The BG1 update is about 94% done. I plan to stagger the updates so there's a change coming out every month until everything is out. The first one will be on June 1st.
I'll always provide support. I imagine there will always be a question in the future or some obscure bug found by one of those rarely found dialogues that you write.
Dunno if this has been reported yet, but installing your NPCs in BGEE and they're skipping crossmod content with Glittergear's Gone Nuts and Dead Gardens mods because of a /translations/english/setup.tra file missing from both mods' folders.
Except I'm using the latest release version of both and the file in both of those is JournalEntries.tra, not setup.tra
Nevermind, it's something else. Everything's reporting that now.
EDIT: It was the v17 update for BG1 Unfinished Business. Rolling back to v16.4 fixed everything.
The BG1 update is about 94% done. I plan to stagger the updates so there's a change coming out every month until everything is out. The first one will be on June 1st.
Was it delayed?
Or its next year June 1st due to needing extra polishing and testing?
The BG1 update is about 94% done. I plan to stagger the updates so there's a change coming out every month until everything is out. The first one will be on June 1st.
Was it delayed?
Or its next year June 1st due to needing extra polishing and testing?
Not next year, this year. Kale's will be updating first this week, it is behind by a couple of days because I wanted to include crossmod banter for Finch as a last minute addition that I added and need to parse his dialogue file for approval opportunities. Then I will build and deploy the update.
I cleaned up most of my old installations; in particular I no longer use a few item-mods (see the explanation from argent77, morpheus as well as the time-stop item mod) and many issues I used to have, went away. In the past I had e. g. double-NPCs. So I almost had zero problems.
Oddly enough, some NPCs suddenly had a very unusual spawning place that I never had seen before. For instance, Viexnay (or however you spell the name) suddenly emerged in the elven city past chapter 6, at the spawn site of the Rakshasa as well as the elven sorcerers. They gave their speech, then attacked each other; and soon attacked my party. Oddly enough the spawned Viexnay also participated in the attack, going hostile as well but duking it out against the elven sorcers. This was not the only awkward spawn-location; I had about two other NPCs that suddenly spawned on the map, where normally they do not spawn at all whatsoever.
It is the first time I saw that particular oddity and I am not entirely certain how I caused it. I forgot to note down which other NPC spawned in awkward places. In my next play through I am planning to change a few things again, e. g. shuffling install order, also testing out the solaufein mod; I'll give more information should I find more. One speculation I have is that something may be missing in the code checks, but this may be unrelated to the mod here. Just mentioning it in case of a future reference. (The other NPCs did not seem to cause any problem, not sure why Vienxray was showing up; she should be in prison actually since I did not pay the required money.)
Patching AR4500.BCS
Extending game scripts ...
EET_NPC_TRANSITION patching for X3Isa: BG2 NPC without BG1 content
WARNING EET_NPC_TRANSITION: "X3Isa.bcs" doesn't exist in game
WARNING EET_NPC_TRANSITION: "X3Isa25.bcs" doesn't exist in game
EET_NPC_TRANSITION patching for X3Kal: BG2 NPC without BG1 content
Patching AR4500.BCS
Extending game scripts ...
EET_NPC_TRANSITION patching for X3Isa: BG2 NPC without BG1 content
WARNING EET_NPC_TRANSITION: "X3Isa.bcs" doesn't exist in game
WARNING EET_NPC_TRANSITION: "X3Isa25.bcs" doesn't exist in game
EET_NPC_TRANSITION patching for X3Kal: BG2 NPC without BG1 content
Any idea what cause the issue?
Did you also installed the BGEE Kale mod ?
X3Isa is probably the new NPC not yet released.
Patching AR4500.BCS
Extending game scripts ...
EET_NPC_TRANSITION patching for X3Isa: BG2 NPC without BG1 content
WARNING EET_NPC_TRANSITION: "X3Isa.bcs" doesn't exist in game
WARNING EET_NPC_TRANSITION: "X3Isa25.bcs" doesn't exist in game
EET_NPC_TRANSITION patching for X3Kal: BG2 NPC without BG1 content
Any idea what cause the issue?
Did you also installed the BGEE Kale mod ?
X3Isa is probably the new NPC not yet released.
No I didn't install BGEE Kale, only the mod in this thread.
Patching AR4500.BCS
Extending game scripts ...
EET_NPC_TRANSITION patching for X3Isa: BG2 NPC without BG1 content
WARNING EET_NPC_TRANSITION: "X3Isa.bcs" doesn't exist in game
WARNING EET_NPC_TRANSITION: "X3Isa25.bcs" doesn't exist in game
EET_NPC_TRANSITION patching for X3Kal: BG2 NPC without BG1 content
Any idea what cause the issue?
Did you also installed the BGEE Kale mod ?
X3Isa is probably the new NPC not yet released.
No I didn't install BGEE Kale, only the mod in this thread.
So the warning message is OK.
A warning in not necessary an issue.
Comments
Dunno if this has been reported yet, but installing your NPCs in BGEE and they're skipping crossmod content with Glittergear's Gone Nuts and Dead Gardens mods because of a /translations/english/setup.tra file missing from both mods' folders.
Except I'm using the latest release version of both and the file in both of those is JournalEntries.tra, not setup.tra
Nevermind, it's something else. Everything's reporting that now.
EDIT: It was the v17 update for BG1 Unfinished Business. Rolling back to v16.4 fixed everything.
Was it delayed?
Or its next year June 1st due to needing extra polishing and testing?
Not next year, this year. Kale's will be updating first this week, it is behind by a couple of days because I wanted to include crossmod banter for Finch as a last minute addition that I added and need to parse his dialogue file for approval opportunities. Then I will build and deploy the update.
Oddly enough, some NPCs suddenly had a very unusual spawning place that I never had seen before. For instance, Viexnay (or however you spell the name) suddenly emerged in the elven city past chapter 6, at the spawn site of the Rakshasa as well as the elven sorcerers. They gave their speech, then attacked each other; and soon attacked my party. Oddly enough the spawned Viexnay also participated in the attack, going hostile as well but duking it out against the elven sorcers. This was not the only awkward spawn-location; I had about two other NPCs that suddenly spawned on the map, where normally they do not spawn at all whatsoever.
It is the first time I saw that particular oddity and I am not entirely certain how I caused it. I forgot to note down which other NPC spawned in awkward places. In my next play through I am planning to change a few things again, e. g. shuffling install order, also testing out the solaufein mod; I'll give more information should I find more. One speculation I have is that something may be missing in the code checks, but this may be unrelated to the mod here. Just mentioning it in case of a future reference. (The other NPCs did not seem to cause any problem, not sure why Vienxray was showing up; she should be in prison actually since I did not pay the required money.)
Patching AR4500.BCS
Extending game scripts ...
EET_NPC_TRANSITION patching for X3Isa: BG2 NPC without BG1 content
WARNING EET_NPC_TRANSITION: "X3Isa.bcs" doesn't exist in game
WARNING EET_NPC_TRANSITION: "X3Isa25.bcs" doesn't exist in game
EET_NPC_TRANSITION patching for X3Kal: BG2 NPC without BG1 content
Any idea what cause the issue?
X3Isa is probably the new NPC not yet released.
I'm sorry but there's no seperate component in the mod, only Skitia NPCs for Baldur's Gate 2, how do I install Emily last.
No I didn't install BGEE Kale, only the mod in this thread.
A warning in not necessary an issue.