[MOD] NPC Generator: NPC creation made easy!
argent77
Member Posts: 3,474
NPC Generator: NPC creation made easy!
Install your own pregenerated or exported characters as regular NPCs.
Download from GitHub
Readme
Introduction
This mod allows you to install any number of pregenerated or exported characters as regular NPCs. They can be met at predetermined locations where you have the chance to invite them into your party or have them tag along without occupying party slots at any time in the game. Kicked out NPCs can be instructed to wait or return to the original meeting place.
Note: The mod isn't registered in the WeiDU.log and can therefore be called at any time and as often as you like to install or remove NPCs to or from the game.
The mod supports the following games and game variants:
It is currently available in English, German and Russian.
Components
1. Add custom NPCs to the game (for BG2, Tutu, BGT, BG:EE, SoD, BG2:EE, EET and IWD:EE)
With this component it is possible to install any number of individual characters or all available characters at once.
They can be met at predetermined locations based on the game campaign:
This component provides two installation modes:
Manual NPC installation
A character selection menu allows you to select one or more characters for installation. The mod scans the "characters" folder for exported character files and/or characters in the game resources (depending on selected option) and lists available characters with a short summary of gender, class/kit and level.
Automated NPC installation
This mode is controlled by the file "settings.tpa" which can be found in the mod's base folder. Installation requires no manual input and is therefore the best choice for mod managers or scripted mod installations.
2. Enable/Disable alignment checks for custom NPCs (not available for IWD:EE)
By default installed NPCs won't always join or follow the party right away. If their goals don't align with the party's they might ask for a fee or outright refuse to join.
With this component it is possible to toggle this check on or off. When disabled then every installed NPC will automatically join or follow your party when asked. NPCs in IWD:EE will always join or follow your party when asked.
The requirements for NPCs are as follows:
3. Remove custom NPCs from the game
This component allows you to remove installed characters from the game. You can choose whether to uninstall selected characters individually or all installed characters at once.
Install your own pregenerated or exported characters as regular NPCs.
Download from GitHub
Readme
Introduction
This mod allows you to install any number of pregenerated or exported characters as regular NPCs. They can be met at predetermined locations where you have the chance to invite them into your party or have them tag along without occupying party slots at any time in the game. Kicked out NPCs can be instructed to wait or return to the original meeting place.
Note: The mod isn't registered in the WeiDU.log and can therefore be called at any time and as often as you like to install or remove NPCs to or from the game.
The mod supports the following games and game variants:
- Original BG2
- Tutu/EasyTutu
- BGT
- BG:EE
- SoD
- BG2:EE
- EET
- IWD:EE
It is currently available in English, German and Russian.
Components
1. Add custom NPCs to the game (for BG2, Tutu, BGT, BG:EE, SoD, BG2:EE, EET and IWD:EE)
With this component it is possible to install any number of individual characters or all available characters at once.
They can be met at predetermined locations based on the game campaign:
BG1
- The Friendly Arms Inn - First floor
SoD
NPCs can be met at different locations since the campaign prevents you from returning to some of them at one point or another. Characters will move automatically to any of the locations at first visit.
- Elfsong Tavern (Baldur's Gate) - First and second floor
- Coast Way Crossing - Flaming Fist Encampment
- Troll Claw Woods - Flaming Fist Encampment
- Coalition Camp - Spread over southeastern parts of the camp
BG2:SoA
- Copper Coronet in the Slums of Athkatla
BG2:ToB
NPCs can be met at different locations since the campaign prevents you from returning to some of them at one point or another. Characters will move automatically to any of the locations at first visit.
- Saradush Tavern (Tankard Tree)
- Amkethran Inn (The Zephir)
IWD:EE
NPCs can be met at different locations since the campaign prevents you from returning to some of them at one point or another. Characters will move automatically to any of the locations at first visit.
- Winter's Cradle Tavern and Snowdrift Inn (both Easthaven)
- Root Cellar Tavern and Evening Shade Inn (both Kuldahar)
- The Whistling Gallows - first and second floor, in Lonelywood (HoW campaign only)
Note: Since the Winter's Cradle Tavern in Easthaven is used as the starting area NPCs will gather at this place only after the party leaves the tavern to avoid interference with the opening cutscene.
- The Friendly Arms Inn - First floor
SoD
NPCs can be met at different locations since the campaign prevents you from returning to some of them at one point or another. Characters will move automatically to any of the locations at first visit.
- Elfsong Tavern (Baldur's Gate) - First and second floor
- Coast Way Crossing - Flaming Fist Encampment
- Troll Claw Woods - Flaming Fist Encampment
- Coalition Camp - Spread over southeastern parts of the camp
BG2:SoA
- Copper Coronet in the Slums of Athkatla
BG2:ToB
NPCs can be met at different locations since the campaign prevents you from returning to some of them at one point or another. Characters will move automatically to any of the locations at first visit.
- Saradush Tavern (Tankard Tree)
- Amkethran Inn (The Zephir)
IWD:EE
NPCs can be met at different locations since the campaign prevents you from returning to some of them at one point or another. Characters will move automatically to any of the locations at first visit.
- Winter's Cradle Tavern and Snowdrift Inn (both Easthaven)
- Root Cellar Tavern and Evening Shade Inn (both Kuldahar)
- The Whistling Gallows - first and second floor, in Lonelywood (HoW campaign only)
Note: Since the Winter's Cradle Tavern in Easthaven is used as the starting area NPCs will gather at this place only after the party leaves the tavern to avoid interference with the opening cutscene.
This component provides two installation modes:
Manual NPC installation
A character selection menu allows you to select one or more characters for installation. The mod scans the "characters" folder for exported character files and/or characters in the game resources (depending on selected option) and lists available characters with a short summary of gender, class/kit and level.
Automated NPC installation
This mode is controlled by the file "settings.tpa" which can be found in the mod's base folder. Installation requires no manual input and is therefore the best choice for mod managers or scripted mod installations.
2. Enable/Disable alignment checks for custom NPCs (not available for IWD:EE)
By default installed NPCs won't always join or follow the party right away. If their goals don't align with the party's they might ask for a fee or outright refuse to join.
With this component it is possible to toggle this check on or off. When disabled then every installed NPC will automatically join or follow your party when asked. NPCs in IWD:EE will always join or follow your party when asked.
The requirements for NPCs are as follows:
Good-aligned NPCs:
- Join for free if reputation is between 9 and 12 and the protagonist's charisma is 14 or higher.
- Join for free if reputation is 13 or higher.
Neutral NPCs:
- Join for free if reputation is between 5 and 16 and the protagonist's charisma is 14 or higher.
- Join for 250 gold if reputation is between 5 and 16 and the protagonist's charisma is 13 or lower.
- Join for 250 gold if reputation is 17 or higher and the protagonist's charisma is 14 or higher.
- Join for 500 gold if reputation is 4 or lower and the protagonist's charisma is 14 or higher.
Evil NPCs:
- Join for free if reputation is 8 or lower and the protagonist's charisma is 14 or higher.
- Join for 250 gold if reputation is 8 or lower and the protagonist's charisma is 13 or lower.
- Join for 250 gold if reputation is between 9 and 12 and the protagonist's charisma is 14 or higher.
- Join for 500 gold if reputation is between 9 and 12 and the protagonist's charisma is 13 or lower.
- Join for 1000 gold if reputation is between 13 and 16 and the protagonist's charisma is 14 or higher.
- Join for free if reputation is between 9 and 12 and the protagonist's charisma is 14 or higher.
- Join for free if reputation is 13 or higher.
Neutral NPCs:
- Join for free if reputation is between 5 and 16 and the protagonist's charisma is 14 or higher.
- Join for 250 gold if reputation is between 5 and 16 and the protagonist's charisma is 13 or lower.
- Join for 250 gold if reputation is 17 or higher and the protagonist's charisma is 14 or higher.
- Join for 500 gold if reputation is 4 or lower and the protagonist's charisma is 14 or higher.
Evil NPCs:
- Join for free if reputation is 8 or lower and the protagonist's charisma is 14 or higher.
- Join for 250 gold if reputation is 8 or lower and the protagonist's charisma is 13 or lower.
- Join for 250 gold if reputation is between 9 and 12 and the protagonist's charisma is 14 or higher.
- Join for 500 gold if reputation is between 9 and 12 and the protagonist's charisma is 13 or lower.
- Join for 1000 gold if reputation is between 13 and 16 and the protagonist's charisma is 14 or higher.
3. Remove custom NPCs from the game
This component allows you to remove installed characters from the game. You can choose whether to uninstall selected characters individually or all installed characters at once.
Post edited by argent77 on
10
Comments
There is a character limit for the "clear fog of war" effect imposed by the engine, so I wouldn't take too many followers at the same time.
Changelog:
That's an interesting idea. It would emphasize the mercenary nature of the NPCs. I'll see what can be done. It would probably only make sense for neutral and evil NPCs. Good NPCs are usually more idealistic.
Changelog:
Changelog:
This mod is incredible. I really like the fact that you can use the custom party members like familiars instead of having them use up a party slot. Now you can have a bard follow you around with his song on at all times instead of "losing" a party member every time you direct one to sing their song. Really changes the whole dynamic of the game.
Changelog:
I've played using this mod a fair bit, and I've really enjoyed it. However, one persistent issue I've come across is that anytime my extra party member is hit by friendly fire (i.e.: if someone charmed or confused attacks them) they turn hostile in the manner that a summoned creature would, and I can't seem to get them back under control.
I was wondering if you could add a mechanic like the one Afaaq has that prevents him from turning hostile if you hit him (IIRC, he says something along the lines of "Please stop hitting me my lord").
Thanks in advance.
It looks like the game is hardcoded to assign a basic combat script to the character whenever they leave the party. I'll see what I can do.
In the meantime you can fix it locally by executing this command in the debug console while the mouse cursor is placed over their selection circle or portrait:
It has to be done every time they switch to follower mode.
I also wanted to ask, given I made a new character to test this in the first place, can you write in the biography tab and have that show up in the character's biography page when you recruit them?
Good idea. It shouldn't be too hard to implement it.
They are not appearing in the list of options for installing characters.
Are you sure these characters have not been added to the game already? You can double-check by opening the file "a7-npc.2da" in a text editor (or NI). The file can be found in the override folder of the game. The second column lists the character filenames (spaces in filenames might be replaced by underscores).
If that's not the case:
- Are the character files found in the "characters" folder of the home directory of the game (where you can find the baldur.lua file)?
- Do the filenames meet the resource name requirements of the game (limited to max. 8 letters, .CHR extension, do not include special characters such as ?,*,<,> and possibly some more)?
- Could you zip and attach one of these character files?
I made a character. I called that character "Test." This character works in the game, I can import the exported file of the character. Seems to be no issues.
But when I run the NPC generator and it brings up the list of characters to select and include this character, they don't appear in the list. I made another character, and they do appear in the list.
So the only issues it could be is either there's a problem with naming the character/file "Test", or, I did specifically write in the Biography tab with that character, that's the only difference in what I've done.
I could reproduce it in BGEE with that information. The character was skipped because the game itself already contains a creature file called "TEST.CRE". This is actually intended behavior, but can certainly be improved somewhat. I have to think about how to solve it.
This version adds biography text to the installed NPC if available and fixes an issue with NPCs turning hostile when hit by friendly fire in follower mode.
Moreover, it is now possible to define custom epilogues for the NPCs in BG2/BG2EE by providing a text file (or two) with the text that should be displayed. More details can be found in the readme.
Changelog:
Afaik, reputation checks are made automatically by the game engine, so these NPCs should behave like regular NPC in that regard. NPCs in follower mode are not checked and should follow you regardless of reputation.
Fast and above and beyond, just awesome. I think this is one of the best mod concepts that could be done for these games.
I haven't had a chance to try this yet, but thanks a lot for all the hard work you've put into this amazing mod.
I don't plan to add more locations since, in BG1, the Friendly Arm Inn is a very convenient place to meet new friends NPCs, and it's available throughout the whole game. The other game campaigns don't leave enough meaningful options to spread NPC locations further (except maybe BG2:SoA).
However, adding new or changing existing recruitment locations is a rather simple (but possibly time-consuming) task. There is a file in the mod archive called a7-positions.2da which is a (more or less self-explanatory) text file that defines initial NPC locations. The time-consuming part consists of finding a suitable location for each potential NPC, which requires the area code and exact map coordinates.
Okay, that is handy to know. I presume that it's done in order, where the first entry for a game is where the first NPC you install goes to, and so on?