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[v1.1] Skitia's NPCs For BG2:EE and EET

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  • MothorMothor Member Posts: 265
    edited September 2023
    Skitia wrote: »
    I just finished adjusting Vienxay's Shadowmage Kit and Recorder's Lorekeeper Kit, and compiled the build.

    For Shadowmage, I added a minor passive ability to add flavor and incentive to using stealth or invisibility, which should complement Vienxay's Shadow Jump as well:

    - Umbral Empowerment: While hidden in shadow, the shadowmage gains +1 to their caster level and -1 to their casting speed.

    For Recorder, I added another ability for her Lorekeeper Kit that also fit her theme and gave her a bit more utility:

    - May cast Mnenomic Retrieval once per day. Gains one use at level 4 and every 4 levels thereafter.

    MNEMONIC RETRIEVAL: This spell enables the caster's target to bring back to memory 1 arcane spell and/or 1 divine spell that has been previously cast. If no spells have been cast yet, nothing happens. Mmenomic Retrieval can only recall a spell up to the spell level the Lorekeeper is capable of casting. Thus the Lorekeeper can thus only recall 4th-level spells or lower at level 10, and is capped at 6th level spells or lower at level 16.

    Note: Mage/Clerics like Quayle and Aerie gain back a cleric *and* a mage spell when this is casted

    I also finally fixed Vienxay's issues of having too little/too many spell slots in BG2 that I noticed.

    The last thing I need to do that I ran out of time was adding additional kit options for Kale and Recorder. Once that is done I will upload this version update.

    So...any real chance of it being completed this week? Or this month? I dunno how much it takes to handle kit options.
    Post edited by Mothor on
  • SkitiaSkitia Member Posts: 1,086
    It doesn't take long at all to handle Kit options, I already finished. I'm going to redo my portrait options so they are also organized as components and then I will start uploading the files.
  • SkitiaSkitia Member Posts: 1,086
    edited September 2023
    1.1 Changelog and download


    This update is large enough for a full .1 increment. It includes:
    -Initiated Flirts and PID Flirts for all characters.
    -Revised character quest for Vienxay.
    -Additional quest for Helga.
    -Revised Ward class for Kale. This should make him and the one he selects as ward more resilient in battle.
    WARDEN: The warden is a warrior whose discipline and traditions center around fighting in a pair. Their partner is known as their ward, and they situate themselves to elevate their ward's combat effectiveness. The warden meanwhile brings forth an incredible tenacity that rivals some of the fiercest barbarians, in place of sacrificing their offensive prowess.

    Advantages:
    -Hit Die: d12
    -May use the Ward ability once per day.

    WARD: Designates target as the ward. The bonuses last until the ward or warden's death, or a new ward is selected.
    Level 1: The ward receives +1 damage bonus and -1 THAC0.
    Level 8: The ward receives +1 damage bonus and -1 THAC0, and cannot be back stabbed.
    Level 12: The ward receives +1 damage bonus and -1 THAC0, cannot be back stabbed, and gains IRON WILL.
    Level 16: The ward receives +1 damage bonus and -1 THAC0, cannot be back stabbed, gains IRON WILL, and receives +1 luck.

    -IRON WILL: Upon being subject to a spell that subjects the Warden to sleep, stunned, fear, or confusion, the warden has a 10% chance to snap out of the state every second that they are in it. At level 12, the one bestowed with ward also gains this effect.

    -Upon having 50% or less of base class hit points, activates Second Wind.

    SECOND WIND: The warden regenerates one hit point per second for 1 round per level. Second Wind can only be activated once every 2 hours.

    Disadvantages:
    May only become proficient in ranged weapons, and may not exceed mastery in any other weapon.
    May only put one point in two weapon style.
    -New Barbarian class or Vanguard kit choices for Kale for BG2 (Vanguard requires the Artisan Kitpack.)
    -Recorder's Lorekeeper kit gains Mnemonic Retrieval to add a bit of utility to her arsenal:

    May cast Mnenomic Retrieval once per day. Gains one use at level 4 and every 4 levels thereafter.
    MNEMONIC RETRIEVAL: This spell enables the caster's target to bring back to memory 1 arcane spell and/or 1 divine spell that has been previously cast. If no spells have been cast yet, nothing happens. Mmenomic Retrieval can only recall a spell up to the spell level the Lorekeeper is capable of casting. Thus the Lorekeeper can thus only recall 4th-level spells or lower at level 10, and is capped at 6th level spells or lower at level 16.

    -There is an optional component to have Mnemonic retrieval scale up to spell level 8 for those using IWD, or those just wishing it to do so.
    -Keipellmaster kit option for Recorder (Requires the Artisan Kitpack)
    -Vienxay's Shadowmage kit gains Umbral Empowerment to add a bit more power when utilizing her hide/move silently, or invisibility gained through shadow jump:
    Umbral Empowerment: While hidden in shadow, the shadowmage gains +1 to their caster level and -1 to their casting speed.
    -Party Banter with Wilson the bear.
    -A few additional Rest Talks
    -Bugfixes and Spelling fixes...and probably bugs and spelling mistakes. Please report any of these!

    The next update 1.2 will include the sixth NPC Isaac. Some of his data is in 1.1, but most is commented out as it is not ready yet. Once he is published for BG1/SOD, I will complete the work needed for update 1.2
  • EndarireEndarire Member Posts: 1,519
    To clarify, are your NPCs fully continuous between BG1 & BG2 on EET?

    Thankee!
  • SkitiaSkitia Member Posts: 1,086
    Endarire wrote: »
    To clarify, are your NPCs fully continuous between BG1 & BG2 on EET?

    Thankee!

    Yes
  • MothorMothor Member Posts: 265
    YAY, its out at least!!! \^v^/
  • Wutan1988Wutan1988 Member Posts: 131
    Hi Skitia a question for Clarification:

    To make Recorder a Keippelmaster do we need the Artisan Kitpack or Bardic Wonders cause i think the Keipellmaster is part of Artisan's Bardic Wonders.

    Excited for the New Upgrade since your NPCs are Standard in my installs.

    Cheers.
  • SkitiaSkitia Member Posts: 1,086
    Wutan1988 wrote: »
    Hi Skitia a question for Clarification:

    To make Recorder a Keippelmaster do we need the Artisan Kitpack or Bardic Wonders cause i think the Keipellmaster is part of Artisan's Bardic Wonders.

    Excited for the New Upgrade since your NPCs are Standard in my installs.

    Cheers.

    Bardic Wonder, I'll update that note accordingly.
  • FrenzgynFrenzgyn Member Posts: 80
    Hi!
    Found the dear ol' case sensitive bug on Windows with "x3rpkit4.spl" and "X3rpkit4.spl", the one with the capital "X" should the correct one, right?
  • SkitiaSkitia Member Posts: 1,086
    Right, I removed it and published a new released version.
  • ulatalibulatalib Member Posts: 3
    Hello, Thanks for your work on the mods.
    But I have something to report. I was installing your NPCS on my new EET install using project infinity. And it gave me warning about missing file for Isaac transition for EET from BG to BG2.
    Since Isaac is a new, not released NPC, I think his files should be separated from the main release.
  • SkitiaSkitia Member Posts: 1,086
    edited September 2023
    They are mostly separated already and commented out, just a few lines that I forgot to comment out in the BG2 release version. I'll comment out those lines on the next update.
  • TrevimusPrimeTrevimusPrime Member Posts: 28
    edited October 2023
    Apologies if this has been mentioned. I've gotten to the point in Emily's quest where:
    The dual is going to happen

    Thomas however uses his lines from when he is first encountered, and the quest then doesn't proceed. Is this an easy fix my end. I'm using the latest version of the mod

    cheers
    Post edited by TrevimusPrime on
  • SkitiaSkitia Member Posts: 1,086
    edited October 2023
    I can look into it! I'll let you know what global to use after looking at it.

    Edit: Shoot, this is happening pre-chapter 6, I'm guessing. I forgot I added a timer. I'm going to have to add a global to it. No easy fix actually, this is a bug.
  • TrevimusPrimeTrevimusPrime Member Posts: 28
    Skitia wrote: »
    I can look into it! I'll let you know what global to use after looking at it.

    Edit: Shoot, this is happening pre-chapter 6, I'm guessing. I forgot I added a timer. I'm going to have to add a global to it. No easy fix actually, this is a bug.

    Yep, happening pre 6. In the meantime, would just leaving it and coming back later in Chapter 6 help?
  • SkitiaSkitia Member Posts: 1,086
    That would be the work around, yes. I'll upload the fix for this tonight as well.
  • TrevimusPrimeTrevimusPrime Member Posts: 28
    Skitia wrote: »
    That would be the work around, yes. I'll upload the fix for this tonight as well.

    Id assume that Emily being summoned to the Mithrest needs to be done, then avoid the next bit and the Coronet? I may just leave her out of the party whilst the fix is sorted. Thanks for you help
  • SkitiaSkitia Member Posts: 1,086
    I uploaded the fix already, download the latest version and it should work now.

    I also included a fix for EET users with Vienxay whose dialogue may not work correctly.
  • TrevimusPrimeTrevimusPrime Member Posts: 28
    Skitia wrote: »
    I uploaded the fix already, download the latest version and it should work now.

    I also included a fix for EET users with Vienxay whose dialogue may not work correctly.

    Vienxay now works without adding in anything after install, Emily quest also now uses correct dialogue. Not sure if its meant to not happen untill Chapter 6, but either way it works. If that is meant to be in Chapter 6, is EET the issue? Since Technically early game is chapter 12?

    Thankyou for taking time out of your day!
  • SkitiaSkitia Member Posts: 1,086
    It's meant to happen before chapter 6 if you take a long time in chapter 2 or 3. So everything is working as it should!
  • TrevimusPrimeTrevimusPrime Member Posts: 28
    You are a credit to modding. Any way to recompense you for your hard work?
  • UlkeshUlkesh Member Posts: 280
    edited October 2023
    Hello Skitia, hope everything is going well.

    I have few questions:

    1) I'm planning to start a playthrough from bg1 and I would like to install all your npcs and use them for all the different chapters of the saga (including SoD). Any plan to release a bg1 version containing all of them at once anytime soon?

    2) Apart from adding the possibility for custom kits, is there any "writing" rework you still plan to do on these npcs for any of the games? While I appreciate the new options to install custom kits, I'm left wondering if the npcs content is “definitive” or you are planning to rework pieces/bits of their dialogue/story; in the latter case I would rather wait for a new release.

    Cheers.
  • TrevimusPrimeTrevimusPrime Member Posts: 28
    edited October 2023
    A couple of interesting bugs
    1 of Xienays Underdark Banters didnt trigger untill after leaving the Underdark (actually not until after grabbing the book) - Not game breaking
    The Banter about leaving the Underdark didnt trigger untill after grabbing the book - Not game breaking
    Bhodi kidnap, shes dissapears, but then never reappears. Unless shes meant to reappear elsewhere, thats a bit of an interesting one. Nice of her to do a runner

    *Reloaded a save and tried again, she came back this time. I had a similar bug with Neera, so assume its a vanilla bug and not you specific
  • SkitiaSkitia Member Posts: 1,086
    Ulkesh wrote: »
    Hello Skitia, hope everything is going well.

    I have few questions:

    1) I'm planning to start a playthrough from bg1 and I would like to install all your npcs and use them for all the different chapters of the saga (including SoD). Any plan to release a bg1 version containing all of them at once anytime soon?

    2) Apart from adding the possibility for custom kits, is there any "writing" rework you still plan to do on these npcs for any of the games? While I appreciate the new options to install custom kits, I'm left wondering if the npcs content is “definitive” or you are planning to rework pieces/bits of their dialogue/story; in the latter case I would rather wait for a new release.

    Cheers.

    1) When I finish the sixth NPC for BG1, I will update each mod individually for the final time. Then I will release a BG1 collection version which will be the primarily supported version henceforth. I find the collection much easier to maintain, and I can add a bit more recognition of the NPCs to one another when I do that.
    I'm definitely eager to finish the sixth NPC content sooner rather than later as I've come up with a new mod idea that I want to develop.

    2) This is a good question. It's a passion project and there's always something I think of that I could do at some point. But for BG1/SoD I'm actually very happy where the content is, and I don't see myself ever going back to add more to it beyond crossmod content (Or cross within mod content once they're combined). Currently the BG1 update just adds an approval system just like there is for BG2, but it doesn't change story or dialogue. it's mainly Emily that has slightly changed story content as she is very intertwined around the sixth NPC, and I had to tweak her quest so it could still be completed if you finished the other NPC's quest first, and vice-versa.

    It's different for BG2. I've thought of adding a "middle" to Emily's quest, something to upend the order a bit as it's rather straight forward, and I think the long projected battle over heirdom should have more twists to it. But besides that I can't think of any other BG2 story or dialogue changes that are upcoming, probably ever. My primary focus is to play other people's mods, and write some crossmod content for them. I'd love for it to really make those mods more recognized by having some remark about them or their characters.

    I hope that answers it!

    A couple of interesting bugs
    1 of Xienays Underdark Banters didnt trigger untill after leaving the Underdark (actually not until after grabbing the book) - Not game breaking
    The Banter about leaving the Underdark didnt trigger untill after grabbing the book - Not game breaking
    Bhodi kidnap, shes dissapears, but then never reappears. Unless shes meant to reappear elsewhere, thats a bit of an interesting one. Nice of her to do a runner

    *Reloaded a save and tried again, she came back this time. I had a similar bug with Neera, so assume its a vanilla bug and not you specific

    I'll look at the underdark bugs. I think the Bodhi one is more game related. I could add a check to try again, maybe? I'll have to look at it.
  • TrevimusPrimeTrevimusPrime Member Posts: 28
    A Review

    I've just finished a run with Viexnay, Kale and Emily in the party. I didn't expect to end up using all three, but the quality of the charectisations made it a no brainer. Emily all the way through the trilogy, and Viexnay and Kale from Dragonspear.

    There were only a few minor hiccups, and overall an excellent experience. They fit in to the series very well, and there were plenty of times I forgot they were mod companions.

    Critiques

    Viexnay never actually felt that powerful when it came to magic, at least in comparison to my fighter/mage dual class. I used the standard kit

    Kale, Warden class seemed interesting, but didn't use his special ability much

    Emily - wished I tried out the Arcane Archer kit

    9/10, would adventer with again
  • SkitiaSkitia Member Posts: 1,086
    A Review
    Kale, Warden class seemed interesting, but didn't use his special ability much

    Viexnay never actually felt that powerful when it came to magic, at least in comparison to my fighter/mage dual class. I used the standard kit

    Out of curiousity, is this the old Warden kit, where the ability lasted once per turn, or the new one, where the ability is heavily changed and lasts until re-used/death?

    I agree magic is a weakness of Vienxay and multi-class mages. I might remove the spell slot penalty I gave her to offset the game buggily thinking she was a specialist class, but I probably won't touch it more then that.

  • TrevimusPrimeTrevimusPrime Member Posts: 28
    Skitia wrote: »
    A Review
    Kale, Warden class seemed interesting, but didn't use his special ability much

    Viexnay never actually felt that powerful when it came to magic, at least in comparison to my fighter/mage dual class. I used the standard kit

    Out of curiousity, is this the old Warden kit, where the ability lasted once per turn, or the new one, where the ability is heavily changed and lasts until re-used/death?

    I agree magic is a weakness of Vienxay and multi-class mages. I might remove the spell slot penalty I gave her to offset the game buggily thinking she was a specialist class, but I probably won't touch it more then that.

    I believe the second. The lack of use isn't necessarily due to it being a bad ability (it's not), but I personally used Kale as a front line tank, and didn't have the need for him to protect another charector (as they could fend for themselves quite easily). There may have been better choices for this, but his personality made it so he had to stay in the party

    I don't think Viexnay ever got access to level 9 spells on my full run, but she however an excellent thief, so I guess it balances out?
  • ofeliaofelia Member Posts: 13
    hey Skitia,

    first wanted to say a praise for you mod, I had a full run with Recorder and it's like my favorite mod npc by now, I plan now to play with your other npc cause they seem to be very interesting and I wanna try them out together :)

    The thing is that I'm seeing a peculiar bug - nothing game breaking (I hope) - I have 2 Helgas :o

    nhe0nhbfds1y.png
  • SkitiaSkitia Member Posts: 1,086
    I've had that happen sometimes when I do frequent reinstalling of a mod. It's not game breaking, the Helga you don't recruit can be ignored.
  • ofeliaofelia Member Posts: 13
    Skitia wrote: »
    I've had that happen sometimes when I do frequent reinstalling of a mod. It's not game breaking, the Helga you don't recruit can be ignored.

    awesome! just thought that you might not be aware of the issue
    ty
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