CamDawg Posted September 9, 2018 Share Posted September 9, 2018 Nythrun's mod derives from Gebhart Blucher's Alternate BG2 NPCs (lvl1npcs.zip). Her massive opus of "allow player choice" allows you to start any of the joinable NPCs from BG and BG2 as level one characters with excess experience points. When they join your party, you can level them up and choose their skills. Level 1 NPCs expands on Blucher's original concept by allowing players to assign any previously installed kit/class - default or customized - onto any default (and many mod-added joinable) NPCs from both BG1 and BG2 games. The mod also allows players to change the NPC's skills and weapon proficiencies, individually tweak stats, and much, much more... Khalid the Fighter/Painbearer of Ilmater, Mazzy the Paladin, Jaheira the Kensai, and Valygar the Wizard Slayer are just a few examples. Learn more about the mod Download View the Readme v2 Changelog Now setting the correct values for Barbarian and Wild Mages in kit.ids Should now work on Enhanced Editions (I think!), though the new Beamdog NPCs are not covered Updated Tweaks detection to the new Tweaks Anthology from the deprecated BG2 Tweak Pack Level One NPCs is some exceptionally high-level, complicated coding. I think I got everything needed for it to work on the EEs, but we'll see. Note that while it works for the EEs, I did not extend its functionality to cover the Beamdog NPCs. Quote Link to comment
Miloch Posted September 10, 2018 Share Posted September 10, 2018 Level One NPCs is some exceptionally high-level, complicated coding. I think I got everything needed for it to work on the EEs, but we'll see. Note that while it works for the EEs, I did not extend its functionality to cover the Beamdog NPCs. So... I can't talk you into writing several thousand lines of new code? There's also approximately a metric shitton of mod NPCs to add per author requests (as per the pinned thread). I also coded a whole slew of bugfixes in my v2, but I'll be damned if I remember where I put it... Quote Link to comment
Grunker Posted September 16, 2018 Share Posted September 16, 2018 AWEEEEESOOOOMEEEEE! Thanks a lot for this! Quote Link to comment
DrAzTiK Posted September 22, 2018 Share Posted September 22, 2018 great job. THank you very much. Quote Link to comment
Gwendolyne Posted October 14, 2018 Share Posted October 14, 2018 seems there is a typo in level1npcs.tp2: LANGUAGE ~Fran‡ais (traduit par Graoumf, des d'Oghmatiques)~ ~french~ ~level1npcs/languages/french/setup.tra~ LANGUAGE ~Espa¤ol (traducido por Lord Psion)~ ~spanish~ ~level1npcs/languages/spanish/setup.tra~ should be LANGUAGE ~Francais (traduit par Graoumf, des d'Oghmatiques)~ ~french~ ~level1npcs/languages/french/setup.tra~ LANGUAGE ~Espanol (traducido por Lord Psion)~ ~spanish~ ~level1npcs/languages/spanish/setup.tra~ Quote Link to comment
c4_angel Posted October 20, 2018 Share Posted October 20, 2018 GREAT!GREAT!GREAT! Quote Link to comment
Azazello Posted October 21, 2018 Share Posted October 21, 2018 (edited) Level 1 NPCs expands on Blucher's original concept by allowing players to assign any previously installed kit/class - default or customized - onto any default (and many mod-added joinable) NPCs from both BG1 and BG2 games. The mod also allows players to change the NPC's skills and weapon proficiencies, individually tweak stats, and much, much more... Khalid the Fighter/Painbearer of Ilmater, Mazzy the Paladin, Jaheira the Kensai, and Valygar the Wizard Slayer are just a few examples. Learn more about the mod Download View the Readme v2 Changelog Now setting the correct values for Barbarian and Wild Mages in kit.ids Should now work on Enhanced Editions (I think!), though the new Beamdog NPCs are not covered Updated Tweaks detection to the new Tweaks Anthology from the deprecated BG2 Tweak Pack Level One NPCs is some exceptionally high-level, complicated coding. I think I got everything needed for it to work on the EEs, but we'll see. Note that while it works for the EEs, I did not extend its functionality to cover the Beamdog NPCs. A Life Renewed - At Last! Thank you for reviving -and continuing to contribute- to this mod! I got a peripheral request... Could future versions not preface its promotion as "Nythrun's mod...<etc>" and instead use the neutral convention that nearly all other mods use: simply, introduce it by its name. I don't want to take away anything from Nythrun's contribution. Yes, she created this mod -- and made my and others' dream come true. All praise goes to her for that -- shared with those who added, maintained and/or corrected the code, over the years. But we who were originally there, creating & promoting the idea (and the ideal) of this mod, always wanted it to be a much-more community-adopted project. And presented as such. I wish that it had been more so like that for much of its life. Perhaps future development will make that dream come true. Edited October 21, 2018 by Azazello Quote Link to comment
Miloch Posted November 8, 2018 Share Posted November 8, 2018 seems there is a typo in level1npcs.tp2: In the command (installer) window, these characters should translate to Français and Español accordingly, unless something different and innovative happened with WeiDU when I last wrote in it (which is entirely possible). Quote Link to comment
Jarno Mikkola Posted November 8, 2018 Share Posted November 8, 2018 (edited) ... There has, see most mods use the HANDLE_CHARSET -command. The .tp2 file needs to be in "UTF-8 without BOM" codec, while the .tra's use their language specific charsets. Edited November 8, 2018 by Jarno Mikkola Quote Link to comment
Miloch Posted November 8, 2018 Share Posted November 8, 2018 There has, see most mods use the HANDLE_CHARSET -command. The .tp2 file needs to be in "UTF-8 without BOM" codec, while the .tra's use their language specific charsets. TL;DR (kidding, I scanned it at least). Not exactly new news I suppose, but it might be for the L1NPCs tp2. Do you traify the LANGUAGE strings themselves? This has traditionally been the problem. I don't know much about French, but Espanol and Español are two different things. Some modders have gotten around this by using "Castellano" instead (as I see someone specified in that thread). Subpar, in my opiñion (sort of like using "American" instead of "English"). Don't get me started on how to handle Russian and such as in that thread; at least I'm talking about Latin languages that should have native ANSI characters. Quote Link to comment
Jarno Mikkola Posted November 9, 2018 Share Posted November 9, 2018 Do you traify the LANGUAGE strings themselves? You can't, as you can't inturbrite those back before you select the language, which would fail without an insert. Yey. Besides, nearly everyone knows their English country/language name. Or do sports events make the speed runners run with hundreds contry name pamplets around their body to make sure everyone knows who is whose ? And the foreign players need to know how to go into the game text options and there select their own language there too, in English -to get to use their language. I can do this in Russian only GUI too. It's silly what you foreign -"English" only reading people think of the foreigners language capabilities... our remotes and TVs and most technological produts all still come in English... until the very late in production circles & with more customer satisfaction to provide extra expense. It's not like you have ever had the opportunity to watch anime in Japanese. Yes, got you. Quote Link to comment
Guest Thels Posted January 8, 2019 Share Posted January 8, 2019 There seems to be a bug when trying to install the component "Joinable NPCs more closely match the player character's experience." option 2 on BGEE: Install Component [Joinable NPCs more closely match the player character's experience]? [N]o, [Q]uit or choose one: 1] On initial joining only 2] On initial joining and rejoining 2 Installing [Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining] [v2] ERROR Installing [Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining], rolling back to previous state Will uninstall 5 files for [LEVEL1NPCS/LEVEL1NPCS.TP2] component 4. Uninstalled 5 files for [LEVEL1NPCS/LEVEL1NPCS.TP2] component 4. ERROR: Failure("resource [AERIE.DLG] not found for 'REPLACE_ACTION_TEXT'") Please make a backup of the file: SETUP-LEVEL1NPCS.DEBUG and look for support at: forums.gibberlings3.net/index.php?showforum=140 Using Language [English (it tastes like tea and crumpets)] Install Component [Joinable NPCs more closely match the player character's experience]? [N]o, [Q]uit or choose one: 1] On initial joining only 2] On initial joining and rejoining 1 Installing [Joinable NPCs more closely match the player character's experience -> On initial joining only] [v2] Install Component [Balanced BG1 NPC attributes]? Selection option 1 works fine, though. Also, if you install Tweaks with the "Use BG1 weapon proficiencies" option, and then install Level1NPCs, you cannot install the "Tweak weapon proficiencies for some classes" component? Is there a specific reason for that? The "Use BG1 weapon proficiencies" still uses the BG2 proficiency system, not? Finally, most of the text during the setup have arbitrary linebreaks, rather than letting native wordwrapping handle that. Not really important, but it looks quite odd. Thanks for this update, though! It's cool that this has finally come to EE! Quote Link to comment
Jarno Mikkola Posted January 8, 2019 Share Posted January 8, 2019 (edited) 4 hours ago, Guest Thels said: 1) There seems to be a bug when trying to install the component "Joinable NPCs more closely match the player character's experience." option 2 on BGEE: 2) Also, if you install Tweaks with the "Use BG1 weapon proficiencies" option, and then install Level1NPCs, you cannot install the "Tweak weapon proficiencies for some classes" component? Is there a specific reason for that? The "Use BG1 weapon proficiencies" still uses the BG2 proficiency system, not? 3) Finally, most of the text during the setup have arbitrary linebreaks, rather than letting native wordwrapping handle that. Not really important, but it looks quite odd. 4 4 1. This might have to do with the GAME_IS response the weidu has... but essentially you are trying to install a BG2 component to your BG1EE game. As it tries to find the aerie.dlg, which is specifically in BG2, and not in BG1. 2. Without assumptions too much, I can't actually make a good response... someone else needs to look into this. 3. This has to do with typing the lines. The mod maker decided to express their questions this way. They could have done it like this too: Quote Installcomponent[joinablenpcsmorecloselymatchtheplayercharacter*sexperience]?[n]o,[q]uitorchooseone:1]Oninitialjoiningonly2]Oninitialjoiningandrejoining It being impossible to read or check for spelling errors doesn't matter, it not being clear is this cases primary fault. While it's clearer this way: Install Component [Joinable NPCs more closely match the player character's experience]? [N]o, [Q]uit or choose one: 1] On initial joining only 2] On initial joining and rejoining And yes, the weidu's setup has a feature of arbitrary linebreaks, but this is due to the underlying system, the cmd.exe prompt. And there's really nothing the mod maker could do. Well, unless they wish to rething their approach to the texts they use to print out things. Edited January 8, 2019 by Jarno Mikkola Quote Link to comment
CamDawg Posted January 8, 2019 Author Share Posted January 8, 2019 Yeah, I see it. It tries to do some minor, needed dialogue repairs before executing. However, it should only be performing these on original BG2 games without Fixpack; right now it's trying to do it on all platforms without Fixpack. 6 hours ago, Guest Thels said: Also, if you install Tweaks with the "Use BG1 weapon proficiencies" option, and then install Level1NPCs, you cannot install the "Tweak weapon proficiencies for some classes" component? Is there a specific reason for that? The "Use BG1 weapon proficiencies" still uses the BG2 proficiency system, not? This is how the original author set it up; presumably under the idea that if you installed a different system then that's the system you wanted. 6 hours ago, Guest Thels said: Finally, most of the text during the setup have arbitrary linebreaks, rather than letting native wordwrapping handle that. Not really important, but it looks quite odd. At least for me, letting the command window handle linebreaks means it can break in the middle of words, hence why most authors insert their own. Quote Link to comment
CrevsDaak Posted April 6, 2019 Share Posted April 6, 2019 Impressive. You've managed to add all the strrefs for BG:EE into it, nice. If you want I, can put together a patch to quickly add the few EE characters I added into this version. I also did some work on adding the Shaman class as an option but did not finish the spell picker, and have some code checking for things that might set maximum HP (such as checking baldur.lua or for the cdtweaks component) and I think I fixed this but I've not tested it (nor anything else for that matter, but I suppose most should work. I'll test everything later this afternoon). Quote Link to comment
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