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Things I'd like to do


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#1 theacefes

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Posted 02 July 2009 - 11:37 AM

I'll cross these out as I figure out/get told it's impossible/get help on how to do it/shouldn't do because it's immoral and kills puppies.

- Get rid of the intro movie at the beginning
- Change the TuTu intro screen text that says "Play Baldur's Gate with BG2 engine"
- Add background music to chapter screens
- Keep Bhaalspawn dreams from occurring.
- (Possibly) change menu/character creation gui Just made a new gui tweak...new colors.
- Create random encounters in areas using a range of coordinates in specified area for more replayability.


I'll add more as I think of them.
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#2 berelinde

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Posted 02 July 2009 - 12:30 PM

I've got music accompanying a voiced chapter screen at the end of Fading Promises.

I think it was

PlaySong(0) //blank song
PlaySound("MySong") //gets music going
TextScreen("MyChap") //play chapter screen

Then, if it's voiced, stick a sound tag at the end of the TRA.
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#3 theacefes

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Posted 02 July 2009 - 01:34 PM

Thank you, berelinde! :) I'm much happier now!
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#4 Meira

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Posted 03 July 2009 - 02:47 AM

Aren't the Bhaalspawn dreams just normal cut scenes? In BG2 they are triggered by PLAYER1D.bcs, like this for example:

IF
	GlobalTimerExpired("EllesimeDream1","GLOBAL")
	Global("HadEllesimeDream1","GLOBAL",0)
THEN
	RESPONSE #100
		SetGlobalTimer("EllesimeDream2","GLOBAL",ONE_DAY)
		SetGlobal("HadEllesimeDream1","GLOBAL",1)
		StartCutSceneMode()
		StartCutScene("Cut68a")
END

EllesimeDream1 timer is set during Elhan's dialog. I'd expect BG1 to work in similar manner.
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

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#5 igi

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Posted 03 July 2009 - 09:09 AM

I can't give any specific details (no IE games are installed on this laptop, and I'm terribly lazy these days), but all those things are very possible.

#6 theacefes

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Posted 03 July 2009 - 12:49 PM

I figured the dream sequences were set by some script somewhere, I just need to actually DO it. :)

I would very very interested in learning how to get rid of the movie.
-Ace

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#7 Meira

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Posted 03 July 2009 - 01:34 PM

I figured the dream sequences were set by some script somewhere, I just need to actually DO it. :)

I would very very interested in learning how to get rid of the movie.

I didn't try it, but maybe just getting rid of the line in the baldur.ini would do the trick.
[Movies]
BG4LOGO=1
TSRLOGO=1
BILOGO=1
INFELOGO=1
INTRO=1

Edited by Meira, 03 July 2009 - 01:35 PM.

Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran



Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#8 theacefes

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Posted 03 July 2009 - 01:41 PM

Mike found a tweak that does it. I would disable the movies, but there is one movie there I would like to keep.
-Ace

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#9 SimDing0

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Posted 14 August 2009 - 08:32 AM

The ini file records which movies you've already watched, not whether they play. Removing the intro movies is actually just a matter of, uh, removing them. If the engine can't find the file (or finds a zero-byte file), they get skipped.

To find which string to change for the into screen text, use Strref On=1 in the ini, then STRING_SET it.

Edited by SimDing0, 14 August 2009 - 08:32 AM.


#10 Miloch

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Posted 14 August 2009 - 08:39 AM

The ini file records which movies you've already watched, not whether they play. Removing the intro movies is actually just a matter of, uh, removing them.

This is already in Borsook's Mix-Mod too (and there's a big ranty thread here about it).

As for the Tutu screen, isn't that just a one-time thing? Can't remember offhand.

Random encounters would just be a matter of scripting, of course.
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================================================================
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#11 SimDing0

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Posted 14 August 2009 - 12:07 PM

As for the Tutu screen, isn't that just a one-time thing? Can't remember offhand.

It's what Tutu replaces the SoA/ToB selection screen with, which comes up every time you load the game.

#12 Miloch

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Posted 14 August 2009 - 04:54 PM

It's what Tutu replaces the SoA/ToB selection screen with, which comes up every time you load the game.

Well that's easy enough to change...
STRING_SET ~Play Baldur's Gate with the new enhancements introduced by the Baldur's Gate II version of the engine.~ ~Yada yada yada, yada yada yada.~
STRING_SET ~baldur's gate~ ~whatever~
Posted Image
Now if you want to change its graphical appearance, that'd probably require some GUI hackery. Maybe you could get away with overwriting a BAM or two, dunno. If you want to skip it entirely, that might require another level of (perhaps .exe) hackery. But the OP just said "change" so...
Mod Contributions
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon

#13 Grim Squeaker

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Posted 11 October 2009 - 04:16 AM

How the hell haven't I made a smutty comment in response to this thread's title? ???
"Leave me be, I don't want to argue.
I just get confused and I come all undone.
If I agree, well it's just to appease you,
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#14 theacefes

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Posted 11 October 2009 - 08:19 AM

You're losing your touch.
-Ace

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#15 cmorgan

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Posted 11 October 2009 - 08:39 AM

- Create random encounters in areas using a range of coordinates in specified area for more replayability.


Sorry - didn't see this -

Zrayen (misspelled, sorry) uses a randomized .bcs block to create different outcomes with the same triggering conditions in several of his mods. The random encounters can have set coordinates, but a different set each time it is triggered, like this:

IF
<<trigger>>
THEN
RESPONSE #10
<<spawn at point A using group A>>
<<close trigger>>
RESPONSE #10
<<spawn at point B using group A>>
<<close trigger>>
RESPONSE #10
<<spawn at point C using group A>>
<<close trigger>>
RESPONSE #10
<<spawn at point A using group B>>
<<close trigger>>
RESPONSE #10
<<spawn at point B using group B>>
<<close trigger>>
RESPONSE #10
<<spawn at point C using group B>>
<<close trigger>>
END

I can't remember if that is enough "ends", but the idea is there - the user only sees one of these groups. Mike1072 can probably do something way cool like igi does with arrays, so this can be even wider ranging...

and the only thing left to reserach is the block weighting. I think there were some old posts about whether or not the weighting mattered (#50, #20, etc.) and if the engine actually created the correct ratios, so that 5 equal weights = 20% chance for each, or higher percentage for the first few, or something like that.
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