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Another approach to the method of this mod


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#1 Ishad Nha

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Posted 14 November 2011 - 09:03 PM

Currently the Level 1 NPCs mod alters the class of a given Bioware NPC, one of the 16 who have meaningful dialog. There are 19 NPCs in all but two, Branwen and Xan, only occur in the Tutorial. The 19th is a different version of Imoen, found at Spellhold.

Another approach is to create your own version of a Bioware NPC, choose the class then assign the personality.

(1) Create a new PC of the desired class, gender and race.
(2) Open the relevant Chr file in Near Infinity and make the necessary adjustments to the file.*
(3) Save the file.

*This can be done by copying relevant data from the Chr file of the official Bioware NPC to the Chr file of the NPC created by you. A program could read the relevant parts of the official NPC's file and then copy them into the file of your version of the NPC. A few parts of the file are currently Unknown (not understood), they can be added too, hopefully they relate to character not class.

This could work for a custom class from a mod, like Geomantic Sorceror.
This might enable changing a party member's class in the middle of an adventure.
An NPC from a mod could be altered this way too, though such members have their class as a central part of the mod concerned.
Edit:
It seems the Level 1 NPCs mod can handle custom classes. This new approach would work for games where the Level 1 mod is not available. (Icewind Gate 2 for example.)

Edited by Ishad Nha, 14 November 2011 - 09:11 PM.


#2 Jarno Mikkola

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Posted 14 November 2011 - 11:31 PM

View PostIshad Nha, on Nov 14 2011, 09:03 PM, said:

Edit:
It seems the Level 1 NPCs mod can handle custom classes. This new approach would work for games where the Level 1 mod is not available. (Icewind Gate 2 for example.)
Well yes, and had you read this topic, or that topic's first post... you only need to provide the character names and a bit more info on the new NPC and perhaps some more while proving you are the owner of those NPCs and they will be added(for normal BG2 NPCs).

But the problem with the Icewind Gate 2 is a bit more than just adding the NPCs, as you would probably need to recode a bit of the libraries to handle the Icewind Dale 2's engines NPCs. But you can copy the code and make your own version of it... just make sure that if you "release" it, that you mention it's your version and that you give credits where they are due.

Edited by Jarno Mikkola, 14 November 2011 - 11:34 PM.

Yes... I am probably still editing the post above.
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