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Breagar NPC mod for BG1 and BGII (Kerzenburgforum)


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The mod updates to v10.0.0 - with a full English version, as well as some bugfixes and more crossmod.

The English version was completed by Eimerian and all was proofread by Brokenkatana, thank you very much!

Changelog v10.0.0:

    -English version completed by Eimerian, all proofread by Brokenkatana
    -crossmod with BST added
    -crossmod with bgqe should be installed component-wise
    -crossmod with bgqe: I_C_T2 changed to I_C_T for better compatibility
    -second friendship dialogue in BG1 should be triggered
    -typo corrections
    -SoD content improvements
    -compatibility with the Transitions Mod

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Thanks Jastey.

Can't help but compare to Kagain, and initial impression is that Breagar is slightly overpowered:

(Breager vs Kagain)

  • Strength : 17 vs 16
  • Axe Proficiency: 3* vs 2*
  • Special Ability : Ghost Hammer/Fire resistance vs None

Since I typically play with the following mods/components:

  • Thrown Hammers
  • Jarl's BGT Tweaks (Item Addon (IWD-Types))
  • Scales of Balance

I decided to make the following revisions:

  • Proficiencies (1* each): Hammer, Axe, Single Weapon Style, Two-Handed Weapon Style
  • Gains "Ghost Hammer" at level 3

Thought process:

  • Tone down low levels
  • Better distinguish Kagain vs Breager
  • Maintain focus on Axe, but allow for flexibility with respect to fighting style (Defense? Go Battle Axe + Single Weapon or Shield. Offense? Go with Great Axe (from Jarl's) + Two-Handed Style. Need to crush some skeletons? Go Hammer + Single Weapon).
  • Allows for growth (i.e., 3rd level Ghost Hammer)

Whatcha think?

 

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@megamike15 yes, the readme doesn't give much info that's something that should be added for future versions.

@Chitown Willie already pointed out the location inside Candlekeep.
 

Spoiler

 

If you do his small quest there, he will be later in Thunderhammer Smithy with Taerom.

In SoD he will come to the PC on the third floor of the Ducal Palace after Imoen woke the PC up.

In BGII he will be in the locked room in Irenicus' Dungeon with the golem.

I'm not sure he'll be in SoD if you start a completely new game.

 

 

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so i found an issue with this mod. so when it updates weidu it causes faren to no longer install. 

it gives this error ERROR: No translation provided for @132
ERROR: problem parsing TP file [FAREN/SETUP-FAREN.TP2]: Not_found

FATAL ERROR: Not_found

this is only an issue with the bg 2 version of the mod and with faren specifically. does not seem to cause the same problems in bg1/sod. 

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6 hours ago, megamike15 said:

so i found an issue with this mod. so when it updates weidu it causes faren to no longer install. 

it gives this error ERROR: No translation provided for @132
ERROR: problem parsing TP file [FAREN/SETUP-FAREN.TP2]: Not_found

FATAL ERROR: Not_found

this is only an issue with the bg 2 version of the mod and with faren specifically. does not seem to cause the same problems in bg1/sod. 

@megamike15 this is a problem of Faren mod and not related to Breagar. Breagar was just the first mod in your folder shipping with weidu v247 (I'll blame the Auto Mod Packager for that..). The Faren mod reads in the version number from a separate tra-file which is not a good idea per se. In this case it means you have to protect the setup-faren.exe from updating itself to v247, i.e. remove all other setup.exes from teh game folder before copying and running the one from Faren.

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26 minutes ago, jastey said:

@megamike15 this is a problem of Faren mod and not related to Breagar. Breagar was just the first mod in your folder shipping with weidu v247 (I'll blame the Auto Mod Packager for that..). The Faren mod reads in the version number from a separate tra-file which is not a good idea per se. In this case it means you have to protect the setup-faren.exe from updating itself to v247, i.e. remove all other setup.exes from teh game folder before copying and running the one from Faren.

alright. it looks like faren is the only mod that has been effected. i did not have this issue before this weidu update. guess it was only a matter of time as it has not been updated since 2015. 

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Hi Jastey,

Thanks for your great work on this mod and on others.

Speaking of which after installing it I found 3 bugs :

  • The ambient sounds of "ACCEM1.ARE"are not installed - this is link to a typos in the tp2 file (ACBre/area/ambient -> should be ACBre/areas/ambient)
  • ACBre07.cre has an unknown innate spell : ?????????.spl
  • In ARAC06.ARE there are spawn references : 52YETTUR.cre, 52YETTGR.cre and 51UMBR.cre. Those creatures don't exist in my classic BG2 game.

 

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