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Breagar NPC mod for BG1 and BGII (Kerzenburgforum)


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#1 jastey

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Posted 26 February 2018 - 02:06 AM

Kerzenburgforum

Ascalon's Breagar NPC mod for BG1 and BGII

Please use this thread if you have questions or reports for Ascalon's Breagar mod!

This mod is still partly in German.


This modification introduces Breagar of Clan Bardormar as a joinable NPC into Baldur's Gate 1 and II. Breagar is of lawful good alignment and comes with an own kit: "Dwarven Blacksmith". There are dialogues, creatures, items, and quests added for both BG1 and BGII games.


For BGT and EET, Breagar works as a continuous character all through the trilogy. There are three different ToB endings dependent on the player's choices.

For BG:EE, Tutu, BGII, and BGII:EE, only the according content of the game will be installed.

Link to Download at Kerzenburgforum


Edited by jastey, 26 February 2018 - 02:18 AM.


#2 jastey

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Posted 17 March 2018 - 12:24 PM

The mod updated to 7.02.

 

Changes:

7.01:
    -(SoD) fixed bug where Breagar would turn hostile the moment the dwarven     archaelogical site is entered.
    -(EET) SoA Anstinus Tower area in ToB disabled
    -started to translate the readme to English
    -renamed readme(s) to something language specific
    -update to WeiDU v244

7.02:

    -(German version) SoD lines fully translated. Thanks to Gerri!
    -In the mod area Anstinus' Tower, Breagar will now give his comment about fighting noises in the East correctly in ToB, only



#3 Hack'n'Slash

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Posted 19 March 2018 - 05:48 PM

Question re translating into English. In the tra folder German has 55 files and English about 24. Can I guess that the ones not translated will appear as German text in the game? 

Could you take a look at these 3 tra files that I've roughly translated(using google translate) and is the format correct? If I am on the right path and you don't mind this style of translating I'd be happy to help out(just so I can take him along on my travels....)

Attached Files



#4 jastey

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Posted 19 March 2018 - 10:23 PM

Hi Hack'n'Slash, I had a look into two of the files and I guess it's good enough to get an idea what is going on. I won't integrate google-translated files into the mod, though. If you want to use them for your install, just copy the translated files into the ACBre/tra/english folder before installation of the mod. The files should be in ANSI format.



#5 Hack'n'Slash

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Posted 19 March 2018 - 11:59 PM

Thanks. I'll see how they read and think about corrections along the way.



#6 jastey

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Posted 26 March 2018 - 08:47 AM

The mod updates to 7.0.3.

Changes:

-(EET) continuous game and Breagar in party: ToB script will now be assigned correctly!
-added Continue() to ar4000.baf so chapter change isn't blocked!

 

If you play a continuous EET game, you need to update!



#7 Roxanne

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Posted 26 March 2018 - 08:51 AM

The mod updates to 7.0.3.

Changes:

-(EET) continuous game and Breagar in party: ToB script will now be assigned correctly!
-added Continue() to ar4000.baf so chapter change isn't blocked!

 

If you play a continuous EET game, you need to update!

In an ongoing game, you can probably use console to do the settings in ar400 - or is there more?


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#8 jastey

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Posted 26 March 2018 - 08:53 AM

Breagar's ToB script wasn't assigned if he is in the party during the SoA -> ToB transition. Is there a way in EE(T) to do this by hand?



#9 Roxanne

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Posted 26 March 2018 - 08:58 AM

Breagar's ToB script wasn't assigned if he is in the party during the SoA -> ToB transition. Is there a way in EE(T) to do this by hand?

Yes, in EE you can do this with C;Eval('CODE')  where CODE is the action as you have it in the script.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#10 jastey

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Posted 26 March 2018 - 09:51 AM

In this case, these would be the cheats that would correct the problems, to be executed either in AR4000 (talking heads) or at the very beginning after Sarevok finished talking in the Pocketplane, if Breagar was in the party upon the transition:

 

C:SetGlobal("chapter","GLOBAL",20)

C:Eval('ActionOverride("ACBRE",ChangeAIScript("ACBRE25",OVERRIDE))')



#11 Hack'n'Slash

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Posted 28 March 2018 - 02:09 AM

Not sure if this is just my EET install but Area ACCEM3 is displaying the lines across the map. Nothing major really.



#12 jastey

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Posted 28 March 2018 - 04:54 AM

Thanks for reporting. The lines in the area graphics is an EE issue I hope the 2.5 patch will change something about it. If not, I'll have to worry about this once the game patch is rolled out.



#13 Hack'n'Slash

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Posted 28 March 2018 - 05:28 AM

I'll see if others have found this in an EEt install and if a previous fix could work?



#14 jastey

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Posted 28 March 2018 - 05:44 AM

The lines in area graphics is a known glitch in the 2.x EE games. There is the possibility to use PVRZ area graphics (the EE format) that should make it go away.

I didn't switch the area graphics yet because there are areas in almost all my mods and it would be a huge work of which I don't know wouldn't be wasted time with regard to the 2.5 update.



#15 Jarno Mikkola

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Posted 28 March 2018 - 05:51 AM

The lines in area graphics is a known glitch in the 2.x EE games. There is the possibility to use PVRZ area graphics (the EE format) that should make it go away.

I didn't switch the area graphics yet because there are areas in almost all my mods and it would be a huge work of which I don't know wouldn't be wasted time with regard to the 2.5 update.

It's rather that the .pvrz can hide the transparency better in the games zoom feature as it has better antiallizing math behind it. Or some combination of those words. :devlook: :p


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