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SCS and Easytutu NPC Kits


Ithildur

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Posted

Was wondering how SCS's 'Assign Proficiencies to NPCs' component plays with MacReady's Easytutu NPC Kits mod. It appears Easytutu NPCKits replaces all the joinable NPC cre files that get assigned kits with new versions. If so I'd imagine that SCS simply takes these new kitted versions and takes them down to lvl zero, and you assign skillpoints, proficiencies, etc, and level up, and the bg2 engine should take care of the rest such as abilites that increase per level such as swashbuckler's AC bonus, etc - am I correct? If so the two should be compatible, but I don't see anything addressing this potential conflict anywhere in the usual install order/modlist recommendation threads.

 

thanks

Posted
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It's far more useable to use the Level 1 NPCs mod, than either SCS's, or the NPC Kit mod. That's why there shouldn't not be a mention of either of the mods in recommendation thread.

 

PS: it would be good that when you install the L1NPCs mod, you should first install the mod from the level1npcs-v1.2.exe, then exit the cmd.exe window that pops up(if it does), and replace the level1npcs.tp2 file in your game directory with the one in here, and then run the setup-level1npcs.exe . This makes you avoid most of the reported errors in here, as erik has updated the tp2 file a lot.

Of course you can wait for the v1.3/v2, but I wouldn't suggest that.

Posted
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It's far more useable to use the Level 1 NPCs mod, than either SCS's, or the NPC Kit mod. That's why there shouldn't not be a mention of either of the mods in recommendation thread.

 

A matter of taste, I think. Some people (incl. me) prefer to make these decisions in-game and piecemeal.

 

& yes, Ithildur's probably right about compatibility, though I haven't tested it.

Posted
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It's far more useable to use the Level 1 NPCs mod, than either SCS's, or the NPC Kit mod. That's why there shouldn't not be a mention of either of the mods in recommendation thread.

 

A matter of taste, I think. Some people (incl. me) prefer to make these decisions in-game and piecemeal.

 

& yes, Ithildur's probably right about compatibility, though I haven't tested it.

 

 

Thanks; one other question while I'm at it, since I didn't see any threads about this: I'm quite enjoying this component so far, but have encountered what seems to be a bug with Quayle (had him set up to spawn at Nashkel Carnival btw); he drops to lvl 0, I leveled him to lvl 1 with the starting proficiencies etc, then saw the message 'Quayle has received 8000 quest xp' plus 'Level up' which was the same as what occurred moments ago with Branwen-however the 8000 xp was not actually awarded. He was still sitting at 0 xp, with (temporary) excess HPs and at lvl 1/1. I can't remember if a dialog from BG1NPC Project kicked in right as this was occuring, which may have perhaps interrupted a script from running and completing.

 

Otherwise, so far it's a very nice component and is working well for me; allows me to get rid of the infamous drizzt clone syndrome (dual wielding for everyone!) and other odd proficiency choices that EasyTutu is marred by, along with weird assignment of thieving skill points.

 

Lvl1 NPCs sounds interesting but may be more than what I need; I'll take a look at it sometime though.

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