Howdy, Stranger!

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

Categories

Dark Dreams of Furiae - a new module for NWN:EE! Buy now
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

[MOD] NPC Generator: NPC creation made easy!

argent77argent77 Member Posts: 2,924
edited August 14 in General Modding
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:
  • 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.

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.


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
Mantis37Necromanx2Timbo0o0o0Adam_en_tiumFlashburn

Comments

  • AWizardDidItAWizardDidIt Member Posts: 136
    Very interesting idea! I wonder, what are the limitations for a character that joins the party but does not take up a party slot as opposed to one that does?

  • argent77argent77 Member Posts: 2,924
    edited July 31
    Very interesting idea! I wonder, what are the limitations for a character that joins the party but does not take up a party slot as opposed to one that does?
    There are already quite a number of mods which introduce the concept of a "7th party member". These NPCs should behave similarly. You can use them for exploring, fighting/casting and talking, but you can't access their inventory unless you take them (temporarily) into the party.

    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.

  • argent77argent77 Member Posts: 2,924
    Update: NPC Generator 1.1

    Changelog:
    • NPC followers gain experience from killing creatures.
    • Automatically fixing invalid character data (kits, spells, items, etc.) when NPCs are installed.
    • Fixed typos in readme.

    Timbo0o0o0Adam_en_tium
  • GreenerGreener Member Posts: 388
    @argent77 Absolutely brilliant, thank you!

  • Mantis37Mantis37 Member Posts: 1,096
    This is great, like having your own army of torchbearers :). It would be nice if they periodically demanded extra cash, possibly when the chapter increments or when certain quests are fulfilled: “Wow, we killed Firkraag! How about a bonus?”

    Greener
  • argent77argent77 Member Posts: 2,924
    edited August 4
    Mantis37 wrote: »
    This is great, like having your own army of torchbearers :). It would be nice if they periodically demanded extra cash, possibly when the chapter increments or when certain quests are fulfilled: “Wow, we killed Firkraag! How about a bonus?”

    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.

    Mantis37
  • argent77argent77 Member Posts: 2,924
    Update: NPC Generator 1.2

    Changelog:
    • Added Russian translation (thanks yota13)
    • Internal optimizations

    Adam_en_tium
  • FlashburnFlashburn Member Posts: 1,809
    edited August 16
    argent77 wrote: »
    You can use them for exploring, fighting/casting and talking, but you can't access their inventory unless you take them (temporarily) into the party.
    I remember reading in EEex's thread that you can use EEex to access a familiar's inventory, spellbook, and record screens. I bet the same thing could be done with NPCs added by this mod!

  • argent77argent77 Member Posts: 2,924
    Flashburn wrote: »
    argent77 wrote: »
    You can use them for exploring, fighting/casting and talking, but you can't access their inventory unless you take them (temporarily) into the party.
    I remember reading in EEex's thread that you can use EEex to access a familiar's inventory, spellbook, and record screens. I bet the same thing could be done with NPCs added by this mod!
    Interesting. I haven't tried it out yet, but it would greatly improve the usefulness of followers.

    Flashburn
Sign In or Register to comment.