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Kulyok

Code for mod NPCs

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Dark Side of the Sword Coast NPCs

Tutu resources are first on each line; BGT resources follow if they differ.

 

Bardo Furfoot (halfling thief):

bardo.cre | dsbardo.cre

chap5.bcs | thief14t.bcs

bardo.dlg

dsarow02.itm | dsarrow1.itm

 

Bub Snikt (human fighter):

dsbub.cre

dsbub6.cre

_wtarsgt.bcs | wtasight.bcs

bub.dlg

 

Conchobhair Strongblade (human cavalier | paladin):

concho07.cre | dsconch5.cre

concho10.cre | dsconch7.cre

concho.bcs | wtasight.bcs

concho.dlg

dshelm05.itm | dscohelm.itm

dsplat08.itm | dscoarm.itm

dssw2h04.itm | dscoswd.itm

 

CúChoinneach (elf cleric/ranger):

cuchoin.cre | dscuch5.cre, dscuch7.cre

wolfshd.bcs | dswlfshd.bcs

cuchoin.dlg

dsleat02.itm | dscuarm.itm

dsshld01.itm | dscushld.itm

dsamul10.itm | N/A

dssw1h02.itm | dscuswd.itm

dspotn15.itm | dspotn01.itm

 

Ferthgil Trollslayer (dwarf berserker):

ferthgil.cre | dsferth.cre

ferthgil.bcs | dsferth.bcs

ferthg.dlg

dshel06.itm | dsfehelm.itm

dsplat03.itm | dsfearm.itm

dsaxe04.itm | dsfeaxe.itm

dshamm02.itm | dshamm01.itm

 

Jet'laya (half-elf cleric):

jetlaya.cre | dsjetlay.cre

jetla6.cre | dsjetla9.cre

jetlaya.bcs | wtasight.bcs

jetla.dlg

dschan10.itm | dsjearm.itm

dsshld12.itm | dsjeshld.itm

dsring17.itm | dsrngjet.itm

dsamul02.itm | dsamul08.itm

dsblun01.itm | dsmace04.itm

dspotn15.itm | N/A

dsclck23.itm | N/A

 

Keiria Silverstring (half-elf blade | bard):

keiria.cre | N/A

keiria3.cre | N/A

keiria5.cre | dskeiri5.cre

keiria7.cre | dskeiri7.cre

keiria7a.cre | N/A

keiria9.cre | N/A

keiria11.cre | N/A

chap3.bcs | wtasight.bcs

keiria.dlg

dsleat04.itm | dskearm.itm

dsring13.itm | dsbardr.itm

dsbow08.itm | dskexbow.itm

dsbolt01.itm | dsbolt01.itm

 

Skeezer Lumpkin VI (gnome illusionist/thief):

skeezer.cre | dsskeez.cre

skeez9.cre | dsskeez6.cre

skeez11.cre | N/A

chap4.bcs | wtasight.bcs

skeezr.dlg

dshelm04.itm | dsskhelm.itm

dsclck06.itm | dsskrobe.itm

dsstaf02.itm |dsskstaf.itm

 

Thorfinn Hauskluniff (human barbarian | fighter):

thorfinn.cre | dsthorf.cre

thorf9.cre | dsthorf9.cre

thorf11.cre | dsthorfx.cre

thorf.bcs | thorfinn.bcs

thorf.dlg

dshelm07.itm | cuhelm04.itm

dsleat03.itm | culeat02.itm

dssw2h01.itm | cuswd03.itm

 

The resource naming "conventions" are wack - I'm gonna see if I can change that (probably not at this stage). Don't feel you need to add all that for v1 (v2?) but it'd be nice :p.

 

Edit: added dsclck23.itm; bub[6].cre > dsbub[6].cre.

Edited by Miloch

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Ahah, that's where Bub-Of-The-Sixteen-Nulls-Stuffed-In-Header comes from.

 

I'll see what I can do.

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Ahah, that's where Bub-Of-The-Sixteen-Nulls-Stuffed-In-Header comes from.
Bub is kind of a UB-ish character in the vanilla game, who has some dialogue suggesting he might join, but he doesn't. So DS just adds to this and makes him joinable. Rather than try to patch the guy, I think I'm going to purge the default Bub (bub.cre or _bub.cre in Tutu) and add dsbub.cre/dsbub6.cre instead via area script - BGT does the same thing, so the Tutu/BGT resources for this cre will be the same (post above edited for this).

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Warning: the following is not really on topic

 

I always thought of Bub Snikt as a somewhat obscure pop culture reference, sort of like the ones littered throughout Fallout 2 (released the same year, made by some of the same people). Marvel's Wolverine uses the name "bub" for just about everybody, and the onomatopoeic "snikt" always accompanies the extension of his claws. Granted, the character isn't an exact replica of him or anything, but still - mutant canadian superheroes in the FR? Perhaps, but not in my party, thank-you-very-much. :p

Edited by Gorilym

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No, I'm referring to the corrupt version that DSotSCTD provides.
Ah. Well that's the BGT version... We ran the G3 Debuggerer and your CRE checker on everything and fixed anything we found, but maybe those two tools don't account for everything and we missed some things. It's weird though - I don't see a bub3 or even a dsbub3 CRE in either version, and I'm looking at the same BGT DSotSC reported in that other thread. Not in NTotSC either. So it must've been added by something else in that laundry list of mods...
mutant canadian superheroes in the FR? Perhaps, but not in my party, thank-you-very-much. :p
Pretty lame, but apparently the BG developers liked doing this sort of thing, what with "Lord Foreshadow" telling you about NWN's imminent release, and what have you. As it turns out, he's just a farmer-turned-ogre hunter - nothing supernatural about him. We could change his name, but that'd kind of stray from the spirit of just finishing the UB. Then again, if L1NPCs is offering to tweak damn near every other aspect of NPCs, why not allow NPC name changing too, along with some sooper code that greps and replaces all dialogue references? :p

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Well, digging through this mess and the other related posts suggests there is either express or implied permission to enable custom kitting for Keto, Kelsey, Solaufein, Valen, Finch, Indira, Tiax, Xan, Iylos, Angelo, Gavin, Haldamir and all of the DSotSC NPCs (Bardo, Bub, Conchobhair, CúChoinneach, Ferthgil, Jet'laya, Keiria, Skeezer, Thorfinn).

 

Are there any other NPCs folks know of? The tp2 filename, component number and CRE names should suffice, unless Nythrun or someone else materialises with an item_mod or dialog/script_mod component hitherto unknown.

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Are there any other NPCs folks know of? The tp2 filename, component number and CRE names should suffice, unless Nythrun or someone else materialises with an item_mod or dialog/script_mod component hitherto unknown.

Heya :D First post here (loooook ... new smilies :))

 

Anyway, the items may be necessary for NPCs that use custom items based on their kits. So that, if the kits are changed, the item usabilities can be changed as well ??? Don't hesitate to hit me if I'm wrong though ???

 

And dialog files for dialogs that reference the NPC by class?? ;)

 

(PS: Including the mod NPCs is a very good idea btw :party:)

 

Cheers,

Lol

Edited by Lollorian

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Are there any other NPCs folks know of? The tp2 filename, component number and CRE names should suffice...
There are few TC mods that this could use the L1NPCs NPC alteration possibilities, for example in the Classic Adventures, although the NPC list isn't finished, as few more is still to come... and the NPCs items are quite restrictive... I have gathered the needed info. Now, as you can see from this:
//Finch 
/*
BEGIN
DESIGNATED
REQUIRE_COMPONENT ~level1npcs.tp2~ "0"  @110600
REQUIRE_PREDICATE (FILE_CONTAINS ~override/pdialog.2da~ ~SUFINCH~)

LAUNCH_ACTION_MACRO ~fj_install_component_variables~
COPY_EXISTING ~sufinchi.cre~  ~override~
		  ~sufinch1.cre~  ~override~
		  ~sufinch2.cre~  ~override~
		  ~sufinch4.cre~  ~override~
 PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN
LAUNCH_PATCH_MACRO ~fj_modify_cre~
 END
BUT_ONLY
*/

You can use the pdialog.2da variable as a predicate for the component...

So here's the long list. :party:

Name: Aesdale Essen

Dialog var: TCAESDALE

.Cre files: TCAESDA6.cre & TCAESDAL.cre

 

Name: Aleigha Ericsdotter

Dialog var: TCALEIGHA

.Cre's: TCALEIG.cre

 

Name: Althon Merchantius

Dialog var: TCALTHON

.Cre's: TCALTHON.cre & TCALTHO7.cre

 

Name: Bergon Erunestian

Dialog var: TCBERGON

.Cre's: TCBERGON.cre

 

Name: Madisil Blodgett

Dialog var: TCBLOD

.Cre's: TCBLOD.cre

 

Name: Blush (Carnistir Vanyalissë)

Dialog var: TCBLUSH

.Cre's: TCBLUSH.cre

 

Name: Buranta Kal

Dialog var: TCBUR

.Cre's: TCBUR.cre

 

Name: Candella Verenworth

Dialog var: TCCANDE

.Cre's: TCCANDE.cre

 

Name: Catharandamus

Dialog var: TCCATH

.Cre's: TCCATH.cre

 

Name: Ceri

Dialog var: TCCERI

.Cre's: TCCERI1.cre & TCCERI2.cre

 

Name: Chaarna

Dialog var: TCCHAAR1

.Cre's: TCCHAAR7.cre & TCCHAAR9.cre & TCCHAAR.cre

 

Name: Dirbert

Dialog var: TCDIRBERT

.Cre's: TCDIRBERT.cre

 

Name: Elora Bonesetter

Dialog var: TCELORA

.Cre's: TCELORA8.cre & TCELORAX.cre

 

Name: Erky Timbers

Dialog var: TCERKY

.Cre's: TCERKY.cre

 

Name: Fala'stra Ketta

Dialog var: TCFALA

.Cre's: TCFALA1.cre & TCFALA2.cre & TCFALAX.cre

 

Name: Icar

Dialog var: TCICAR

.Cre's: TCICAR11.cre & TCICAR4.cre & TCICAR9.cre

 

Name: Ilhara Thul

Dialog var: TCILHARA

.Cre's: TCILHAR7.cre & TCILHAR9.cre

 

Name: Meepo

Dialog var: TCMEEPO

.Cre's: TCMEEPO.cre

 

Name: Narcissa Greycastle

Dialog var: TCNARCIS

.Cre's: TCNARC5.cre

 

Name: Paraway

Dialog var: TCPARA

.Cre's: TCPARA.cre

 

Name: Rihn Haruto

Dialog var: TCRIHN

.Cre's: TCRIHN6.cre & TCRIHN8.cre

 

Name: Rilithar Mistmoor

Dialog var: TCRIL

.Cre's: TCRIL5.cre & TCRIL7.cre

 

Name: Rivian Silverwinds

Dialog var: TCRIVIAN

.Cre's: TCRIV7.cre & TCRIV9.cre

 

Name: Rurik Lutgehr

Dialog var: TCRURIK

.Cre's: TCRURIK.cre

 

Name: Shadow

Dialog var: TCSHADOW

.Cre's: TCSHADOW.cre

 

Name: Terra Lockwood

Dialog var: TCTERRA

.Cre's: TCTERRA.cre

 

Name: Vildamyr Sal'endral

Dialog var: TCVILD

.Cre's: TCVILD6.cre & TCVILD8.cre

And yes, I have asked, and Sir BillyBob said we can make L1NPCs able to modify the CA's characters within CA. Edited by Jarno Mikkola

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Anyway, the items may be necessary for NPCs that use custom items based on their kits. So that, if the kits are changed, the item usabilities can be changed as well :p
This is easy enough - in fact it might already be coded to do this for all NPC items automatically (not positive though).
And dialog files for dialogs that reference the NPC by class?? :)
This on the other hand is not. It would involve not just modding dialogue but looking up and potentially changing a bunch of string references (and strings within string references) where we don't even know the absolute textual values or offsets. The last time I tried to do that sort of coding, my brain went all mushy, so I say we just skip it :D.
You can use the pdialog.2da variable as a predicate for the component...
Probably cleaner to use MOD_IS_INSTALLED or FILE_EXISTS_IN_GAME but it's all the same I guess.
I have asked, and Sir BillyBob said we can make L1NPCs able to modify the CA's characters within CA.
I guess that means we have to include Fabio from Bonehill too :p.

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Was anything ever done with this? It would be cool in the extreme if it were.

 

In addition to BG1 Gavin and Haldamir, I'd like to add BG2 Gavin

 

Gavin:

CRE: B!GAV08

BCS: B!GAVS

DLG: B!GAV

ITM: B!GAVRNG, b!hand

 

ToB (might want to include a separate check for this, since it isn't done yet, but will be soonish):

CRE: B!GAV13

BCS: B!GAV25S

DLG: B!GAV25

ITM: B!GAVRNG, b!hand

 

Hang on...

 

If you're checking pdialog.2da for the creature dialogue file, the check is going to fail. That table doesn't include the creature dialogue file, only the joined and post. If that's what you want to do:

 

BG1 Gavin: b!gavinj

BG2 Gavin: b!gavj

ToB Gavin: b!gav25j

Haldamir: b!halj

Edited by berelinde

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I added the code for most "approved" mod NPCs locally, including Gavin etc. but I don't think I got through all the CA NPCs. Think I changed the pdialog.2da check to something better also, but all that was with a previous version, so I'd have to diff and merge my changes with erik's version. Shouldn't really be that tough, but I'd have to dig around a bit.

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Cool, that would really save some work, if it was all together in one spot. I was thinking about coding up all the ones who asked for it, on the grounds that it's always easier to get stuff included if it's already coded, but if you've already done the work, why not just combine everybody's stuff, test it, and present it as a gift to the mod maintainer?

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