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[MOD] "BG1 NPCs for SoA & ToB"

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  • MothorMothor Member Posts: 289
    scheele wrote: »
    Day 155?! Yikes!
    I did not express myself clearly, I apologise. This result was achieved by simply rewinding time, without any real time acceleration or dialogue speeding up. If you actually get to day 155 without developing the romance, then you can already consider it a bug. In the game, it is quite realistic to get the 'rest' banter on day 20 (for example, on the day of Mirtul 22 1369 DR).
    Cheers!

    Rewinding time? You mean sleeping several times in a row, right?

    Btw I noticed that Shar Teel's romance dialogue that starts the relationship requires Shar Teel to be SERIOUSLY wounded and not just wounded. Is that intended?
  • scheelescheele Member Posts: 63
    edited January 23
    Mothor wrote: »

    Rewinding time? You mean sleeping several times in a row, right?

    I just pressed Ctrl+T out of curiosity. I was interested in the maximum possible start time of the banter. If you press Ctrl + I, you'll get another banter in about ten to fifteen seconds.

    Mothor wrote: »
    Btw I noticed that Shar Teel's romance dialogue that starts the relationship requires Shar Teel to be SERIOUSLY wounded and not just wounded. Is that intended?

    Shar-Teel can start a romance only when her health points are reduced to less than half.
  • Austin87Austin87 Member Posts: 355
    Mothor wrote: »
    Btw I noticed that Shar Teel's romance dialogue that starts the relationship requires Shar Teel to be SERIOUSLY wounded and not just wounded. Is that intended?
    I will confirm that this was the intention, since, knowing Shar-Teel’s character and her way of life, she was accustomed to not paying any attention to minor wounds :)

  • shaiganshaigan Member Posts: 1
    edited January 23
    Hello! I install only Shar-Teel so I receive warnings on "ToB-part for Shar-Teel or/and Yeslick, Garrick, Branwen, Skie, Eldoth" for all the remaining NPC, and then it holds my ProjectInfinity installation procedure. Could it be done in the way that it doesn't try to install NPCs which haven't been chosen for SoA?
  • Austin87Austin87 Member Posts: 355
    The mod has been updated to version 15.4:
    http://www.shsforums.net/files/file/974-bg1-npcs-for-soa-tob/
    https://github.com/Spellhold-Studios/BG1-NPCs-for-SoA-ToB/releases

    List of changes:
    • Fixed SPIN115.SPL file (Tiax's "Summon Ghoul" spell)
    • Fixed a bug where the Xzar and Montaron component would not install in versions 15.2-15.3.
    • Added additional music tracks to the Shar-Teel romance
    • Improved Shar-Teel's alternate portrait a bit more
    • Reduced the number of sound phrases for Kagain
    shaigan wrote: »
    Hello! I install only Shar-Teel so I receive warnings on "ToB-part for Shar-Teel or/and Yeslick, Garrick, Branwen, Skie, Eldoth" for all the remaining NPC, and then it holds my ProjectInfinity installation procedure. Could it be done in the way that it doesn't try to install NPCs which haven't been chosen for SoA?
    It is okay! These warnings simply inform you that you do not have some NPC components installed and therefore will not have content for them in the ToB component.
    The reason for these warnings is that there is still a common ToB component for the five NPCs. And if one of these five is not installed, then such a message appears about them, but the content for the rest (installed) NPCs is added. Sometime in the future, I plan to split this last common component into parts, but so far the option is simpler and also works well.

  • ThrasymachusThrasymachus Member Posts: 947
    Thanks again for the quick answers.
    But now I'm a little confused... :)
    Austin87 wrote: »
    To clarify: currently this reference is made only for EET, checking the corresponding variable. But your message made me think that it was not quite right, and it would be better to make this line available without EET. And the player will decide whether to remind Shar-Teel about it or not. I will fix this in the next version.
    scheele wrote: »
    Indeed, the preceding proximity of MC and Shar-Teel is assumed by default as if that proximity was unequivocally in the past.

    These look like two different answers. The first is that the dialogue option is available only in EET (and checks to see whether the relationship in fact did take place during BG1) whereas the second is that the dialogue option is available automatically (that the mod assumes that there was a relationship in the past).

    If it will be fixed in the future (or was fixed in the most recent update), no worries. But any clarification would be appreciated. Thanks!
  • Austin87Austin87 Member Posts: 355
    I just checked this point and realized that I already fixed it in one of the updates :) That is, the opportunity to remind about the past is now available in any case - both in EET and in regular BG2. Sorry for misleading you earlier.
  • ThrasymachusThrasymachus Member Posts: 947
    Great, thanks!


  • lgoon17lgoon17 Member Posts: 4
    edited April 16
    I recently made couple portraits for my own use, with which I tried to imitate the original style of BG2.

    If anyone feels like using them in their playthroughs (but not as components published in mods) - go ahead.

    Xzar & Monty
    rnjhfo57yu5h.png
    pjt7o1du2r8z.png

    Shar-teel
    5so3b520lyts.png

    Coran & Safana
    4ogfvmcint77.png
    dto3ci0pkmny.png

    Kivan & Xan
    k7dvg7acc2be.png
    2b6m6yd1p0s6.png

    Eldoth & Skie
    x47znl3930fu.png
    wynb3jtx25x1.png
    Post edited by lgoon17 on
  • morpheus562morpheus562 Member Posts: 519
    @Austin87 I just found this mod and am looking forward to it! If I install Kivan on an EET install and run him in my party in BG1, will the BG2 version reflect the stats from the BG1 version?
  • Austin87Austin87 Member Posts: 355
    edited April 8
    @Austin87 I just found this mod and am looking forward to it! If I install Kivan on an EET install and run him in my party in BG1, will the BG2 version reflect the stats from the BG1 version?

    Hello! Thanks for the kind words!

    As for your question about EET: NPCs here have different "DV" variables than in BG1, so their stats from BG1 will not be transferred to them in BG2. But for all NPCs (except unfinished ones) we added a standard increase in experience when joining a group depending on the player's level (like standard NPCs in the EE version).

    About Kivan - unfortunately, his component was not completed by the author and therefore it is highlighted in the "draft" components group during installation. Kivan has very few lines of text here. Therefore, I cannot recommend installing him. Perhaps in future versions we will completely disable these unfinished components (Kivan, Xan and Dynaheir) during installation.
  • morpheus562morpheus562 Member Posts: 519
    What are the dv variables and how do you make them align with BG1?
  • Austin87Austin87 Member Posts: 355
    edited April 9
    What are the dv variables and how do you make them align with BG1?

    DV is a death variable (NPC script name). To make them the same as in BG1, it would be necessary to change all the cre-files and all the scripts in the mod where they are used. This is a very big job, which would also require thorough testing after that. I do not have the opportunity to do this at the moment, unfortunately. But I think it is not a big problem. In many mods that bring back NPCs from the BG1 part, they also do not have the same stats in EET, since the mods were originally created only for the BG2 part.
  • Austin87Austin87 Member Posts: 355
    edited April 11
    Addendum to the above: I haven't tested this, but it looks like this tool can make NPCs continuous in EET if you specify the necessary DV-variables (script names) of those you want to make continuous in the scriptnames.tph file. After that, you need to install this tool after the other mods at the very end of the EET build, and it will change the NPC stats, making them uniform throughout the entire EET. The only drawback is that this file will need to be changed with each new playthrough, depending on what NPC mods are installed.
    However, I have not tested this and cannot guarantee that it works 100%.

    Thanks to Endarire for this link!
  • shevy123456shevy123456 Member Posts: 341
    My favourite area was the fountain. If we'd have infinite resources, it would be kind of nice to have another fancy villa or expensive housing and perhaps small errand-fedex quests (e. g. deliver this fancy dress to some other noble in the city or so). And then! Bandits!! Where the riches are, more bandits must show up. :)

    (Though don't mind this - the mod is already very polished; people may be more interested in the detective mod becoming even better than it already is. I have in my first "real" attempt missed the timer, haven't yet been able to re-try, but will give it a try eventually once I have more spare time available again.)
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