AstroBryGuy Posted July 19, 2014 Share Posted July 19, 2014 EDIT: BG1NPC Project and BG1NPC Project Music Pack have been updated and officially released! Main changes are BG:EE compatibility for both, and inclusion of "short versions" (30 seconds) of all music pieces in the music pack. See the announcement here: http://gibberlings3.net/forums/index.php?showtopic=27105 ****************** A beta version of BG1NPC v21 with BGEE compatibility is available for testing by the BG community. Please check it out and report bugs here.The most recent prerelease is v21-PR_20150131: https://github.com/AstroBryGuy/BG1NPC/releasesBG1NPC Project page at Gibberlings site: (http://www.gibberlings3.net/bg1npc/) NEW for v21_PR_20150131* Xzar dialog bug fix* FIx for BGEE area script issues in AR2400 and AR2900* Updates to Amelia in Coran's Quest* Various typo fixesNEW for v21_PR_20150115* German translations for Skie dialogs and banters* Updates to Amelia's scripting in Coran's Quest to better account for force-attacks on Amelia* Updates to fix issues with NPC Wait at Inns component, KickedOut variable not being set correctly* Miscellaneous typo fixesNEW for v21_PR_20141231:* This is an internal housekeeping update. No new content or bugfixes.* Move bg1npc.tp2 inside bg1npc directory (to reduce clutter in game directory)* Packing TIS files (tisunpack binaries added for HANDLE_TILESETS)* Removing unneeded charset conversion batch/shell script files (HANDLE_CHARSETS function used now)* Integrating files for BGEE into correct phasesNEW for v21_PR_20141223:* Additional material for German translation - Thanks @Jastey!* Updated Spanish, French, and Polish translations - Thanks @CrevsDaak @Isaya @Etamin! * Update WeiDU to v237* Update handing of .tra-file conversions to HANDLE_CHARSETS - Thanks @Isaya * Fix for Montaron Wait at Inns location* Fix Safana-Dorn dialog issue - BGEE ONLY* Fix for Dynaheir interjection with Cythandria - Tutu ONLY* Coran Succubus Quest Updates* Kivan-Prism Interjection Fix* Safana-Darkwalk PID Fix* Minor bugfixes, typos, etc..NEW for v21_PR_20141114:* Fixes potential issues with the Imanel Silversword encounter * Updates for the french translation (thanks to @Isaya!)NEW for v21_PR_20141017a:* Fixes installation and compatibility issues on BGT/Tutu. No changes for BGEE installs from v21_PR_20141017.NEW for v21_PR_20141017:* German translation available! (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch) - Thanks to @jastey!* Wait at Inns component now works with BGEE* Quest journal entries updated to be BGEE-compatible* Various bugfixes, typos, etc..Many thanks to everyone in the community who has made this great project possible! Link to comment
AstroBryGuy Posted August 7, 2014 Author Share Posted August 7, 2014 I've updated the pre-release with a few bugfixes and a some other goodies. https://github.com/AstroBryGuy/BG1NPC/releases/tag/v21-PR_20140806 Updates: Corrected translations for Ajantis Romance/SCS Wait at Inns component incompatibility fix. Thanks to Isaya (French), CrevsDaak (Spanish), and Etamin (Polish) FIXED: Alora starts in Gullykin AND the Hall of Wonders bug. Thanks to kaguana for finding this bug. FIXED: Viconia interjection with cultists. Thanks to Kazic for finding this bug. NEW for BGEE: Move NPC components for Eldoth, Quayle, and Tiax updated to work in BGEE NEW for BGEE: Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE) The Banter Timing Tweak utilizes the new BANTTIMG.2DA file available in BGEE to adjust banter dialog timings. This component replaces Compton's Banter Accelerator script for BGEE. It is not available for Tutu/BGT (Compton's Banter Accelerator remains available for Tutu/BGT). There are five timing options available: [1] Normal banter timing (~27 minutes between banter dialogs) [2] Faster banters (Banter dialogs occur ~50% faster) [3] Very fast banters (Banter dialogs occur twice as fast) [4] Slower banters (Banter dialogs occur ~50% slower) [5] Very slow banters (Banter dialogs occur twice as slow) Link to comment
AstroBryGuy Posted August 17, 2014 Author Share Posted August 17, 2014 New pre-release version posted: v21_PR_21040816a. https://github.com/AstroBryGuy/BG1NPC/releases This pre-release fixes installation issues on Tutu identified here: http://forums.gibberlings3.net/index.php?showtopic=26580 No changes for BGEE installs from v21_PR_20140806. Link to comment
AstroBryGuy Posted October 18, 2014 Author Share Posted October 18, 2014 New prerelease: v21-PR-20141017 https://github.com/AstroBryGuy/BG1NPC/releases There's a few new goodies in this prerelease, namely: * German translation available! (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch) - Thanks to @jastey! * Wait at Inns component now works with BGEE * Quest journal entries updated to be BGEE-compatible * Various bugfixes, typos, etc.. Link to comment
AstroBryGuy Posted October 22, 2014 Author Share Posted October 22, 2014 Updated pre-release to v21-PR-20141017a. https://github.com/AstroBryGuy/BG1NPC/releases/tag/v21-PR_20141017a This pre-release fixes installation and compatibility issues on BGT/Tutu. No changes for BGEE installs from v21_PR_20141017. Link to comment
AstroBryGuy Posted December 23, 2014 Author Share Posted December 23, 2014 New update! BG1NPC v21 Prerelease 2014-12-23 https://github.com/AstroBryGuy/BG1NPC/releases/tag/v21-PR_20141223 NEW for v21_PR_20141223: * Additional material for German translation - Thanks @Jastey! * Updated Spanish, French, and Polish translations - Thanks @CrevsDaak @Isaya @Etamin! * Update WeiDU to v237 * Update handing of .tra-file conversions to HANDLE_CHARSETS - Thanks @Isaya * Fix for Montaron Wait at Inns location * Fix Safana-Dorn dialog issue - BGEE ONLY * Fix for Dynaheir interjection with Cythandria - Tutu ONLY * Coran Succubus Quest Updates * Kivan-Prism Interjection Fix * Safana-Darkwalk PID Fix * Minor bugfixes, typos, etc.. NEW for v21_PR_20141114: * Fixes potential issues with the Imanel Silversword encounter * Updates for the french translation (thanks to @Isaya!) Link to comment
lastknightleft Posted January 14, 2015 Share Posted January 14, 2015 any idea of how much longer this goes before it stops being a pre-release and just becomes a release? Link to comment
jastey Posted January 14, 2015 Share Posted January 14, 2015 AstroBryGuy was ready to release v21, but then some new things were reported, and it doesn't make too much sense to call it final or make an official release if there are still open issues, so.. (I for my case, also like to have at least one test result of a change I integrated into a mod, to make sure the issue is solved - without introducing another one, that is). I tend to repeat myself, but: The more test reports there are, the faster this will become an official release. Link to comment
AstroBryGuy Posted January 15, 2015 Author Share Posted January 15, 2015 Hi all, I do want to get an official v21 out soon, but there were some issues identified with one of Coran's Quests (Amelia) and the Wait at Inns component. I've coded fixes for those components. And they appear to work in my testing. If you want to give the fixes a test, please be my guest and report back! Also added are new German translations for Skie! BG1NPC v21 Prerelease 2015-01-15 http://github.com/AstroBryGuy/BG1NPC/releases/tag/v21-PR_20150115 Changes: German translations for Skie dialogs and banters (Thanks to S.!) Updates to Amelia's scripting in Coran's Quest to account for force-attacks on Amelia Updates to fix issues with NPC Wait at Inns component, KickedOut variable not being set correctly Miscellaneous typo fixes Also, there are installation instructions on the page for the latest pre-release. The "source code (zip)" button will download the latest version of the mod. EDIT: Correcting attribution for German translation Link to comment
Jad Posted January 16, 2015 Share Posted January 16, 2015 I encountered a bug today. This dialogue keeps repeating after the encounter in sorcerous sundries with Xzar/Montaron.EDIT: Weirdly enough it fixed itself on my third reload. Link to comment
AstroBryGuy Posted January 16, 2015 Author Share Posted January 16, 2015 I encountered a bug today. This dialogue keeps repeating after the encounter in sorcerous sundries with Xzar/Montaron. EDIT: Weirdly enough it fixed itself on my third reload. Was Monty in the party and alive but disabled (asleep, held, etc..)? The "NO VALID REPLIES OR LINKS" indicates neither of the next dialogs in the tree could fire. Looking at the conditions: The first one will fire if Monty is around and able to have a dialog: InParty("montaron") InMyArea("montaron") !StateCheck("montaron",CD_STATE_NOTVALID) The second one fires if Monty is not in the party or is dead: OR(2) !InParty("montaron") Dead("montaron") Which leaves a the dialog hanging if Monty is in the party, alive, but disabled (e.g., held, fear, etc..). Since the variable that controls the dialog isn't updated, it fires continuously. I'm assuming Monty either died in the final reload or survived and didn't get disabled. Updating the conditions for transition #2 to the following should fix it: OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID) Link to comment
lastknightleft Posted January 29, 2015 Share Posted January 29, 2015 ugh okay I went and found the chitin.key, so then If i'm understanding this correctly I have to move all the unzipped mod files to that same area, and then step three is written in klingon. I'm not familiar with modding, I used the easy tutu and that was simply download files, put them here, then run. It was way simpler for a computer noob like me. i don't know what an overide file is am i just making a new empty file folder and naming it override? Link to comment
lastknightleft Posted January 29, 2015 Share Posted January 29, 2015 I tried the command it said to type and it said the system cannot find the path specified. Link to comment
lastknightleft Posted January 29, 2015 Share Posted January 29, 2015 Sorry for the whining I got it figured out Link to comment
AstroBryGuy Posted January 29, 2015 Author Share Posted January 29, 2015 ugh okay I went and found the chitin.key, so then If i'm understanding this correctly I have to move all the unzipped mod files to that same area, and then step three is written in klingon. I'm not familiar with modding, I used the easy tutu and that was simply download files, put them here, then run. It was way simpler for a computer noob like me. i don't know what an overide file is am i just making a new empty file folder and naming it override? Are you looking at CamDawg's post: Player how-to: Getting mods to work on BGEE http://forum.baldursgate.com/discussion/6950/player-how-to-getting-mods-to-work-on-bgee/p1 Don't use that post. It's been superceded by this post: Player How-to: Getting Mods to work on EE, part II http://forum.baldursgate.com/discussion/21600/player-how-to-getting-mods-to-work-on-ee-part-ii/p1 Here's the short version of CamDawg's post (seriously!): Step One Install them as normal. You don't need to jump through any hoops to get mods installed on BGEE. You can use the installation instructions (for WIndows) listed on the releases page (https://github.com/AstroBryGuy/bg1npc/releases): Extract the contents of the archive and copy the contents to your game folder (the folder that contains the CHITIN.KEY file). If properly extracted, you should have the "bg1npc" folder and setup-bg1npc.exe in your game folder. To install, simply double-click setup-bg1npc.exe and follow the instructions on screen. Please run setup-bg1npc.exe in your game folder to reinstall, uninstall or otherwise change components. The hardest part is the location of the CHITIN.KEY, which depends on where you downloaded BGEE from: Beamdog, Steam, or GOG (or Mac App Store if you're on OSX). Otherwise, it's still just put the files in the game folder and run setup-bg1npc.exe. Link to comment
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