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[MOD] -NPC_EE- ... Non-Player Characters Enhanced, for Everyone!

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Comments

  • Brer_RabbitBrer_Rabbit Member Posts: 159

    So I have this mod installed. If I want to try out your priest and mage kits, I install them and then reinstall this again?

    Maybe? I'm not terribly certain about how Weidu's "reinstall" feature works. To be safest, just uninstall NPC_EE, install the kits, and reinstall NPC_EE.
    Okay. I'm going to wait until a few get their next updates and so on. If I'm going to have to hook my stuff up to a slow-ass computer, I'm going to do the mods in bulk.

  • thelovebatthelovebat Member Posts: 218
    Do enjoy the work you've put into this and finally got around to installing this the other day for a new playthrough.

    Question though, would it be possible for you to compile a quick readme showing the kit/class descriptions for all the kits and class combos that weren't already in the Enhanced Edition? That way people can read into what a kit or something does before deciding to use it. For example I can't find a description for something like the Alaghor of Clangeddin kit for Yeslick anywhere describing what it does. Like the description it would show at class creation with a small background of the kit, then giving the advantages & disadvantages down below.

    Knowing what each kit offers and having a list of those not in the Enhanced Edition by default would be pretty helpful for seeing if I want to kit an NPC with the mod, I don't want to kit an NPC if I'm not sure what that kit does. Your current readme describes what kits you can give NPCs and what mod components are possibly needed to choose them, but doesn't give any actual info to describe the kits that are new. I mentioned some things similar to this in your previous thread talking about this, but I think it would be a helpful addition for those who just want to know what all of the potential kits do and if it's something they'd want.

    lolien
  • subtledoctorsubtledoctor Member Posts: 11,063
    Good idea - I can do that

    lolien
  • thelovebatthelovebat Member Posts: 218
    Oh one more thing I noticed that I'm surprised I didn't notice before, there's no option to kit Kagain to anything like Dwarven Defender. In the next update could you maybe add him in with some options?

  • thelovebatthelovebat Member Posts: 218
    Encountered a few things playing through with NPCs Kitted Enhanced.

    First thing is that Coran still comes with a longbow when kitting him to single class Thief (Sniper in this case). He has a shortbow in his 2nd weapon slot but a longbow in his main weapon slot still which I was assuming would be changed. His proficiencies seem to be as intended though.

    When adding Xzar and Montaron to my party, I had Montaron kitted to a single class Thief (Assassin) but he's given a heavy crossbow in one of his weapon slots which he isn't allowed to use as single class thief, just the light crossbows. His proficiencies seem fair though, just need to give him a light crossbow instead of a heavy crossbow for him being kitted.

    These aren't the biggest deals, but getting two free items like that to sell for free early on (if by way of mods you have access to the first Cloakwood area early) seems a bit too much in the player's favor, and would make more sense for them to only have weapons they can use from the start. Will post more if anything else comes up out of the ordinary.

  • ProzhProzh Member Posts: 116
    error
    version 1.1
    component "Just drop Viconia to 1st level" for BGEE
    viconi61.cre must be viconi6.cre (twice)

  • thelovebatthelovebat Member Posts: 218
    Came across something else playing some more. When kitting Ajantis to Cavalier, he still has one of his starting pips in Longbow even though he can't use ranged weapons as a Cavalier. Should change that 4th pip to something else like a 2nd point in two handed swords or something.

  • subtledoctorsubtledoctor Member Posts: 11,063
    Noted. I'll issue an update with fixes for this stuff soon.

  • mininofgruumshmininofgruumsh Member Posts: 12
    So something that annoys me about BG2 is the lack of good thieves, particularly if you're wanting a purely good party. With that in mind, it disappointed me to find out that Imoen's reclassing options retain her dual-classed status in BG2. I imagine this is due to some things that are either non-manipulable or more trouble than they're worth, and so we'll never see a non-dualed Imoen available to us via this mod, right?

  • subtledoctorsubtledoctor Member Posts: 11,063
    edited October 2015

    So something that annoys me about BG2 is the lack of good thieves, particularly if you're wanting a purely good party. With that in mind, it disappointed me to find out that Imoen's reclassing options retain her dual-classed status in BG2. I imagine this is due to some things that are either non-manipulable or more trouble than they're worth, and so we'll never see a non-dualed Imoen available to us via this mod, right?

    Dual-class characters are an order of magnitude more difficult to deal with than single-class or multiclass characters. I might be able to switch BG2 Imoen to a *multiclass* mage/thief - there is a bit you can flip for that. And I suppose I could make her a single-class thief, to represent not dualling her in BG1 - have to do a lot of work to strip out any magical abilities, and would probably have to give her an innate Magic Missile ability for story reasons. The big problem right now is I don't have any free time to work on this mod.

    In the meantime, for a good-aligned thief, you might try the "Valygar = fighter/thief" component. Valygar as a fighter/thief is an incredibly useful party member - for me, he went from being someone I almost never took along with me, to someone I almost always do.

  • subtledoctorsubtledoctor Member Posts: 11,063
    Quick update to v1.2, with fixes for the issues described above relating to Coran, Montaron, Viconia and Ajantis.

    https://github.com/subtledoctor/NPC_EE/releases/tag/1.2

    Newer stuff for Kagain, Imoen, Nalia etc. is in the works, along with proper descriptions of the added kits. but RL is eating up all my free time right now so don't hold your breath. If you want to know about the added kits, download my Scales of Balance mod and check them out in that mod's readme.

    JuliusBorisovthelovebat
  • mininofgruumshmininofgruumsh Member Posts: 12


    Dual-class characters are an order of magnitude more difficult to deal with than single-class or multiclass characters. I might be able to switch BG2 Imoen to a *multiclass* mage/thief - there is a bit you can flip for that. And I suppose I could make her a single-class thief, to represent not dualling her in BG1 - have to do a lot of work to strip out any magical abilities, and would probably have to give her an innate Magic Missile ability for story reasons. The big problem right now is I don't have any free time to work on this mod.

    Hey, no worries. In case I didn't portray it enough, I LOVE your mods. They're great and bring SO much to the table. It's because I like the mods so much that I felt motivated enough to chime in and ask the question in the first place. :) And hey, if you do make a multi-class Imoen option, I'll dance in the strets. If not, I'll still enjoy the heck out of it all anyway. Keep up the good work, unless you find yourself at a point where you're done; in which case, thanks for all the good work. ^^

  • subtledoctorsubtledoctor Member Posts: 11,063
    No problem, I definitely appreciate all feedback, even critical. Everything people say here goes onto a little 'to-do' list on my phone, and helps me direct my efforts toward the next updates of each mod.

    If you like my mods, you'll love the new one I'm making with Grammarsalad. Many dozens of new priest kits, new druid multiclass options (sort of), a sphere system that works with the Might & Guile ranger kits (Stalkers getting access to the sphere of Deception, Mage Hunters getting access to the sphere of Magic)... it's going to be great. Keep an eye out for "Faiths & Powers."

  • PlainsrunnerPlainsrunner Member Posts: 13
    Real quick question re: Mazzy as Hearthguard. If you do not have any component altering cleric weapon usability (like the one in your Might and Guile mod) do Mazzy's proficiencies get altered? Do her items? Does she lose her haste innate ability?

    And a question re: Xan. Does the bladesinger kit you have for him follow your Might and Guile version or the Tome and Blood component? Debating using your M&G or scrounging up the Multikit mod I saw the other day to give him Enchanter and... probably Kensai.

    Right in the middle of prepping 2 full runs of 1 and 2 (evil and good, focusing on NPCs I have rarely/never used), and planning stuff out for the future (I realized yesterday I forgot a Rogue for my BG2 party and if I switch my PC to Rogue to cover it, I'll have no priest but Cernd. I may also have no mages due to all of Mazzy's more interesting interactions being with fellow warriors -_-). My evil party is being decidedly less problematic (particularly with the lovely Cleric/Thief Viconia).

    PS: I also support the Dwarven Defender for Kagain. Practically perfect for him. Could also see Jan as a Spellfilcher (or Jester/other bard) or Aerie as a Spellbinder instead of only kitting the cleric side. Other than that, I heartily support making Nalia's thief levels a little less useless (either by bumping the number she has prior to dualing (and spending points well) or allowing her to multi, and oh look another spellfilcher candidate. BG2 loves the Thief/Mages).

  • subtledoctorsubtledoctor Member Posts: 11,063
    BG2 loves the thief/mages a bit too much IMO, the class combo is really a crutch for the original devs. :)

    I honestly forget what happens to Mazzy. I think she keeps her abilities (some of which are duplicated by that kit - I actually based that kit's bonuses on Mazzy). I think her profs and equipment change... to sling and hammer, maybe? Something like that.

    Xan becomes a Might & Guile multiclass Bladesinger.

    Dealing with dual-classes using this method is hard. I couldn't do it like the rest of the NPCs, dropping her to level 1; I would have to do things like choose hiw to distribute the extra thief skill points, etc., and you might not like my choices.

  • PlainsrunnerPlainsrunner Member Posts: 13
    Hmm, I'm not sure how the Level 1 NPC mod did it, but could you implement it in such a way that Nalia is reduced to level 1 Thief with experience to X level, and then a script to run at that level to immediately dual her and grant the remaining needed XP. Then again, that sounds like it would probably be ridiculously overdoing it. Multi-ing her is probably significantly easier. I just really appreciate having her as a thief who can actually fulfill my thief needs (most notably the trapfinding/disarming and lock-picking) if I do grab her. Then again, she's currently scheduled with my evil group (I see her just a few steps away from a long fall, particularly in her ToB dialogs), so I'll have Viconia for that. Or maybe Hexxat.

    Also, for additional kit suggestions, maybe Barbarian for Shar-Teel? I notice you have nothing for Edwin, Anomen, Xzar, Jan, or any of the new NPCs. I honestly can't imagine needing to switch Edwin around at all. Anomen maybe applying the Priest of Helm kit? Xzar could actually work quite well as a cleric/mage. Already has the Wisdom for it, and would give an early game evil cleric for those who don't want to be map-hopping just to find Viconia. Jan, the best option I can see would be Jester, he's already good at causing confusion and madness in his allies, no reason not to do it to his enemies too. For the EE NPCs, Neera could work with the Wild Sorcerer kit (her way of using magic - as well as every EE Wild Mage - is very sorcerer-style anyway), but Rasaad and Dorn are very solidly tied to their classes. Hexxat... maybe open up some kit options or a fighter thief? Maybe M&G Swashbuckler for Monty too, as it keeps the hybrid fighter that he has anyway, but advances Backstab a bit.

    I'm sorry. I keep offering more work, but no help. If you have a tutorial on how you make these changes, I'd be fine to help write them up for you. But I'm next to worthless at figuring it out on my own.

  • PlainsrunnerPlainsrunner Member Posts: 13
    So I did some cre file editing in NI for a few of the NPCs that I wanted slightly different things for or that had not gotten treatment here yet.

    Notably I have a cre for Safana as a corsair (with str and int fiddled with for better usability, but I could easily reset those to their default if it pleased; also changed her weapon to scimitar as the rebalanced weapon profs from BG2Tweaks takes ninja-to prof away from scimitar prof), Dynaheir as a sorcerer (it's been mentioned more than once in threads of this sort), Eldoth as a skald (one of his possible intro dialogues talks about his combat prowess, might be level based, but not sure), Kagain as a dwarven defender, Shar-Teel as a barbarian (I never really liked the berserker kit), and then some more cheat-y kits of Viconia and Tiax as cleric/thieves with their deity kits and Montaron as a fighter/Assassin. I'm also planning to mod Xan into a Kensai/Enchanter (via the m7 multikit mod), but I don't believe that alters the cre file would just copy over to other machines properly then (it requires you to use a script to change a character in party), so probably best if people just be made aware of it if they want it.

    Would you like copies of the cre files? Would that be at all helpful?

    Also, while I didn't bother with it since I'm not planning to use him, perhaps options for Khalid as a Wizard Slayer (you aren't likely to find another) or a Fighter/Mage (apparently some people dug up that that was his original planned class and love to do it. Course I also read Xan was originally planned as a fighter with ideas of the kensai, so who knows).

  • subtledoctorsubtledoctor Member Posts: 11,063

    Would you like copies of the cre files? Would that be at all helpful?

    Unfortunately that would not be helpful - but I appreciate the offer! This mod doesn't overwrite .CRE files, but instead directly patches them at certain offsets. It weird values to various of the following fields:
    - level
    - class1
    - class2
    - kit
    - max hp
    - current hp
    - Str
    - Dex
    - Con
    - Int
    - Wis
    - Cha
    - lore
    - hide in shadows
    - move silently
    - open locks
    - find traps
    - detect illusion
    - set traps

    And then it uses the DELETE_EFFECT, SET_BG2_PROFICIENCY, and ADD_CRE_EFFECT to properly set kit effects.

    The latter can be complicated. Getting the Ajantis component right was a huge pain. If I ever get time to revise and clans this mod, I'll probable have a single component for each NPC to choose their class, and then a second choice for kits. And the kit components will simply use the old "invisible monster" trick to trigger an ADD_KIT script in-game, which will automatically take care of removing/ adding all kit abilities.

    Or heck, maybe I'll learn how to do kit selection by dialogue. Then this mod can simply ask the player to set each NPC's class, and use ADD_CRE_EFFECT to give them an innate ability, which will trigger a dialogue to choose from all available kits for that class. The mod could build the dialogues dynamically at install-time, polling kitlist.2da for all mod kits installed in the game.

    THAT might truly be a satisfactory replacement for Level1NPCs...

    Eh, but I'm not going to have any time to do that until April or so. Sorry...

  • PlainsrunnerPlainsrunner Member Posts: 13
    Ah, see, that coding stuff... pretty much all went right over my head. So I probably can't help you much there unfortunately. :( I just made Chr files for the kits desired and then copied over appropriate effects and set the NPC to the kit desired. Only one I'm a touch uncertain about is Shar-Teel, as I couldn't find any effect corresponding to the backstab immunity, and I might have entered in the wrong HP when updating that. Nevertheless I'm happy with my playthrough at this point.

  • subtledoctorsubtledoctor Member Posts: 11,063
    All that coding stuff is necessary to make sure a single mod works with TOB, BGT, Tutu, BGEE, BG2EE, and EET. :)

  • PlainsrunnerPlainsrunner Member Posts: 13
    Oh dear. And there goes my desire to put out some NPC mods. :/

  • subtledoctorsubtledoctor Member Posts: 11,063
    Very quick, small update to 1.2.1, fixing a bug with the component that turns Xan into a Loremaster bard.

    https://github.com/subtledoctor/NPC_EE/releases/tag/1.2.1

    Also, heads up to everyone, this mod is soon going to undergo a MASSIVE change, which will make it MUCH more flexible and interesting. Gone will be the Weidu components for each kit, and the need to laboriously add Weidu code for specific new kits for specific NPCs any time I want to add content.

    Instead, v2 will give every joinable NPC a single-use innate ability. Using that ability will trigger a dialogue in which you will be able to choose any kit for their class. Meet Imoen, use her innate ability, choose to make her a Swashbuckler - done. And you can choose to change them to different kits every time you play the game, with no need to uninstall/reinstall in Weidu! Tons of flexibility, tons of replayability, at the price of some very minor 4th-wall-breaking.

    The Weidu installer will let you make certain class changes - so you can make Coran into a single-class thief, and then when you meet him in-game he will have the ability to choose any thief kit, as described above.

    Also, this will work with EVERY kit you install, from any source. Install Might & Guile's ranger kits, and when you meet Valygar, you can turn him into a Mage Hunter. Install Divine Remix, and you can turn Branwen into a Battleguard of Tempus. Or a Heartwarder of Sune! Go crazy. How much you break lore is up to you.

    Should be ready in a few weeks.

    ArdulronaldoKaigenJuliusBorisov
  • subtledoctorsubtledoctor Member Posts: 11,063
    That came together faster than I thought! Here's a very rough beta.

    Some of the strings are stupid, and it's limited to the NPC's current class. I'll clean up the text and eventually add some Weidu options to change some NPCs' class. Consider this a proof-of-concept.

    https://dl.dropboxusercontent.com/u/86011511/NPC_EE_beta.zip

    EE-only.

    JuliusBorisov
  • subtledoctorsubtledoctor Member Posts: 11,063

    Oh one more thing I noticed that I'm surprised I didn't notice before, there's no option to kit Kagain to anything like Dwarven Defender.

    Btw in case I wasn't clear, this beta allows your Kagain = Dwarven Defender. (It also allows Khalid = Dwarven Defender!) Any NPC (including mod NPCs) can take any kit (including mod kits) within their class.

    But the beta doesn't (yet) have any class-change components. For now, you can use these together! Use v1.2 to make Minsc a Berserker, and that makes him a fighter. So then the v2 beta will give him an ability to become a Wizard Slayer or Kensai.

    I'm working on merging these functions, adding a bunch of class-change options to the beta. When it's all together I'll release an official update.

  • subtledoctorsubtledoctor Member Posts: 11,063
    edited January 2016
    Okay: I'm ready to unveil v2!

    https://github.com/subtledoctor/NPC_EE/releases/tag/2.0

    This makes MAJOR changes. There are no more options to change kits. Instead, there are options to change NPCs' class. There are many fewer components, because there are not as many class changes that work (for lore reasons, I'm not changing Jaheira from druid, or Quayle from cleric/mage, or Kagain from fighter, etc. Side benefit: less work for me! :tongue:

    Then, in-game, the magic happens: I've devised a way to generate a script on the fly that will detect any mod kits you have added. Every single joinable NPC in the game will get an innate ability to add a kit, or to switch to a new kit, and they will have options for every kit that their class allows.

    It's frakkin' awesome.

    What's more: I've cheated a bit. Just 20 minutes ago, I figured out how to add an extra option to sorcerers, allowing them to take the Wild Mage wizard kit. I haven't tested it at all but I did confirm that it works. So, with this mod you can turn Neera into a sorcerer, and then in game turn her into a Wild Sorcerer! It's perfect for her!

    You can turn Minsc into a fighter, and then in-game you can turn him into a Barbarian!

    Also, as if that's not enough (come on!), I've also added options for multiclass characters to take a kit. They can only take a kit in one class, so here how it pans out:
    - ranger/clerics: choose a ranger kit
    - fighter/clerics: choose a cleric kit
    - cleric/thieves: choose a cleric kit
    - cleric/mages: choose a cleric kit
    - fighter/druids: choose a fighter kit
    - fighter/thieves: choose a fighter kit
    - fighter/mages: choose a fighter kit
    - thief/mages: choose a thief kit
    - fighter/mage/clerics: choose a cleric kit
    - fighter/mage/thieves: choose a fighter kit

    So you can turn Coran into a kensai/thief. You can turn Montaron into a berserker/thief. You can make Imoen into a mage/thief multiclass, and then in-game turn her into a swashbuckler/mage.

    YES, you can do all of this and more with EEKeeper. But this is much cooler and easier to use.

    CahirJamesJuliusBorisov
  • mininofgruumshmininofgruumsh Member Posts: 12
    So I haven't tested extensively yet, but I'm running into a problem directly after installing the mod in BG2; upon finishing the opening cinematic and getting Imoen in my party (thief/mage selected in mod install), she goes into an infinite loop of gaining Choose Cantrip uses.

  • mininofgruumshmininofgruumsh Member Posts: 12
    Quick follow-up, uninstalling the Imoen stuff for BG2 quells the Choose Cantrip loop.

  • subtledoctorsubtledoctor Member Posts: 11,063
    edited January 2016
    Choose Cantrip? What mod is that from?

    EDIT - wait... an infinite loop of gaining uses means an infinite loop of having a kit added. Maybe. So maybe the script isn't ending. I'll take a look.

  • Swifty_MageeSwifty_Magee Member Posts: 220
    edited January 2016

    So I haven't tested extensively yet, but I'm running into a problem directly after installing the mod in BG2; upon finishing the opening cinematic and getting Imoen in my party (thief/mage selected in mod install), she goes into an infinite loop of gaining Choose Cantrip uses.

    I just started a new BGEE game with this mod installed and getting the same thing. Using v 2.0 of NPC_EE.

    I did notice that after uninstalling NPC_EE and loading the autosave right after Candlekeep, Imoen changes classes (I choose Thief/Mage) and there is no infinite loop. So it seems to work fine if I uninstall and reload a save. Just recruited Montaron and Xzar and Montaron had a class change without the infinite loop as well. I don't have the option to change kits via special ability, but that's expected since I uninstalled.

    EDIT: While playing the save file that had the uninstalled NPC_EE mod I mentioned in the last paragraph, it seems like the female NPCs had male voices when casting spells; both Imoen and Jaheira had male wizard voices when casting. So I started a new game, got past Candlekeep and manually changed Imoen into a mage/thief using EEKeeper, and she had the correct female voice clips when casting. I don't know if the wrong voice clips were playing because of the mod or because I uninstalled it and started from a save game that previously had the mod installed, but you might want to check it out just in case. I didn't clear out my override folder after uninstalling though, so the glitch could be on my end as well.

    Post edited by Swifty_Magee on
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