Skip to content

[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

11011121315

Comments

  • ThacoBellThacoBell Member Posts: 12,235
    As an addition to above, certain spell mods break if you load up the save in eekeeper.
    Wise_GrimwaldHypaspist
  • LethlianLethlian Member Posts: 20
    Quick Question. I'm trying to install this mod (last to be exact) but I noticed that I'm stuck in queried (pid = 244) because of Setup-35weaponstyle.exe

    Is this mod not compatible with this mod? see attached two links;
    https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice/p1

    Specifically this; http://www.shsforums.net/files/file/1205-35-edition-weapon-style-rebalance/

    Because I would love to use your mod and hopefully keep the weapon styles as well. Any help or fixes would be appreciated guys.
  • The user and all related content has been deleted.
  • LethlianLethlian Member Posts: 20
    I don't know what this means. It's not a Weidu install error message.
    Lethlian wrote: »
    I'm stuck in queried (pid = 244) because of Setup-35weaponstyle.exe

    I just installed all components of that 3.5 weapon style mod, and then installed the two kit-change components of NPC_EE on top of them, and it went without a hitch. So your problem does not seem to be with the mods themselves...

    Incidentally, if you can't get that to work, you might want to try my own weapon style rebalance (component #124 there), which is more aggressive than that one but I think pretty fun.

    Thank you for the quick reply. I got it to work. don't ask me how, but its working now. Thank you for an awesome mod btw.
    Wise_Grimwald
  • southfla79southfla79 Member Posts: 214
    edited June 2019
    ThacoBell wrote: »
    As an addition to above, certain spell mods break if you load up the save in eekeeper.

    What spell mod. I've never noticed an issue.
    Post edited by southfla79 on
    Wise_Grimwald
  • HypaspistHypaspist Member Posts: 24
    edited July 2019
    @subtledoctor

    I've changed Xan's class to Fighter/Mager (He's a Bladesinger), but now we he cannot use his Moonblade. Also, despite having "Yet Another Revised Armor System" installed (from the Scales of Balance), he cannot cast spells with armour.

    By the way - if I wish to change Xan into fighter/mage, should I select the option when installing his mod or with NPC EE? Apparently the former makes the Moonblade into a longsword (and upgradable).

    Same problem with Cernd - he's not able to wear any armour or use his items (staff and cloak). Although in this instance maybe it's connected to the Item Revisions component, "Item Restriction Changes"? Another problem with Cernd is that doesn't get the spell selection he should when switching kits. I've used EE Keeper to give him "Select Deity" innate ability and that fixed it, but sadly also broke Bardic casting (from Might&Guile).
    Post edited by Hypaspist on
  • amitlathamitlath Member Posts: 22
    How does the kit selection component of this mod interact with the npc management and customization component of SCS? I tried using them together and for one thing npc's seem to be getting way more proficiency points than they should.

    Can these be used together?
  • The user and all related content has been deleted.
  • amitlathamitlath Member Posts: 22
    amitlath wrote: »
    How does the kit selection component of this mod interact with the npc management and customization component of SCS? I tried using them together and for one thing npc's seem to be getting way more proficiency points than they should.

    Can these be used together?

    Why would you? Seems like they are two ways to do the same thing.

    You can turn off NPC_EE proficiency changes in the settings file.

    Agreed, thanks! Will continue using NPC_EE for multiclass kit options though.
  • TheMetaphysicianTheMetaphysician Member Posts: 76
    The last time I installed mods on BGEE, I did some combination that (1) made Xan a fighter-mage, (2) automatically made him a Bladesinger, and (3) turned his Moonblade into a longsword. I am pretty sure this mod, NPCEE, is what I used to make him a fighter-mage. But I do not remember what accomplished the other changes. I'm especially concerned with (3), making his moonblade a longsword. Can anybody help me out -- how can those two things be achieved?

    (With those modifications and the Xan friendship/banter mods, he has become one of my favorite companions in these games.)
    Wise_Grimwald
  • The user and all related content has been deleted.
    TheMetaphysician
  • TheMetaphysicianTheMetaphysician Member Posts: 76
    Thanks! Could the bladesinger kit he had possibly have been from an earlier version of Might and Guile? The current readme on that makes a bladesinger a bard kit, and I can't seem to find another mod with a bladesinger kit for fighter-mage.
  • The user and all related content has been deleted.
  • BlashBlash Member Posts: 248
    edited August 2019
    Hello @subtledoctor ,
    could you tell me what is the "Advance weapon proficiency" innate ability Imoen got thanks to (I suppose) this mod? Why exactly I can add points in this way?

    Edit: "New to v3.0: now, when you use the kit-choice ability, the NPC's proficiencies will be set to zero, and you will receive a number of innate abilities that will let you rebuild their proficiencies however you like. (Be warned, this follows the basic rules for proficiencies, so any NPCs that have illegal values in some weapon will lose that benefit.)"

    While, to do this: "Note: if you don't like the proficiency dialogues and want to leave NPC proficiencies as they are, you can disable this functionality by editing /npc_ee/NPC_EE_settings.ini.".
    Do I have to do it BEFORE installing the mod, is that right?

    I'm asking because I did some tests, and Imoen as a level 12 assassin has 8 points (including fighting styles), while she should have a total of 5. Minsc gets one extra point adding a kit and using the innate abilities to give him proficiency points. Apparently there's something wrong.
    Post edited by Blash on
  • ThelsThels Member Posts: 1,416
    You'd have to configure the settings before installing the mod. Since you already installed the mod, the characters in your copy of the game don't have any weapon skills, but do have the special ability to assign them.
  • StormfinStormfin Member Posts: 28
    edited September 2019
    Hello @subtledoctor, I'm getting this error. It's clearly something my end as normally this mod installs fine. Any ideas?

    Cheers

    Update: It would appear to be a problem related to tnb .8.37, as I've gone back to .35 and it installs fine.

    Copying and patching 1 file ...
    [npc_ee/spl/d5_sckt.spl] loaded, 298 bytes
    ERROR: cannot convert new_profs_state or %new_profs_state% to an integer
    ERROR: [npc_ee/spl/d5_sckt.spl] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.

    ERROR Installing [NPC kit choices], rolling back to previous state
    Unable to Unlink [npc_ee/backup/2000/OTHER.2000]: Unix.Unix_error(1, "unlink", "npc_ee/backup/2000/OTHER.2000")
    [npc_ee/backup/2000/UNSETSTR.2000] SET_STRING uninstall info not found
    Will uninstall 35 files for [NPC_EE/NPC_EE.TP2] component 2000.
    Restoring backed-up [npc_ee/backup/2000/d5dfile1.txt]
    npc_ee/backup/2000/d5dfile1.txt copied to npc_ee/class/fi/d5dfile1.txt, 2 bytes
    Post edited by Stormfin on
  • ThacoBellThacoBell Member Posts: 12,235
    southfla79 wrote: »
    ThacoBell wrote: »
    As an addition to above, certain spell mods break if you load up the save in eekeeper.

    What spell mod. I've never noticed an issue.

    Specifically, MIght and Guile's bard spellcasting rework. Loading up EEkeeper completely breaks the new system, adn you need to start a new game to fix it.
  • BlashBlash Member Posts: 248
    In my game I chose illusionist kit for Imoen, but she doesn't get the extra spell slot she is supposed to get as specialist mage. Even after leveling up.
    I also tried starting a new game, same result.
    Do you know what could be the reason and how could I solve the problem?
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    You have to go to the memorisation tab and alter the values there.
    It's a shame that this cannot be done automatically, but at least it can be done.

    Note that you have to change the values for ALL the levels not just the current one.
  • BlashBlash Member Posts: 248
    edited September 2019
    OMG, so I have to keep track about every level, and know exactly the spell progression table?

    Edit: wait, you mean with NearInfinity?
  • BlashBlash Member Posts: 248
    edited September 2019
    I tried with EEKeeper, it seems I have to correct the number of memorizable spells every time Imoens level up.

    Is there a way to alter her, and only her, spell table (with NearInfinity?) so that I don't have to check and modify with EEKeeper every level up?
    Post edited by Blash on
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    Blash wrote: »
    OMG, so I have to keep track about every level, and know exactly the spell progression table?

    Edit: wait, you mean with NearInfinity?

    I THOUGHT that you could change them all in one go with EE Keeper. If you can't, I'm sure that somebody will correct me.
  • GusindaGusinda Member Posts: 1,915
    Hi @Blash, doing a similar game the same at the moment but playing Imoen as a Thief -> Enchanter.

    When using EEKeeper to change to the specialist, go to her Effects tab and add the following:

    Type: Spell: Wizard Spell Slots Modifier [42]
    Target: Self
    Flags: Instant, Permanent
    Dispel/resistance: Cannot Dispel/Can Bypass Resistance
    Slot amount modifier: 1
    Spell level: 511

    That should get your extra spell for her. Not sure about NearInfinity though.

    Gus
    Wise_GrimwaldBlash
  • BlashBlash Member Posts: 248
    Thank you very much @Gusinda and @Wise_Grimwald , although I'm starting to think that the problem is some mod interaction, because another user on Baldursextendedworld forum reported spell slots being correctly added.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,848
    edited September 2019
    Blash wrote: »
    Thank you very much @Gusinda and @Wise_Grimwald , although I'm starting to think that the problem is some mod interaction, because another user on Baldursextendedworld forum reported spell slots being correctly added.

    You could well be right, particularly if you have a mod focussed upon her.

    However, if you want to have her as a mage in all your games, here is a useful mod. I have used it a lot in the past and it is quite nifty.

    I have also used the idea behind it to modify other characters.

    I am not SURE if it works with EE, but don't foresee any problems. It is NOT Weidu. I have used it with Tutu in the past.

    Note: This mod makes her a conjurer, by default but that can easily be changed to another mage speciality. You may have to change all 4 cre files to the speciality that you want.

    I would keep copies of the original cre files if I were you, so that you can revert to your original set-up if required. The Read me is self-explanatory.

    https://sorcerers.net/Games/dl.php?s=BG2&f=BG2/ImoenConjurer.rar
    Gusinda
  • Red_RobRed_Rob Member Posts: 6
    Hi,

    I'm having an issue with a new modded installation of BG2 EE with NPC_EE installed. Imoen is starting BG2 SoA with only 1250xp, split between Mage and Thief.

    The only items on my WeiDU log that would seem to factor in are as follows:

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32.5
    ~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v3.8

    On game start I get a message about levelling up Imoen as a Thief before levelling up as a Mage, but Imoen is multiclassed. Is there a known issue with using this SCS component with NPC_EE?

    I can fix this by using EE Keeper to force Imoen to the correct starting xp, but I'm a little puzzled as to why this is occurring.
  • The user and all related content has been deleted.
  • DavidWDavidW Member Posts: 823
    Installing anything that changes a character’s class after installing that SCS component will almost certainly break things.
  • Red_RobRed_Rob Member Posts: 6
    Thanks guys, I installed using EET and it didn't throw up any known conflicts. If it's a new SCS component then that might be the reason.

    As I said I've fixed the issue with EEKeeper which hopefully should resolve things.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2019
    The user and all related content has been deleted.
Sign In or Register to comment.