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jastey

Gibberlings
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Posts posted by jastey

  1. 39 minutes ago, The_Baffled_King said:

    (1) The number of top-level states is not really a problem.

    At least i didn't run into one so far, and never heard of any. As I said, If you look at some talkative NPC mods I would assume that's more dialogue states (also with triggers) than you'd need for your BG1 - flexible - story mod idea. One thing I don't know is if you'd make the order inside the dlg arbitrary and WEIGHT all dialogue states, whether that would have any influence. What I mean is that most NPC mods just give the dialogue states unique triggers so the engine searches from top to bottom until it finds the true one. Maybe it takes longer if the whole file needs to be checked because there are WEIGHTed states. But then, I guess the engine would have to check the whole dlg always to find WEIGHted states, so it probably looks through the whole file anyway. - I'm not a good source for these kind of questions, though. I'm rather ignorant with regard to which actions get processed first or instantly or whatever, as long as it works in the game.

    44 minutes ago, The_Baffled_King said:

    (2) The problem didn't come from the number of states at all (ie. going from Top-level state > state > state > state > etc down through a large number of states.

    (3) The problem came from having a lot of reply options attached to a single state.

    (4) The problem in particular came from having a lot of reply options with different response triggers attached to one state.

    Is that accurate?

    Exactly. If you have a look at Ajantis' PID in BG1NPC (bg1npc/pid/x#ajpcfl.d) and imagine all those different states combined to (almost) one (I think I separated between flirt and engaged), you get an idea about the scope of what made the classic engine hickup.

  2. 28 minutes ago, The_Baffled_King said:

    149 state triggers in BG1 NPC AJANTJ - including many single triggers with over 10 lines. Puts things in perspective a bit.

    Are you concerned with dialogue states per dlg or with reply options in one state? For the former I don't see a problem (I don't think any dlg hit a wall and some mod NPCs have a lot to say). For the latter - I did recode Ajantis' PID because before hand it was one state and then all reply options with different conditions lead to the dialogue hang for a second or two before it opened - that was the old engine (Tutu), though. Split it up in several dialogue states sorted by conditions still having a lot of triggered reply options made it work fine.

  3. 8 hours ago, The_Baffled_King said:

    Are there circumstances where one method of making a journal entry should be preferred over the other method?

    UNSOLVED_JOURNAL works in a dialogue state (I put it usually at the end before the EXIT but it can also be used in different order with the other actions I think). It does not work in  a CHAIN as a local NPC specific transaction, i.e. if you put a

    DO ~transactions~

    behind the line of the one NPC talking, so here you'd need to use AddJournalEntry().

    8 hours ago, The_Baffled_King said:

    What about in cases where multiple journal entries are made and/or erased in the same transition?

    UNSOLVED_JOURNAL only adds one/works only for one. If you have mutliple, you need to use AddJournalEntry().

  4. bg1ub updates to v16.4!
    v16.4 comes with an updated Spanish translation by OmegaZeroVIII and some improvements.

    Changelog:

    - Changed syntax of Kivan's interjection with Tazok to make it more stable (I_C_T instead of I_C_T2).
    - Spanish version updated and completed by OmegaZeroVIII.
    - Corrected entry for "Beregost_House08_L2" in cpmvars.tpas.
    - Readme updated.

  5. Pocket Plane Group

    PPG official GitHub Mirror

     

    BG1 Unfinished Business

    BG1 Unfinished Business ("BG1UB") is a mod designed to restore many of the cut items, quests, and encounters from the original Baldur's Gate game's final release, as well as try to tie up some of the "loose ends." As usual, BG1UB should be compatible with most other WeiDU-based mods, and should be installed after either conversion. BG1UB is compatible with Baldur's Gate 1 (with or without Tales of the Sword Coast), Tutu, BGT, and Baldur's Gate: Enhanced Edition.

    v16.4 comes with an updated Spanish translation by OmegaZeroVIII and some improvements.

    Changelog:

    - Changed syntax of Kivan's interjection with Tazok to make it more stable (I_C_T instead of I_C_T2).
    - Spanish version updated and completed by OmegaZeroVIII.
    - Corrected entry for "Beregost_House08_L2" in cpmvars.tpas.
    - Readme updated.

     

    Download at PPG GitHub Mirror

    Mod's Homepage

    Discussion Thread at G3

    Discussion Thread at BeamDog's

  6. Gibberlings Three

     

    BG1NPC Project

     

    This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC, with each other, and small side-quests of their own.

     

    Version 26 comes with bugfixes and a new component by Angel: The BG1 NPC Project: Kivan's Proficiency with the option to change Kivan's weapon pips to spear (or halberd).
    Now the legacy spear quest reward for Kivan makes more sense because Kivan can have weapon pips in spears instead of halberd in BG:EE! Thank you very much to Angel for providing this component!

     

    Changes:

    - New component: "Kivan's Proficiency Tweak", by Angel
    - Kivan should count Gerde's ankheg kills correctly.
    - Kivan should not reference Prism in Mutamin's garden if he didn't meet Prism.
    - Ajantis should not ask Shoal to revive the companion if they didn't die.
    - Faldorn should correctly banter with Kagain.
    - Halbazzer's dialogue for upgrading the armor should not block his dialogue.
    - "Read Gorion's letter" will also trigger in Candlekeep Catacombs.
    - "KnowBhaal" variable will only set after letter was read aloud if Gorion's letter is in party's inventory.
    - Journal entry for Garrick's quest should close properly for all language versions.
    - EET: Tana'ri should be copied to override.
    - Compatibility with Shades of the Sword Coast: Bentley will only react to Eldoth if he can see him.
    - revised Ajantis' shield colors and BAMs from Sir Kill.
    - corrected entry for "Beregost_House08_L2" in cmpvars.tpa.
    - Russian version now uses setup.tra out of English language folder.
    - added check to forbid installation after EET_End.
    - Updated bg1npc.ini with regard to install order syntax.
    - Typo corrections.

     

    Read the Readme

    Project Page

    Mod Forum

    Download BG1NPC at G3

    Download at G3 GitHub Mirror

  7. Most recent changelog see last post!

     

    BG1NPC updates to v26 with bugfixes. Thank you to Coland (Italian) and Arkie (Russian) for updating the language versions to the v26 changes!

    Version 26 also comes with a new component by @Angel !
    Thank you very much to Angel for providing this component. Now the legacy spear quest reward for Kivan makes more sense if Kivan can have weapon pips in spears instead of halberd in BG:EE!

    Description from the readme:
    The BG1 NPC Project: Kivan's Proficiency

    This component will give a choice to alter Kivan's weapon proficiency pips to either halberds or spears. This is interesting insofar, as the quest item Kivan receives from Thalatyr is a spear, whereas he comes with pips in halberd in BG:EE.

    Option one: Kivan uses spears. This option will give Kivan 2 pips in spears, and also replace two halberds in teh game with spears (one in the cave in Dryad Falls, another in the Cloakwood Mines level 3.

    Option two: Kivan uses halberds. This option will give Kivan 2 pips in halberds.

     

    Changelog v26:

    - New component: "Kivan's Proficiency Tweak", by Angel
    - Kivan should count Gerde's ankheg kills correctly.
    - Kivan should not reference Prism in Mutamin's garden if he didn't meet Prism.
    - Ajantis should not ask Shoal to revive the companion if they didn't die.
    - Faldorn should correctly banter with Kagain.
    - Halbazzer's dialogue for upgrading the armor should not block his dialogue.
    - "Read Gorion's letter" will also trigger in Candlekeep Catacombs.
    - "KnowBhaal" variable will only set after letter was read aloud if Gorion's letter is in party's inventory.
    - Journal entry for Garrick's quest should close properly for all language versions.
    - EET: Tana'ri should be copied to override.
    - Compatibility with Shades of the Sword Coast: Bentley will only react to Eldoth if he can see him.
    - revised Ajantis' shield colors and BAMs from Sir Kill.
    - corrected entry for "Beregost_House08_L2" in cmpvars.tpa.
    - Russian version now uses setup.tra out of English language folder.
    - added check to forbid installation after EET_End.
    - Updated bg1npc.ini with regard to install order syntax.
    - Typo corrections.

  8. 1 hour ago, Guest Xantro said:

    But after entering in Duke Palace, all Flaming Fists, Belt and Liia attack me and my PC die without reasons after few seconds (even if I come back to the street).

    This is a known issue of (at least) the older mod versions for the 2.6 patch. Before entering the Palace after killing Sarevok set per cheat:

    C:SetGlobal("SarevokBehavior","GLOBAL",5)

     

  9. Gibberlings Three / Kerzenburgforum

     

    Imoen 4 Ever

     

    Imoen 4 Ever aims at making Imoen a steady companion throughout the whole BG-Saga. Imoen-related story content is being considered, therefore Imoen will be out of party temporarily to reflect the most crucial original game events. This mod makes her rejoin the party after such incidents, so that she can be seen as an actual travel companion in SoD and BGII. The SoD part is fully playable and Imoen will react to the main game events, but it is not fully fleshed out yet.

    Version 7 comes with bugfixes!

     

    Changes:

    -Ophyllis should reply correctly after Imoen's interjection
    -Imoen should start her correct dialogue at the Sewer exit
    -more interjections in SoD
    -more lines altered from "searching for Imoen" to "going after Irenicus"
    -typo corrections
    -added UnderstandMouseMagic to credits
    -Internal restructure: texts will be copied to "autotra" folder before used in game (and converting them to utf8 for EE) and using marker file so text conversion is done only once; Russian version now uses English setup.tra directly.
    -added check to tp2 to forbid installation after EET_End
    -corrected entry for "Beregost_House08_L2" on cpmvars.tpas

     

    Mod Page

    Forum

    German Discussion Thread at Kerzenburgforum

    Download

  10. The mod updates to v7 with bugfixes!

    Changelog:

    -Ophyllis should reply correctly after Imoen's interjection
    -Imoen should start her correct dialogue at the Sewer exit
    -more interjections in SoD
    -more lines altered from "searching for Imoen" to "going after Irenicus"
    -typo corrections
    -added UnderstandMouseMagic to credits
    -Internal restructure: texts will be copied to "autotra" folder before used in game (and converting them to utf8 for EE) and using marker file so text conversion is done only once; Russian version now uses English setup.tra directly.
    -added check to tp2 to forbid installation after EET_End
    -corrected entry for "Beregost_House08_L2" on cpmvars.tpas

  11. Gibberlings Three

     

    Grey the Dog NPC

     

    Grey is a full-fledged joinable NPC, but still a real dog. The only magic on him is his magically enchanted items.
    He has sensible interjections (Woof!), NPC banters (mostly NPC dialogues about him with the PC), a click dialogue (PID) if the PC feels like playing fetch or just needs someone to talk to. There are dialogue options that reflect the game story and I'll promise: Grey will always listen to your PC's woes. Grey initiates no dialogues so there is no friendship track and - I am really sorry, but no romance. Not even for Shapeshifters.
    In BG1 there are two small quests, both available in BG city. The quests are also available and solvable without Grey in party.
    Where appropriate, Grey can be told to "search" for missing persons, in BG1 Brage and farmer Brun's son, in SoD the five missing refugees. This is realized so it doesn't spoil the quests too much, though, so do not expect too much help.

    Grey can follow the group as a "7th party member". There are some quirks with this mode and also levelling up needs to be done by letting him join from time to time (please refer to readme), but it works great if you need the slot for another NPC without having to send Grey back home.

    Please note: So far, the mod officially contains full BG1 content and basic SoD content, but BGII content is not finished yet.

     

    Version 6 comes with bugfixes and improvements.

     

    Changelog v6:

    -traified and translated all lines for PID
    -fixed text format error for EE (non-English versions)
    -"7th party members" for some item checks considered
    -corrected entry for "Beregost_House08_L2" in cpmvars.tpas
    -resttalk crossmod with Brandock should also fire if Brandock is "7th party member"
    -more SoD "interjections" (woof!)
    -journal entry about Brage's gauntlets should be removed when Brage's quest is finished
    -improved transition to BGII
    -added check to forbid install of mod after EET_End
    -changed internal structure so temporary "autotra" folder is used for text formatting
    -typo corrections

     

  12. Grey the Dog updates to v6 with bugfixes and improvements!

    Changelog:

    -traified and translated all lines for PID
    -fixed text format error for EE (non-English versions)
    -"7th party members" for some item checks considered
    -corrected entry for "Beregost_House08_L2" in cpmvars.tpas
    -resttalk crossmod with Brandock should also fire if Brandock is "7th party member"
    -more SoD "interjections" (woof!)
    -journal entry about Brage's gauntlets should be removed when Brage's quest is finished
    -improved transition to BGII
    -added check to forbit install of mod after EET_End
    -changed internal structure so temporary "autotra" foldr is used for text formatting
    -typo corrections

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