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[MOD] BG:EE NPC Revamp v0.1.5

LlewrenLlewren Member Posts: 101
edited November 1 in BG:EE Mods
A new mod in development from the writer of the Smoldering Mods Bar.
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BG:EE NPC Revamp — an expansion mod for the companions of BG1

The original companions of Baldur's Gate have long been little more than a portrait, voice, and character sheet. There have been other mods that seek to remedy this. This is a new one. The Revamp seeks to bring all 29 companions to life with new and/or expanded quests, banter, interjections, and player talks — while maintaining a focus on modularity and faithfulness to the tone of the original game.

Currently, the Revamp features content for Ajantis and Coran. Updates will come sporadically, as this is a long-term side-project of mine.

Current Features:
  • Two on-the-road conversations with Coran.
  • Four on-the-road conversations with Ajantis.
  • An expansive quest for Ajantis with a focus on choice-and-consequence! The quest begins when the player enters northern Baldur’s Gate.
  • Enhanced reactivity and character involvement in Coran’s quests: ‘Coran the Wyvern Hunter’ and ‘Brielbara’s Baby’.
  • 57 banters featuring Ajantis or Coran.
  • Two new shopkeepers added to support companion-related content — one in the Temple of Helm, and one in the Undercellar.
  • Two new magical items to help you on your journey.

Planned Features:
  • 700+ inter-party banters.
  • Revised conflicts for each applicable companion.
  • 5+ on-the-road conversations with every companion.
  • Companion interjections throughout the story.
  • New quests for Alora, Branwen, Baeloth, Dynaheir, Garrick, Imoen, Khalid & Jaheira, Kagain, Kivan, Montaron & Xzar, Quayle, Shar-Teel, Tiax, Viconia, Xan, and Yeslick.
  • Expanded quests for Edwin, Eldoth & Skie, Faldorn, Khalid & Jaheira, Minsc, Safana, Neera, and Rasaad.
  • New lines and dialogue in Siege of Dragonspear to reflect new potential events and relationships.
  • And more!

MOD PAGE
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Post edited by Llewren on

Comments

  • LavaDelVortelLavaDelVortel Member Posts: 3,270
    Congrats on the release! :)

    (a small note: the download button on the mod's page does not seem to work)
  • AciferAcifer Member Posts: 455
    Congratulations on the release! That sounds extremely promising! I'm looking forward to Ajantis' additional quest and am excited to see what the new shops have to offer and what features the new items have.
  • ThomMerrilinThomMerrilin Member Posts: 23
    I'm assuming there will not be any compatibility between this mod and the BG1 NPC Project from reading your comments on your web site, but what about the Ajantis for BG1 and Coran BG1 Friendship mods?
  • TrouveurTrouveur Member Posts: 1,025
    edited August 2025
    Oh wonderful.
    It's more an alternative to BG1 NPC Project than an add-on to it isn't it?
    What about the BG1 expansion mod from Jastey and the Coran friendship mod ? Can they work with your mod storywise?
    I will definitely try it out on my next BGEE run.
  • LlewrenLlewren Member Posts: 101
    I'm assuming there will not be any compatibility between this mod and the BG1 NPC Project from reading your comments on your web site, but what about the Ajantis for BG1 and Coran BG1 Friendship mods?
    What about the BG1 expansion mod from Jastey and the Coran friendship mod ? Can they work with your mod storywise?

    I haven't put any special consideration into compatibility with those mods, but given that the Revamp is completely modular, if you would rather have a different expansion for an individual character rather than the one that the Revamp offers, there shouldn't be any issues! I will do my best to ensure that it is technically compatible, but story-wise and characterisation-wise, I cannot guarantee that it will make sense.

  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,825
    Alternative for BG1 NPC Project? Count me in!
  • MibliMibli Member Posts: 4
    Is it compatible with EET? If so will it go before EET in BG1?
  • LlewrenLlewren Member Posts: 101
    Is it compatible with EET? If so will it go before EET in BG1?

    As I've spoken to elsewhere, I do not play with EET and thus testing with it is not really in my wheelhouse, especially when the mod is in such an early stage.
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,825
    Llewren wrote: »
    Is it compatible with EET? If so will it go before EET in BG1?

    As I've spoken to elsewhere, I do not play with EET and thus testing with it is not really in my wheelhouse, especially when the mod is in such an early stage.

    Ouch, that's kind of bad. If/when I go back to do my last farewell run, it will be EET. And I would really like to play with this mod.
  • LlewrenLlewren Member Posts: 101
    edited August 2025
    Cahir wrote: »
    Ouch, that's kind of bad. If/when I go back to do my last farewell run, it will be EET. And I would really like to play with this mod.

    I'm definitely not opposed to it, but it's just not a priority for me at this point in time!
  • IseweinIsewein Member Posts: 681
    edited August 2025
    I'm grateful to read that you'll be looking to maintain technical compatibility with the NPC Project despite your vocal dislike for it. It may be nostalgia speaking, but to me, its characterisations are basically canon, and I could scarcely imagine playing without it. Very excited to give this a try!
  • LlewrenLlewren Member Posts: 101
    Isewein wrote: »
    I'm grateful to read that you'll be looking to maintain technical compatibility with the NPC Project despite your vocal dislike for it. It may be nostalgia speaking, but to me, its characterisations are basically canon, and I could scarcely imagine playing without it. Very excited to give this a try!

    I definitely understand that. At the end of the day I’m just trying to give myself that same feeling! I’m making an expansion that I want to play and that will genuinely have me playing with oddball parties just for the quests and banter. In an ideal world I could have full compatibility with every interpretation of the characters but that’s just a lot of work on top of an already monumental workload, and I’d rather write character arcs from scratch than just try to fit in content for the sake of it.
  • MibliMibli Member Posts: 4
    Seems to be a bug where Ajantis comes up and repeatedly engages in player initiated dialogue and forces you to kill him if you want to finish game. Probably a conflict with NPC project.
  • LlewrenLlewren Member Posts: 101
    Mibli wrote: »
    Seems to be a bug where Ajantis comes up and repeatedly engages in player initiated dialogue and forces you to kill him if you want to finish game. Probably a conflict with NPC project.

    Thanks for letting me know. This early in development I don't doubt that there will be consistent issues with the NPC Project, so I recommend playing the two together exclusively if you want to playtest it for compatibility.
  • xiaoleiwenxiaoleiwen Member Posts: 250
    Super excited and hope to see you finish this one day :smiley:
  • testlumtestlum Member Posts: 13
    That's an awesome sounding project. Looking forward to seeing what you come up with!
  • _DD__DD_ Member Posts: 91
    Sounds interesting and promising. Hope everything goes smoothly. Extra thank you for taking modularity into account.
  • LlewrenLlewren Member Posts: 101
    Version 0.1.1 is out, bringing Ajantis two new player talks available after Chapter 4 if the player has seen the previous dialogues. Additionally, a few bugfixes regarding interjections and banters triggering incorrectly.
  • KirahKirah Member Posts: 9
    Hi,
    I finally finished a playthrough, so I can review some things. Obviously, it's still only about 2 characters, but I thought it was pretty good. Ajantis and Coran are 'in character' and Ajantis' quest is a nice addition (it fits really well in the game.)
    The bugs I noticed :
    - Coran's Archery banter keeps repeating after the first time, I had to manually change the Global to keep it from happening again and again.
    - Ajantis did the one-step-stop thing, where he tries to start a banter. I had to change the Global again, to restart the previous banter, and then it worked fine.
    Thank you for the mod!
  • LlewrenLlewren Member Posts: 101
    edited November 1
    I come to you with a substantial update (Version 0.1.5) for the BG:EE NPC Revamp focused on bug-fixes, streamlining, and tighter writing.

    You can get the latest official release here: https://github.com/Llewren/BGEE-NPC-Revamp/releases

    While this update doesn't bring new content for other NPCs, it does drastically improve the experience of playing Revamp content. There are 92 individual fixes within v0.1.5 and they should all play nicely with one another*. As always, feel free to reach out to report any issues.

    Please look forward to more updates coming in the future!

    See below for a nearly-comprehensive changelog.
    - Ajantis’s third PC banter now triggers properly from Chapter 4
    - Ajantis’s tavern toast has been removed.
    - Ajantis is now required in the party to complete "The Errant Acolyte"
    - Ajantis no longer says Peitor is missing at night when Peitor is there
    - Peitor will no longer infinitely clone himself every night
    - Peitor now stays at the Blushing Mermaid day and night once the player has spoken to him
    - Peitor now leaves the Blushing Mermaid if "The Errant Acolyte" is refused
    - Boa now accepts payment when the player has exactly the asking price
    - Boa's guards now turn hostile if Boa does, or if he's attacked or killed
    - Killing Boa before visiting Fenathigrast now counts as dealing with Boa first
    - The player can no longer obtain a duplicate of the Watchful Aegis
    - Fenathigrast will now start combat as intended
    - The Undead Abominations and Ollera will now turn hostile if Fenathigrast does
    - Removed the 50,000 gold bid
    - The Auctioneer will now sell the Watchful Aegis to the player if they won the bid but didn't pay immediately
    - If the Bored Baroness wins the auction, she will now have the Watchful Aegis as she should
    - The nobles will now act properly if the player crashes the auction violently
    - The Auctioneer no longer replays the auction's opening after it falls apart
    - The player can now only attempt to bluff the Auctioneer once
    - The Auctioneer now takes payment when selling the Watchful Aegis after the auction is crashed
    - The Auctioneer's offer to sell the Watchful Aegis after a crashed auction now works when the player returns with the gold
    - Quest journal entries now appear once, at the correct time
    - Failsafe added for Teomara if Ajantis is kicked from the party mid-quest
    - Peitor now has the correct dialogue in the Temple of Helm
    - Peitor will now leave the temple permanently in Ending 4 of "The Errant Acolyte"
    - Ajantis's post-quest talk now plays after Ending 2
    - Ajantis now has a unique post-quest talk for Endings 3 & 4
    - Ajantis will no longer stutter while attempting to initiate his 3rd player talk
    - Coran will now move to the Friendly Arm Inn if kicked from the party at the end of "Coran the Wyvern Hunter", and no longer approaches the player afterwards
    - Coran now leaves the party permanently if he abandons the player during Brielbara's quest
    - Coran's archery talk will no longer repeat
    - Coran/Rasaad banter no longer repeats, and Coran/Quayle banter can now trigger
    - Ajantis/Tiax banter will now trigger properly
    - Fixed duplicate labels in the Ajantis/Kagain banters
    - Companions who are unconscious or unable to talk no longer interrupt banters
    - Fixed incorrect interjection checks
    - Redundant variables removed
    - Fixed typos

    *Note: Due to the fundamental restructuring of "The Errant Acolyte" behind the scenes, please ensure that you update from v0.1.1 prior to initiating the quest with Watcher Teomara, otherwise several variables will not be set correctly.
  • UlkeshUlkesh Member Posts: 385
    edited November 1
    Hello, thanks for the update.

    Where is the auction referred to in the changelog??
    Post edited by Ulkesh on
  • LlewrenLlewren Member Posts: 101
    Ulkesh wrote: »
    Where is the auction referred to in the changelog??

    The auction takes place on the top floor of the Three Old Kegs. It is never technically a mandatory part of the quest, but it is required for the quest's "good ending". Spoilers below on how to trigger the auction's differing versions.
    After Peitor has given you leads on the body and the shield, you can follow either one first. Speaking to Boa in the Undercellar first will allow you to bypass the auction entirely, and it then becomes an optional "favour" to Boa to inform the auction-goers that the event is cancelled.

    Investigating the body merchant first forces you to attend the auction if you want the shield. To this end, you still need to visit Boa in the Undercellar after dealing with the body merchant so you can learn about the event. The auction can then be attended as a participant.
  • skweekyweelskweekyweel Member Posts: 19
    edited November 1
    I was just thinking about asking if there have been any updates on this! Has there been much progress with any of the other NPCs? Are there any NPCs that you particularly dreading/looking forward to writing?
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