementation of the extra companions revolves around the Familiar system from the BG2 engine, but I could be mistaken. I make no promises of stability if you do run this with the original version of the game.
At first I wanted to thanks for this mod. Few weeks ago I started my first journey with PS:T EE and when I filled all slots for companions knowing that there are more I searched for something like this. Especially when I know that (considering my free time for playing) I won't be able to finish this game one more time. Due to that I wanted to experience this piece of art as more as it is possible.
Now, my expierience with mod:
- I didn't know that mod is possible to use after meeting NPC intended to be followers. I tried install (I had no errors) before releasing Ignus and this caused craches during loading game attempts. Uninstalling removed this problem.
After releasing Ignus I tried one more time and this time game loaded without problem and I had additionall companion.
- Second - when I try to go to other area it is impossible when follower is not with the rest of the party. Whole team dances next to the border of map and follower stands a little farer. It is necessary to select additional companion, order him to walk to the others and then it is possible to move to the other location. Connected with slow walking, mentioned in mod notes, is irritating.
However in general issues aren't so big. Great thanks for your work!
ERROR locating resource for 'COPY'
Resource [.BCS.] not found in KEY file:
[./chitin.key]
Stopping installation because of error.
//update: same is happening on plain fresh English installation from GOG
@yghern (and everyone else encountering this issue) This is caused by a bug in the latest WeiDU version (v247). To fix it either install the mod with the previous WeiDU version or fix the responsible script lines in the mod. To fix the script:
(If I'm being honest, I suspect that the only way to prevent this would be a total overhaul of the code base, which I don't have the time to implement properly right now.)
The new system lets you configure any of the 7 companions to function as "followers" if you ever have more than 6 party members. Followers will not engage in combat but will be available to contribute to dialogs and will banter with the other party members.
I have manually-coded the entire "everyone ready" conversation that happens before the final chapter, so it should still function regardless of which companions are in the party officially and which are followers.
I've also added functionality like having followers run up to the protagonist if they are too far away.
Thanks for all your efforts!
I'm trying to make sure I have squashed all the bugs and that the mod itself doesn't feel too hacky to play. Can you link me to Jastey's follower tweaks, I'd love to see how other people have approached this. I've already based some of this on the work Argent did for his A'faaq follower mod.
If you need more examples how follower mode is scripted then I can also recommend to take a look at the NPC Generator mod where custom NPCs can freely switch between party and follower mode.