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The BG NPC project

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  • SjerrieSjerrie Member Posts: 1,237
    @AstroBryGuy Yep, that's what I gathered also from checking out the dialogue in Infinity Explorer. But no-one said a word (party members included), even when I approached from different directions, tried force-talking as mentioned, and tried running circles around both wagons with the whole party. When I killed the captain Kagain piped up like normal though, so I can move on. If you want the savegame here though, do you need a specific file or the whole folder?
  • jackjackjackjack Member Posts: 3,251
    It'll need to be the whole folder for that particular save, zipped up.
  • SjerrieSjerrie Member Posts: 1,237
    There ya go, saved at the north edge of Beregost. I do have some extra items and tweaks installed (although apart from BG1NPC nothing that should interfere with scripts I think) I hope this doesn't complicate things.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited March 2014
    @Sjerrie - Ok. So, the verison of the Caravan Bandit Leader in your save game doesn't have her script assigned to her (X#KABAND.BCS). She has the script IRONELIT.BCS, which I'm guessing came from the source CRE file (her CRE is a copied and edited version of IRONELIT.CRE).

    Looking at the bg1npc.tp2 file that @Arizael‌ uploaded, the command to reference the bandit leader's script is missing, as is the command to compile her script at all. So, the bandit leader's script probably doesn't exist in your game. This means that just fixing the save game isn't enough; you'll also need to add the script file to your override directory.

    I've attached two zip files. One is your edited save game. The other is the caravan bandit leader's script file. Put the script file X#KABAND.BCS in your override directory.

    For anyone else - sorry but this WON'T fix the issue in your game. Simply adding the script to your override won't add a reference to it in the caravan bandit leader's CRE file. I can't just upload my CRE file since the name likely won't reference the correct DIALOG.TLK entry, and - more importantly - if you've already been to the wilderness area between the FAI and Beregost (which unless you just started your game this morning, you have been there), there's a copy of her CRE in your save game and overwriting the CRE in the override directory won't affect anything until you start a new game anyway.

    FYI - I've been looking at the most recent version of the bg1npc.tp2 file on GitHub, and it appears that the commands to compile the script are back in there. I guess Arizael downloaded a "work-in-progress" version that was missing some stuff being worked on. So, I'd expect more of these types of issues.
    Post edited by AstroBryGuy on
  • SjerrieSjerrie Member Posts: 1,237
    Awesome @AstroBryGuy, you've done more than I asked. I had actually already moved on (sorry), but I'll keep this safe for my next playthroughs, here's to hoping it'll be many.

    On that note, is there a way to save the grand total of mod-configurations so that *IF* a re-install should happen, you can easily remember which mods and components you had on your previous install?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @Sjerrie - If you want to fix the issue for future playthroughs, you'd need to edit the X#KABAND.CRE file in your override directory. I don't know if Infinity Explorer does editing (I'm on OS X, so I mostly use Near Infinity), but if it does, change the override script to X#KABAND.BCS.
  • SjerrieSjerrie Member Posts: 1,237
    @AstroBryGuy Infinity Explorer doesn't edit, I use that purely to read dialogues, since I found Near Infinity confusing in that regard. I am familiar enough with it to edit items and .CREs with it though. Thanks again.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Sjerrie said:

    On that note, is there a way to save the grand total of mod-configurations so that *IF* a re-install should happen, you can easily remember which mods and components you had on your previous install?

    Yes, save a copy of your weidu.log file. It will look something like this:
    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~BG1NPC_ITEMS_FOR_BGEE/BG1NPC_ITEMS_FOR_BGEE.TP2~ #0 #0 // BG1NPC_Items_for_BGEE: v1.0
    ~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5
    ~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v21_PRERELEASE_3
    ~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v21_PRERELEASE_3
  • enneractenneract Member Posts: 187
    Wow, I stop paying attention to this thread for a few months, and it seems that there is a more-or-less working dev version of BG1NPC for EE now? At the risk of being 'that guy', can anyone post a brief summary of what the current status of this is?

    I feel like https://xkcd.com/979/ , especially the mouseover, is extremely relevant here...
  • SojournerSojourner Member Posts: 42
    I've been away for about a year and I, too, would like to know about the BG1NPC project ... is it done? Still in beta? something else?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    It is not done. The current work in progress version on GitHub will not install "as is". An old version of the .tp2 file has been posted, and some are using that to get BG1NPC to install. Much of it will work, but since some of the underlying files have been changed, it introduces some issues. Nothing show stopping has been reported yet.
  • XavioriaXavioria Member Posts: 874
    From reading some of this thread, it seems most of the issues are some dialogue and quest bugs, which in the end is really nothing major. I think it's a testament to the initial creator of how well written and coded the mod is that it generally works on a game that is different (granted it uses the same engine).

    Progress is progress no matter how restrained it is :) This community makes me giddy XD
  • kaguanakaguana Member Posts: 1,328
    JosefineS said:

    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? :)

    I got it too, it just appear in the upper left side of the map near that person believer that tell you to leave all your earthbound stuff behind and follow that limer god or what his name.

  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @Kaguana, @JosefineS - Can either of you provide a save game from just before that happened?
  • Fina92Fina92 Member Posts: 284
    @AstroBryGuy‌ Oh I wish I could, but I just finished that game and only have the savegame prior to the last battle left. I'll start a new one soon though so if it happens again I'll let you know.
  • kaguanakaguana Member Posts: 1,328
    edited April 2014
    @AstroBryGuy sorry I saved on that save already, although I do have an earlier save game that I try to go to the bridge again and it does the same thing and I save it as a normal save not a quick one so I can load it for you if you want
  • modestvoltamodestvolta Member Posts: 108
    Even though I've been following this thread for forever, I can't seem to remember seeing this question asked (or answered): Can anyone update the github to a version incorporating all of the tweaks made so far? That might help (a) new testers get started (maybe people who are intimidated from all the changes in this thread... I mean, not that I know anyone like that...) and (b) with version controlling for testing.

    @cmorgan (I think you're the one with access to the github. Disregard if not!) Any chance of updating the github version based on what's been discussed here?
  • TwaniTwani Member Posts: 640
    Yeah, I'd appreciate a guide on what exactly to do/change to install this without too many troubles. So much information is scattered throughout this thread, often in far pages back (surrounded by pleas for this mod to be finished) and I have to admit, it's sort of confusing. What to change, what to install- I managed to get it working once, but I need it working once again, and I'm not sure where it begins.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @kaguana‌ - that would be great. Preferably with the save just after you entered the Firewine area.
  • kaguanakaguana Member Posts: 1,328
    @AstroBryGuy here is the save file hope it will help :)
  • OxvaOxva Member, Translator (NDA) Posts: 80
    Don't know if someone poster about this issue earlier. Here is the thing : In Mutamin's Garden, I've encountered three guys from Calimshan. Then we took Xan's advice and followed them.
    Long story short, after conversation fight started, but they didn't move, didn't do anything. Everything else of this encounter seems okay, transition to Friendly Amn Inn was flawless, exp + reputation gain too.
  • SjerrieSjerrie Member Posts: 1,237
    @Oxva did the calishites turn red? If not, it might be similar to the scripting problem I had...
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited April 2014
    @Oxva - It appears that Gael, Skodd, and Mazuri rely on a script from BG2 called GOLMAG01.BCS. It's a consequence of BG1NPC being written for Tutu/BGT. The authors assumed the presence of the resources of BG2.

    Unzip and put this file in your override directory.

  • chrstnmonkschrstnmonks Member Posts: 176
    any news about an update
  • OxvaOxva Member, Translator (NDA) Posts: 80
    @Sjerrie - Yes they did.

    @AstroBryGuy - Thanks it worked. However I've got message Skodd: Invalid 78112 or something like that. Whole fight went fine though.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @kaguana‌ - There's an invisible creature called a cutspy that's causing the problem. Cutspys are used to show cutscenes outside the range of sight of the PC. The cutspy is supposed to have a ring that makes it completely invisible, but in this case, the cutspy isn't wearing the ring. I think it's due to a missing item name translation routine (the ring is originally named _mage01.itm, but that's for Tutu).

    I can create an upload a corrected #cutspy.cre to put in the override directory, but it won't help if you've already been to Firewine, since the cutspy is already loaded into your saved game.
  • kaguanakaguana Member Posts: 1,328
    edited April 2014
    @AstroBryGuy but this file will be good for the next round of game right ? thank you very much :)

    And yeah an update file with all the fixing is a very good idea, anyone can make an update file it will be great :)
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @kaguana - Yes. It will be good if you restart the game.
  • ValVal Member Posts: 20
    Hello,

    so we just tried to install this mod, I got the newest WeiDu version, I have the bg1.npc.tp file but every time I try to install I get this error:
    Bg:EE install detected.
    Stopping install because of error.
    Stopping install because of error.
    Stopping install because of error.
    ERROR Installing The BG1 NPC project-required modifications, rolling back to previous state.
    Will uninstall 0 files for [BG1NPC.TP2] component 0.
    Uninstalled 0 files for [BG1NPC.TP2] component 0.

    ERROR: Failure "No rule to identify BG EE"

    Could someone help? Don't be afraid of over explaining, we are not that well-versed in such things.
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