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The BG NPC project

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  • SjerrieSjerrie Member Posts: 1,237
    Thanks @AstroBryGuy, don't know how I could have missed @Captain_Apathy‌ 's post. The install worked now and between Candlekeep and the FAI I have not yet encountered problems. :)
  • JaggedJagged Member Posts: 105
    Success!

    I opened up the weidu.conf in notepad and changed it to "lang_dir = en_us
    "

    That seems to have done the trick. Now to choose a class for my "official" BGNPC run.

    Thanks again! You guys are the best.
  • Jedi_GnomeJedi_Gnome Member Posts: 92
    Quick update.

    Seems to be working as I'm getting a lot of new banter. I went back to a save just before I went to Cloakwood, and with Jaheira, things definitely went differently. Thanks, @Arizael for the suggestion!

    Not sure if the suggestion for the romance of Branwen will kick in as I am 1) a gnome and 2) went through the relationship thing with Neera. Still waiting if something happens.

    The only thing is the added flirts from the Neera expansion seem to have a bug, even when I went back and uninstalled the PC initiated dialogues. It lets me talk to Neera, but it just shows Neera's portrait and seems all options are blank. The buttons for "Continue" and "End Dialogue" do come up, but since it's blank, you don't know what you're "picking" or what the response is.

    Anyway, thanks to all that have brought this mod this far!
  • PhooeyPhooey Member Posts: 17
    Hi all, been watching this thread for awhile and finally got the courage to try and install bgnpc but having a problem. Heres the debug I get when trying to install.

    WeiDU v 23600 Log

    C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition\setup-bg1npc.exe
    [./chitin.key] loaded, 498152 bytes
    [./chitin.key] 197 BIFFs, 35164 resources
    [.\weidu.conf] loaded, 17 bytes
    [lang\en_us/dialog.tlk] loaded, 4582838 bytes
    [lang\en_us/dialog.tlk] 32302 string entries

    Choose your language:
    0 [English]
    1 [Espanol (traducido por Clan DLAN)]
    2 [Francais (traduit par les d'Oghmatiques)]
    Using Language [English]
    [English] has 1 top-level TRA files

    Using lang\en_us/dialog.tlk

    Couldn't open the readme: file not found.
    ERROR: No translation provided for @1006
    Continuing despite error.

    Would you like to display the components from [UNDEFINED STRING: @1006]?
    [Y]es, [N]o? ERROR: No translation provided for @1008
    Continuing despite error.

    Would you like to display the components from [UNDEFINED STRING: @1008]?
    [Y]es, [N]o? ERROR: No translation provided for @1010
    Continuing despite error.

    Would you like to display the components from [UNDEFINED STRING: @1010]?
    [Y]es, [N]o? ERROR: No translation provided for @1065
    Continuing despite error.
    .
    .
    .
    .
    .
    Saving This Log:

    WeiDU Timings
    load TLK 0.000
    parsing .log files 0.000
    eval_pe 0.000
    loading files 0.000
    unmarshal KEY 0.016
    unmarshal TLK 0.016
    stuff not covered elsewhere 0.031
    Parsing TP2 files 0.062
    TOTAL 0.125


    I've DL'd from github, renamed weidu, and changed the TP file with the zip. Am I missing something? Thank you so much for any help yall can offer.. =)
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @Phooey‌ - Where did you put the bg1npc directory? It looks like WeiDU can't find any of the files for the mod except the .tp2 file.
  • PhooeyPhooey Member Posts: 17
    edited March 2014
    everything except the .exe and tp2 file are in the bgnpc file folder I unzipped into C:\Program Files (x86)\Steam\steamapps\common\Baldur's Gate Enhanced Edition.

    edit... I pulled .exe and tp2 out of the folder.
  • OxvaOxva Member, Translator (NDA) Posts: 80
    So I encountered small bug or something. Before Mulahey fight I grabbed Xan. After Mulahey was done with his talk, Xan is not movable, even after death of Mulahey and his minions. Kicking & re-joining him did the trick.
  • Fina92Fina92 Member Posts: 284
    Are you required/recommended to start a new game after a successful install, or can you just continue on you current play-through ? Thanks
  • booinyoureyesbooinyoureyes Member Posts: 6,164
    Oxva said:

    So I encountered small bug or something. Before Mulahey fight I grabbed Xan. After Mulahey was done with his talk, Xan is not movable, even after death of Mulahey and his minions. Kicking & re-joining him did the trick.

    I just came here to say the exact same thing.


    btw, thanks guys. This just made my day, playing BG1NPC is so much fun.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    JosefineS said:

    Are you required/recommended to start a new game after a successful install, or can you just continue on you current play-through ? Thanks

    A new game would be recommended, yes.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited March 2014
    Hello all,

    This is a little mod for users of BG1NPC on BGEE. BG1NPC assumes the existence of several items from BG2 (a reasonable assumption for a TuTu or BGT install), which aren't available in BG:EE. This mod adds those items. The items are:
    * BRAC25: Wondrous Gloves
    * DAGG11: Boomerang Dagger +2
    * MISC3M: Harp of Discord
    * MISC3N: Azlaer's Harp
    * MISC3O: Methlid's Harp
    * SCRL8I: Scroll of Cacofiend
    * SCRL9H: Scroll of Maze

    You can get the mod at the URL below. It can be installed before or after BG1NPC.

    https://dl.dropboxusercontent.com/u/80058200/BG1NPC_Items_for_BGEE.zip

    Updated to v1.01. Now includes Polish translation, thanks to @Cahir.
    Post edited by AstroBryGuy on
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    @AstroBryGuy here's a Polish .tra file. I formatted item descriptions a little to be consistent with Polish version in BGEE. Also, I think there are both scrolls description missing in the .tra file.

    Anyway, thanks for this little mod:)
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited March 2014
    Cahir said:

    @AstroBryGuy here's a Polish .tra file. I formatted item descriptions a little to be consistent with Polish version in BGEE. Also, I think there are both scrolls description missing in the .tra file.

    Anyway, thanks for this little mod:)

    Thanks Cahir. I'll add this to the mod ASAP. They kept the high level spells in BGEE, and the descriptions are already in the dialog.tlk file. so I just updated the string references to point to the proper location in BGEE for the scrolls. So, no need for those in the tra file.

    Edit: Updated to v1.01. Now includes Polish translation, thanks to @Cahir.

    https://dl.dropboxusercontent.com/u/80058200/BG1NPC_Items_for_BGEE.zip
    Post edited by AstroBryGuy on
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @AstroBryGuy‌ I could translate it to spanish if you want so, it wouldn't take me much time.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @CrevsDaak‌ - Sure!
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited March 2014
    @AstroBryGuy‌ as Cahir did, I've used the formatting as it is in the spanish version, luckily, the scrolls have an accurate description so I didn't touched them.
    EDIT: I fixed a formatting error I had missed (twice), new file is here.
  • SjerrieSjerrie Member Posts: 1,237
    edited March 2014
    *Sigh* Here I was thinking it all worked now and was ready to start my new game. Rolled my Avenger, only to find that my custom soundset didn't work, I had no starting equipment, and no innate spells.

    I read somewhere around here that custom soundsets have problems, and it may be so that an Avenger simply doesn't get starting equipment. But the Avenger should start with a chromatic orb as an innate, right?

    Edit: hmm, I noticed I have the spell simply on my spell list. Before that I tried giving Charname the spell thru EEKeeper and that still put it as an innate, even though it's classified as a priest spell. Since I couldn't find the spell in the Override folder, is it safe to assume this is not mod-related but a change from the original BG?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @‌Sjerrie - When you start BGEE, all you have is a staff and a little gold. Go to Winthrop in the Inn to buy equipment.

    The mage spells that Avengers get aren't innate abilities, they are cast as druid spells. You have to prepare them and rest to have spells ready to cast.

    For the soundset, have the files in the soundset all have names that start with "CUSTOM1". So, for example:
    CUSTOM1a.wav
    CUSTOM1b.wav
    CUSTOM1c.wav
    etc..
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    The BG1NPC_Items_for_BGEE mini-mod now has a spanish translation, thanks to @CrevsDaak‌.

    Also, I've added two non-item files from BG2 that BG1NPC needs: a burned corpse (BURN01.cre) and the sound of an imp (IMPPP04.wav).

    https://dl.dropboxusercontent.com/u/80058200/BG1NPC_Items_for_BGEE.zip

    I'm cross-eyed from reading WeiDU debug files, so I'm heading to bed. ;-)
  • StevevdlStevevdl Member Posts: 73
    One small bug, when you go to firebeard at beregost Imoens conversation about going to pick up the book for firebeard doesn't actually fire untill you give the book to firebeard and you don't get the scrollcase
  • SjerrieSjerrie Member Posts: 1,237
    Thanks @AstroBryGuy, found another topic about the soundsets before I saw your post. I'll see how that goes, hope there's going to be a way around that someday.

    Also found the quarterstaff on my avenger: it was in her inventory... It was a little late for me too last night... (this morning..?)
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited March 2014
    Stevevdl said:

    One small bug, when you go to firebeard at beregost Imoens conversation about going to pick up the book for firebeard doesn't actually fire untill you give the book to firebeard and you don't get the scrollcase

    Firebead's dialog file got re-written for BGEE, and consequently, the BG1NPC interjections are not on the right states. I posted a fix a few months ago, but I guess it hasn't been added to the repository on GitHub.

    If you want the scroll case, go in to talk to Firebead without Imoen (just leave her outside for a moment). If she's not there, the bugged interjection won't fire. You can also CLUAConsole the case into your inventory:

    CLUAConsole:CreateItem("BAG03",1)
  • RyofuRyofu Member Posts: 268
    umm could i get a link to the latest version of this mod? can't seem to find it

    thanks in advance
  • NecomancerNecomancer Member Posts: 622
    @Ryofu
    Arizael said:

    Okay step by step guide to get BG1 NPC beta running on BG:EE.
    1) Download the Beta from https://github.com/cmorganbg/BG1NPC
    (look for download ZIP button) right part of the screen).
    2) Extract the downloaded file into your BG:EE folder (in such way that setup-bg1npc.exe must is in your main game folder).
    3) Make sure you have the latest version of Weidu. If you don't read this :
    http://forum.baldursgate.com/discussion/21600/player-how-to-getting-mods-to-work-on-ee-part-ii/p1
    4) Replace the "bg1npc.tp2" file with the file I've attached.
    5) Run "setup-bg1npc.exe".
    6) Profit.

    @Jedi_Gnome‌ For those who were having trouble getting the Dynaheir and Ajantis components installed - it looks as though the latest version from github is missing a macro that maps tutu item codes to those used in BGT (which, from what I can see, is what the isntaller thinks BGEE is most of the time, since they're far more similar). the file in question is macro_tutu_items_to_bgt.tph. I ran over its contents and checked in nearinfinity, and the BGT item codes listed in it seem to match those that BGEE uses... So I copied it from the old version of BG1NPC that's still on gibberlings and dumped it in the bg1npc/lib folder where it was expected, and both components installed just fine. I attached a copy of the macro in question for those who can't be bothered pulling it out of the old bg1npc installer... good luck!

  • Fina92Fina92 Member Posts: 284
    I have 2 questions,

    1) I just arrived at the Firewine bridge and Dynaheir started talking about some magebattle long ago. When we were to cross the bridge I received an error message saying: " Invalid: 16777215 "
    Anyone knows what's up with that? :)

    2) I keep finding these mithral rings, are they tied to a quest or something?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited March 2014
    @JosefineS‌ - 1) That's usually caused by a dialog/item name/spell name/etc.. containing a string reference that is not in the dialog.tlk file. Hard to say exactly without more information.

    2) yes. ;)
  • ShinShin Member Posts: 2,344
    JosefineS said:


    2) I keep finding these mithral rings, are they tied to a quest or something?

    As AstroBryGuy‌ says, they are, but only if you have Xzar in your party. If you don't plan on keeping him, they're not useful.

  • SjerrieSjerrie Member Posts: 1,237
    Most of my game still goes smoothly, though I only just picked up Kagain, so knock on wood. He actually presented me with the first problem.
    While his "quest" usually reaches it's natural end as soon as you enter the area immediately north of Beregost, BG1NPC extends that, or so I've read. That's where I'm stuck. I get no confirmation from Kagain that we've found that single caravan cart. The half overturned caravan train northeast of it is connected somehow, but I get no confirmation when I approach that either, and even though there are a few bandits there they do not initiate conversation and cannot be force-talked to. The captain does have a pin that's a quest item, and according to the dialogue file she should talk to us. Force-attacking the captain does not make the rest of the bandits attack you and afters she's dead, Kagain suddenly finds the body of the Entar-kid.
    I'm guessing that's not how it should go, so I was wondering if any of you here know what's up with that.

    Sofar enjoying the banters that BG1NPC has added though. :)
  • ShinShin Member Posts: 2,344
    @Sjerrie Iirc there's no significant added conclusion from Kagain, but the pin can be returned to the Silvershields.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited March 2014
    @Sjerrie - Only the captain has a dialog file. Was it just the bandit mooks that were silent, or did the captain also not talk to you?


    When she sees you, she should say, "Boy, are ya the wrong thin' in the wrong place at the wrong time!"


    If the bandits did not attack you, even when attacking the captain, It sounds like her script wasn't firing properly.

    Do you have a saved game from just before the bandit encounter?
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