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Code for mod NPCs


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#1 Kulyok

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Posted 21 March 2008 - 12:47 AM

I am opening this topic to contribute code for various mod NPCs for Level1NPCs - in my case, my own. Please, feel free to add yours(either the ready code, or just their names).

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 Kaeloree

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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 Nythrun

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Posted 26 March 2008 - 07:34 AM

Listing the salient .cre and .itm files is all I'd really need if anyone else wants to jump in - signature item usabilities were sorted ages ago. Though if there's any wacky scripting that checks for your own character's class, that's always good to know.

I'll add these posthaste; thank you both :suspect:
"You tell lies, too."
"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 Nythrun

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Posted 29 March 2008 - 08:29 AM

I'd like to extend the above request for information to include the NPC's script name and the name of their initial dialogue file (the one that would contain their first JoinParty() action). I have this already for the above mods and the half-dozen others that will be included in V1; it's just reference for future additions.
"You tell lies, too."
"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 Kulyok

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Posted 29 March 2008 - 08:58 AM

Sure, it's O#Tiax.dlg and O#Tiax (script name), and
O#Xan.dlg and O#Xan(script name)... and you have it already. Sorry. :suspect:

Edited by Kulyok, 29 March 2008 - 08:58 AM.


#6 Nythrun

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Posted 29 March 2008 - 10:00 AM

I'll actually be reading from the files that are copied, so it shouldn't be strictly necessary - I'd just like external confirmation from someone who knows what's what, as I tend to get sloppy during these sleepless mod binges :suspect:
"You tell lies, too."
"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 Kulyok

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Posted 29 March 2008 - 10:19 AM

I can help test a little, though I won't be able to read the code, I'm afraid.

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. :suspect:

#8 Kaeloree

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Posted 29 March 2008 - 01:58 PM

For Iylos:

Dialogue: LK#IYLO
Script: LK#IYLO

:suspect:

#9 Nythrun

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Posted 30 March 2008 - 07:10 AM

They'll be in; thanks for double checking for me :suspect:

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 :blush:
"You tell lies, too."
"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 berelinde

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Posted 30 March 2008 - 07:24 AM

Gavin:

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."
Must. Write. Faster.

cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"

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#11 Nythrun

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Posted 30 March 2008 - 11:07 PM

And Gavin has joined the pyre :suspect:

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.
"You tell lies, too."
"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 Kulyok

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Posted 30 March 2008 - 11:09 PM

Yes, I agree. I'm actually going to make Gavin or Finch a fighter/cleric, when I play BG1 Tutu again, because straight clerics, like Viccy or Branwen, never seem to work as well for me. (Hence Nella the figher->cleric(druid) or a fighter/cleric(druid) in IWD NPC).

#13 berelinde

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Posted 02 April 2008 - 01:09 PM

One more:

Haldamir:
CRE: B!HAL
DLG: B!HAL
BCS: B!HALS

No special items.
Must. Write. Faster.

cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"

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#14 Nythrun

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Posted 02 April 2008 - 01:39 PM

On it, thanks :)
"You tell lies, too."
"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."

#15 berelinde

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Posted 02 April 2008 - 01:42 PM

No, thank you!

By the way, I'm really loving L1NPC for my BG2 game. Why does Minsc need to know how to use maces, anyway?
Must. Write. Faster.

cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"

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