Aller au contenu

Photo

lvl 1 NPCs mod: How do you personally alter your NPCs?


  • Veuillez vous connecter pour répondre
29 réponses à ce sujet

#1
ZenMonkey47

ZenMonkey47
  • Members
  • 4 messages
 I love this mod http://www.gibberlin...net/level1npcs/ it breathes new life into an already great game for me. Essentally what it does is it allows you to choose what classes/weapon specializations/spells the various NPCs start with. Yeah, it does make for a bit of cheese, but who doesn't love a good cheeseburger? ;) 

Here's who I personally change
Imoen: Thief (Swashbuckler) "My blade will cut you down to size!" - Sometimes I dual her to a mage, sometimes not. 
Minsc: Fighter (Berserker) "The bars bend and twist with my berserker strength!" - I never really understood why he was a ranger in the first place, this just seems like a natural change. I also like to turn him into a half-orc (complete with stats) in Shadowkeeper.
Jaheria: multi Cleric (of Talos)/Ranger - No real good justification here, it's just a fun combination.
Yoshimo: multi Fighter (Kensai)/Mage/Thief "Hai-yah! Heh, tourists love that stuff." - Ninja. Superpowered? Hells yes, but that makes his loss later that much more tragic.
Nalia: Ranger (archer) - I never really liked how she was simply "Imoen lite", This gives her own niche and also fits with her "Robin Hood" mentality.
Jan Jansen: Thief/Mage (Wild Mage) - Oh that wacky gnome, he'll kill us all.
Edwin: Sorcerer - RP wise it may not fit as well, but I like sorcerers more than I like mages (filling and refilling spell slots is a bit of a chore), and his amulet makes for oodles and oodles of spell slinging action.
Valygar: Fighter (Kensai) - Not much of a RP reason for this, but he does get to keep his studded leather and family katana. 
Mazzy: Paladin (Undead Hunter) - Screw the rules, I want a halfling paladin. She looks so cute weilding the Holy Avenger when it's three times her size. 
Sarevok: Monk - He's already got the bald head and glowy eyes. Starting off as a high level monk is just awesome. 

Modifié par ZenMonkey47, 26 mars 2011 - 02:07 .


#2
Son of Imoen

Son of Imoen
  • Members
  • 521 messages
Pity you didn't place the topic in the general discussion subforum. The mod can also be used with Tutu and I made some nice changes to BG 1 npc's, such as Safana the Gypsy (Song and Silence mod, the mod stacks well with kit-mods).

#3
Sparky The Barbarian

Sparky The Barbarian
  • Members
  • 147 messages
I like Jaheira as a single class Druid, Viconia as a Cleric/Thief (fits her tale of survival so well), Minsc as a Berserker.

#4
lroumen

lroumen
  • Members
  • 68 messages
I've liked some of the following.
Aerie -> Avenger (something else for a change)
Imoen -> Skald (inspiring others.... more her BG1 style though. in BG2 she's more gloomy)
Minsc -> Swashbucker (since I modded most of my thieves)
Valygar -> Wizardslayer (similar to stalker though not able to use magic at all)
Nalia -> Transmuter (I just like that specialty)
Jaheira -> Barbarian (sounds like her allright)
Edwin -> Beastmaster (crappy stats so let the animals fight for him and use bows)
Viconia -> Monk (this is just invincible....)
Korgan -> Assassin (quite deadly and I like dwarven thieves as a change from the logical races)

#5
ZenMonkey47

ZenMonkey47
  • Members
  • 4 messages
Viconia as a monk, huh? Good call. I'll have to try that. I don't own a single DnD book, but if NWN is to be believed don't Sharians have a well known monk order?

#6
Ishad Nha

Ishad Nha
  • Members
  • 321 messages
I like this mod, we get to have our cake and eat it too. We can have the NPCs with their personality while being able to choose useful stats and classes for them. We can have a coherent party, whose composition is designed from the ground up.

#7
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages
Great thread. I always appreciate reading what you all have to contribute. Thanks all.

#8
Son of Imoen

Son of Imoen
  • Members
  • 521 messages
Quayle is doing a great job as Illusionist-Thief right now in one of my Tutu-campaigns. I never thought of him as being very religious anyway. In his ordinary incarnation he is more a mage that can cast divine spells as well, than outspoken follower of a god (though Aerie mentions she got to know Baervan through Quayle, if I'm correct, I've never heard any mention of a god in Quayle's BG1(NPCProject) banters).

#9
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages
I tried loading this mod last night before I read the "read me" file.

Am I to understand that this mod takes affect when you ask a new NPC to join you? Sounds like a that point you open up their character record and they are first level. Then you select their character class and start leveling up, choosing spells, stats, weapons etc till (I guess) you get up/or about to the level of your PC?

Does this work in-game or only with a new game? I was in the middle of a game but it just so happened it was at the point that Isaea had just kidnapped Nalia. With the vacancy I decided to try the mod and run over to the Circus Tent and add Aerie. Guessing that's not how the mod works?

#10
Son of Imoen

Son of Imoen
  • Members
  • 521 messages
The choices for the skills they will have as lvl 1 characters are made at the point of installing - so what class and kit, what starting proficiencies and thieving skills are made beforehand - after joining you will get the choose the rest of the proficiencies (lvl1 to x). You should start a new game for changes to take effect.

#11
Bugrat

Bugrat
  • Members
  • 7 messages
small spoiler alert
.............
.............
.............
.............
.............
Does anyone know how this mod interacts with Anomen's knighthood quest in BG2 where his class changes? Like will the game implode if I start him out as a Bard then do that quest.

#12
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages
Well, I'm still struggling to get NPC-1 project to do anything. I did as instructed and placed it in my "c:\\program files\\easytutu\\ (or whatever you select)" folder as Dante suggested over on the technical forum. But nothing has changed with my NPCs. I ran a test, made a new PC, went straight to Gorion and went out the gate. Met up with Imoen after Gorion assumed room temperature but Imoen was still just Imoen, a thief with a bow. To let you know what I was expecting, I'm thinking when I meet her (or any other NPC) I'm gonna be able to choose class, skills etc at that point. I like ZenMonkey's idea of making her a Swashbuckler but that wasn't available. I hate to sound ignorent, but I am. I am going back and try to do what SoI is saying above - i.e. go back to the installation and refire from there. I really want to add this in before I get started on a campaign through TOSC, SOA and TOB as that will take weeks. Wanna get things right before I start so I any help is appreciated.

#13
thehun

thehun
  • Members
  • 26 messages
Did you actually install it, or just placed it in the folder? Sorry, can't tell from the above.

If not, you need to run the autoextractor, or if you self-extarcted a .rar, run the WEIDU file, should be obvious by trial and error if nothing else.

Again, sorry if you know this.

#14
Grond0

Grond0
  • Members
  • 6 493 messages

Charlestonian Knight Templar wrote...

Well, I'm still struggling to get NPC-1 project to do anything. I did as instructed and placed it in my "c:program fileseasytutu (or whatever you select)" folder as Dante suggested over on the technical forum. 

Sounds like you didn't instal it.  Some mod files are packaged in self-installing extractors (like those from Gibberlings 3) and just double-clicking the downloaded file will instal it, but the majority are just in zip or other compressed format.  For those you need to extract the files to your game folder and then instal by double-clicking on the setup file (in this case it is called setup-level1npcs).  All mods should have a file called setup-*** in your game folder (even self-installing extractors - these just start the setup file as part of the installation).

Where you may have got confused is with the Weidu file.  This is effectively a programming language used by most BG mods and the weidu.exe file just needs to sit in your game folder, but all mods themselves have to be installed.

During installation the level1npcs mod will allow you to change character class, statistics, proficiencies, thief skills and spell choices to whatever you want for a level 1 character.  When you meet that character in the game they will then level up on joining you and you can choose what additional proficiencies you want from level 1 to whatever level they join at.  Level1npcs does not allow you to choose class on joining - this has to be done as part of the original installation.

#15
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages
Thanks Grond0 and Hun. I'm gonna tackle BGI again tonight. I made some progress this weekend and got BGII to work. Still having trouble with EasyTutu though - I posted a "help me" note over on the Technical Forum but it's just a matter of figuring out which folders I need to delete AFTER I install. Like I said, works fine on my BGII.

And how cool is that? The only thing missing is being able to change alignments which I'd like. I like being able to adjust the stats just like we can with our PCs. Even staying within the same totals I got Jaheira to 13/13/13/10/18/18 and she's now straight Druid. Made Minsc a vanilla fighter -but no stat change. Left Imoen and Yoshimo alone. Adjusted Anomen stats to give him 18(52)/11/11/10/18/11 same classes though.

How cool? Can't wait to fix my easy Tutu so I can start a complete game.

Modifié par Charlestonian Knight Templar, 18 avril 2011 - 07:24 .


#16
Ishad Nha

Ishad Nha
  • Members
  • 321 messages
If you could figure out where in the save game file the PC is recorded as "Imoen" or "Minsc" or whatever, you could create your own PCs then make them into 'name' NPCs. One or more quick alterations to the save file and the PCs would have the dialog and quests of the real NPCs. Special NPC items could be added by ShadowKeeper.

#17
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages
Darn Ishad Nha - that's above me.

Heck, I'm about to give up on getting level1NPCs for my EasyTutu. Ran all the way thru last night, got it all set and "blammo", Tutu froze up again. Worse, now it's hosed up my unistall shield so I can't even uninstall. I hate that - I've been all about starting with TOTSC and working through it, SOA and TOB in succession with the same PC. Just can't seem to get it right.

BGII works fine with Level1NPCs - looks like I'll be playing over there for a while.

#18
Ishad Nha

Ishad Nha
  • Members
  • 321 messages
I have the IESDP notes downloaded to my computer. I am now looking at the description of the format of the Gam file. It is not clear how well my idea will work. If it did work it would be possible to alter the class/kit of the NPC at any time during the game. Simply create a new PC and assign him/her the personality, dialog and quests of the named NPC.
ShadowKeeper could be used to assign a new class. Weapon proficiencies will need to be calculated manually, this is easy enough to do.
One-off special abilities are a problem here if they were assigned at an earlier level. I mean abilities that have no connection to the PC's level hence they are not recalculated with each new level.

#19
Grond0

Grond0
  • Members
  • 6 493 messages

Charlestonian Knight Templar wrote...

Darn Ishad Nha - that's above me.

Heck, I'm about to give up on getting level1NPCs for my EasyTutu. Ran all the way thru last night, got it all set and "blammo", Tutu froze up again. Worse, now it's hosed up my unistall shield so I can't even uninstall. I hate that - I've been all about starting with TOTSC and working through it, SOA and TOB in succession with the same PC. Just can't seem to get it right. 

You might want to consider keeping a copy of whatever installation you use as a base elsewhere on your hard disk.  So for instance I have a copy of the Bioware fully patched BG1 and BG2, but also copies of the installation modded with Baldurs Gate Trilogy and fully modded to my current setup. 

This makes it a lot quicker than reinstalling when you want to change your setup, e.g. because your game has become corrupted or you just fancy a change.  Just make sure that your copy has the same folder name as the game folder you are replacing, e.g. if your game folder is called easytutu put your copy folder someone else on the hard disk also called easytutu.  Then just copy and paste when you want to replace the original folder.  So long as you maintain the name the same the original registry entries will still work so you don't have to reinstall the game.

#20
Ishad Nha

Ishad Nha
  • Members
  • 321 messages
IESDP does not have coherent notes on decrypting the Gam file, it only covers bits and pieces of them. My approach will require proper decryption. ShadowKeeper source code will help here, but there is a lot of it.

#21
Ishad Nha

Ishad Nha
  • Members
  • 321 messages
I think the idea is viable, all it needs is a way to make the real NPC not appear where they usually do. This is best done by recording them as being in the party.
With the help of the ShadowKeeper source code I have been able to improve upon the notes for the Gam file found at IESDP.
NPCs in party have records that work like this:
724 bytes of fixed length record
+ dwKnownSpellsCount * 12 
+ dwSpellMemorizationInfoCount * 16 
+ dwMemorizedSpellsCount * 12 
+ dwItemsCount * 20 
+ dwAffectCount * 264

Modifié par Ishad Nha, 23 avril 2011 - 02:17 .


#22
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages
For any that care I finally got Level1NPCs to work.

If there is any lesson to be learned from it that other might use I was successful upon loading Easy Tutu as a separate installation. Beforehand I had been using the spacesaver option for easy Tutu consuming/subsuming my BGI/TotSC load so that I ended up with Easy Tutu and BGII/SOA/TOB.

This time I went with the "standard" option so now I have all three installations but NPC-1 project works fine with Easy Tutu now. Thanks to everyone that tried to help me get straight.

Modifié par Charlestonian Knight Templar, 02 mai 2011 - 07:31 .


#23
Ishad Nha

Ishad Nha
  • Members
  • 321 messages
This is a very good mod, this functionality should have been included in the game itself. Reading of the help file suggests that you can alter NPCs who have not yet joined the party, hence you might be able to do it during the game not just at the very start. I will have to check this at some point.
As NPCs are found in different places, and at different times in the game, it is impossible to assemble all of your intended party at the very start of the game. Hence I use the multiplayer format, gaps are filled by temporary PCs, who are replaced by the NPCs when the latter become available.

#24
Son of Imoen

Son of Imoen
  • Members
  • 521 messages

Charlestonian Knight Templar wrote...

For any that care I finally got Level1NPCs to work.

I'm glad you managed. I wasn't able to help much as I'm not too tech-savvy (and never experienced much problems, so no experience with the problems you got), but I'm glad you got it too work. I followed your posts anxiously in the hope you could fix it, you had such resolve to try out the lvl1 NPC's. It's always fun when you read people can start or do start to enjoy the game I myself love so much!

#25
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages
SoI, Thanks. Actually started a new game last night - just barely. Had fun making Minsc a Berserker, Kivan an Archer, Yeslick a straight fighter, Khalid a Bard (loses that stutter when he sings and recites poetry) etc.

My favorite change is making Jaheira a straight Druid w/12/12/12/10/18/18 and set her alignment (in some other mod) to NG. Then I set up Viconia, still a NE Cleric w/10/10/12/10/18/18. I rearragned their stats but kept same totals. I see a cat fight on the horizon. LOL