I did not express myself clearly, I apologise. This result was achieved by simply rewinding time, without any real time acceleration or dialogue speeding up. If you actually get to day 155 without developing the romance, then you can already consider it a bug. In the game, it is quite realistic to get the 'rest' banter on day 20 (for example, on the day of Mirtul 22 1369 DR).
Cheers!
Rewinding time? You mean sleeping several times in a row, right?
Btw I noticed that Shar Teel's romance dialogue that starts the relationship requires Shar Teel to be SERIOUSLY wounded and not just wounded. Is that intended?
Rewinding time? You mean sleeping several times in a row, right?
I just pressed Ctrl+T out of curiosity. I was interested in the maximum possible start time of the banter. If you press Ctrl + I, you'll get another banter in about ten to fifteen seconds.
Btw I noticed that Shar Teel's romance dialogue that starts the relationship requires Shar Teel to be SERIOUSLY wounded and not just wounded. Is that intended?
Shar-Teel can start a romance only when her health points are reduced to less than half.
Btw I noticed that Shar Teel's romance dialogue that starts the relationship requires Shar Teel to be SERIOUSLY wounded and not just wounded. Is that intended?
I will confirm that this was the intention, since, knowing Shar-Teel’s character and her way of life, she was accustomed to not paying any attention to minor wounds
Hello! I install only Shar-Teel so I receive warnings on "ToB-part for Shar-Teel or/and Yeslick, Garrick, Branwen, Skie, Eldoth" for all the remaining NPC, and then it holds my ProjectInfinity installation procedure. Could it be done in the way that it doesn't try to install NPCs which haven't been chosen for SoA?
Hello! I install only Shar-Teel so I receive warnings on "ToB-part for Shar-Teel or/and Yeslick, Garrick, Branwen, Skie, Eldoth" for all the remaining NPC, and then it holds my ProjectInfinity installation procedure. Could it be done in the way that it doesn't try to install NPCs which haven't been chosen for SoA?
It is okay! These warnings simply inform you that you do not have some NPC components installed and therefore will not have content for them in the ToB component.
The reason for these warnings is that there is still a common ToB component for the five NPCs. And if one of these five is not installed, then such a message appears about them, but the content for the rest (installed) NPCs is added. Sometime in the future, I plan to split this last common component into parts, but so far the option is simpler and also works well.
To clarify: currently this reference is made only for EET, checking the corresponding variable. But your message made me think that it was not quite right, and it would be better to make this line available without EET. And the player will decide whether to remind Shar-Teel about it or not. I will fix this in the next version.
Indeed, the preceding proximity of MC and Shar-Teel is assumed by default as if that proximity was unequivocally in the past.
These look like two different answers. The first is that the dialogue option is available only in EET (and checks to see whether the relationship in fact did take place during BG1) whereas the second is that the dialogue option is available automatically (that the mod assumes that there was a relationship in the past).
If it will be fixed in the future (or was fixed in the most recent update), no worries. But any clarification would be appreciated. Thanks!
I just checked this point and realized that I already fixed it in one of the updates That is, the opportunity to remind about the past is now available in any case - both in EET and in regular BG2. Sorry for misleading you earlier.
@Austin87 I just found this mod and am looking forward to it! If I install Kivan on an EET install and run him in my party in BG1, will the BG2 version reflect the stats from the BG1 version?
@Austin87 I just found this mod and am looking forward to it! If I install Kivan on an EET install and run him in my party in BG1, will the BG2 version reflect the stats from the BG1 version?
Hello! Thanks for the kind words!
As for your question about EET: NPCs here have different "DV" variables than in BG1, so their stats from BG1 will not be transferred to them in BG2. But for all NPCs (except unfinished ones) we added a standard increase in experience when joining a group depending on the player's level (like standard NPCs in the EE version).
About Kivan - unfortunately, his component was not completed by the author and therefore it is highlighted in the "draft" components group during installation. Kivan has very few lines of text here. Therefore, I cannot recommend installing him. Perhaps in future versions we will completely disable these unfinished components (Kivan, Xan and Dynaheir) during installation.
What are the dv variables and how do you make them align with BG1?
DV is a death variable (NPC script name). To make them the same as in BG1, it would be necessary to change all the cre-files and all the scripts in the mod where they are used. This is a very big job, which would also require thorough testing after that. I do not have the opportunity to do this at the moment, unfortunately. But I think it is not a big problem. In many mods that bring back NPCs from the BG1 part, they also do not have the same stats in EET, since the mods were originally created only for the BG2 part.
Addendum to the above: I haven't tested this, but it looks like this tool can make NPCs continuous in EET if you specify the necessary DV-variables (script names) of those you want to make continuous in the scriptnames.tph file. After that, you need to install this tool after the other mods at the very end of the EET build, and it will change the NPC stats, making them uniform throughout the entire EET. The only drawback is that this file will need to be changed with each new playthrough, depending on what NPC mods are installed.
However, I have not tested this and cannot guarantee that it works 100%.
My favourite area was the fountain. If we'd have infinite resources, it would be kind of nice to have another fancy villa or expensive housing and perhaps small errand-fedex quests (e. g. deliver this fancy dress to some other noble in the city or so). And then! Bandits!! Where the riches are, more bandits must show up.
(Though don't mind this - the mod is already very polished; people may be more interested in the detective mod becoming even better than it already is. I have in my first "real" attempt missed the timer, haven't yet been able to re-try, but will give it a try eventually once I have more spare time available again.)
Wow! What a great job! I barely even recognize this MOD anymore after all the additions and improvements you’ve made. I can’t wait to try them out.
Btw: not sure who is still around anymore but I might be available to proofread any foreign text, as well as add dialogs for Water Garden characters if someone could code them up. I’ve been out of the modding game for years and wouldn’t even know where to begin anymore
Was thinking about the Dynaheir Dream Quest I had coded up, complete with trippy dream battle and moral choices. So sad that was lost along with the Athkatla University MOD I was working on as well as a Khalid comes back as a Zombie MOD. Now those mods are just memories…
I have written the Shar-Teel romance in your excellent mod. I would also like to mention Austin's invaluable participation in the MC and Shar-Teel's wedding, and the variations in dialogue etc.
I believe our styles are somewhat different, but I would be very happy for you to edit it, of course, if you are willing and have the necessary time. If I'm not mistaken, Shar-Teel is your favourite character in your mod)
Of course, we will immediately make any changes to the romance that you deem necessary.
Btw: not sure who is still around anymore but I might be available to proofread any foreign text, as well as add dialogs for Water Garden characters if someone could code them up. I’ve been out of the modding game for years and wouldn’t even know where to begin anymore
Hello! Welcome back!! It's great to have you back with us! If you write any new texts, I can code them! True, I can't code long quests and complex cutscenes now, because I have little free time due to RL. But I can add dialogue texts or NPC interjections without any problems!
As for proofreading new texts, yes, it would also be very useful, since there are no native English speakers on our team and therefore the translation may contain errors.
And, of course, if you deem it necessary to make any edits to the dialogues, we will do it without any problems!
We added new texts to almost all NPCs, especially for my favorite Tiax, as well as Shar-Teel, Deekin, Garrick. Also, a lot of text was added to the Water Gardens (a new animal trader and his quests, as well as an auction at Lady Goldsword, where there are about 10 humorous sketches for different NPCs - Minsc, Haerdalis etc).
Upon reading back some of the criticisms found in this thread about the items and spells in the MOD, I can only say that it is a product of its time.
I must have started the MOD more then 15 years ago and at the time, a lot of the old Baldur’s Gate sites were closing down. In the beginning, before the days of modding, the big thing was custom item sites. Most of the items and spells found here are salvaged from those old customizing sites, relics of a forgotten age when creativity mattered more then pragmatism. I wonder if any of those sites are still up? Anyone else remember the Story of the Everspoon? Lol, good times
Btw: not sure who is still around anymore but I might be available to proofread any foreign text, as well as add dialogs for Water Garden characters if someone could code them up. I’ve been out of the modding game for years and wouldn’t even know where to begin anymore
Hello! Welcome back!! It's great to have you back with us! If you write any new texts, I can code them! True, I can't code long quests and complex cutscenes now, because I have little free time due to RL. But I can add dialogue texts or NPC interjections without any problems!
As for proofreading new texts, yes, it would also be very useful, since there are no native English speakers on our team and therefore the translation may contain errors.
And, of course, if you deem it necessary to make any edits to the dialogues, we will do it without any problems!
We added new texts to almost all NPCs, especially for my favorite Tiax, as well as Shar-Teel, Deekin, Garrick. Also, a lot of text was added to the Water Gardens (a new animal trader and his quests, as well as an auction at Lady Goldsword, where there are about 10 humorous sketches for different NPCs - Minsc, Haerdalis etc).
Can’t wait to see this stuff. It’s been a while!
Thanks for doing such an awesome job! I would like to add some more dialogs about Athkatla, since more has been published in the new editions. And of course, if you need anything proofread, please don’t be shy. I plan on checking in here more frequently from now on
The custom spells were originally made for the University MOD I was working on, where magic users could join houses like Harry Potter. However, real life took over and I could no longer spend as much time in Athkatla as before, so I added the spells to this MOD.
The dream sequences for Dynaheir are still a big loss. I remember in one of them she transformed into a panther and <CHARNAME> was asked questions, which depending on the answers they gave, turned them into a different spirit animal. Then they completed a small fetch quest as animals. It was pure madness!
I remember also trying to CLUA console some elephant animations to make Tiax’s story of flying elephants come true, but could never figure it out. The Airship from this MOD was also going to be used to take players to different parts of Amn, including areas from different MODs, but that also never transpired.
The Abelard and Heloise romance is based on a real life medieval tale of the same name. In real life, Abelard abandoned Heloise and was castrated. I thought it would be funny if he ended up singing Alto in the Opera or at least had dialogs suggesting it. Otherwise it would cool if players could change history and make Abelard marry Heloise, maybe showing them together in the Water Gardens with a new baby
Out of the new things I’m most excited about the auction and Shar-Teel romance. I don’t even own a computer right now, but once I have a setup running, I’m definitely going to try these out
The Airship from this MOD was also going to be used to take players to different parts of Amn, including areas from different MODs, but that also never transpired.
I *think* that is @Acifer 's plan for his Skyfire mod, to take the airship from Waukeen's Promenade to Calimshan.
Your old ideas sound really interesting by the way, especially the Dynaheir dream quest.
Comments
Rewinding time? You mean sleeping several times in a row, right?
Btw I noticed that Shar Teel's romance dialogue that starts the relationship requires Shar Teel to be SERIOUSLY wounded and not just wounded. Is that intended?
I just pressed Ctrl+T out of curiosity. I was interested in the maximum possible start time of the banter. If you press Ctrl + I, you'll get another banter in about ten to fifteen seconds.
Shar-Teel can start a romance only when her health points are reduced to less than half.
http://www.shsforums.net/files/file/974-bg1-npcs-for-soa-tob/
https://github.com/Spellhold-Studios/BG1-NPCs-for-SoA-ToB/releases
List of changes:
- Fixed SPIN115.SPL file (Tiax's "Summon Ghoul" spell)
- Fixed a bug where the Xzar and Montaron component would not install in versions 15.2-15.3.
- Added additional music tracks to the Shar-Teel romance
- Improved Shar-Teel's alternate portrait a bit more
- Reduced the number of sound phrases for Kagain
It is okay! These warnings simply inform you that you do not have some NPC components installed and therefore will not have content for them in the ToB component.The reason for these warnings is that there is still a common ToB component for the five NPCs. And if one of these five is not installed, then such a message appears about them, but the content for the rest (installed) NPCs is added. Sometime in the future, I plan to split this last common component into parts, but so far the option is simpler and also works well.
But now I'm a little confused...
These look like two different answers. The first is that the dialogue option is available only in EET (and checks to see whether the relationship in fact did take place during BG1) whereas the second is that the dialogue option is available automatically (that the mod assumes that there was a relationship in the past).
If it will be fixed in the future (or was fixed in the most recent update), no worries. But any clarification would be appreciated. Thanks!
If anyone feels like using them in their playthroughs (but not as components published in mods) - go ahead.
Xzar & Monty
Shar-teel
Coran & Safana
Kivan & Xan
Eldoth & Skie
Hello! Thanks for the kind words!
As for your question about EET: NPCs here have different "DV" variables than in BG1, so their stats from BG1 will not be transferred to them in BG2. But for all NPCs (except unfinished ones) we added a standard increase in experience when joining a group depending on the player's level (like standard NPCs in the EE version).
About Kivan - unfortunately, his component was not completed by the author and therefore it is highlighted in the "draft" components group during installation. Kivan has very few lines of text here. Therefore, I cannot recommend installing him. Perhaps in future versions we will completely disable these unfinished components (Kivan, Xan and Dynaheir) during installation.
DV is a death variable (NPC script name). To make them the same as in BG1, it would be necessary to change all the cre-files and all the scripts in the mod where they are used. This is a very big job, which would also require thorough testing after that. I do not have the opportunity to do this at the moment, unfortunately. But I think it is not a big problem. In many mods that bring back NPCs from the BG1 part, they also do not have the same stats in EET, since the mods were originally created only for the BG2 part.
However, I have not tested this and cannot guarantee that it works 100%.
Thanks to Endarire for this link!
(Though don't mind this - the mod is already very polished; people may be more interested in the detective mod becoming even better than it already is. I have in my first "real" attempt missed the timer, haven't yet been able to re-try, but will give it a try eventually once I have more spare time available again.)
Btw: not sure who is still around anymore but I might be available to proofread any foreign text, as well as add dialogs for Water Garden characters if someone could code them up. I’ve been out of the modding game for years and wouldn’t even know where to begin anymore
I have written the Shar-Teel romance in your excellent mod. I would also like to mention Austin's invaluable participation in the MC and Shar-Teel's wedding, and the variations in dialogue etc.
I believe our styles are somewhat different, but I would be very happy for you to edit it, of course, if you are willing and have the necessary time. If I'm not mistaken, Shar-Teel is your favourite character in your mod)
Of course, we will immediately make any changes to the romance that you deem necessary.
As for proofreading new texts, yes, it would also be very useful, since there are no native English speakers on our team and therefore the translation may contain errors.
And, of course, if you deem it necessary to make any edits to the dialogues, we will do it without any problems!
We added new texts to almost all NPCs, especially for my favorite Tiax, as well as Shar-Teel, Deekin, Garrick. Also, a lot of text was added to the Water Gardens (a new animal trader and his quests, as well as an auction at Lady Goldsword, where there are about 10 humorous sketches for different NPCs - Minsc, Haerdalis etc).
I must have started the MOD more then 15 years ago and at the time, a lot of the old Baldur’s Gate sites were closing down. In the beginning, before the days of modding, the big thing was custom item sites. Most of the items and spells found here are salvaged from those old customizing sites, relics of a forgotten age when creativity mattered more then pragmatism. I wonder if any of those sites are still up? Anyone else remember the Story of the Everspoon? Lol, good times
Can’t wait to see this stuff. It’s been a while!
Thanks for doing such an awesome job! I would like to add some more dialogs about Athkatla, since more has been published in the new editions. And of course, if you need anything proofread, please don’t be shy. I plan on checking in here more frequently from now on
The dream sequences for Dynaheir are still a big loss. I remember in one of them she transformed into a panther and <CHARNAME> was asked questions, which depending on the answers they gave, turned them into a different spirit animal. Then they completed a small fetch quest as animals. It was pure madness!
I remember also trying to CLUA console some elephant animations to make Tiax’s story of flying elephants come true, but could never figure it out. The Airship from this MOD was also going to be used to take players to different parts of Amn, including areas from different MODs, but that also never transpired.
The Abelard and Heloise romance is based on a real life medieval tale of the same name. In real life, Abelard abandoned Heloise and was castrated. I thought it would be funny if he ended up singing Alto in the Opera or at least had dialogs suggesting it. Otherwise it would cool if players could change history and make Abelard marry Heloise, maybe showing them together in the Water Gardens with a new baby
I *think* that is @Acifer 's plan for his Skyfire mod, to take the airship from Waukeen's Promenade to Calimshan.
Your old ideas sound really interesting by the way, especially the Dynaheir dream quest.