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BG1NPC v21 Prerelease for Testing


AstroBryGuy

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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.
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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/releases

BG1NPC 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 fixes

NEW 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 fixes

NEW 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 phases

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!)

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!

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I've updated the pre-release with a few bugfixes and a some other goodies.




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)

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New prerelease: v21-PR-20141017




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..
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New update! BG1NPC v21 Prerelease 2014-12-23






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!)


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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. ;)

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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
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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)
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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?

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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.
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