Up to chapter 5 now, still nothing (unfixably) game breaking happening. Sending NPCs to wait at inns seems to work well, though you need to talk to them once more after they leave the party, or they'll just remain where they are (not sure whether this was always the case).
@shin - Do you have SCS installed? The version of BG1NPC I installed had a notice that the NPCs Wait At Inns component was incompatible with BGEE and BGT. It said to use the SCS component instead.
@Shin Thank you so much! Once I figured out the ... in your list of lines to be deleted meant "everything between these two" it installed like a charm. Now to give this baby a whirl
Keep up the good work guys. I'm another who's waiting for this mod. I've always had fond memories of Baldur's Gate (both games ofcourse). I've never actually played through with the NPC project - only with vanilla so I'm keen to play through this, now that the game has had some new life breathed into it ! For the time being, maybe I'll finally play through Dragonborn for Skyrim.
@Shin - Did you have Dynaheir's journal fire? It didn't fire properly for me.
I got the dialog from Drizzt, "Perhaps I shall seek you out elsewhere along the Sword Coast." However, the action SetGlobal("X#DynaJournal","GLOBAL",1) did not fire.
@AstroBryGuy Yes, the quest initiated and resolved properly. I didn't check any globals, but upon moving back through the areas close to the gnoll fortress after rescuing Dynaheir I ran into Drizzt and the friendly gnolls, etc.
@AstroBryGuy Yes, the quest initiated and resolved properly. I didn't check any globals, but upon moving back through the areas close to the gnoll fortress after rescuing Dynaheir I ran into Drizzt and the friendly gnolls, etc.
That variable controls Drizzt re-spawning for the journal quest. Well, I backtracked to a save before my Drizzt encounter and tried it again. This time the variable got set. Odd.
Dear wonderful modders working on this project, I just wanted to join the chorus of people singing your praises. This mod has been mandatory to me since it's release, and I wanted to complement you thoroughly on the often truly fantastic writing of the characters. You took characters that were originally wonky and basic, but still interesting enough for me to get attached, and expanded on them in a truly marvelous and superb way. You fleshed them out and made them whole, while keeping true to the lore of the setting. Your work is phenomenal, and I can't wait for the EE version.
I'm having a go at this with the instructions as per @shin so thanks very much for that. Just a little bit of feedback: the additional portraits for NPCS in the game look a bit stretched or in some cases look quite low quality which I assume is to do with the resolution of BGEE portraits. It might be worth either re-doing them or perhaps removing this element from BGEE installations. Anyway thanks again for this mod!
@Zanalina That is indeed why - the old portraits with lower resolution are getting auto-resized to the new, higher resolution, making them a bit blurry, much like when you use the zoom function in-game. I would think attending to this is very low on the priority list though.
@cmorgan - The attached file contains the missing items for BGEE (i.e., the items from BG2 that BG1NPC assumes are available).
I'm wondering what the best place in the bg1npc.tp2 would be to include these items. All but the Wondrous Gauntlets are used by Phase 2 components. The gauntlets are used by the Dynaheir Romance in Phase 3. Would it be best to add these in the required section (that keeps them all together in one place for easy updating), or would it be best to add them to the relevant Phases, so that the items aren't added if they aren't going to be used?
@crxer@DreamingViks Yes and no. The version I uploaded, with the edit detailed earlier in this thread will install properly. To the extent I have been able to test it and up to the point where I'm currently at (chapter 5), it mostly works. And by mostly I mean that there hasn't been any bugs or crashes severe enough to be unfixable on the go.
As far as I have experienced, the main issue has been the special character encoding mentioned earlier in this thread where some but not all letters with diacritical marks will cause the game to crash, meaning you from time to time have to edit dialog.tlk and change those letters. @Isaya posted a fix for this issue here - I haven't tested it, but hopefully if you use his code modification rather than my rather blatant removal, the mod will install properly and run a process that updates the letter encoding and thus get rid of those crashes.
In short, the mod is (so far) playable if you know a bit about editing and how mods work - I wouldn't recommend using it otherwise.
Hmm, I'm using the same version as you, @Shin (thanks again, btw) and played through to the final battle without a crash. Specifically, I never ran into that special character issue you mentioned. Drizzt didn't work properly though, behaving as per Vanilla, but you can't have everything.
@Malicron - are you referring to the Journal Quest? I had that quest not fire at first, then I went back to an old save, retried it, and it worked. I had chalked it up to a random fluke, but maybe there's more to it if you saw the same behavior.
@Malicron Which NPCs did you play with? Likely, not all of them have dialogue that contain the concerned letters. Either that or the problem arises as a combination with something else.
In my experience, the presence of a special character with the wrong encoding in a kit description or a dialog is enough to get BGEE v1.2 to crash. I tried reinstalling BG1 NPC with and without such bad character in a dialog for instance. I don't remember if I checked items too.
In English these characters are not commonly used. However, word processors such as Word used by some mod writers do replace typical characters such as - in the middle of a sentence with one with a longer bar, " or ' with special oblique versions or three dots with a single character with the same visual, for instance. This happens in various tra files in BG1 NPC. I don't remember which ones and I didn't count how many though. But it looked like it would depend on who wrote dialogs for each NPC and which tool a particular writer used.
@crxer@DreamingViks Yes and no. The version I uploaded, with the edit detailed earlier in this thread will install properly. To the extent I have been able to test it and up to the point where I'm currently at (chapter 5), it mostly works. And by mostly I mean that there hasn't been any bugs or crashes severe enough to be unfixable on the go.
As far as I have experienced, the main issue has been the special character encoding mentioned earlier in this thread where some but not all letters with diacritical marks will cause the game to crash, meaning you from time to time have to edit dialog.tlk and change those letters. @Isaya posted a fix for this issue here - I haven't tested it, but hopefully if you use his code modification rather than my rather blatant removal, the mod will install properly and run a process that updates the letter encoding and thus get rid of those crashes.
In short, the mod is (so far) playable if you know a bit about editing and how mods work - I wouldn't recommend using it otherwise.
Thanks for the response! I just failed installing SCS (LOL???) so I will need to sort that out first. I dont get what's wrong with me today lol .
Anyway, these diatric letters, wouldnt they all be easily fixed if you knew which ones they are?
EDIT: Yay for reading whole posts. My brain has taken a leave of abscence today. So there is a fix. Great. I can work with that. Thanks again for the reply, I will do a better job of reading in future. lol.
@crxer@DreamingViks Yes and no. The version I uploaded, with the edit detailed earlier in this thread will install properly. To the extent I have been able to test it and up to the point where I'm currently at (chapter 5), it mostly works. And by mostly I mean that there hasn't been any bugs or crashes severe enough to be unfixable on the go.
As far as I have experienced, the main issue has been the special character encoding mentioned earlier in this thread where some but not all letters with diacritical marks will cause the game to crash, meaning you from time to time have to edit dialog.tlk and change those letters. @Isaya posted a fix for this issue here - I haven't tested it, but hopefully if you use his code modification rather than my rather blatant removal, the mod will install properly and run a process that updates the letter encoding and thus get rid of those crashes.
In short, the mod is (so far) playable if you know a bit about editing and how mods work - I wouldn't recommend using it otherwise.
I am competent in editing the files myself shin thanks for that. I also wanted to thank you you so much man for posting your version. I really hope you keep doing it the more you get it working . You saved my BGEE experience lol. I was gonna go back to TUTU almost.!
yea thanks so much shin honestly, i don't know how long the full version will take to come out i just cant wait. This is such a nostalgia trip, I remember playing when i was a little kid and not getting it at all now i am actually reading dialogue etc its so damn fun. NPC project should have been included or something into this because it really is a professionally done mod. They now need Planescape Torment: EE wow i would be so happy haha.
I would humbly like to join the people waiting on this mod. Back in the day I played BG2 multiple times before playing BG1, and I guess I got spoiled because I always wished it was deeper.
Hope it's ready when I finish my current playthrough of BG2EE lol. I wish I could help... I've been wanting to build a mod for a while but seeing some of the work you guys do onn this makes me think I need more practice.
I would humbly like to join the people waiting on this mod. Back in the day I played BG2 multiple times before playing BG1, and I guess I got spoiled because I always wished it was deeper.
Hope it's ready when I finish my current playthrough of BG2EE lol. I wish I could help... I've been wanting to build a mod for a while but seeing some of the work you guys do onn this makes me think I need more practice.
@Sjerrie Hey you gotta start somewhere, just like they did way back in the day. I say go for it, maybe you'll make something truly unique, that everyone will consider as a must have mod one day
Comments
Thank you so much! Once I figured out the ... in your list of lines to be deleted meant "everything between these two" it installed like a charm. Now to give this baby a whirl
Now I cant wait for this!
I got the dialog from Drizzt, "Perhaps I shall seek you out elsewhere along the Sword Coast." However, the action SetGlobal("X#DynaJournal","GLOBAL",1) did not fire.
I'm wondering what the best place in the bg1npc.tp2 would be to include these items. All but the Wondrous Gauntlets are used by Phase 2 components. The gauntlets are used by the Dynaheir Romance in Phase 3. Would it be best to add these in the required section (that keeps them all together in one place for easy updating), or would it be best to add them to the relevant Phases, so that the items aren't added if they aren't going to be used?
I'm semi-terrible at coding, I just wanna give it a go. I want Imoen to have some personality again ;__;
As far as I have experienced, the main issue has been the special character encoding mentioned earlier in this thread where some but not all letters with diacritical marks will cause the game to crash, meaning you from time to time have to edit dialog.tlk and change those letters. @Isaya posted a fix for this issue here - I haven't tested it, but hopefully if you use his code modification rather than my rather blatant removal, the mod will install properly and run a process that updates the letter encoding and thus get rid of those crashes.
In short, the mod is (so far) playable if you know a bit about editing and how mods work - I wouldn't recommend using it otherwise.
In English these characters are not commonly used. However, word processors such as Word used by some mod writers do replace typical characters such as - in the middle of a sentence with one with a longer bar, " or ' with special oblique versions or three dots with a single character with the same visual, for instance. This happens in various tra files in BG1 NPC. I don't remember which ones and I didn't count how many though. But it looked like it would depend on who wrote dialogs for each NPC and which tool a particular writer used.
Anyway, these diatric letters, wouldnt they all be easily fixed if you knew which ones they are?
EDIT: Yay for reading whole posts. My brain has taken a leave of abscence today. So there is a fix. Great. I can work with that. Thanks again for the reply, I will do a better job of reading in future. lol.
Hope it's ready when I finish my current playthrough of BG2EE lol. I wish I could help... I've been wanting to build a mod for a while but seeing some of the work you guys do onn this makes me think I need more practice.
I'd be forever grateful.