Code for mod NPCs
#1
Posted 21 March 2008 - 12:47 AM
For comments: This topic can be used for comments and adding mod NPCs names, too.
// Xan for BG2
BEGIN
DESIGNATED
REQUIRE_COMPONENT ~level1npcs.tp2~ "0" @110600
REQUIRE_COMPONENT ~Setup-Xan.tp2~ "0" ~~ // Note: .tp2 is inside the mod's folder
LAUNCH_ACTION_MACRO ~fj_install_component~
COPY_EXISTING ~o#xan09.cre~ ~override~
~o#xan11.cre~ ~override~
~o#xan12.cre~ ~override~
~o#xan13.cre~ ~override~
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN
LAUNCH_PATCH_MACRO ~fj_modify_cre~
END
BUT_ONLY
ACTION_IF (FILE_EXISTS_IN_GAME ~o#xan25.cre~) THEN BEGIN
COPY_EXISTING ~o#xan25.cre~ ~override~
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN
LAUNCH_PATCH_MACRO ~fj_modify_cre~
END
BUT_ONLY
END
Xan's custom items for the future fj_replace_item_usability:
O#XanIMB.itm (improved moonblade, dagger)
O#XanIMS.itm (improved moonblade, long sword)
O#XanMB.itm (moonblade, dagger)
O#XanMS.itm (moonblade, long sword)
// Tiax for BG2
BEGIN
DESIGNATED
REQUIRE_COMPONENT ~level1npcs.tp2~ "0" @110600
REQUIRE_COMPONENT ~Setup-Tiax.tp2~ "0" ~~ // Note: .tp2 is inside the mod's folder
LAUNCH_ACTION_MACRO ~fj_install_component~
COPY_EXISTING ~o#tiax.cre~ ~override~
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN
LAUNCH_PATCH_MACRO ~fj_modify_cre~
END
BUT_ONLY
ACTION_IF (FILE_EXISTS_IN_GAME ~o#tiax25.cre~) THEN BEGIN
COPY_EXISTING ~o#tiax25.cre~ ~override~
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN
LAUNCH_PATCH_MACRO ~fj_modify_cre~
END
BUT_ONLY
END
Tiax's custom items for the future fj_replace_item_usability:
O#CyrSym.itm (Cyric's Holy Symbol, ToB only)
#2
Posted 21 March 2008 - 02:33 PM
// Iylos for BGII: ToB BEGIN DESIGNATED REQUIRE_COMPONENT ~level1npcs.tp2~ "0" @110600 REQUIRE_COMPONENT ~iylos.tp2~ "0" ~~ // Note: .tp2 is inside the mod's folder LAUNCH_ACTION_MACRO ~fj_install_component~ COPY_EXISTING ~lk#iylo.cre~ ~override~ PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN LAUNCH_PATCH_MACRO ~fj_modify_cre~ END BUT_ONLY END
Iylos' custom items for the future fj_replace_item_usability:
lk#iamul.itm (Amulet of Tranquillity)
lk#ibelt.itm (Belt of Storage)
lk#iboot.itm (Boots of the Nomad)
lk#ibrac.itm (Bracers of the Coiling Serpent)
lk#iclck.itm (Cloak of the Deserts)
lk#ihood.itm (Aegis of the Deserts)
lk#iring.itm (Sandstone Ring)
lk#irobe.itm (Monastic Robe)
Edited by Kaeloree, 21 March 2008 - 02:34 PM.
#3
Posted 26 March 2008 - 07:34 AM
I'll add these posthaste; thank you both
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."
#4
Posted 29 March 2008 - 08:29 AM
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."
#5
Posted 29 March 2008 - 08:58 AM
O#Xan.dlg and O#Xan(script name)... and you have it already. Sorry.
Edited by Kulyok, 29 March 2008 - 08:58 AM.
#6
Posted 29 March 2008 - 10:00 AM
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."
#7
Posted 29 March 2008 - 10:19 AM
Aaand I asked jcompton to take a look at this very thread(to, basically, tell you that yes, please, uncomment your code for Keto/Kelsey/Sola/Valen), but from looking at this thread, it seems that it's really unnecessary.
#8
Posted 29 March 2008 - 01:58 PM
Dialogue: LK#IYLO
Script: LK#IYLO
#9
Posted 30 March 2008 - 07:10 AM
I've no intention of asking anyone else to wade through that ghastly .tp2 - I wrote it and I still don't like looking at it
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."
#10
Posted 30 March 2008 - 07:24 AM
CRE: B!GAVIN
BCS: B!GAVIN
DLG: B!GAVIN
ITM: B!GAVRNG, b!hand
Don't know if somebody would want to give him a different class, but you never know. I wouldn't want somebody saying "This mod would be cool if only he was a fighter/cleric instead."
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#11
Posted 30 March 2008 - 11:07 PM
Based on the feedback I've had thus far, people are using this mod in more of a tweaky spirit to nudge weapon proficiencies and the like into more agreeable configurations rather than to make silly apes of their favorite NPCs.
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."
#12
Posted 30 March 2008 - 11:09 PM
#13
Posted 02 April 2008 - 01:09 PM
Haldamir:
CRE: B!HAL
DLG: B!HAL
BCS: B!HALS
No special items.
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#15
Posted 02 April 2008 - 01:42 PM
By the way, I'm really loving L1NPC for my BG2 game. Why does Minsc need to know how to use maces, anyway?
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
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