Author Topic: UPDATE: EE-EET-compatibility +TRA-ifed version  (Read 2971 times)

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Offline Austin

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UPDATE: EE-EET-compatibility +TRA-ifed version
« on: June 22, 2020, 01:21:11 PM »
​Hello!
Firstly, I want to thank Smiling Imp for a wonderful mod!
Secondly, I want to inform that I (and tipun from our Russian forum of BG's fans - Arcanecoast, which helped me a lot to solve some problems) added EE and EET compatibility to the mod.
Hopefully Smiling Imp will not mind updating the version. I did not change anything in the content of the mod, all the changes are only technical and I made them so that more people can play it! And so that the mod can be translated into other languages. Translation into Russian is already partially completed, but continues.

Link: https://www.dropbox.com/s/6hj69wxxe96aahh/BG1NPC%20SoAToB.rar?dl=0

So, the version with my improvements includes:

1. Completed TRA-ify of mod

2. Added a separate file for descriptions of items in the EE version (setup_ee.tra)

3. Added EE-adaptation of the journal entries (according to this instruction)

4. Added iconv-transcoder (so that the mod is installed both on the EE version, where a UTF-8 encoding is required, and on the "vanilla" version in any languages where other encodings are required)

5. The chapter variables for EET were renamed and everything else is done too according to the instructions from here

6. Modified the sound installation to the LAF HANDLE_AUDIO END command to simplify this process, as described in this thread.

7. Variants of TIS files for the EE version (TIS V2 + PVRZ) were created and the code for installing different TIS files depending on the installed version of the game was added to the tp2-file. Thanks to the help of tipun from from Russian forum of BG's fans!
Added conversion of MOS files for EE using the Tile2EE program from Argent77

8. Fixed installation error that occurred due to the fact that the old IC_YUANTI3 animation did not match the new EE-version where it was replaced with YUAN-TI_PRIEST. Verification in the tp2-file has been added:

Code: [Select]
ACTION_IF GAME_IS "bg2ee eet" BEGIN
      OUTER_SPRINT yuanti_animation YUAN-TI_PRIEST
   END ELSE BEGIN
      OUTER_SPRINT yuanti_animation IC_YUANTI3
   END


Thanks DavidW for instructions on how to solve this problem.

9. Added the following code to the tp2-file to fix the error when installing the first component:
Code: [Select]
<<<<<<<<new_dialog.d
BEGIN %new_dialog%
>>>>>>>>
ACTION_IF NOT FILE_EXISTS_IN_GAME ~byesli.dlg~ BEGIN
    OUTER_SPRINT ~new_dialog~ ~byesli~
    COMPILE EVALUATE_BUFFER ~new_dialog.d~

Otherwise, the installation was interrupted with this error:
 
Code: [Select]
ERROR locating resource for 'CHAIN3'
Resource [BYESLI.DLG] not found in KEY file:
[./chitin.key]
ERROR: preprocessing APPEND_EARLY [BG1NPCSoA/7XBRANB.d]: Failure("resource [BYESLI.DLG] not found for 'CHAIN3'")
Stopping installation because of error.

10. Fixed several errors that were written about in this thread: http://www.baldursgatemods.com/forums/index.php?topic=8310.0 (a two .d and one .baf 'fix, and a one .cre-ature from the BW Fixpacks)

11. Folder names have been changed to remove spaces and "&" between words. Instead of "TIAX & QUAYLE", it became "TIAX-QUAYLE". Otherwise, errors appeared.

12. Updated WeiDU-installer.

13. Versions of portraits with other sizes required for the EE version have been created, as described in the instructions.

14. Fixed a bug where the game crashed in a conversation with Kagain, if the "Store w/Vanilla Items Only" component was installed and the player selected the response option that opens the StartStore("bg1npc5",LastTalkedToBy()). The reason was that when installing this component, the BG1NPC5.sto file, required during the dialogue, was not copied to the Override folder.

15. With great difficulty, but the EET_NPC_TRANSITION function was added to all NPCs with EET installed (necessary for calling through the Fate Spirit in the EET, otherwise the character development in SOA was not taken into account after the call). Thanks to the help of tipun from Russian forum of BG's fans!

16. Added Russian translation of the components "Coran and Safana" (SoA + ToB), "Faldorn" (SoA + ToB) and etc.

17. Added and fixed checks for all current new versions of "parallel" mods, also adding these NPCs (to prevent duplication of the same character in the game and the appearance of bugs):
Skie - The Cost of One Girl's Soul
Yeslick SoA/ToB
Alora NPC
Xan for BG2
Kivan and Deheriana Companions for BG2
Coran_for_BGII
Branwen for BG2
Quayle BG2
Tiax for BG2
Safana in Amn
Sir Ajantis BG2
Romantic Encounters BG2 (Eldoth)
NEJ (Shar-Teel)
Tortured Souls (Dynaheir)
The Darkest Day (Kagain, Yeslik, Kivan, Shar-Teel, Xzar, Montaron)

18. Fixed a small oversight in the code, file KGSTO2.d. He led to the fact that Dalindra in the Water Gardens could be asked about the cult of the Unseeing Eye even before the hero visited the area of the Temples and learned about the cultists. There was only a check for the fact that the Eye is still alive (!Dead("UnseeingEye"). I added an additional check to see if the Global variable ("BeholderPlot") is set to position 1 (this happens after the start of the quest with the cultists in the Temples). Now everything is logical and this option in the dialogue with Dalindra opens only when the hero knows about the cult and has not yet killed the Eye.

19. Coran had an item in the quick access slot that he could not use - poison arrows (Eldoth's personal item). Removed since Coran cannot use them.

20. Fixed a bug in the TQCRE1.d file. When talking with Gazib in the circus, there are two options for the answer - to pay him 500 coins or not, and previously gold was removed from the inventory when the option "Do not pay" was selected, and if the player agreed to pay for watching the show, gold did not disappear. Now it's done the other way around, as it should be.

21. Fixed a bug that caused Shar-Teel to become hostile to the player when talking to slavers in Athkatla. The 7XsharJ.d file has been edited in the I_C_T SLAVERM 1 SharSLAVERM1 command. Now the last line belongs to the slaver and the Enemy() command makes him hostile, not Shar-Teel.

22. Fixed a minor bug due to which Dynaheir started the same first dialogue and story of her salvation even after the second meeting in the Copper Coronet (if the first time to refuse her services). Added NumTimesTalkedTo(0) check to 7xdyna.d file when starting the first dialog. Now everything works as it should.

23. Fixed a bug due to which, if a group's reputation went down, and there were Tiax and Aerie in it, both left the group. Now everything works as it should - Aerie leaves, and Tiax comments on her departure and stays.

24. Added a code to all NPCs that blocks their leaving the group after changing the group's reputation. Otherwise, the NPC endlessly tried to start a dialogue about leaving the group - as if the player kicked him out on his own initiative (the reason for the error is that there are no corresponding lines about leaving due to a change in reputation in the mod, and the engine of the EE-version starts this conversation forcibly, as a result, endlessly repeated dialogue, which is completely out of place). Now the problem is solved, the tp2-code adds the following parameter to each cre-file:
Code: [Select]
LPF ADD_CRE_EFFECT
INT_VAR
opcode = 360 // Ignore reputation
timing = 9 // Permanent
target = 1 // Self
resist_dispel = 0 // Not dispellable + bypass resistance
END
BUT_ONLY
This solution is found here: https://www.gibberlings3.net/forums/topic/27806-happines-and-breaking-points-how-to-in-eet/page/2/ (Thank K4thos)

25. Fixed a bug due to which during the first conversation with Shar-Teel, if Tiax was in the group and the Cross Banter component was installed, then Tiax repeated the same line twice (about not wanting to travel with her), and she answered twice the same to him. Now the duplication is removed.

26. Added a new optional component. Now, after installing the component "Gnomes in the city (Tiax-Quayle)", it will be possible to additionally install a change to it - "Simplified battles in the circus". This was done due to numerous requests from players who wanted to get Tiax, but without greatly complicating the quest in the circus with a large number of powerful enemies who were waiting at the new location. Without cheats at the beginning of the game, it was almost impossible to complete it on the standard difficulty of the game. Because of this, there was a risk of being stuck in the circus forever. And if you do not go there at the beginning of the game, then this deprived the player of the opportunity to immediately take Aerie into the group. Because of this, many decided not to install the mod. In addition, due to battles in the center of the location, a bug sometimes appeared - if during the battle the slave Kalah was accidentally wounded, then she disappeared, and it is impossible to leave the location without her.
Now, if you install this optional fix over the main component, then at this location the number of enemies will be reduced by three times, especially difficult enemies will disappear and there will no longer be a "second wave" of monsters. There should be no bug with the disappearance of the slave too.

27) Tp2-file has been moved to the folder with the mod itself, for future compatibility with the Infinity Project from ALIEN.

28) Improved the installation of the "Inter Component Banter Pack" component - now it is not installed in a single file, but is divided into separate files dedicated to specific NPCs, and during installation, checks were added for which NPCs were installed more accurately, and cross-banters will be added only by these NPCs! Previously, the installation was a single file and therefore, in the absence of some NPCs, the entire component could not be installed. The author of the mod noted this in one of the posts. The problem is now solved!

29) Fixed bug in file B7XYES.d. The line @392 was previously spoken by Yeslick, although it refers to Korgan. This has now been fixed.

30) Fixed a typo in the tp2 file, due to which platinum coins were installed incorrectly in one of the components:
COPY ~BG1NPCSoA/ITEMS/PLATNUM.itm~ ~Override/OLATNUM.itm~
Fixed on
COPY ~BG1NPCSoA/ITEMS/PLATNUM.itm~ ~Override/PLATNUM.itm~

31) There was a MontyRomance2-4 block in the 7xmontb.d file that never worked because there was no reference to it anywhere. This has now been fixed and the two lines can be displayed. Also in this file, the DO command was omitted in the MontyRomanceTalk3-6 block when setting a variable. Fixed.
« Last Edit: January 10, 2021, 02:41:29 PM by Austin »

Offline Austin

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Re: EE-EET-compatibility +TRAify version
« Reply #1 on: June 23, 2020, 01:48:09 AM »
I also wanted to ask - are you planning to add the banters of these NPCs from BG1 with the new NPCs from the EE version of the game (the wild magician Neera, the monk Rasaad, the vampire Hexxat, the bear Wilson and Dorn)?
And now they are ignoring new EE-NPC, unfortunately (

Offline Austin

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Re: EE-EET-compatibility +TRAify version
« Reply #2 on: July 09, 2020, 01:07:41 PM »
+ Another question: I did not find epilogue lines for NPCs in the texts of ToB components. Are you planning to add them?

Offline Austin

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Re: EE-EET-compatibility +TRAify version
« Reply #3 on: July 14, 2020, 11:32:26 AM »
The Russian translation has been seriously updated and supplemented!
« Last Edit: July 17, 2020, 08:31:16 AM by Austin »

Offline Austin

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Re: EE-EET-compatibility +TRAify version
« Reply #4 on: July 31, 2020, 08:25:17 AM »
A few more minor bugs were fixed (the first post was updated), the Russian translation was also updated, more than half of the texts have already been translated!

Offline Austin

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Re: EE-EET-compatibility +TRAify version
« Reply #5 on: September 12, 2020, 11:27:46 AM »
The archive with the mod will be re-uploaded, the error during installation has been fixed.

Offline Austin

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #6 on: December 02, 2020, 05:01:59 AM »
Mod updated!

Added a new optional component! Now, after installing the component "Gnomes in the city (Tiax-Quayle)", it will be possible to additionally install a change to it - "Simplified battles in the circus". This was done due to numerous requests from players who wanted to get Tiax, but without greatly complicating the quest in the circus with a large number of powerful enemies who were waiting at the new location. Without cheats at the beginning of the game, it was almost impossible to complete it on the standard difficulty of the game. Because of this, there was a risk of being stuck in the circus forever. And if you do not go there at the beginning of the game, then this deprived the player of the opportunity to immediately take Aerie into the group. Because of this, many decided not to install the mod. In addition, due to battles in the center of the location, a bug sometimes appeared - if during the battle the slave Kalah was accidentally wounded, then she disappeared, and it is impossible to leave the location without her.

Now, if you install this optional fix over the main component, then at this location the number of enemies will be reduced by three times, especially difficult enemies will disappear and there will no longer be a "second wave" of monsters. There should be no bug with the disappearance of the slave too.

If Smiling Imp is against this subcomponent, I will remove it. But it is optional and I have not changed anything in the main component. This is exactly the addition, which is placed at the request of the player.

Link: https://www.dropbox.com/s/iuazaohh4i7jh8c/BG1NPC%20SoAToB_v10.rar?dl=0

Offline Austin

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #7 on: December 08, 2020, 09:33:46 AM »
The archive with the mod has been updated!
Improved the installation of the "Inter Component Banter Pack" component - now it is not installed in a single file, but is divided into separate files dedicated to specific NPCs, and during installation, checks were added for which NPCs were installed more accurately, and cross-banters will be added only by these NPCs! Previously, the installation was a single file and therefore, in the absence of some NPCs, the entire component could not be installed. The author of the mod noted this in one of the posts. The problem is now solved!

Offline Greenhorn

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #8 on: December 21, 2020, 01:53:37 AM »
Hello Austin, great work on updating this interesting mod ( and several others, beside ) and my sincere thanks for your efforts. I have one humble request regarding this mod, which I played before together with another fun mod from the same author, Zelda and Link mod ( by the way, it would be wonderful if you would maybe some day fix and complete it). The Darkest day mod also add several BG1 NPC's ( Kagain, Kivan, Yeslick and maybe others, I forgot ) so it would be great if you could make compatibility checks for them too so I could play it with this gem of the mod.

Offline Austin

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #9 on: December 21, 2020, 09:48:32 AM »
Hello Austin, great work on updating this interesting mod ( and several others, beside ) and my sincere thanks for your efforts. I have one humble request regarding this mod, which I played before together with another fun mod from the same author, Zelda and Link mod ( by the way, it would be wonderful if you would maybe some day fix and complete it). The Darkest day mod also add several BG1 NPC's ( Kagain, Kivan, Yeslick and maybe others, I forgot ) so it would be great if you could make compatibility checks for them too so I could play it with this gem of the mod.
Thank you very much for your feedback! I hope Smiling Imp won't mind these fixes either and will update the mod officially when it appears on the forum.

OK, I updated the checks for NPCs from the "The Darkest Day" mod (Yeslik, Kivan, Shar-Teel, Xzar, Montaron) and added a check for Kagain (he has a parallel version in "The Darkest Day" mod, but it was not taken into account during installation). They should now be compatible and duplicates of the same NPC will not be installed. The main condition is that "BG1NPCBG2" mod should be installed AFTER other mods.
Thank you for reminding me about this mod!

Offline Greenhorn

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #10 on: December 21, 2020, 10:09:44 AM »
Hello Austin, great work on updating this interesting mod ( and several others, beside ) and my sincere thanks for your efforts. I have one humble request regarding this mod, which I played before together with another fun mod from the same author, Zelda and Link mod ( by the way, it would be wonderful if you would maybe some day fix and complete it). The Darkest day mod also add several BG1 NPC's ( Kagain, Kivan, Yeslick and maybe others, I forgot ) so it would be great if you could make compatibility checks for them too so I could play it with this gem of the mod.
Thank you very much for your feedback! I hope Smiling Imp won't mind these fixes either and will update the mod officially when it appears on the forum.

OK, I updated the checks for NPCs from the "The Darkest Day" mod (Yeslik, Kivan, Shar-Teel, Xzar, Montaron) and added a check for Kagain (he has a parallel version in "The Darkest Day" mod, but it was not taken into account during installation). They should now be compatible and duplicates of the same NPC will not be installed. The main condition is that "BG1NPCBG2" mod should be installed AFTER other mods.
Thank you for reminding me about this mod!
You are welcome and thank you for quick updating. Just 2 more questions, these updates are compatible with old classic SOA:ToB right? And can you elaborate a little how this works, just for me to be on safe side, please? As I understood it BG1NPC will skip installing those NPC present from other mods. Although I hope for the variant that will merge those NPC's, so for example I can finish Kivan's quest from Darkest day in Imnesvale and still enjoy Kivan from BG1NPC ( same goes for Kagain and others)? I recall vaguely that some mod did similar things but I can't remember which one excatly.

Offline Austin

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #11 on: December 21, 2020, 12:06:39 PM »
You are welcome and thank you for quick updating. Just 2 more questions, these updates are compatible with old classic SOA:ToB right? And can you elaborate a little how this works, just for me to be on safe side, please? As I understood it BG1NPC will skip installing those NPC present from other mods. Although I hope for the variant that will merge those NPC's, so for example I can finish Kivan's quest from Darkest day in Imnesvale and still enjoy Kivan from BG1NPC ( same goes for Kagain and others)? I recall vaguely that some mod did similar things but I can't remember which one excatly.
Yes, this version (in the first post of this thread) is compatible with all versions of the game - classic ("vanilla"), EE and EET. Not tested only for BGT (old), but, most likely, it should work on it.

Regarding how checks work on "parallel" NPCs, the author of the mod, Smiling Imp, said himself, here is his quote:
you can still enjoy Kuylok's Kivan, COM Alora, or your Quayle and still enjoy the rest of the mod. The different components also have 'creature checks' so that if a player were to have your version of Quayle installed and they tried to install the component 'Gnomes is the City: Tiax and Quayle', WEIDU would skip over my Quayle, but the player would still be able to find Tiax even though they are paired up in the component. I tried to include creature checks from all the available mods out there that introduced BG1 NPCs into part two, but those will eventually need to be updated as more and more mods are released.
(http://www.baldursgatemods.com/forums/index.php?topic=7701.0)
I did not change this system, but only updated the checks (added new ones, for modern mods, and fixed errors due to which old checks did not work as needed).
And, if you have the "The Darkest Day" mod installed, then only Kivan from this mod will be in the game, and Kivan from "BG1NPCBG2" will be skipped and will not be installed. The same will happen with Shar-Teel (she is there and there). Otherwise, there would be a bug and two Kivans, two Shar-Teel, and so on would appear in the game.
But at the same time, other NPCs (which do not have parallel versions) and a new area "Water Gardens" will be installed.

Offline Austin

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #12 on: December 21, 2020, 01:21:26 PM »
But there is another option - you can install the BG1NPCBG2 mod first, and only then "The Darkest Day". In this case, both versions of the NPC will be installed, and there may be two of them in the game. Bugs are possible. But at your own risk, you can do so.

Offline Greenhorn

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #13 on: December 21, 2020, 02:09:45 PM »
Thank you very much for clarification Austin. It is as I thought so. I am currently playing old BG:TotSC and I will import my character into a new game which basis will be
ZELINK and BG1NPC so no big deal about BGT untested compatibility. I will think over whether or not I will include DD beside Shadows over Soubar and Check the bodies mods. Mod which successfully merged Kivan from DD was probably Kivan and Deheriana companions but I'm not entirely sure. Thank you one more time for your help. 

Offline Austin

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Re: EE-EET-compatibility +TRA-ifed version
« Reply #14 on: January 04, 2021, 02:42:22 AM »
The archive with the mod has been updated!
There was a MontyRomance2-4 block in the 7xmontb.d file that never worked because there was no reference to it anywhere. This has now been fixed and the two lines can be displayed.
Also in this file, the DO command was omitted in the MontyRomanceTalk3-6 block when setting a variable. Fixed.