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Kulyok

Code for mod NPCs

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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)

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// 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

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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:

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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.

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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

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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:

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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:

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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:

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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."

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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.

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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).

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One more:

 

Haldamir:

CRE: B!HAL

DLG: B!HAL

BCS: B!HALS

 

No special items.

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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?

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