Jump to content

Brandock the Mage NPC Mod (Kerzenburgforum)


Recommended Posts

43 minutes ago, Chitown Willie said:

1. Noticed that he has a sling proficiency with 0 stars - is this intended?

That's not unusual. The game engine adds an empty proficiency effect if you select a new weapon proficiency at character creation or level up screen and reset it again in favor of another proficiency. As a level 2 mage he should only have a single weapon proficiency anyway, which seems to be Quarterstaves.

Link to comment

XSFTjVp.png

For anyone using Brandock as '7th NPC' party member I recommend using Summons and charmed creatures clear fog of war by gracious Allbrother. This way you will never loose sight of 7th party member npc no matter who it is Brandock or grey dog.

 

This mod has another component which makes all creatures regardless of their type trigger the traps. The trap component needs to be installed in caution. Preferable before Rogue Rebalancing Shadow Thieves Improvement component. Ding0's Tweak Pack also has the same component which makes everyone to trigger traps so two said components should not be used together. 

https://forums.beamdog.com/discussion/82634/summons-and-charmed-creatures-clear-fow

Edited by zelazko
Link to comment

@zelazko The problem with giving all following "familiars" a clear fog of war ability is that the engine cannot handle more than 8 of such creatures in one area. Meaning, If you give it to Brandock, Grey, and your mage's familiar, one of them will not have it, and especially: if cutscenes are realized by invisible helper creatures to make the player see area parts the group is not near, these won't show. It's the reason I didn't apply it to the 7th party member mode of my NPCs.

Unless, EE 2.6 expanded on this which would be cool.

Link to comment

Brandock the Mage updates to v1 with completed SoD content, more crossmod, a choice of scripts for how to follow as a 7th party member (via player initiated dialogue) and minor fixes.

Changelog:

- SoD content finished.
- Work around for looping original area script in Gorion's Death Site area.
- More crossmod in BG1: Finch, The Calling.
- More reactions to dead enemy mages - BG1: Venkt; BGII: Deril, and more.
- Some more interjections and small reactions in BG1 (e.g. to Albert and Roofie).
- Fixed stutter in BG1 book rest dialogue.
- Fixed interjections into Imoen's dialogue in SoD palace (all lines should play, not only the first one).
- Cutscene in Thalantyr's abode is long versions again; but it is skippable for EE.
- Added new optional component to replace the (long) cutscene in Thalantyr's abode with the sort version; short version is also skippable for EE.
- Banter should not end abruptly when Brandock is in 7th party member mode.

Link to comment

I am trying to install the latest release of Brandock (v1), but the crossmod content component gives the following error during installation:
 

The Calling detected.
Compiling 1 dialogue file ...
ERROR: Cannot resolve internal symbolic label [thecalling_1032] for DLG [THALAN]
Known labels: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329
ERROR: Cannot process COPY_TRANS (Failure("cannot resolve label"))
ERROR: processing COPY_TRANS [tb#_compile_eval_buffer/C#Brandock/crossmod/the_calling.d]: Failure("cannot resolve label")
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Brandock the Mage: Crossmod Content], rolling back to previous state
Will uninstall  32 files for [C#BRANDOCK/C#BRANDOCK.TP2] component 10.
Uninstalled     32 files for [C#BRANDOCK/C#BRANDOCK.TP2] component 10.
ERROR: Failure("cannot resolve label")
Please make a backup of the file: SETUP-C#BRANDOCK.DEBUG and look for support at: Please post at G3 or Kerzenburgforum, refer to readme.

I have attached the debug file and my Weidu log file.

SETUP-C#BRANDOCK.DEBUG WeiDU.log

Link to comment

@Bouncer1798 Thanks! New version v1.1 is up with fixed crossmod install.

Testing crossmod makes much more sense if the mod I'm testing against is actually installed (and I just noticed that I somehow managed to scrumble my BG:EE playing install so The Calling is no longer in - bye bye saves... 😢)

Changelog v1.1:

- Fixed install error of crossmod with The Calling mod.

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.

Guest
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...