Hello, I'm looking forward to add this great mod, to my Baldur's Gate 2 playthrough. I have one question, the NPCs characters, will have their own voice, sounds sets? Thank you for this new amazing mod, take care.
Hello, I'm looking forward to add this great mod, to my Baldur's Gate 2 playthrough. I have one question, the NPCs characters, will have their own voice, sounds sets? Thank you for this new amazing mod, take care.
The play test version will be released when I hit 82%. That will include all SoA content and most ToB content, though ToB will be pretty light on interjections and approval shifts, and there won't be any romance music or cross mod yet. Sometimes I can get a full % in a day, but I feel like I will know when it will be released when I hit the 31st.
Progress Report #12
The last progress report was almost a month ago, and we've gone up about 15% since, leaving 25% to go!
There are a few moderately sized things to do, but most of the work left is a lot of small pieces that make up each task below:
1: General Minor Interjections
2: Important Quest Interjections for SoA/ToB (Bodhi Romance Event, Slayer Change Remark, Irenicus End Lines, Throne of Bhaal End Lines, etc.)
3: Release Test Version.
4: General ToB Interjections
5: Romance Music
6: Crossmod
7: Bug Fixing/Feedback Implementation/Spell Checking/Editing
8: Updating Mod Description/Website/Releasing Full Version.
So just at the final days of the summer season, I finally have a testable release I can share. For those who were interested in testing, you can now download and give feedback on how everything works.
This includes almost everything. There is missing ToB commentary in regards to non-important, non-party NPCs, which is in the next 3% bit of work, and that's it. In fact, General ToB Interjections is the last sizable piece of work, the last 15% afterwards will probably take as long as it took me to go from 76% to 77%.
A few things I am looking for feedback on:
1: Does it even download? I tested this for myself, but there's always that one file I could have forgotten to upload.
2: Any spelling errors: I've played through the entire SoA portion and corrected some, but could have missed a lot of others.
3:Balance issues. Is any NPC too strong or too weak in regards to their class and kit? Are any items too much? Emily is the only exception from comment here, since she is governed by either a native class (Archer) or a class outside my creation (Arcane Archer).
4: Approval System: Is the Green/Red Message notification of the relationship system liked, or is it better to be invisible? Are there any moments where it is expected to occur, but there was no approval gained or loss?
5: Quests: Are they easy to follow, not bugged, etc.
6: Rest Talks: Is the once every 7 game days not too frequent? Do they work? Should they also occur in dungeons or remain outdoor/inns only?
7: Other: Feel free to make any general suggestions/comments/feedback.
The Download button is below, when the mod is 100% completed it will be moved to the first page.
1. Do both romances and friendships from BG1 continue on this release?
2. Can one start a friendship in BG2 without playing BG1 first?
3. Can I romance Recorder with an human or an elf aside from a halfling/dwarf/gnome? I rarely play with those 3 races. Perhaps a higher char stat to romance her with taller races?
4. Are there player initiated dialogs whether as flirts or/and friendship talks?
5. Any romance conflicts among the new companions as well as between the new companions and vanilla BG2 NPCs?
Not quite release, this is a test version, but we're definitely only a couple of weeks or so away from the finish line now!
1: For friendship yes, as long as you mention knowing them. For Romance, yes for Emily. For the other three, it comes later after the relationship progresses. I'll probably add a PID dialogue to the three of them for the complete release so you can directly bring it up at the start to keep better continuity. (Edit: The PID dialogue is added to the other three, so once it's fully released the answer is a full yes.)
2: Yes, it's not required. BG1 Friendship mostly is just a slight starting relationship boost in some cases and a few conversation options that appear. (Edit, as of full release, this will be true in all cases.)
3: Yes, Recorder is no longer race locked! The only requirements are non-evil and enough approval, which you can get easily from the first few required friendship talks. I updated this for her BG1 mod some time ago too.
4: Yes, there is Player Initiated Dialogues, which include a few background questions, an invitation to spend time at rest outside of a dungeon. your romance break up dialogue, etc. The rest talks open up even more PID like elements, and is most expansive if your relationship is fully realized.
5: Yes, they have romance conflicts, once they progress far enough, if they didn't butt heads already, they will ask you about any other relationships, if one is active.
Some other notes:
1: My work on Wings will officially begin production on November 1st. I expect it to be a two month project.
2: The ToB part of the Nalia Romance will probably begin on January 1st, and is honestly probably not going to take longer than a month, but I'll give it a two month window too.
3: After that, I will probably go combine my BG1 NPC mods into one, and add one last (For sure male) NPC into them. Then I'll add this NPC into this mod, just to see how much faster and less painful it is to work on one NPC rather than five at once. No further modding plans currently after that last project.
yeah i can see you getting burnt out due to all the work you have done. 6 npc mods, finishing up someone else mod, doing your own take on a romance mod thought dead for years. all in 2 years i'd want to not make more stuff after that either.
Plus I'd like to mod for BG3 once it is out of Early Access. And I'm curious about making a module in the NWN Toolset too. The scripting in NWN opens up a lot more possibilities you don't have in the Infinity Engine. And most of all I want to go back to playing, so I'm looking forward to much lighter mod-work.
Plus I'd like to mod for BG3 once it is out of Early Access. And I'm curious about making a module in the NWN Toolset too. The scripting in NWN opens up a lot more possibilities you don't have in the Infinity Engine. And most of all I want to go back to playing, so I'm looking forward to much lighter mod-work.
Will you still provide some bugfixing (especially if someone discovers a game breaking bug) in your mods after they are considered 100% finished?
Well, in good news! It installs on EET! In bad news, I'll have no idea if it works or not for quite some time XD. When I eventually get there i'll be sure to update you. Fortunately I have a backup folder made at the installation point where I installed the bg2 portion so it won't be as much of a hassle to update the install when the full version releases!
But thanks for your hard work! I just picked up Helga in BG1, and i'm already looking forward to what's next
Really looking forward to the DeArnise Romance piece- my favorite NPC (I know, I'm weird- I like Nalia, don't find Anomen that annoying, and my favorite D&D edition is actually 4e), and I'm really happy to be getting more content.
Plus I'd like to mod for BG3 once it is out of Early Access. And I'm curious about making a module in the NWN Toolset too. The scripting in NWN opens up a lot more possibilities you don't have in the Infinity Engine. And most of all I want to go back to playing, so I'm looking forward to much lighter mod-work.
Will you still provide some bugfixing (especially if someone discovers a game breaking bug) in your mods after they are considered 100% finished?
I'll always provide support. I imagine there will always be a question in the future or some obscure bug found by one of those rarely found dialogues that you write.
Really looking forward to the DeArnise Romance piece- my favorite NPC (I know, I'm weird- I like Nalia, don't find Anomen that annoying, and my favorite D&D edition is actually 4e), and I'm really happy to be getting more content.
i feel nalia would be liked better if she had more mods to flesh her out. all she has is her romance mod and reunion.
By all rights, Nalia shouldn't even be available in ToB - and if she is summoned, she should be ticked off about it. (I believe she is if she isn't in the party when you start ToB) Whether you liked her in SoA or not, she is an Amnian noble with her own keep and lands by the end of that game (assuming you helped her clear the place out).
Slumming it with a group of adventurers is "beneath her station" by the time your party is on its way to Saradush.
She isn't ticked off at all if she is summoned. She actually speaks as if she was expecting it, and probably gives the most insight on how the whole summoning aspect works. She's matured, an archmage with her power, believing her station and power is the best way to influence the change she's always envisioned. That's why she gets a voice set change as soon as Chapter 8 starts, with some of her old lines being swapped out for ones fitting her changes.
Some say she's become more neutral, but her alignment isn't really any different, she's just become more experienced and impacted by all that she's seen.
tob is very important to nalia's development like with aerie's. so saying she should not be there is false. no party member should be excluded from tob.
I think I've run into a bug while playing the test version.
When I arrive at the temple district I get a conversation with Vienxay regarding temples. Once the talk is over if I attempt a PID with her then instead of being able to ask her about stuff she just repeats the previous talk about temples. So I cannot ask her about anything anymore.
An even bigger problem is that I do not get new talks from her over time (time based talks) but instead the same one about temples.
Okay, .83 should have it fixed, as well as a slew of other bugs I found.
However, since the Temple Talk is a unique talk and not a friendship talk (And it was in error increasing the friendship talk), you'll need the console to fix that. Just type in the console C:SetGlobal("X3VieTalk","LOCALS",3) while pointing at Vienxay or her portrait with your cursor. (You can use 5 or 7 instead of 3, depending n how many you remember having (1,2,3, respectively with my examples.)
.83 should also add another portion of ToB commentary, and I should have the rest of the ToB writing done this weekend. Then it's just adding in some crossmod and music and I'll release a more stable 1.00 version.
Okay, .83 should have it fixed, as well as a slew of other bugs I found.
However, since the Temple Talk is a unique talk and not a friendship talk (And it was in error increasing the friendship talk), you'll need the console to fix that. Just type in the console C:SetGlobal("X3VieTalk","LOCALS",3) while pointing at Vienxay or her portrait with your cursor. (You can use 5 or 7 instead of 3, depending n how many you remember having (1,2,3, respectively with my examples.)
.83 should also add another portion of ToB commentary, and I should have the rest of the ToB writing done this weekend. Then it's just adding in some crossmod and music and I'll release a more stable 1.00 version.
Thank you, so the console is enough to fix this problem and I do not need to reinstall the mod?
Hmmm, so the talk was indeed area dependant (it makes sense as it always started there for me). Does the number refer to other area related talks or special talks (not necessarily area dependant) overall?
I already visited all areas in the city of Athkatla but the temple talk seemed to be the only unique talk to me.
Comments
Yes, they are all voiced.
The play test version will be released when I hit 82%. That will include all SoA content and most ToB content, though ToB will be pretty light on interjections and approval shifts, and there won't be any romance music or cross mod yet. Sometimes I can get a full % in a day, but I feel like I will know when it will be released when I hit the 31st.
The last progress report was almost a month ago, and we've gone up about 15% since, leaving 25% to go!
There are a few moderately sized things to do, but most of the work left is a lot of small pieces that make up each task below:
1: General Minor Interjections
2: Important Quest Interjections for SoA/ToB (Bodhi Romance Event, Slayer Change Remark, Irenicus End Lines, Throne of Bhaal End Lines, etc.)
3: Release Test Version.
4: General ToB Interjections
5: Romance Music
6: Crossmod
7: Bug Fixing/Feedback Implementation/Spell Checking/Editing
8: Updating Mod Description/Website/Releasing Full Version.
So just at the final days of the summer season, I finally have a testable release I can share. For those who were interested in testing, you can now download and give feedback on how everything works.
This includes almost everything. There is missing ToB commentary in regards to non-important, non-party NPCs, which is in the next 3% bit of work, and that's it. In fact, General ToB Interjections is the last sizable piece of work, the last 15% afterwards will probably take as long as it took me to go from 76% to 77%.
A few things I am looking for feedback on:
1: Does it even download? I tested this for myself, but there's always that one file I could have forgotten to upload.
2: Any spelling errors: I've played through the entire SoA portion and corrected some, but could have missed a lot of others.
3:Balance issues. Is any NPC too strong or too weak in regards to their class and kit? Are any items too much? Emily is the only exception from comment here, since she is governed by either a native class (Archer) or a class outside my creation (Arcane Archer).
4: Approval System: Is the Green/Red Message notification of the relationship system liked, or is it better to be invisible? Are there any moments where it is expected to occur, but there was no approval gained or loss?
5: Quests: Are they easy to follow, not bugged, etc.
6: Rest Talks: Is the once every 7 game days not too frequent? Do they work? Should they also occur in dungeons or remain outdoor/inns only?
7: Other: Feel free to make any general suggestions/comments/feedback.
The Download button is below, when the mod is 100% completed it will be moved to the first page.
A few questions if I may:
1. Do both romances and friendships from BG1 continue on this release?
2. Can one start a friendship in BG2 without playing BG1 first?
3. Can I romance Recorder with an human or an elf aside from a halfling/dwarf/gnome? I rarely play with those 3 races. Perhaps a higher char stat to romance her with taller races?
4. Are there player initiated dialogs whether as flirts or/and friendship talks?
5. Any romance conflicts among the new companions as well as between the new companions and vanilla BG2 NPCs?
Cheers!
1: For friendship yes, as long as you mention knowing them. For Romance, yes for Emily. For the other three, it comes later after the relationship progresses. I'll probably add a PID dialogue to the three of them for the complete release so you can directly bring it up at the start to keep better continuity. (Edit: The PID dialogue is added to the other three, so once it's fully released the answer is a full yes.)
2: Yes, it's not required. BG1 Friendship mostly is just a slight starting relationship boost in some cases and a few conversation options that appear. (Edit, as of full release, this will be true in all cases.)
3: Yes, Recorder is no longer race locked! The only requirements are non-evil and enough approval, which you can get easily from the first few required friendship talks. I updated this for her BG1 mod some time ago too.
4: Yes, there is Player Initiated Dialogues, which include a few background questions, an invitation to spend time at rest outside of a dungeon. your romance break up dialogue, etc. The rest talks open up even more PID like elements, and is most expansive if your relationship is fully realized.
5: Yes, they have romance conflicts, once they progress far enough, if they didn't butt heads already, they will ask you about any other relationships, if one is active.
Some other notes:
1: My work on Wings will officially begin production on November 1st. I expect it to be a two month project.
2: The ToB part of the Nalia Romance will probably begin on January 1st, and is honestly probably not going to take longer than a month, but I'll give it a two month window too.
3: After that, I will probably go combine my BG1 NPC mods into one, and add one last (For sure male) NPC into them. Then I'll add this NPC into this mod, just to see how much faster and less painful it is to work on one NPC rather than five at once. No further modding plans currently after that last project.
Thankee again for your tremendous modding work and spiffy results! Alleluia!
Will you still provide some bugfixing (especially if someone discovers a game breaking bug) in your mods after they are considered 100% finished?
But thanks for your hard work! I just picked up Helga in BG1, and i'm already looking forward to what's next
I'll always provide support. I imagine there will always be a question in the future or some obscure bug found by one of those rarely found dialogues that you write.
i feel nalia would be liked better if she had more mods to flesh her out. all she has is her romance mod and reunion.
this really helped out yoshimo for example.
Slumming it with a group of adventurers is "beneath her station" by the time your party is on its way to Saradush.
Some say she's become more neutral, but her alignment isn't really any different, she's just become more experienced and impacted by all that she's seen.
well thanks to mods they are both in tob.
turnabout for them both.
and yoshimo has his romance mod where he has one short scene at the end. and yoshimo's remorse lets him be a full on party member.
When I arrive at the temple district I get a conversation with Vienxay regarding temples. Once the talk is over if I attempt a PID with her then instead of being able to ask her about stuff she just repeats the previous talk about temples. So I cannot ask her about anything anymore.
An even bigger problem is that I do not get new talks from her over time (time based talks) but instead the same one about temples.
However, since the Temple Talk is a unique talk and not a friendship talk (And it was in error increasing the friendship talk), you'll need the console to fix that. Just type in the console C:SetGlobal("X3VieTalk","LOCALS",3) while pointing at Vienxay or her portrait with your cursor. (You can use 5 or 7 instead of 3, depending n how many you remember having (1,2,3, respectively with my examples.)
.83 should also add another portion of ToB commentary, and I should have the rest of the ToB writing done this weekend. Then it's just adding in some crossmod and music and I'll release a more stable 1.00 version.
Thank you, so the console is enough to fix this problem and I do not need to reinstall the mod?
Hmmm, so the talk was indeed area dependant (it makes sense as it always started there for me). Does the number refer to other area related talks or special talks (not necessarily area dependant) overall?
I already visited all areas in the city of Athkatla but the temple talk seemed to be the only unique talk to me.
If you did install the new version, for those who had it fire it will repeat but only one more time and you only need to fix the local talk.
Does she start these after a specific plot point in the game (chapter 3 or 4) or could it be a bug? I'm still in chapter 2.