In this case it's probably a bug - NPC Project and cap remover are the only modifications I currently use. Last time I did that quest there were no problems with it and the only thing I installed since then is BG1 NPC.
@Winters - I think I've got it... I assume this issue happened *after* the Sahuagin save you sent, correct? I see in that save game that you were already in Chapter 5. The Aldeth-Seniyad encounter only fires if the current chapter is < 5. You must have bypassed Aldeth on your way to the Cloakwood Mines.
The dialog is functioning as it should - nothing from BG1NPC is affecting it. If you don't talk to Aldeth before starting Chapter 5, the Aldeth-Seniyad encounter just won't happen.
@AstroBryGuy that's what I suspected at some point, but I couldn't see any logical reason for it, especially that I encountered some druids *after* finishing the mine and the dialogue lines addressing my charname looking for bandits appeared anyway. I think that knowing that this issue is not connected with BG NPC is enough then
@jastey - Yes, absolutely! I've created a fork on GitHub with all the BGEE fixes/updates. It started as a personal project to get the current version on GitHub working enough to install on BGEE for my own enjoyment, and then it kind of took off... :-)
@jastey In a kind of ramshackle way, yes. @AstroBryGuy and @Isaya have been providing fixes at an impressive speed for bugs that have been reported in the very limited testing carried out on this version, and few currently known issues are unattended.
At this point the general indication is that the current state of the mod is mostly playable and contains few if any bugs severe enough to wreck the game. A lot more work will seemingly be needed with identifying all NPC Project features that are at least partially dependant on BG2 assets though, to get everything working properly.
I don't know if there's any communication with the G3 people who worked on this though. I think it depends on the activity level of @cmorgan and @LiamEsler.
@AstroBryGuy , @Shin It's great to see you people putting work into this! cmorgan and LiamEsler both are not really active currently, did they say anything about how to carry on the official transition? From how I see it, they kind of disappeared into RL (but I didn't read all that is in this thread).
I have some corrections for the liam_bgee_vars.tpa, do you want me to post them here or how would I participate in GitHub (if that is possible)?
@Jastey - No official transition, really... I, @Shin, and others had been making bug reports to cmorgan late last year, but I haven't seen cmorgan on the boards here for a while.
I'm happy to be helping out! As @Shin said, there's lots of work to be done, but there's nothing game-breaking yet - except maybe the romance challenges component (it needs resources from 2 BG2 areas). Makes for some amusing bug reports (see @winters encounter with the sahuagin :-) ).
Please post the corrections. That would be great! Or, you can make a fork of the repository on GitHub. BG1NPC is a "public" project, so anyone can make a fork.
Indeed no word as such on an official transition, though cmorgan and Liam both indicated that we were welcome to help in getting things up and running, and by extension that's what led to the current situation.
Now obviously things are playable to a degree where combining @AstroBryGuy's version with any additional work as of yet done by the original team and building from there would seem like the wisest option.
Using GitHub and a fork from the master from cmorgan is in my opinion the best way to ease transition to cmorgan. Git will make it very easy to spot what was changed compared to the master. The only issue is with binary files, which can't be compared. A detailled history of changes would be necessary to provide feedback to cmorgan on the changes and the reasoning behind it in that case.
@jastey, I saw you made a post in the workroom for BG1 NPC on G3 (for some reason people not allowed to get in still see who made the last post). Do you know who is in charge? Do you thing it would be possible for the people involved here (providing fixes, I mean) to apply for being invited in? I believe this topic is not pratical to discuss fixes and to organise work between contributors. We could discuss in the regular BG1 NPC forum, which would allow to create multiple topics. Still the idea of a private workroom looks better to me.
Hey I have been excitedly watching the increase of activity the last few months and was thinking I might be able to lend a hand for the next week or so. Warning: I have no experience modding whatsoever but if you need somebody to test it and look for bugs I'm your man. Just tell me what you guys need I really appreciate the work you have been putting in.
@AstroBryGuy Yes, that is the three changes I listed, thank you very much!
@Isaya The hidden workroom is officially called "BG:EE Testing" forum, but I don't see a problem having a hidden forum for your activities of preparing the BG:EE version. I don't think cmorgan would mind, either. I will ask the G3 admins.
Your work is very much appreciated. I will ask at G3 for a possibility to provide a forum for focussing the work.
@SHAZAM73 Essentially play it with as many of the mod NPCs in your party as possible; do their quests, try out the full content of a romance and see if anything goes wrong or behaves weirdly.
@AstroBryGuy@Isaya@Shin I asked the G3 admins and they are ready to set up a hidden BG:EE workroom. Please register at G3 (if you haven't yet) so you can get access. Who else would best get access?
As someone just following the progress from the outside, I'm wondering if a private forum is the best way to handle updating the mod. To me, it looks like a lot of work gets done as a result of random folks jumping in with questions and bug reports that wouldn't happen if the work was hidden from most people.
(I could be missing the point entirely of the private workroom, but just my 2 cents.)
A valid point, but I am sure the hidden forum will be mainly for co-ordinating the bugfixing etc. I applied for a hidden forum because I understood that's what Isaya was aiming at, but it can always be turned public if wanted.
@modestvolta A private forum is welcome to organise work to fix bugs that are reported here. Look at the way the bug report forum for BGEE and BG2EE operates and you'll see that discussions about how to fix them are not done there, only gathering details on the bug is done in the open.
This topic is already 29 pages long. It's a nightmare to find things that were said in the past since it can gain an additional page in a single day sometimes. For instance we identified one thing that has a consequence on every single CRE file in the mod that shall be reviewed for potential issue similar to the one reported. How can we make a list of things to do and maintain it within a single topic, while people go on reporting other issues?
@Isaya I figured I was missing something. I'm all for whatever helps you work on this!
Continuing my bad habit of asking unnecessary questions: is a private forum necessary for the work or would keeping it open help attract more potential developers/coders (of which I am not)? Would someone update/monitor this thread?
And hopefully these questions don't come off as overly-critical - I'm just throwing out ideas. (And being super impressed at the work you all are doing and the time you're putting in!)
Ok gonna go ahead and put on my noob/dunce hat on. Can't figure out how to install. Can someone direct me to the resources necessary? Is there an installation guide maybe?
@modestvolta People will go on reporting issues in an open thread. I think newcomers can do as what @Shin and @AstroBryGuy did: just start answering people who report problems, providing workaround or fixes. That's how the current "team" started to take shape. I trust existing members of the "team" will welcome additional helpers that demonstrated their dedication. I believe that's how the team that takes care of bug reports in the BGEE and BG2EE bugs forum was recruted by Beamdog. They were answering to other members and helping them. Now it's obvious they have access to Beamdog bug database and their activity shows they each have assigned tasks. Still most of the work is done behind closed doors.
@mlnevese My personal opinion is that it would be good to have separate threads for general discussion on the mod ("when?" questions, how to install, ...) and bug reports. Gathering bugs is easier on this forum as that's where BGEE players come.
Comments
The dialog is functioning as it should - nothing from BG1NPC is affecting it. If you don't talk to Aldeth before starting Chapter 5, the Aldeth-Seniyad encounter just won't happen.
https://github.com/AstroBryGuy/BG1NPC
Feel free to pull anything you find useful into the official mod!
At this point the general indication is that the current state of the mod is mostly playable and contains few if any bugs severe enough to wreck the game. A lot more work will seemingly be needed with identifying all NPC Project features that are at least partially dependant on BG2 assets though, to get everything working properly.
I don't know if there's any communication with the G3 people who worked on this though. I think it depends on the activity level of @cmorgan and @LiamEsler.
I have some corrections for the liam_bgee_vars.tpa, do you want me to post them here or how would I participate in GitHub (if that is possible)?
I'm happy to be helping out! As @Shin said, there's lots of work to be done, but there's nothing game-breaking yet - except maybe the romance challenges component (it needs resources from 2 BG2 areas). Makes for some amusing bug reports (see @winters encounter with the sahuagin :-) ).
Please post the corrections. That would be great! Or, you can make a fork of the repository on GitHub. BG1NPC is a "public" project, so anyone can make a fork.
The corrections I have listed here:
http://forums.gibberlings3.net/index.php?showtopic=25609&st=75&p=221251&#entry221251
and
http://forums.gibberlings3.net/index.php?showtopic=25609&st=90&p=221589&#entry221589
Now obviously things are playable to a degree where combining @AstroBryGuy's version with any additional work as of yet done by the original team and building from there would seem like the wisest option.
The only issue is with binary files, which can't be compared. A detailled history of changes would be necessary to provide feedback to cmorgan on the changes and the reasoning behind it in that case.
@jastey, I saw you made a post in the workroom for BG1 NPC on G3 (for some reason people not allowed to get in still see who made the last post). Do you know who is in charge? Do you thing it would be possible for the people involved here (providing fixes, I mean) to apply for being invited in?
I believe this topic is not pratical to discuss fixes and to organise work between contributors. We could discuss in the regular BG1 NPC forum, which would allow to create multiple topics. Still the idea of a private workroom looks better to me.
Thanks!
http://forum.baldursgate.com/discussion/27828/a-bit-of-exciting-non-ee-news#latest
I edited the last line of x#kisequ.d to put Keth's EscapeArea() command last: I've tested and confirmed that it works. Jozzi disappears and Keth walks off after the Sahuagin battle.
NOTE: This edit and Jastey's corrections to the BGEE platform variables are uploaded to GitHub.
https://github.com/AstroBryGuy/BG1NPC/archive/master.zip
@Isaya The hidden workroom is officially called "BG:EE Testing" forum, but I don't see a problem having a hidden forum for your activities of preparing the BG:EE version. I don't think cmorgan would mind, either. I will ask the G3 admins.
Your work is very much appreciated. I will ask at G3 for a possibility to provide a forum for focussing the work.
(I could be missing the point entirely of the private workroom, but just my 2 cents.)
This topic is already 29 pages long. It's a nightmare to find things that were said in the past since it can gain an additional page in a single day sometimes.
For instance we identified one thing that has a consequence on every single CRE file in the mod that shall be reviewed for potential issue similar to the one reported. How can we make a list of things to do and maintain it within a single topic, while people go on reporting other issues?
Continuing my bad habit of asking unnecessary questions: is a private forum necessary for the work or would keeping it open help attract more potential developers/coders (of which I am not)? Would someone update/monitor this thread?
And hopefully these questions don't come off as overly-critical - I'm just throwing out ideas. (And being super impressed at the work you all are doing and the time you're putting in!)
I believe that's how the team that takes care of bug reports in the BGEE and BG2EE bugs forum was recruted by Beamdog. They were answering to other members and helping them. Now it's obvious they have access to Beamdog bug database and their activity shows they each have assigned tasks. Still most of the work is done behind closed doors.
@mlnevese My personal opinion is that it would be good to have separate threads for general discussion on the mod ("when?" questions, how to install, ...) and bug reports.
Gathering bugs is easier on this forum as that's where BGEE players come.