Jump to content


  • Posts

  • Joined

  • Last visited

Posts posted by AstroBryGuy

  1. On 3/7/2019 at 5:48 PM, pokota said:

    BG:SoD v2.5 Standalone
    Cloakwood Mines aren't showing up on my map after clearing the bandit camp and trying to use the Cloakwood Wyverns east border. Is it a mod conflict or a v23.3 issue? (And since the save game is being streamed: will I have to use the lua console to get into the Cloakwood Mines map now that I've accessed Cloakwood Wyverns?)


      Reveal hidden contents
    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #10 // Icewind Dale Casting Graphics (Andyr): Beta 5
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #20 // Commoners Use Drab Colors: Beta 5
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 5
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 5
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #205 // Add spell school notifications to the combat log -> All spells with a casting time greater than 5: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #600 // Add expiration notifications for item buffs: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #500 // Reveal all hidden doors: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #700 // Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction: v2.5
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.3
    ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 171126
    ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 171126
    ~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: proto-7 171126



    With BGEE v2.5, the scripting for the Chapter 3->4 transition changed, breaking the "Open Cloakwood Early" component of BG1NPC. Use the Tweaks Anthology component instead.

  2. Happy New Year!

    I have a new version of BG1NPC finally ready. I'm tagging it as a prerelease on GitHub because I have not done testing with game versions other than BGEEv2.5. I've installed it on Tutu, but no gameplay testing on that platform. I'll remove the prerelease tag on GitHub once I'm more confident that it works on Tutu, BGT, and BGEE versions pre-2.5.

    The version is updated to v24.1 as an official release. Please post your bug reports here.


    I've made edits to accommodate the new content in BGEE v2.5. I've also made some edits under the hood to ease installation (no more command prompts for selecting romance timers, it uses subcomponents now). There's a few general bug fixes as well. A few components have been moved to Tweaks Anthology and Camdawg's new Continuous Portraits mod. 

    Finally, there's a couple additions. First, I've revised the Non-Joinable NPC Portraits component. This one only adds portraits for NPCs added by BG1NPC and uses sourced artwork from WotC D&D games and artwork tagged for reuse on the NWN Vault. It is designed to be used in conjunction with another mod like PPE. Second, since many of the portrait components moved to Continuous Portraits, I added a Coran portrait component using his portraits from the Murder in Baldur's Gate PnP adventure module.

    Version 24 - 2018-12-31

    • Fix script variable reference for AR0112.BCS
    • Moving component code blocks to .tpa files for organization
    • Moved Tranzig interjections to separate file. Implemented separate BGEEv2.5/Tutu compatible versions.
    • Updated Kivan-Tazok encounter
      • Moved interjections to separate files.
      • Simplified scripting/dialogs for compatibility with BGEEv2.5
      • Implemented separate BGEEv2.5/Tutu versions of encounter
    • Updated the Extended Kagain's Caravan Quest for BGEE v2.5
      • Update bandit scripts for killing lead bandit by stealth
      • Separated quest into two parts: 1) Find missing caravan, 2) Return Silvershield's son's brooch
      • On BGEEv2.5, part 1) exists, so use that. Only implement part 2)
    • Fix Dueling Interjections on BRILLA.DLG
    • Updates to Yeslick-Rieltar Encounter for BGEEv2.5 Compatibility
    • Update Jaheira' Quest for BGEEv2.5 compatibility
    • Implement SUBCOMPONENTs for romance component timing options
    • Implement SUBCOMPONENTs for BGEE Banter Timing Tweak
    • Transferring the following components to Tweaks Anthology:
      • NPCs Wait at Inns
      • Move NPCs to Convenient Locations (Alora, Eldoth, Quayle, Tiax)
      • Make Shar-Teel Unkillable until In Party
      • Cloakwood areas availability in Chapter One
    • Transferring Edwin, Imoen, Jaheira, and Minsc portrait components to Continuous NPC Portraits
    • Add new component: Coran's "Murder in Baldur's Gate" portrait
    • Revised Non-Joinable NPC Portraits for BG1NPC added NPCs

    Coran's portrait from Murder in Baldur's Gate: 


    Additional changes in v24.1:

    • Russian translation added by Aerie Team & Arcanecoast Team
    • Added DavidW's "lib_interject.tpa" and "alter_dlg.tpa" to optimize passback lines for interjections according to his tutorial Improving on INTERJECT_COPY_TRANS3 - passbacks only if necessary .
    • Coran's quest: Rachel should only revive roses if withered roses are in inventory
    • Natan (Coran's quest) should not drop another Multicolored Powder if killed (changed giving in dialogue to GiveItem()).
    • The 4 Zizi the Lovebundles will only spawn if all conditions for Xzar's powder are met (added to spawn script: InParty("xzar") InMyArea("xzar") !StateCheck("xzar",CD_STATE_NOTVALID) PartyHasItem("X#XZSLIM")).
    • Slime transformation and spawning of the 4 Zizis should now work as intended (corrected inconsidtency between the tracking variable which Zizi is talked to).
    • Xzar's Quest: druids should all walk towards him and not talk while still outside the visual range (changed MoveToObject("blackberry) to MoveToObject"Xzar") in their scripts.
    • FIx Minsc checks in INGOT interjection
    • Update stringref to use an index that points to "Talk" for both BGEE and Tutu/BGT (bg1npc_chall.tpa)
    • Fixing bug in Branwen-Tranzig encounter
    • Fixing bug in last Dynahier (romanced) Winski encounter (Tanar'ti should initiate dialogue with Winski)
    • Updates for Jaheira's Quest (changes to x#jabe1.baf, x#beador.cre).
    • p#wolf01.cre: Make winter wolf pelt unstealable.
    • Remove duplicate items from Karris' lackey's inventories. (bg1npc_tiaxqst.tpa)
    • Make items held by Belgin, Karris, and his lackeys unidentified (bg1npc_tiaxqst.tpa).
    • Fixed garbled text in Jaheira's dialogue
    • Fixed BGT Tazok install error (Replace %tutu_var%TAZOK%eet_var% with %tutu_scriptbg%TAZOK%eet_var% in x#kivantazok_tutu.d).
    • Fixed loop in Coran's dialogue and added missing RestParty() transactions.
    • Reenabled lines @10-@23 in #xagqst.d, they are still needed for BGT+Tutu.
    • Tutu Walking Speeds Component Removed (Duplicated in Tweaks Anthology)
    • Remove unused NPC Wait .tra files.
    • Corrected typos and capitalized names of item descriptions (English version).
    • changed infer_charset to infer_charsets in the tp2.
    • removed reamde v32.3 and renamed new readme to readme-bg1npc.html
    • Renamed French readme v23.3 to readme-bg1npc-french_v23-3.html
    • Link to Kerzenburgforum added to readme.


  3. The modmerge archive distributes the modmerge binary for macOS without the execute bit set.


    I'd recommend using DLC Merger instead of modmerge.


    You can download the latest version here: https://github.com/Argent77/A7-DlcMerger/releases/latest


    You need to run DLC Merger (or modmerge) *before* installing any other mods, including mods for BGEE.


    Also, BG1NPC Project is not yet fully compatible with BGEE v2.5. Do not install the "Open Cloakwood" components. It will screw up your game.

  4. Does Rogue Rebalancing restrict swashbucklers from using the Short Sword of Backstabbing? I know it is changed to give a boost to backstab multiplier (so a restriction would make sense), but I can't remember if it alters the usability. If it does, that's the only item I can think would need to be handled specially for swashbucklers.


    #2 certainly sounds simpler.

  5. Not want to be rude, but I am personally against about the current implementation of the poisonous dagger, because:


    1. Tactical-wise, If the purpose was to bring more tactical challenge by beefing up kobolds, the undroppable version should do it well. Making it droppable empowers players with increased combat power and/or monetary gain, therefore reducing the tactical challenge.


    2. RP-wise, I think a permanent enchantment like secondary damage is not trivial task, and the kobold tribe has to mass-produce it, which looks unrealistic to me. The "normal dagger plus applied venom" rationale looks more natural and achievable.


    3. Undroppable items are indeed immersion-breaking, because it is just a shortcut for implementing a combat ability (in this case, it mimics Assassin's poison weapon skill. We can surely use an alternate but more complex approach, say, create a SPL that do the trick, and set their script to use the trick, yet I am not sure if it really worth all the hassle.


    The player would never notice, so why is it immersion breaking? It's a trick used by the game quite often. Flinds carry undroppable weapons that have similar effects to a "flind bar" as described in the 2E Monstrous Manual, but they also carry swords in their inventory (and the animation wields a sword). So, when you kill one, it drops a sword. Every undead gets its "undead immunities" (e.g., sleep, charm, etc..) from a ring it wears. It's an easy way for the game programmers to give a group of creatures abilities/immunities en masse by just adding the item, rather than editing each CRE individually (and tweaking those abilities/immunities en masse). And unless you crack open the CREs in DLTCEP or NI you'd never know.



    1) Dark-Side-based kobold upgrade:

    Kobold Guards are equipped with a special droppable dagger that can poison them or their target ----> this dagger should probably be undroppable since SCS is not supposed to add new items......

    This. I suppose it is the same story as the special flame arrow added to Kobolds by SCS. In my last game experience the party was getting rich really fast by just selling these daggers... IMO the poison should be coming from some venom applied by kobolds, which vaporize soon after battle. Not sure if it is possible to have kobolds still use the poisonous dagger but drop the normal version.

    Sure. Make the poisonous dagger undroppable and put a normal dagger in the kobolds inventory. The game does that quite often (e.g., flinds).

  7. Hello.

    Im not sure it is bug, maybe i just dont understand something.

    After i take letters from chest in bandits camp chapter 4 doesnt start.

    I use BGEE.

    That problem appear after i install BG1UB and UB, im my last playthrough without them, all was normal.


    I've tested this with BG1UB loaded. No problems.


    What versions of BGEE and BG1UB are you running? Also, are you running any other mods? You only mention BG1UB and UB. So, does that mean an EET install with only BG1UB and UB (for BG2) installed?

  8. Anyway, I tried second option and it worked like the charm! Thank you for your explanations and help. :beer:



    Hi Greenhorn.


    Sorry, for the issues with the 64-bit WeiDU. There are mods that require 64-bit WeiDU now (e.g., DLC Merger), so I figured using the x64 WeiDU was the best bet. I also wasn't aware Windows was still doing a 32-bit-only version; MacOS went 64-bit over 10 years ago.


    I'll have to create a new workflow to also create 32-bit WeiDU archives.

  9. BG1UB v16.0 is released!

    This release blocks components from installing on BGEE v2.5 that are made redundant by the new additions. It also contains updates for other platforms, including bug fixes and updates for classic BG1, Tutu, and BGT.

    Download it here: https://github.com/AstroBryGuy/bg1ub/releases/latest


    Please report bugs to the BG1UB forum at Pocket Plane: http://forums.pocketplane.net/index.php/board,79.0.html

    Changes in this release:

    • Block the following components from being installed on BGEE v2.5:
      • The Mysterious Vial
      • Finishable Kagain Caravan Quest
      • Kivan and Tazok
      • Branwen and Tranzig
      • Place Entar Silvershield in His Home
      • Prism and the Emeralds
    • Moving code blocks for most components to external .tpa files
    • Kivan & Tazok: Add dialogue for Kivan-Tazok recognition to more dialog states in TAZOK.DLG
    • Store, Tavern and Inn Fixes and Restorations:
      • Adding BGT to Red Sheaf Inn rumor fix.
      • Fixed Nashkel Inn name conflict with BGFixPack Game Text Update (BG1 - only)
      • Update Elfsong Tavern to use TAV0705.STO
    • Creature Corrections:
      • Fix issue with DROTH CreateCreature() command on BG1 (w/o TotSC)
      • Give Taurgosz Khosann FR-canon colors (BGEE v2.5 - only)
    • Nim Furlwing Encounter: Fix issue with reward scroll
    • Chapter 6 Dialogue Restorations: Fixed issue installing on BG1
  10. Hello all,

    BG1UB v16.0 is released!

    This release blocks components from installing on BGEE v2.5 that are made redundant by the new additions. It also contains updates for other platforms, including bug fixes and updates for classic BG1, Tutu, and BGT.

    Changes in this release:

    • Block the following components from being installed on BGEE v2.5:
      • The Mysterious Vial
      • Finishable Kagain Caravan Quest
      • Kivan and Tazok
      • Branwen and Tranzig
      • Place Entar Silvershield in His Home
      • Prism and the Emeralds

    • Moving code blocks for most components to external .tpa files
    • Kivan & Tazok: Add dialogue for Kivan-Tazok recognition to more dialog states in TAZOK.DLG
    • Store, Tavern and Inn Fixes and Restorations:
      • Adding BGT to Red Sheaf Inn rumor fix.
      • Fixed Nashkel Inn name conflict with BGFixPack Game Text Update
      • Update Elfsong Tavern to use TAV0705.STO

    • Creature Corrections:
      • Fix issue with DROTH CreateCreature() command on BG1 w/o TotSC
      • Give Taurgosz Khosann FR-canon colors in BGEE v2.5

    • Nim Furlwing Encounter: Fix issue with reward scroll
    • Chapter 6 Dialogue Restorations: Fixed issue installing on BG1-TotSC

    I've tested installation on BG1, Tutu, and BGEE. If you encounter any problems installing the mod, please let me know here or in the BG1UB forum at Pocket Plane: http://forums.pocketplane.net/index.php/board,79.0.html

  11. Yes, the BGFixpack overwrites large amounts of the BG1 DIALOG.TLK file, including string #11696. This particular change isn't correcting a spelling or grammar. It's removing the string "Northern Light" from the game. Since the string "Belching Dragon" occurs elsewhere in the DIALOG.TLK, the change should have been made by editing the STO file to point to the existing string.


    Ironically, BGFixPack DOES change the name of the .STO file for the tavern by the bridge to point to the original "Belching Dragon" string in the DIALOG.TLK! So, the overwriting of #11696 is rendered completely pointless. :rolleyes:

    COPY_EXISTING ~tav4809.sto~ ~override~ //The Belching Dragon
      SAY NAME2 #11764

    The best I can do is block the name change of the Nashkel Inn to "Northern Light" if BGFixPack is installed.


    EDIT: Fix committed to GitHub - https://github.com/AstroBryGuy/bg1ub/commit/8f0ebd9e5a7a54e2d3b0f077715bf4a2e10da137

  12. In vanilla, the inn next to the Nashkel Store is simply called "Nashkel Inn" on the sign outside and on the tavern menu page. Technically, this is fine, if a bit boring. The tavern by the bridge is marked "Belching Dragon Inn" on the sign outside but "Northern Light" on the tavern menu screen. So, there is a issue in vanilla.


    This is fixed in BG1UB. On my test install, the taverns are renamed. "Northern Light" by the store and "Belching Dragon" by the bridge. I don't see the problem you are seeing with both taverns having the same name.


    Do you have Dudleyfix installed? It has a different fix for the tavern names. It leaves the "Nashkel Inn" alone, but changes the name of the tavern by the bridge to "Belching Dragon" by rewriting string #11696 in the dialog.tlk. BG1UB points the name for the "Nashkel Inn" to that string, assuming it is still "Northern Light", as per the original dialog.tlk. If you have both installed, you end up with both taverns named "Belching Dragon". It's a mod conflict.


    See: http://www.forgottenwars.com/dudleyfix/bg1_dialogue.htm

  13. OK, less of my bad attempts of humor, more dry facts. :p This is vanilla thing, obviously.


    Humor is fine. I just wasn't sure at first if I should be looking in the existing BG1UB stores component for something it was doing wrong or at vanilla BG1. So, same amount of humor, then more dry facts. ;)


    EDIT: Fix is pushed to GitHub. Will be in next release.



  14. I'll take a look at it. For future reports, please indicate if the bug is in BG1UB content or "vanilla" BG1/BGEE content. It makes it simpler to figure out if I'm fixing existing BG1UB content or adding a fix to vanilla content.


    EDIT: I checked the Red Sheaf Inn store file (INN3357.STO). I can confirm that this bug is fixed in BGEE and Tutu (the rumor dialog file points to RBEREG.DLG (or _RBEREG.DLG). I don't have BGT install to check. Can anyone with a BGT install check if this bug is fixed in BGT?

  15. Post any comments or bug reports for BG1 Unfinished Business Mod here.

    The most important links:

    bg1ub mod page at PPG (older version)

    Download bg1ub current version from official PPG GitHub Mirror

    Discussion thread at BeamDog Forums



    Hello all,


    New users are not currently able to get accounts on the Pocket Plane forums, so I am opening a support thread for BG1UB here.


    For the latest version of BG1UB, please see my GitHub page: https://github.com/AstroBryGuy/bg1ub/releases






    I figure something like:

    - Stay in control of the party after the Sarevok fight, just like in BGT.

    - Go back outside and maybe do the TotSC content, if you feel like it.

    - At some point talk to the Duke(s), just like BGT. You can be told "we've discovered there are three of Sarevok's minions still running around trying to cause trouble: Joe, Bob, and Korlasz. We know the location of Joe's hideout and Bob's hideout."

    - After clearing those two hideouts, you find a letter/journal/map pointing you to Korlasz' hideout. You go to the entrance, start to descend a rope ladder... and boom, you're in SoD.


    A mod like that would be pretty small, but a) it would be faithful to the existing transition; and b) it would give you a perfect excuse/opportunity to go at your own pace, maybe take a trip to Werewolf Island or Ice Island first, etc.

    I had made this mod.


    I developed it because my original Sandrah mod had content in the frame between Sarevok's death and talking to Belt in the BGT version. So you could leave the Sarevok temple again, go back into BG1 and play my stuff but of course also all the other things like TotSC and then report back to the Dukes and they would send you after Korlasz. On your second journey to Undercity there were some new opponents and a new entry among the ruins in the south that led to Korlasz tomb.


    Again, I decided to trash that mod and put my interim content into SoD instead. The reason was mainly compatibility. All other mods and NPCs would follow the original sequence and the diversion felt a bit like hijacking the game.


    (Did you play that version? Your description is pretty exact, only that Bob was Talos in my case, and Joe was Tamoko.)


    You made content that was part of a huge mod that spans the entire game... naturally that would have compatibility issues with other mods.


    The solution to me seems to be to just divorce it from a major campaign like the Sandrah mod. You can add the Talos and Tamoko hideouts, someone else could add hideouts for Bob and Joe, or a temple of Cyric, whatever. As long as they both occupy the same section, a player could use either one and still carry on into SoD and play the rest of the Sandrah mod.


    Since the transition from BG1 to SoD is NOT a chapter increment (Chapter 7 of the game is from leaving Candlekeep Catacombs until you finish Korlasz Tomb).


    Therefore most mods (and mods adding to vanilla NPC) use a Global that was already used in the classic games and in BGT Global("EndOfBG1,""Global",X).

    X can be 0 (BG1) 1 (SoD or) 2 (BG2)

    Events that advance it are Sarevok's Death 0>1 and Entering Irenicus Dungeon 1>2.


    Thus, defeating Sarevok but returning again to the *BG1 world* prior to Chapter 8, is a state that would require additional checks in many scripts and dialogues. You will otherwise have NPCs and triggers referring to events and conditions that not yet happened.

    Can't you simply rmeove the script action incrementing the "EndOfBG1" global from the end of the Sarevok fight, and add it to the conversation with the Dukes or whatever trigger you want to enable the entry to Korlasz' tomb? So you defeat Sarevok, leave the undercity, and you are still considered to be within BG1. Now you can go to Durlag's Tower, and Werewolf Island, maybe Bone Hill or whatever.


    At its most basic, that's all you have to do: eliminate that script action, and add a conversation somewhere that triggers that script action and shoots you to Korlasz' tomb. Just give the player a tiny bit more agency to decide when they want that transition to happen.


    THEN, separately, modders could come in a fill this new section of the game with more stuff, if they want to. Add the Talos/Tamoko hideouts. Add events or conversations that foreshadow the conflict stirred up by Caelar, so the beginning of SoD isn't such a sudden and jarring change in the conditions in the city. Could do all sorts of stuff...



    One potential issue with changing when "EndOfBG1" is triggered - you may get content intended for before the final battle with Sarevok in the time between the battle and triggering the transition to Korlasz' tomb.


    Let's say an NPC mod has a dialog with CHARNAME about the upcoming confrontation with Sarevok. The mod uses ~GlobalLT("EndofBG1","GLOBAL",1)~ as a check on BGT/EET to make sure Sarevok has not been defeated. If the condition that sets EndOfBG1 is changed, this dialog could then trigger on an EET install after Sarevok's defeat.

  • Create New...