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BG1NPC for BGEE Prerelease - UPDATE v21-PR_20150131

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  • AstroBryGuyAstroBryGuy Member Posts: 3,437

    @AstroBryGuy‌ - Thanks for the quick answere... at work at the moment but I'll give this a try as soon as I get home. By "a copy of the weidu binary" do you mean the whole folder or just the single weidu file?

    The single weidu file.
  • onelasttry84onelasttry84 Member Posts: 52
    edited September 2014

    @onelasttry84‌ - My guess is that the character set converter script didn't create the UTF-8 versions of the translation files correctly. Is there a directory bg1npc/tra/english/utf8/ that was created? Does it have any files in it?

    ok i checked the folder and it is there and it has all kinds of .tra files in it BUT they all have a size of 0 bytes...

    You might want to try running weidu natively in linux. There's a linux version available at: http://weidu.org/main.html#weidu

    Put a copy of the weidu binary into the Z:\home\michael\bin\Baldurs Gate Enhanced Edition\Data\00766\ directory and from the linux command line:

    ln -s weidu setup-bg1npc
    ./setup-bg1npc
    I tried this but i just get a dialog.tlk error:
    [./setup-bg1npc] WeiDU version 23600

    ERROR: Unable to find DIALOG.TLK in:
    ./^dialog\.tlk$

    Please run this program in your Infinity Engine game directory.

    FATAL ERROR: Failure("Unable to find DIALOG.TLK")

    Press ENTER to exit.
    Any ideas what went wrong here?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited September 2014

    @onelasttry84‌ - My guess is that the character set converter script didn't create the UTF-8 versions of the translation files correctly. Is there a directory bg1npc/tra/english/utf8/ that was created? Does it have any files in it?

    ok i checked the folder and it is there and it has all kinds of .tra files in it BUT they all have a size of 0 bytes...
    Your Wine environment apparently is having issues running the iconv.exe program that the BG1NPC install invokes to convert the character set from CP1252 to UTF8. Not sure why that is happening, unfortunately.

    You might want to try running weidu natively in linux. There's a linux version available at: http://weidu.org/main.html#weidu

    Put a copy of the weidu binary into the Z:\home\michael\bin\Baldurs Gate Enhanced Edition\Data\00766\ directory and from the linux command line:

    ln -s weidu setup-bg1npc
    ./setup-bg1npc
    I tried this but i just get a dialog.tlk error:
    [./setup-bg1npc] WeiDU version 23600

    ERROR: Unable to find DIALOG.TLK in:
    ./^dialog\.tlk$

    Please run this program in your Infinity Engine game directory.

    FATAL ERROR: Failure("Unable to find DIALOG.TLK")

    Press ENTER to exit.
    Any ideas what went wrong here?
    Sorry, I forgot that since linux is case-sensitive, you have to run a program to convert all the filenames to lowercase first.

    I don't have a linux install, but here are some mod install instructions for WeiDU on linux:

    Extract the contents of the mod to the folder of the game.
    Download the latest version of WeiDU for Linux from WeiDU.org and copy weidu, weinstall, tisunpack, and tolower to /usr/bin.
    Following that, open a terminal and cd to your BGEE installation directory, run 'tolower' and answer Y to both queries.
    Then, run 'weinstall bg1npc' from the command line.

    Hope this will work for you.
  • onelasttry84onelasttry84 Member Posts: 52



    Sorry, I forgot that since linux is case-sensitive, you have to run a program to convert all the filenames to lowercase first.

    I don't have a linux install, but here are some mod install instructions for WeiDU on linux:

    Extract the contents of the mod to the folder of the game.
    Download the latest version of WeiDU for Linux from WeiDU.org and copy weidu, weinstall, tisunpack, and tolower to /usr/bin.
    Following that, open a terminal and cd to your BGEE installation directory, run 'tolower' and answer Y to both queries.
    Then, run 'weinstall bg1npc' from the command line.

    Hope this will work for you.

    Thanks a lot for helping with this! everything just worked fine ... damn case-sensitivity ;)

  • StevevdlStevevdl Member Posts: 73
    @AstroBryGuy small bug at beginning with Imoen when at Gorion. Her banter does not trigger if you pick up the scroll via the quickloot bar but does if you go to gorion and pick up the scroll without using the quickloot bar
  • ThelsThels Member Posts: 1,453
    edited September 2014
    Is that the banter about the grave? If so, it worked fine for me with the quick loot bar. Are you sure it's loot based and not location based? Perhaps Imoen was too far away?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Stevevdl said:

    @AstroBryGuy small bug at beginning with Imoen when at Gorion. Her banter does not trigger if you pick up the scroll via the quickloot bar but does if you go to gorion and pick up the scroll without using the quickloot bar

    There shouldn't be anything about the quickloot bar that would interfere. The dialog is triggered by a PartyHasItem() check on the scroll.

    Was Imoen far from you when you used the quickloot bar? She does need to See() charname (as determined by the game engine). I suppose that if you picked up the scroll with the quickloot bar, copied it to your journal from the inventory screen, and then dropped it before she could see CHARNAME, the dialog would never fire.
  • StevevdlStevevdl Member Posts: 73
    @AstroBryGuy ok my bad, must of been too far away
  • OperativeNLOperativeNL Member Posts: 146
    I cannot install this mod. I placed the "bg1npc-v20.exe" file (the one downloaded from G3) in my Data\0076 folder, and i ran the installer. Then I run "setup-bg1npc.exe". When installing the first component, "The BG1NPC Project: Required Modifications" I get the following error message:


    'This mod should be installed in your BG2, Tutu, EasyTutu, or BGT folder, after Tutu/BGT conversion.
    Stopped installation because of error.
    Stopped installation because of error.
    Stopped installation because of error.

    I already made a hardlink to the dialog.tlk.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437

    I cannot install this mod. I placed the "bg1npc-v20.exe" file (the one downloaded from G3) in my Data\0076 folder, and i ran the installer. Then I run "setup-bg1npc.exe". When installing the first component, "The BG1NPC Project: Required Modifications" I get the following error message:


    'This mod should be installed in your BG2, Tutu, EasyTutu, or BGT folder, after Tutu/BGT conversion.
    Stopped installation because of error.
    Stopped installation because of error.
    Stopped installation because of error.

    I already made a hardlink to the dialog.tlk.

    The latest official release on the G3 site is not compatible with BGEE. Use the v21 pre-release @kaguana‌ linked above.

    And, with current versions of WeiDU, creating a link to the dialog.tlk is not necessary. WeiDU now knows where to look for the dialog.tlk in BGEE.
  • OperativeNLOperativeNL Member Posts: 146
    Ahh, thanks! Now it works. Does that other, version 21 also come with the music files?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437

    Ahh, thanks! Now it works. Does that other, version 21 also come with the music files?

    The music files are not included, but the latest version of the music pack should work fine with v21.
  • switswit Member, Translator (NDA) Posts: 495
    edited September 2014
    "Jason Compton's Accelerated Banter Script
    This component installs Jason Compton's Accelerated Banter Script, which basically makes banters happen more often. It is the same one as included with mods such as the Banter Packs for BG2 , so if you have installed it there you don't need it again. Don't worry, the installer will tell you if you already have it installed."

    I think this component should be skipped for Enhanced Edition games or reworked to take advantage of BANTTIMG.2DA (new addition to EE engine that controls banters frequency and probability) instead of extending Baldur.bcs.
    Post edited by swit on
  • maneromanero Member Posts: 392
    Does it work with 1.3 version of BGEE?
  • kaguanakaguana Member Posts: 1,328
    @manero‌ Yes it does
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    Hey guys,

    I have been following this thread with interest for months.

    With v1.3 finally released, I am ever more impatient to begin my second full saga playthrough with BG:EE and BG2:EE. However I have heard great things about this mod and don't really want to start without it.

    I understand this is an entirely voluntary effort, so I understand it will take as long as it will take, and I am grateful it is progressing regardless and people are working on it.

    I see quite a few people are playing/testing the prerelease version, and I am strongly tempted to get started as well. However I have a few questions...

    1) What is the state of the mod currently? Is the game basically playable? I understand it is not a full release, so I don't mind the odd bug, but am I likely to run into problems that I cannot solve with EEkeeper/console?

    2) My playthroughs tend to take a long time, which is why I decided to wait for v1.3 before starting. If the full release version is completed before I complete my playthrough, will I be able to update the mod without messing up existing games?

    Thanks
  • kaguanakaguana Member Posts: 1,328
    Heindrich said:

    1) What is the state of the mod currently? Is the game basically playable? I understand it is not a full release, so I don't mind the odd bug, but am I likely to run into problems that I cannot solve with EEkeeper/console?

    2) My playthroughs tend to take a long time, which is why I decided to wait for v1.3 before starting. If the full release version is completed before I complete my playthrough, will I be able to update the mod without messing up existing games?

    Thanks

    To answer your questions I'm a tester so I can answer from my point of view only.

    1. The mod is in a good shape and yes it is playable, there is no bug that broke the game not as far as I know and I play this mod all the time on my runs, there could be all kind of bugs that we don't know about but they are minors once (I hope).

    2. There is no problem in updating the mod without messing the existing game you need not to worry about it, and I'm sure there will be more update to come on this mod.

    I say install and enjoy the mod and the game you need not to worry about it :)
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    @kaguana‌

    Thx for your quick response. I have just installed it and fired up a quick game with Abdel to check it has actually been done (looks like it has cos I can force-talk to Imoen, albeit she doesn't seem to have anything to say at the start of the game).

    I actually chose not to install a lot of the components, specifically the romance ones. I am wondering if there is any quick way I can find a list of the components I have installed so I can share it on this thread for reference encase I run into any problems. Also I want to make sure I haven't missed any important components that are actually enablers for other functions that I do want.
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    Oh I have another question... I am wondering if there are any (compatible) mods out there that allow original BG1 characters to behave like the new EE characters in terms of staying at a tavern (FAI) if I remove them from the party briefly. I quite like picking up a character for a related quest, but obviously don't want to lose somebody permanently to do it.

    For example my core party will consist of Charname, Imoen, Neera, Khalid and Jaheira. Kivan will take up the 6th slot most of the time, but I'd like to take Ajantis, Minsc etc to replace him for periods of the game.
  • kaguanakaguana Member Posts: 1,328
    edited September 2014
    @Heindrich‌ The first banter that Imoen actually have what to say is after you leave Candlekeep when you find Gorion body.

    As for a list of the components I'm not sure there is an up to date one, but there is the readme of the mod, as it show in the G3 site that most of the components should be there.

    I know not what components you install but I really recommend the "Add Non-Joinable NPC Portraits to Quests and Dialogues" it so much nicer and add a lot to the game.
    Heindrich said:

    Oh I have another question... I am wondering if there are any (compatible) mods out there that allow original BG1 characters to behave like the new EE characters in terms of staying at a tavern (FAI) if I remove them from the party briefly. I quite like picking up a character for a related quest, but obviously don't want to lose somebody permanently to do it.

    For example my core party will consist of Charname, Imoen, Neera, Khalid and Jaheira. Kivan will take up the 6th slot most of the time, but I'd like to take Ajantis, Minsc etc to replace him for periods of the game.

    As for that components the one in the mod is hard mod to tutu game and our only hope is that @AstroBryGuy‌ will encode it for us into the mod so we can have it in the EE version.

    I know that this component is in the scs mod (I think) but I personally don't wanna install the whole mod just for that component.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited September 2014
    Heindrich said:

    Hey guys,
    1) What is the state of the mod currently? Is the game basically playable? I understand it is not a full release, so I don't mind the odd bug, but am I likely to run into problems that I cannot solve with EEkeeper/console?

    2) My playthroughs tend to take a long time, which is why I decided to wait for v1.3 before starting. If the full release version is completed before I complete my playthrough, will I be able to update the mod without messing up existing games?

    One major thing that is not yet working is quest journal entries. Otherwise, as @kaguana said, most of it seems to be working well.

    I don't know when there will be an official release. An official release needs to be fully tested on Tutu and BGT as well as BGEE. You can update the game mod if critical bug fixes are released.
    Heindrich said:

    For example my core party will consist of Charname, Imoen, Neera, Khalid and Jaheira. Kivan will take up the 6th slot most of the time, but I'd like to take Ajantis, Minsc etc to replace him for periods of the game.

    Keep in mind, BG1NPC adds no content for the new BGEE NPCs, Neera, Dorn, and Rasaad.
    Post edited by AstroBryGuy on
  • ThelsThels Member Posts: 1,453
    SCS handles the NPCs sent to Inns quite well, giving you more control than you have over the BGEE NPCs.

    Initial recruitment of NPCs is still the same as normal, and kicking NPCs out of the party is still the same as normal (NPCs stay where they are, partners leave the party as well).

    However, when you talk to an NPC that has been kicked out of the party, you receive additional options to send them to Inns that you have discovered (FAI, Jovial Juggler in Beregost, Nashkel Inn, and I presume also an inn in Baldur's Gate, but I'm not there yet with my current playthrough, so I can't tell you for sure).

    In addition, if the NPC has a partner, you can choose to rehire that NPC without his/her partner. (If I recall correctly, it's a separate module.)

    It does not affect the BG:EE NPCs, who immediately return to a location of their choice. I have no idea if it affects custom NPCs, as I'm not using any in my current playthrough. Considering it adds NPC specific dialog, I doubt it does.
  • kaguanakaguana Member Posts: 1,328

    Heindrich said:

    Hey guys,
    1) What is the state of the mod currently? Is the game basically playable? I understand it is not a full release, so I don't mind the odd bug, but am I likely to run into problems that I cannot solve with EEkeeper/console?

    2) My playthroughs tend to take a long time, which is why I decided to wait for v1.3 before starting. If the full release version is completed before I complete my playthrough, will I be able to update the mod without messing up existing games?

    One major thing that is not yet working is quest journal entries. Otherwise, as @kaguana said, most of it seems to be working well.

    I don't know when there will be an official release. An official release needs to be fully tested on Tutu and BGT as well as BGEE. You can update the game mod if critical bug fixes are released.
    Heindrich said:

    For example my core party will consist of Charname, Imoen, Neera, Khalid and Jaheira. Kivan will take up the 6th slot most of the time, but I'd like to take Ajantis, Minsc etc to replace him for periods of the game.

    Keep in mind, BG1NPC adds no content for the new BGEE NPCs, Neera, Dorn, and Rasaad.
    Hoo yeah I forgot about the Journal but that not a game breaking.

    Well as for the NPC sent to the inn, any change that you @AstroBryGuy‌ can cod something like that into the mod ? or is it too complicated ? or can that component from scs mod can be added to the bg1npc mod for the EE version ?
  • OperativeNLOperativeNL Member Posts: 146
    In my game I have already visited the Coastal Way area and now I'd like to install the component that changes Eldoth's starting location to the Coastal Way. Is this possible or will it screw up my game?
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    @Thels‌

    Like @kaguana‌ I am not keen to install SCS just for one component, but if I did, is it possible to isolate that one feature during the installation process? I tend to play with various personal roleplay and realism restrictions, so I certainly don't want to deal with SCS difficulty.

    Can anybody tell me how the journal is broken? Can I still see the quest log and quest instructions? I am not quite experienced enough with the game to know where to go for everything, so it could be a big problem for me...
  • ThelsThels Member Posts: 1,453
    @OperativeNL: IIRC, it doesn't affect your current game at all. You'll have to start a new game to benefit from the effects, or CLUA him in.

    @Heindrich: As most mods, it's completely split up into different modules, so yes, you can pick and choose features.

    I myself installed a few of the options, but didn't touch any of the options that increased the difficulty.

    He's a list of all the modules:
    http://www.gibberlings3.net/readmes/readme-stratagems.html

    You probably want to pick and choose from the "Gameplay Tweaks" and "Cosmetic and ease-of-use tweaks" and ignore the other sections.

    As for the Journal, the quests work fine to me. However, often when something interesting happens, for example, when Elminster walks up to you and has a chat, it says "Added to journal" followed by the message that's supposedly added to the journal. However, I'm unable to find those messages in the journal. Quests are still there, though, so it shouldn't be a problem.
  • kaguanakaguana Member Posts: 1,328
    @OperativeNL‌ changing Eldoth's starting location or any other NPC in the middle of the game isn't affecting the current game as @Thels‌ you can keep playing the game but if you want to get Eldoth's sooner you will have to start a new game for it to affect his change location.

    @Heindrich‌ The journal problem is just that you can't see the messages that connect to the mod inside the journal but it not hinder any quest from completing it, this problem is a new one that appear only in the 1.3 game because of the changes that was made to the journal in the patch, @AstroBryGuy‌ is working on a fix but it will take him a bit of time to do so.

    So as I said just enjoy the game and the mod ;)
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Thels said:

    It does not affect the BG:EE NPCs, who immediately return to a location of their choice. I have no idea if it affects custom NPCs, as I'm not using any in my current playthrough. Considering it adds NPC specific dialog, I doubt it does.

    SCS' Wait at Inns handles a couple mod NPCs. Basically, DavidW has to include them in the mod code. See SCS' README for more specifics on which mod NPCs are supported.
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