Jump to content

"BG1 NPCs for BG2" mod

Recommended Posts

The latest version of the mod is here. But it has not been updated since 2014 and does not support EE
I made a complete TRA-ify of this mod so that it can be translated into other languages. 

Here is the traifyed version (temporarily posted here, it still requires testing and refinement before sending it to the author): https://www.dropbox.com/s/iuazaohh4i7jh8c/BG1NPC SoAToB_v10.rar?dl=0

Please tell me, what else needs to be done to make this mod EE-compatible? 
UPD: The question is removed, I found an excellent instruction: https://www.gibberlings3.net/forums/topic/26671-how-to-converting-existing-mods-to-the-ee-engine/

The author of the mod (Smiling Imp) rarely visits the forum, but I plan to send him a ready-made version for updating when everything is ready.

I also started translating the mod into Russian, but it will take some time.

Edited by Austin
Link to comment

I gradually add EE compatibility. But if someone advises something else (for example, links to instructions on how to add MAC-compatibility), I will also be grateful!

Edited by Austin
Link to comment

I added EE and EET compatibility to the mod.

1. Completed TRA-ify of mod

2. Added a separate file for descriptions of items in the EE version (setup_ee.tra)

3. Added EE-adaptation of the journal entries (according to this instruction)

4. Added iconv-transcoder (otherwise the mod will not install on the "vanilla version" of the BG2 in other languages, where other text encodings are required)

5. The chapter variables for EET were renamed and everything else is done too according to the instructions from here

6. Modified the sound installation to the LAF HANDLE_AUDIO END command to simplify this process, as described in this thread.

7. Variants of TIS files for the EE version (TIS V2 + PVRZ) were created and the code for installing different TIS files depending on the installed version of the game was added to the tp2-file. Thanks to the help of tipun from from Russian forum of BG's fans (Arcanecoast)!
Added conversion of MOS files for EE using the Tile2EE program from Argent77

8. Fixed installation error that occurred due to the fact that the old IC_YUANTI3 animation did not match the new EE-version where it was replaced with YUAN-TI_PRIEST. Verification in the tp2-file has been added:


      OUTER_SPRINT yuanti_animation YUAN-TI_PRIEST 
      OUTER_SPRINT yuanti_animation IC_YUANTI3 

Thanks DavidW for instructions on how to solve this problem.

9. Added the following code to the tp2-file to fix the error when installing the first component:


BEGIN %new_dialog%

    OUTER_SPRINT ~new_dialog~ ~byesli~
    COMPILE EVALUATE_BUFFER ~new_dialog.d~

Otherwise, the installation was interrupted with this error:


ERROR locating resource for 'CHAIN3'

Resource [BYESLI.DLG] not found in KEY file:


ERROR: preprocessing APPEND_EARLY [BG1NPCSoA/7XBRANB.d]: Failure("resource [BYESLI.DLG] not found for 'CHAIN3'")

Stopping installation because of error.

10. Fixed several errors that were written about in this thread: http://www.baldursgatemods.com/forums/index.php?topic=8310.0 (a two .d and one .baf 'fix, and a one .cre-ature from the BW Fixpacks)

11. Folder names have been changed to remove spaces and "&" between words. Instead of "TIAX & QUAYLE", it became "TIAX-QUAYLE". Otherwise, errors appeared.

12. Updated WeiDU-installer. 

13. The sizes of portraits are increased for the EE version, as described in the instructions.

14. Fixed a bug where the game crashed in a conversation with Kagain, if the "Store w/Vanilla Items Only" component was installed and the player selected the response option that opens the StartStore("bg1npc5",LastTalkedToBy()). The reason was that when installing this component, the BG1NPC5.sto file, required during the dialogue, was not copied to the Override folder. 

15. With great difficulty, but the EET_NPC_TRANSITION function was added to all NPCs with EET installed (necessary for calling through the Fate Spirit in the EET, otherwise the character development in SOA was not taken into account after the call), it is still being tested, but so far no problems have been identified. Thanks to the help of tipun from Russian forum of BG's fans (Arcanecoast)!

16. Added Russian translation of the components "Coran and Safana" (SoA + ToB), "Faldorn" (SoA + ToB) and etc.

17. Added and fixed checks for all current new versions of "parallel" mods, also adding these NPCs (to prevent duplication of the same character in the game and the appearance of bugs):

Skie - The Cost of One Girl's Soul
Yeslick SoA/ToB
Alora NPC
Xan for BG2
Kivan and Deheriana Companions for BG2
Branwen for BG2
Quayle BG2
Tiax for BG2
Safana in Amn
Sir Ajantis BG2
Romantic Encounters BG2 (Eldoth)
NEJ (Shar-Teel)
Tortured Souls (Dynaheir)
The Darkest Day (Kagain, Yeslik, Kivan, Shar-Teel, Xzar, Montaron)

18. Fixed a small oversight in the code, file KGSTO2.d. He led to the fact that Dalindra in the Water Gardens could be asked about the cult of the Unseeing Eye even before the hero visited the area of the Temples and learned about the cultists. There was only a check for the fact that the Eye is still alive (!Dead("UnseeingEye"). I added an additional check to see if the Global variable ("BeholderPlot") is set to position 1 (this happens after the start of the quest with the cultists in the Temples). Now everything is logical and this option in the dialogue with Dalindra opens only when the hero knows about the cult and has not yet killed the Eye.

19. Coran had an item in the quick access slot that he could not use - poison arrows (Eldoth's personal item). Removed since Coran cannot use them.

20. Fixed a bug in the TQCRE1.d file. When talking with Gazib in the circus, there are two options for the answer - to pay him 500 coins or not, and previously gold was removed from the inventory when the option "Do not pay" was selected, and if the player agreed to pay for watching the show, gold did not disappear. Now it's done the other way around, as it should be.

21. Fixed a bug that caused Shar-Teel to become hostile to the player when talking to slavers in Athkatla. The 7XsharJ.d file has been edited in the I_C_T SLAVERM 1 SharSLAVERM1 command. Now the last line belongs to the slaver and the Enemy() command makes him hostile, not Shar-Teel.

22. Fixed a minor bug due to which Dynaheir started the same first dialogue and story of her salvation even after the second meeting in the Copper Coronet (if the first time to refuse her services). Added NumTimesTalkedTo(0) check to 7xdyna.d file when starting the first dialog. Now everything works as it should.

23. Fixed a bug due to which, if a group's reputation went down, and there were Tiax and Aerie in it, both left the group. Now everything works as it should - Aerie leaves, and Tiax comments on her departure and stays.

24. Added a code to all NPCs that blocks their leaving the group after changing the group's reputation. Otherwise, the NPC endlessly tried to start a dialogue about leaving the group - as if the player kicked him out on his own initiative (the reason for the error is that there are no corresponding lines about leaving due to a change in reputation in the mod, and the engine of the EE-version starts this conversation forcibly, as a result, endlessly repeated dialogue, which is completely out of place). Now the problem is solved, the tp2-code adds the following parameter to each cre-file:

opcode = 360 // Ignore reputation
timing = 9 // Permanent
target = 1 // Self
resist_dispel = 0 // Not dispellable + bypass resistance

This solution is found here: https://www.gibberlings3.net/forums/topic/27806-happines-and-breaking-points-how-to-in-eet/page/2/ (Thank K4thos)

25. Fixed a bug due to which during the first conversation with Shar-Teel, if Tiax was in the group and the Cross Banter component was installed, then Tiax repeated the same line twice (about not wanting to travel with her), and she answered twice the same to him. Now the duplication is removed.

26. Added a new optional component. Now, after installing the component "Gnomes in the city (Tiax-Quayle)", it will be possible to additionally install a change to it - "Simplified battles in the circus". This was done due to numerous requests from players who wanted to get Tiax, but without greatly complicating the quest in the circus with a large number of powerful enemies who were waiting at the new location. Without cheats at the beginning of the game, it was almost impossible to complete it on the standard difficulty of the game. Because of this, there was a risk of being stuck in the circus forever. And if you do not go there at the beginning of the game, then this deprived the player of the opportunity to immediately take Aerie into the group. Because of this, many decided not to install the mod. In addition, due to battles in the center of the location, a bug sometimes appeared - if during the battle the slave Kalah was accidentally wounded, then she disappeared, and it is impossible to leave the location without her.
Now, if you install this optional fix over the main component, then at this location the number of enemies will be reduced by three times, especially difficult enemies will disappear and there will no longer be a "second wave" of monsters. There should be no bug with the disappearance of the slave too.

27) Tp2-file has been moved to the folder with the mod itself, for future compatibility with the Infinity Project from ALIEN.

28) Improved the installation of the "Inter Component Banter Pack" component - now it is not installed in a single file, but is divided into separate files dedicated to specific NPCs, and during installation, checks were added for which NPCs were installed more accurately, and cross-banters will be added only by these NPCs! Previously, the installation was a single file and therefore, in the absence of some NPCs, the entire component could not be installed. The author of the mod noted this in one of the posts. The problem is now solved!

29) Fixed bug in file B7XYES.d. The line @392 was previously spoken by Yeslick, although it refers to Korgan. This has now been fixed.

Link - in the first message.
Edited by Austin
Link to comment

 I'm trying now to add the EET_NPC_TRANSITION command for the Faldorn component (to call her through the Fate Spirit in the EET), but the mod does not have a separate script for her, unlike others NPC. Or I can’t find it.


Edited by Austin
Link to comment


I rewrote the code like this and the mod was installed on the EET successfully:

But problems with the Fate Spirit in EET still remain (in the call options there are two Faldorn at once - from mod and from the EET)

Anyway, compatibility with the EET works, the variables of the chapters are changed, the problem is only with a call through the Fate Spirit.

Edited by Austin
Link to comment

This is a bit complicated because Faldorn also existed in BG1 but with a differend death variable. The function offers the possibility to remove the BG1 entry from the fate spirit. For the scripts it is important that they are Faldorn's BGII/ToB scripts because the function adds script blocks for proper EET functionalty to them. If Faldorn doesn't have override scripts yet she would need some then. The FALDORN.bcs you used looks suspiciously like its the BG1 script, which would be of no use.

Link to comment

Thanks, now it’s clearer why the problem arises.
As for the script - yes, I had to specify this one, since there is no other script for Faldorn in the mod and there is only one script from the BG1 in the override folder :(
I'm afraid I can’t do anything here, I’m lacking skills. Perhaps the author of the mod will study the issue and be able to configure this function. 

Edited by Austin
Link to comment

Thanks to tipun from our Russian forum, we found a way to add a EET_NPC_TRANSITION function for Faldorn and at the same time remove duplication of two Faldorns in dialogue with the  Fate Spirit! 

And in the file 7XFALD25, I changed the variable FaldornSummoned to FaldornSummonedToB. And now Faldorn from the mod can be called through the Fate Spirit in the EET and EET_NPC_TRANSITION function has been applied, and a Faldorn-duplicate from the BG1 cannot be called up, if this mod component is installed. The problem is solved.

I'll try to make other NPCs on the same principle! Hope remains!

Edited by Austin
Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...