Level 1 NPCs
Contents
Please completely uninstall previous versions before installing this
version.
Please note: when you encounter a joinable
NPC for the first time in a new game, that
NPC is added to your saved
game. Consequently, using this mod to change such
NPCs after you've visited the area they're
in will do nothing to that saved game, and uninstalling a component's
modifications after a party member has already joined will have no effect
on that save.
The
Level 1 NPCs mod derives from Gebhart
Blucher's
Alternate
BG2 NPCs (lvl1npcs.zip) mod.
Azazello recommended updating it for
WeiDU,
cmorgan
further promoted it for development and
Nythrun formally
coded the mod and made it monstrous (in a good way, of course).
The mod is called "Level 1" because the
NPCs thus modded start as level one
characters with excess experience points. When they join your party, you
can level them up and choose their skills. Their experience points end up
being the same as if they had joined your party without the mod
installed.
Blucher's mod allowed players to use kits and classes that are different
from the default ones assigned to several default
BG2 NPCs. The mod allowed only a limited
number of kit and class choices, to only a few
NPCs.
Level 1 NPCs expands on the original
concept by allowing players to assign
any
installed kit/class - default or customized - onto
any default
NPC from
both
BG1 and
BG2 games. The mod also allows players to
change the
NPC's skills
and weapon proficiencies.
Cernd the Monk, Mazzy the Paladin, Jaheira the Kensai and Valygar the
Wizard Slayer are just a few examples. The combinations are endless and
the choices are purely up to the players interests.
The extra benefit of the mod is that it allows the player to try
customized kits from other mods, and to apply them to as many default
NPCs in the game as
desired.
You can read more details in the mod's
forum
and its
FAQ thread. Please report any bugs or suggestions
for improvements in the mod's forum.
This mod works with
BG2:
Shadows of Amn, with or without the expansion pack Throne of Bhaal. If
you do not have Throne of Bhaal installed, you will not be able to assign
any kits based on the Wild Mage. Make sure
your game has the latest patch before installing any fan-made mods: for
SoA that would be
23037 and
for games including
ToB it's
26498.
Do not under any circumstances install the beta patch version 26499,
as it's likely to make your game uncompletable. Check the ReadMe files
related to your patch in your game folder and the
BioWare website if necessary.
This mod is designed to work with all other mods, including
Baldur's Gate Tutu (and EasyTutu)
and
Baldur's
Gate Trilogy. We gently suggest installing the
BG2 Fixpack for all platforms except
Tutu. If you decide not to include it, we may not be able to help you
with any in-game bugs or bugs added by Baldurdash.
You can install this mod during an existing game, but the modifications
will only take effect if the
NPC has not yet joined the party.
Although you can install the mod anywhere in a mod list, you should place
it near the end of your mod list. If you want to assign an
NPC a
customized
kit, be sure to install
Level 1 NPCs after the custom
kit mod. If you want to use
Ashes of
Embers or another mod that changes the weapon proficiency rules,
then that should also go earlier so this mod will follow the changed
ruleset.
If you'd like to install the
BG1-style proficiencies component of
BG2 Tweaks, you should install that
component after
Level 1 NPCs. Strange results are likely
to occur if Level 1
NPCs
is installed afterwards.
If you have installed the Revised High Level Abilities component of
Refinements,
a kitted multiclass will crash the game upon whichever level-up would allow
selection of an
HLA. This is not
a bug in
Level 1 NPCs
- do not tempt fate by kitting any multiclasses with
Refinements installed
and consider deferring that gnome Cleric/(obligatorily)Illusionist protagonist
until another playthrough.
Note: If you've previously installed the mod, remove
it before extracting the new version by running
setup-level1npcs.exe (or .command if on OSX), uninstalling all
previously installed components and deleting the level1npcs
folder.
Never, ever close a DOS window by clicking the
X button! Instead, press the Enter key
when instructed to do so.
Windows
To install, simply double-click on
Level_1_NPCs[-version#].exe and follow the instructions
on screen. For Destination folder, specify either your
BG2, Tutu or
BGT folder, depending on which game you
wish to mod.
The installation should automatically display a
DOS window which asks questions about
the mod's installation. If this doesn't happen, go into your game folder
and double-click on
setup-level1npcs.exe to run it
manually.
Run
setup-level1npcs.exe in your game folder to
reinstall, uninstall or otherwise change components.
Mac OS X
Extract the contents of the mod to the folder of the game you wish to
modify (
BG2, Tutu or
BGT). You can extract
files from the archive using
WinRAR,
ZipGenius or another file
compression utility that handles .rar files. If properly extracted, you
should have a level1npcs folder and a setup-level1npcs.command file in
your game folder. To install, simply double-click
setup-level1npcs.command and follow the instructions on
screen.
Linux
Extract the contents of the mod to the folder of the game you wish to
modify. If not packaged with the mod, download the latest version of
WeiDU and copy WeiDU and
WeInstall to /usr/bin. Run
WeInstall setup-level1npcs in
your game folder to install the mod. Then run
wine
BGMain.exe and start playing.
List party-joinable NPCs -
Required for all
other components
This component scans and indexes all standard
NPCs in your game. It also corrects
creatures using the wrong effect version. You can also "batch uninstall"
all components you've previously installed by uninstalling this
component.
Tweak weapon proficiencies for some classes -
Optional
This component alters weapon proficiency rules like other mods such as
Ashes of Embers or
Rogue Rebalancing,
with specifics described below.
When you're altering the joinable
NPCs, this mod follows whatever rule
set is in place. So if you want Mages to be able to use crossbows, and
you want Edwin to have to crossbow proficiency, you'll need to change the
rules so that this mod will know what rules to follow. Most of the
content here mirrors other mods and is presented as convenience, or as an
alternative to the many mods that must be installed last.
You can:
- Allow Clerics one star in any weapon type a Fighter can use; if
your deity's weapon is a sword, you should bloody well be able to use a
sword! :) At this prompt you may choose to allow Clerics one star (which
will encompass the following three changes by default), choose amongst
the following options separately, or skip all Cleric-related tweaking.
- If you refused "one star in anything for Clerics," allow
Fighter/Clerics and Fighter/Mage/Clerics two stars in any weapon type -
just using the Fighter restrictions rather than the Cleric's, as
Fighter/Mages and Fighter/Thieves already do.
- If you refused "one star in anything for Clerics," allow
Cleric/Thieves one star in any weapon type a Fighter can use -
otherwise Cleric/Thieves can only backstab with quarterstaves and
clubs, which is a bit dull and counterintuitive.
- If you refused "one star in anything for Clerics," allow
Cleric/Rangers two stars in any weapon type - I'm sure you can make up
your own mind :)
- Allow grandmastery for Fighter multiclasses - some will find it
cheesy, but if you were going to get this elsewhere (e.g.
BG2 Tweaks), then you might
as well have it for party joinables too.
- Allow Druids one star in any weapon type a Fighter can use. This will
allow Fighter/Druid multiclasses the full gamut of weapons available to
fighters (as per Second Edition AD&D rules).
- Restrict Fighter/Druids from armors single class Druids cannot wear
- by request; seems closer to the arbitrary 2nd edition rules in any
case. This component will be automatically skipped if you have installed
Druid Remix from Divine Remix.
- Allow Mages, Thieves and Bards to place one star in any weapon type.
- Allow Thieves and Thief multiclasses three stars in dual-wielding
- a la aVENGER's Rogue
Rebalancing, Song and Silence,
and probably a dozen other mods :)
- Allow backstab with any weapon a Mage/Thief, Fighter/Thief or
Cleric/Thief can use. Backstabbing with a two-handed sword shouldn't be
less effective than backstabbing with a quarterstaff, yes?
- Make quarterstaves unusable for backstabbing - by request.
- Make all two-handed weapons unusable for backstabbing - note that in the
unmodded game, the only two-handed weapon that is capable of backstabbing
is the quarterstaff, so this isn't going to do much unless you've already
installed the "allow backstab with Thief multiclass weapons" subcomponent.
Mod exported PCs - Deprecated
Currently deprecated as it's dangerous to uninstall. Brave
users can, if they so desire, undeprecate this component, change an
exported PC, copy that PC elsewhere and uninstall this component. Most
people who'd consider doing that will probably use an editor like
DLTCEP or NI instead :). Since I know of no method that will allow this
to work both correctly and unintrusively, for now it's staying
unavailable.
Joinable NPCs more closely match the
PC's experience -
Optional
NPCs, upon joining, will
have their total experience points adjusted to a value closer to that of
the player character. Feedback will display in the game window to let you
know what's going on and when it ends so you can let this component do its
work. After the experience points have been adjusted, the character will
have a one-time-only rest script (so that you may fill their spell slots at
your discretion). To use this, make sure that the AI lantern in the
bottom right corner of the game screen is activated, select the character,
and press R. Return to the main screen and your character will now be rested
(and you may turn the AI off if you prefer). This script is self-effacing: it
will go away if you rest, leave the area, save the game, change party members,
or do almost anything else, so if you want to use it, you'd best do so as soon as
the experience points have stopped twitching. As a side benefit, it's easy to
ignore if you don't want it.
Mod an NPC -
Optional
These components allow you to change the classes and/or kits of
individual
NPCs
installed in your game. You can choose from any class available,
including multiclasses. After that, you can choose to assign one kit
related to the class(es) you assigned. The engine does not allow
assignment of more than one kit. However, you can choose from any
mod-introduced kits available. Of course, you can also decide not to
assign a kit.
Thanks to Gebhart Blucher for the original concept and mod for changing
the assigned kits of several default
NPCs. He has given us his explicit
encouragement to expand on his concept.
Legions of thanks are also due to:
- Lambs to the slaughter... erm, brave alpha testers: Miloch, Kulyok,
Raven_Song, Padisha and kimmel. Much thanks!
- CamDawg: Dawg != Ward :)
- igi: I like the IESDP.
- Avenger: I really like the IESDP.
- Wes Weimer: WeiDU loves me.
- the Bigg: but BiggDU
has stolen my heart.
- Ggib eht: nosaer ralucitrap on rof.
- devSin: not setting me on fire.
- jcompton: for kidnapping most of the IE modders and incarcerating them in The
Broken Hourglass™ brand shoefactory/sweatshop. In an empty sky I cannot
but shine the brighter, and who doesn't like inexpensive shoes?
- Man At Work: I LOVED omicron testing Improved Barl!
- The Gibberlings Three which has been good enough to not eject me
despite my irascible and surly disposition. :)
Thanks to the active and vibrant Infinity Engine modding community
who continue to offer encouragement, support, bug reports, suggestions
and feedback. This is a community-nurtured mod: all are encouraged to aid
in its support and development.
Tools Used in Creation
WeiDU by Wes Weimer and the
bigg
Near Infinity by Jon Olav Hauglid, FredSRichardson and devSin
IESDP
maintained by igi and Avenger
Nythrun
created this mod, with assistance from
cmorgan,
Azazello,
Miloch and
others. Visit
The
Gibberlings Three for information on this mod and many others. Level
1
NPCs is copyright ©
2007 Elizabeth Strand (contact Nythrun at the mod's
forum).
This work (including all code and documentation) is licensed under a
Creative Commons
Attribution-Noncommercial 3.0 Unported License. You are free to share
(copy, distribute and transmit) and to remix (adapt) this work, except
for commercial purposes. If you claim you wrote it, the authors may
choose to mock you gently :).
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
Creative
Commons Public License for more details.
These are not "fixes from
TS."
Really.
Todo
- Find some non-intrusive way to limit proficiency selection to
weapons the character has sufficient stats to wield, if desired
- Recode deprecated component, somehow (bwahahaha...)
- Add support for "give them this much experience and stop,
so that I can dual-class them." That'll be fun.
Version 1.1: Poland's Translating, London's Calling. (20Aug08)
- Updated to WeiDU v208
- Added yarpen's Polish translation
Version 1: First Official Release (23Dec07)
- Updated to WeiDU
v203; small WeiDU bug in PRETTY_PRINT_2DA hacked around
- Changes made to the weapon proficiency rules now apply to any kits
added by mods as well
- New option in the Tweak weapon proficiencies for some
classes component: Restrict all two-handed weapons from bonus
backstab damage
- XP adjuster slightly
recoded
- Added rest script to XP adjuster
- Some paucity of spells (i.e. 1-2) will be memorized before joining
- Yes/no prompt for retaining Minsc rage
- Quickslot/inventory prompt for expatriating Boo
- Optional Boo annihilation added for your cruel pleasure. It's
less fun than it might sound.
- Added the option to abort the install of a component by entering 0
at the class selection menu, to make those "Oops! I didn't mean to press
[A]!" errors less painful
-
BGT users only:
if the Level Zero NPCs component of
SCS has been
installed, it will now be possible to modify the Shadows of Amn
incarnations of a given NPC.
It's still preferable that you not install that particular component of
DavidW's mod along with this mod, but it doesn't cause any (known) problems :)
SCS really is rather
good, by the way.
- Omission of unselectable kits recoded to avoid issues with new
versions of
Refinements et al.
- Illegal Mage kit multiclasses no longer penalized with their weapon
proficiency assignments (again)
- Fixed Imoen not always receiving her sorcerer spells
- Optional restriction of Fighter/Druids from Druid-unusable armors
will not display if the Druid Remix component of Divine Remix is installed,
as something identical is already included in that mod
- Thief/Mages occasionally receiving chainmail in their automatic
new equipment assignment (as though they were Bards) fixed
- Added code to fix hdragsil.cre if broken by a conflict between
Quest Pack and
SCS II (won't be making a
habit of this). In addition, some small and pitiful amount of bugfixes
to items introduced by other mods is gradually being incorporated,
though only when necessary to prevent errors when installing this
mod. Prevention of crashes is but collateral damage.
Version 0.7: Ultimate Beta Revisited (with new improved
spellchecking)! (19Oct07)
- Updated readme and WeiDU to v201; renamed to
"level1npcs" because there seems to be a bunch of versions floating
around out there; packaged for
G3
- Fixed regexp to catch aerie10.cre; no other significant code
touched (cmorgan just ogled and whistled at it while studying it)
Version 0.6: Ultimate Beta! (31May07)
- Added a new component to allow NPCs to have an XP total closer to the PC's upon joining. I'm discontent with it
at the moment.
- Removed the remainder of the bugfixes (exception: effect version
for Tutu creatures) in the interests of compatibility
- Fixed a problem (?) with Fighter/Thief hitpoints
- Fixed a problem with Fighter/non-Mage kitted multiclasses receiving
an overly restrictive menu of weapon proficiencies
- Removed some typo corrections that were applied to original game
files; no one else cares that Avengers are referred to as BEAST_FRIEND
which was dropped before BG2's release :)
- Added a Divine Remix style option to restrict Fighter/Druids from
armors single class Druids cannot wear. It's in the weapon proficiency
tweaks, and it's optional in an optional component :).
Version 0.5: Barely Beta! (31Mar07)
- Updated to WeiDU
v199. There are still a few cases where I'm using some stupid hack
rather than a nice WeiDU action, but things in general
ought to work better. Please note that this mod cannot run on
WeiDU versions
earlier than 199: the bigg has fixed too many bugs and added too many
new features.
- Completely rebuilt primary component; installation ought to proceed
much more quickly. Consequently, most of the creature correction
routine has been removed. Please let me know if the mod chokes on any
creatures and I'll endeavor to fix them on a case-by-case basis.
- Completely rewrote the weapon assignation routine; it should be
slightly stingier now. Please report any cases of duplicating items to
me so that I may kill myself or fix any remaining bugs, depending on my
mood at the time.
- Completely rewrote the armor assignation routine too
- Weapons that have usability restrictions altered by the mod will
have their descriptions updated. We've lost the 3,600 character regular
expression and reverted to a simpler match, so it should be much faster
than the original.
- Mages will have one spell and specialist Mages two spells memorized
when met in game, as a courtesy to those who have no time to rest.
Priests will come with a Cure Light Wounds. Sorcerers come with their
own peculiar mechanical implementation.
- Sorcerer kits that select fewer than two spells at first level can
be added now. Uh, who is making sorcerer kits, again?
- Deprecated the "Kit exported characters" subcomponent, as the
coding was far too advanced for my own good (i.e. it causes terrible
problems upon uninstall because I am an idiot). Sorry about that. Flee
this component.
-
BG Imoen's Magic Missile
wand had entirely too many charges; now it has ten
- Includes swank HTMLed readme. Thanks, Miloch!
- TP2 now contains a few comments. Not many. May add more. Feeling
terse.
Version 0.4: Beta! (20Mar07)
- Major bug that could delete files fixed. I have done the impossible
with WeiDU, and it
sucked a lot.
- Fixed a bug that prevented installation
- Auto-skipping of unavailable NPCs actually works now
- Fixed a bug that caused multi-classes with Mage kits to receive an
unduly restrictive selection of weapon proficiencies
- Code to skip adding items to NPCs who shouldn't have any actually
works now (OR and AND are not equivalent in respectible truth tables,
silly!)
-
NPCs with super
special weapons will now have their proficiencies with that weapon
incremented by one if they have some already
- Cleaned up some slop in a couple macros (no effect, but tidier)
- Added component which allows kitting of exported characters if they
have none already. Be very careful with this.
- Removed GROUP usage that was wasting time and accomplishing
nothing.
- Commented out the item description updater - it's just too slow
Version 0.3: Alpha Three (8Mar07)
- Corrected a bug where some kits received weapon proficiencies from
the next kit in kitlist.2da
- Gave sorcerers their second level one spell (whoops!)
- Blocked BG2
NPCs from displaying in
Tutu
- Added code to convert any creature effect version to v2
automatically (this has to be done to prevent LOCALS from being
truncated if over eight charcters, and to make sure they can be saved)
- Fixed typo in class selection menu
- Blocked barbarians from being selectable as a multiclass (sorry,
hardcoded hitpoint funk here; I can't make this work well)
- Two-handed weapons will now be equipped (unless you've selected
another weapon afterwards, naturally :) )
- Made Cleric/Mages use the (correct) Cleric avatar rather than the
Mage avatar
- Xan's Moonblade will now be a longsword usable by whatever Xan is,
and he'll get a proficiency point in longsword for free whether that's
normally allowed or not: this represents his deep spiritual bond with
the weapon in the only way the uncouth BG2 engine can express :)
- Fixed a bug where NPCs would stockpile weapons in their
inventory; should be one per customer, iron crisis or no
- Made the armor assignation for BG NPCs a bit less generous
- Added a bloated preliminary component that allows tampering with
weapon proficiency rules. While there are other, standalone mods that
do this, if you want altered rules to apply for this mod, those altered
rules would have to be installed first. So I'm doing it for you :).
- Forced barbarian and wildMage symbols to take a value of 0 in
kit.ids
Version 0.2: Alpha Two (16Feb07)
- Approximately Moser's number worth of bugs fixed
Version 0.1: Alpha One (2Feb07)
- Let us never speak of this again