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SubtleMods: NPC_EE - in-game customization for NPCs


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@subtledoctor Hello, I probably done something wrong but when i try using the tome to change kit/stats etc I'm getting a crash to desktop.

BG EE v2.6.6.0 from GOG, installed outside \program files (C:\GOG Games\BG EE\Baldur's Gate - Enhanced Edition)

I've installed a lot of mods, as usual, install order mostly based off the weidu log you posted recently.

With dual_to_kit components installed;

start new game, leave candlekeep, meet imoen, tried using the tome just to see what happens and what happens is;

click tome, dialogue box appears with 3 options, selecting either option 1 or 2 causes new, empty dialogue box to apear and game then crashes. Tried with party AI on and off

Tried it again with Eldoth outside FAI and same thing happens.

So I've uninstalled all the dual_to_Kit components and started a new game and the same thing is happening with Imoen.

Any ideas? Almost certainly me trying to install too much stuff without having checked enough for compatibility but any suggestions would be good.

I've checked, and i hadn't installed the same dual_to_Kit components you had used, could it just be that?

*edit*  I've just tried re-installing dual_to_Kit components 3 and 2 and retesting and its still crashing.

Weidu log attached

Thanks

 

WeiDU log BG EE.7z

Edited by Nathan82
added stuff
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I am not getting any crashes on my end... :undecided: Maybe it could be something to do with the CDLore mod, or the  JTweaks component about NPCs and null kits?

You could trying grabbing your D5_CKIT.BCS, D5KITTLK.DLG, and D5CLSTLK.DLG from your override folder and attach them here. I could take a look and see if anything in the script or dialogue s wonky.

Meanwhile, looking into that made me take another look at the mod and realize that it would be easy to add a third option to the Tome: change ability scores only. So now, as  of v5.6, it will  let you 1) change class+profs+stats+kit (but not dual-classed characters);  2) change stats+kit (duals okay); or 3) just change stats (duals okay). I also fixed the problem where changing into an arcane caster class wasn't giving you the spell-learning item -

On 7/24/2022 at 3:27 AM, Endarire said:

Request: Add an install option to allow Mages at level time to learn 2 spells of any spell level they can cast, except from forbidden schools if those are still applicable for this character.  AionZ's Shadow Magic does this for the Shadow Magic version of Mages.

Endarire you wrote this a couple weeks ago and I dismissed it, but it turns out this is already present! If you install NPC_EE then any character who changes into the wizard or bard classes will get an item that does this, which can be used ad infinitum; you can also just create the item via  

C:CreateItem("d5clsp")

This stuff is now in version 5.6.

EDIT - I don't think it blocks opposition-school spells from specialists, though. It would be too complex. So you're on your honor not to skirt restrictions.

Edited by subtledoctor
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@subtledoctor

Hello, I've attached the files you asked about, thanks for taking a look.

On 8/24/2022 at 4:43 PM, subtledoctor said:

Maybe it could be something to do with the CDLore mod, or the  JTweaks component about NPCs and null kits?

I'll uninstall these and test NPC_EE, then if that works i'll add them back a componnent at a time and test each to try and work out which one it is.

Thanks

NPC EE - d5 files.7z

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@subtledoctor hello, I uninstalled those mods and tested it again and same thing , crash to desktop. So i uninstalled klatu tweaks as well and tested again and still crashed.

I then reinstalled everything except NPC_EE and Dual_to_kit, added level 1 npcs and played the game for a while. But I'm getting more crashes, all via dialogue.

The first few options work then at a certain point, on selecting any of the available options, the game crashes.

So i don't think this is a specific NPC_EE issue at all. Something else has gone wrong, I've had a look in NI but not really sure what i'm looking for, can't see anything really obvious.

I'll make a new topic about it this evening. Thanks for having a look

Edited by Nathan82
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Would you consider making it possible to only select this for certain NPCs during installation, just as was possible with Level 1 NPCs? There are one or two I'd like to change, but I am somewhat wary to install such a comprehensive mod which could potentially conflict with so many mod NPCs .

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1 hour ago, Isewein said:

Would you consider making it possible to only select this for certain NPCs during installation, just as was possible with Level 1 NPCs? There are one or two I'd like to change, but I am somewhat wary to install such a comprehensive mod which could potentially conflict with so many mod NPCs .

The way it works now is, every joinable NPC gets a 'Tome' and uses that tome from an item slot to change their characteristics. Want to keep an NPC unchanged? Just throw away their tome!

Edited by subtledoctor
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Interesting. So NPCs won't be deleveled down to 1 and there shouldn't be any incompatibility issues whatsoever as long as the tome in question isn't used? Nice concept, if somewhat gamey. I'd still prefer if it was possible to handle everything in the WeiDU console rather than in-game, but I can see how it's much less of a pain to code that way. Thanks for letting me know!

Edited by Isewein
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2 minutes ago, Isewein said:

Nice concept, if somewhat gamey. I'd still prefer if it was possible to handle everything in the WeiDU console rather than in-game

Then you want L1NPCs and I will happily direct you to a mod other than my own! I hear L1NPCs has been getting attention  lately, which is great. So each mod has its niche:

  • NPC changes at install time, out of game: Level1NPCs
  • NPC changes in-game: NPC_EE or SCS Advanced NPC Customization

I don't deny it's a bit gamey, but I started to look with a critical eye at a bunch of other parts of the game UI and realized that this sort of thing is already there. I think about it like a PnP game played on tabletop: a new player joining the party will literally take some time to decide on their character's stats, just like you already do for Charname in this game. So for my sensibilities, this is okay to do when the NPC joins. Other definitely feel differently though, and that's okay.

(The other benefit of doing it in-game: you can have multiple games running simultaneously and NPCs can be spec'd differently in each instance.)

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3 hours ago, Endarire said:

Programmatically, what would be involved in respeccing a character regardless of class but only letting them respec into only a certain class, like Paladin?  I ask because I was planning a mod and wanted a character to be able to respec into Paladin, but no other class.

Like, you are planning and controlling the process? Something like, a fighter NPC who passes a test or something, and becomes a paladin? That is quite simple. For an example, install Faiths & Powers v0.84 onto BG2EE - paladin kits, and apply FnP kits to NPCs. Then take a look at Mazzy's .CRE file: she should have a tome, which casts a spell, which summons a creature, which runs a script, and that script changes Mazzy from a fighter to a ranger, with a particular ranger kit.

If you want to give some choice - say, make the character a paladin but then give them a choice of kit - then it becomes a bit more complicated, you'll have to make a dialogue with options for the kits. If you want that dialogue to be arbitrarily extensible to cover any possible paladin kits added by mods, then it becomes more complicated. Obviously NPC_EE does that and more, but putting it together into a script that compiles without errors is not for the faint of heart.

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