Kulyok Posted March 21, 2008 Share Posted March 21, 2008 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) Quote Link to comment
Kaeloree Posted March 21, 2008 Share Posted March 21, 2008 (edited) // 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 March 21, 2008 by Kaeloree Quote Link to comment
Nythrun Posted March 26, 2008 Share Posted March 26, 2008 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 Quote Link to comment
Nythrun Posted March 29, 2008 Share Posted March 29, 2008 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. Quote Link to comment
Kulyok Posted March 29, 2008 Author Share Posted March 29, 2008 (edited) 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. Edited March 29, 2008 by Kulyok Quote Link to comment
Nythrun Posted March 29, 2008 Share Posted March 29, 2008 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 Quote Link to comment
Kulyok Posted March 29, 2008 Author Share Posted March 29, 2008 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. Quote Link to comment
Kaeloree Posted March 29, 2008 Share Posted March 29, 2008 For Iylos: Dialogue: LK#IYLO Script: LK#IYLO Quote Link to comment
Nythrun Posted March 30, 2008 Share Posted March 30, 2008 They'll be in; thanks for double checking for me 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 Quote Link to comment
berelinde Posted March 30, 2008 Share Posted March 30, 2008 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." Quote Link to comment
Nythrun Posted March 31, 2008 Share Posted March 31, 2008 And Gavin has joined the pyre 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. Quote Link to comment
Kulyok Posted March 31, 2008 Author Share Posted March 31, 2008 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). Quote Link to comment
berelinde Posted April 2, 2008 Share Posted April 2, 2008 One more: Haldamir: CRE: B!HAL DLG: B!HAL BCS: B!HALS No special items. Quote Link to comment
berelinde Posted April 2, 2008 Share Posted April 2, 2008 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? Quote Link to comment
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