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BG1 NPC Project Music Pack compatible with BGEE?

NightWardenNightWarden Member Posts: 62
Hi. I discovered this link for the BG1 NPC Project Music Pack (http://forums.gibberlings3.net/index.php?app=downloads&showcat=11) that @Shin posted in a separate discussion. I followed the link to the download and didn't notice any mention of compatibility with BGEE. Does anyone know if it works with the most recent version of the BG1NPC prerelease?

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  • AstroBryGuyAstroBryGuy Member Posts: 3,437
  • NightWardenNightWarden Member Posts: 62
    Thanks so much! I look forward to trying it out.

    The last two mods I'm trying to track down are Coran's friendship pack and the NPC Indira. Do you know of any links to BGEE compatible versions of these two?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    For Coran's Extended Friendship, I'm working on a beta of v4:

    https://github.com/AstroBryGuy/CoranBGFriend/releases

    For Indira, @Erg has a beta v12 available at Pocket Plane:

    http://forums.pocketplane.net/index.php/topic,29214.0.html
  • HudzyHudzy Member Posts: 300
    @AstroBryGuy Does v6 do anything about the music playing over the ingame music? Sadly it sounded awful, but I don't remember it happening back in Tutu.
  • NightWardenNightWarden Member Posts: 62

    For Coran's Extended Friendship, I'm working on a beta of v4:

    https://github.com/AstroBryGuy/CoranBGFriend/releases

    For Indira, @Erg has a beta v12 available at Pocket Plane:

    http://forums.pocketplane.net/index.php/topic,29214.0.html

    Awesome! Thanks.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited February 2015
    When a BG1NPC dialog wants to start "character music", it should stop any background music currently playing. Before one of the music pack sounds plays, a command is issued to play a blank music track, stopping any currently playing in game music.

    However, the BG1NPC Music Pack tracks are not handled as "in game music", they are played as sounds, not music. This means that if you conclude a dialogue quickly and then do something that can trigger a new track (e.g., start combat) then the game will interrupt the blank track and the in game music can play at the same time as the BG1NPC character music. There's no command to "StopSound" to halt the BG1NPC character music at the end of a dialog.

    Shorter versions of the sounds could be added as an option, but that's about it for now.

    EDIT: The character music sounds are currently 1 minute, perhaps 30 seconds?
    Post edited by AstroBryGuy on
  • NightWardenNightWarden Member Posts: 62



    EDIT: The character music sounds are currently 1 minute, perhaps 30 seconds

    A full minute sounds good to me. For those of us who are slow readers, having the music play longer allows for better immersion during the dialogue/interaction.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437



    EDIT: The character music sounds are currently 1 minute, perhaps 30 seconds

    A full minute sounds good to me. For those of us who are slow readers, having the music play longer allows for better immersion during the dialogue/interaction.
    The current version uses clips that are a minute long, and I would not be removing those. So, no worries. My idea is to add new options to add shorter versions of the character music for those who speed through dialogues. Don't know if I'll get to it for v6, I think it'll be v6.1. :smile:

    Also, I've confirmed that this behavior also occurs on Tutu. So, at least it's not a new BGEE issue.
  • NightWardenNightWarden Member Posts: 62
    edited February 2015

    The current version uses clips that are a minute long, and I would not be removing those. So, no worries. My idea is to add new options to add shorter versions of the character music for those who speed through dialogues. Don't know if I'll get to it for v6, I think it'll be v6.1. :smile:

    Sounds good to me.

    You know, if you keep producing/enhancing mods at this pace you're likely to pick up some groupies.
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