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NPC Attributes


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I think it would be wisest to add components for different styles for NPCs, atleast for those who are not so clear.
You can do that with SUBCOMPONENT pretty easily. Edit: or just a BEGIN for each component. SUBCOMPONENT is if you want to offer different choices, like "Choose one: 1) Khalid: +1 DEX, or 2) Khalid: +2 DEX".
Which leads to a new question: How can I alter the number of memorizable spellslots per level?
That should get changed automatically if you use the ADD/REMOVE_KNOWN/MEMORIZED_SPELL commands.
And Dudleyville's fixes have changed the memorized spells, for druids/clerics, and I've been wondering, if they are fixed in BGtutu, since it uses BG2 spell lists...?
No I don't think so - some clerics still have Entangle I'm pretty sure, which is a druid-only spell and so on. I think the Divine Remix mod might fix it, but it changes the whole priest spell system too. In fact, I seem to recall some NPCs' spells are even more messed up in Tutu than in BG1, even after Divine Remix.
And I've been thinking, if I do the attribute changes, for intelligence and wisdom, do they alter the lore, or is it the base lore that can be found from cre-file?
If what Dudley says is true at the bottom of that link, the engine determines lore dynamically from the attribute values, so the CRE value is just a reference. No idea if that's true though... it probably is. Doesn't hurt to have the right base value there (before bonuses).

 

I'll probably be offline for a day or two, but there are other folks around here who can answer stuff. Nice Ultima banner, btw :fish:.

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Does characters also gain bonus spells (priests) dynamically, so that in CRE files, you have memorized spells based on your class and not your wisdom bonus spells?

 

And does REMOVE_MEMORIZED_SPELLS also remove all innate abilities?

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Does characters also gain bonus spells (priests) dynamically, so that in CRE files, you have memorized spells based on your class and not your wisdom bonus spells?
This will get recalculated on level ups, but you'll need to set the correct number of starting spells for each CRE manually, based on wisdom bonuses if they're clerics or druids. If they're mages, they'll get an extra spell at each level if they're specialists.
And does REMOVE_MEMORIZED_SPELLS also remove all innate abilities?
I'm not sure - I've never used it to remove all spells, but I would guess so. I've only used it to remove individual spells since at least some are usually valid.
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Good, that's the way I've been doing the spellchanges. Now I've gone through all priests of anysort (clerics, druids and multiclass priests). Now they all have proper cleric/druid spells.

 

And also they have now correct number of memorized spells. But in Dudleyville's fixes it says that CRE file has fixed the number of spells. Here's example:

 

Jaheira:

LVL1: # spells memorizable? at Level 1 is 3 and should be 1.

 

Now, what I've been thinking, is that Jaheira actually SHOULD have 3x1LVL spells. Since he got 1 from being 1st level druid and +2 from wisdom (14). Either Dudleyville is wrong, or CRE file should not include the number of memorized spells with wisdom bonus. But if CRE file doesn't affect on your wisdom bonus spells, then almost all (12> wis) priests should have empty memorized slots at the begining? ;)

 

In that peculiar case, I've added 3 memorized spells to Jaheira and I hope it's correct. Or otherwise I have to go through all the changes again, but that's the easy part, since it's been a HUGE job to add correct spells to all druids and clerics, but making some MACROs helped a lot. :fish:

 

Still some innate abilities to add and the proficiency thing, but that's going to be huge, as I intend to add options to choose between styles for ALL NPCs. :p

 

Should I upload the mod, when it's ready, tested and polised, somewhere?

 

LOL! :O The only 2nd level wizard spell Quayle has, is Horror, and I guess it's only 2nd class spell from necromancy school, which is Illusionists opposite school, that he can't learn from.

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Jaheira:

LVL1: # spells memorizable? at Level 1 is 3 and should be 1.

That's probably a typo. She has 3 spells memorised, but the number she *can* memorise is set to 1. The engine probably corrects this automatically, but it should be corrected on the CRE file too. If you REMOVE the Remove Fear (which is a cleric-only spell in BG2 I believe) and ADD a different one, that should get corrected automatically. Easy to test anyway, and if not, you can set it with a WRITE_SHORT at the value at 0x2a8 + 0x2. I'm sure you've been using the IESDP for this already, or you wouldn't've been able to figure most of this out :fish:.

 

If in doubt as to whether a spell is cleric or druid, there's a mostly-accurate reference on Dudley's site too (Oogi's school) which you also may already have seen.

In that peculiar case, I've added 3 memorized spells to Jaheira and I hope it's correct.
Well, she had 3 spells, right? So it was just the number memorisable which needed correcting (which can be handled as I said).
Should I upload the mod, when it's ready, tested and polised, somewhere?
Yes, please do. If you want, I can include this in MixMod v6 and give you co-author credit. As I said, I'm already doing similar things (one component for example, gives NPCs avatar colours which match their portraits, completely off in several cases).
LOL! :O The only 2nd level Quayle has, is Horror, and I guess it's only 2nd class spell from necromancy school, which is Illusionists opposite school, that he can't learn from.
Yes, the gnomes' spells are as bad as their stats. I think I corrected this already for Gnomes (now in BG1 NPC) - I'll check though. No sense coding it twice.
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LOL! :fish: The only 2nd level wizard spell Quayle has, is Horror, and I guess it's only 2nd class spell from necromancy school, which is Illusionists opposite school, that he can't learn from.
Yeah, I double-checked this. There is existing code in BG1 NPC that corrects this. Around line 793 in bg1npc.tp2, we drop Horror from Quayle's spells and add Melf's Acid Arrow. Also, Entangle as a druid-only spell is dropped for both Quayle and Tiax around the same place. You could use the same code; you'd just have to REMOVE the spells I added first to avoid any duplication, otherwise they'd end up with more spells than they should have if someone installs both mods. Or you could just skip their changes under the assumption BG1 NPC should be installed also (and it should :O). I fixed their stats too, but it shouldn't matter if you're doing duplicate fixes for those.
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I see in the BG2 manual there's a "% Spell Failure" for a Wisdom of 12 or lower. Is this just for Divine spells, or Arcane as well?

 

Also, I guess this is mostly going to affect Quayle, so can anyone who has used him tell me how much of a factor this spell failure is?

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Got very simple question: How do I make an integer array in weidu?
It really depends on what you're doing. It's covered under "arrays" in the WeiDU documentation, but the examples are pretty retarded. This is one way of doing it:

ACTION_FOR_EACH i IN 0 1 2 3 4 5 6 7 8 9 10 BEGIN
 OUTER_SET $j(i) = i
END

If you're doing it in a patch (instead of outside one, which requires an ACTION) you can use a normal FOR and thus avoid having to list all the integers like I did. There's probably a better way... none of this stuff is documented that well, if at all (something I thought bigg remedied in the latest docs but I guess not).

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It seems, that ALL kits, in NPC Kits mod, are f*ckep up, since they don't give the innate abilities(!!!). And I doubt if they give ANY other abilities, except only change the KIT id in CRE file...?!?? And the whole kit thing should have been done with WEIDU, as it's not really that hard, instead of making a bunch of cre files and copying the specific file...

 

Where can I find the IDs for adding innate abilities. Like "Called Shot" for Archer Ranger? IESD appendices has a list of BG: ToB Kit SPL files, but are they correct, like is Called Shot "AP_spcl121.spl"?

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It seems, that ALL kits, in NPC Kits mod, are f*ckep up, since they don't give the innate abilities(!!!). And I doubt if they give ANY other abilities, except only change the KIT id in CRE file...?!?? And the whole kit thing should have been done with WEIDU, as it's not really that hard, instead of making a bunch of cre files and copying the specific file...
You mean the EasyTutu NPC Kit mod? Yeah... it overwrites all the CREs and gives kits the wrong IDs among other things. I'm sure Level 1 NPCs does a cleaner job, but a "sensible NPC kits" WeiDU component probably wouldn't be bad either.
Where can I find the IDs for adding innate abilities. Like "Called Shot" for Archer Ranger? IESD appendices has a list of BG: ToB Kit SPL files, but are they correct, like is Called Shot "AP_spcl121.spl"?
If you drop the AP_ that should be the correct .spl file. Otherwise, you should be able to look them up pretty easily with DLTCEP (here under Tools).
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Ouch, this is getting really meshy. :fish:

 

I now have fixed the Racial Maximum (Coran&Kagain), Saving Throw (bonuses), HP, Lore, THACH0, XP, spells (memorized and known) and innate abilities (ex. Kivan does not start with Charm Animal). And also of course the changes to attributes.

 

The problem is with the spells, as I do clear all known and memorized spells (I know I wouldn't have to, but...), and then rebuild the all, because if you have previously some spells (like Kit abilities), they will be deleted. Otherwise, NPCs won't lost their innate abilities (ex. Branwen's Spiritual Hammer). But as the current kit mods aren't that good, it won't be problem. Especially if they are installed after my mod...

 

Here's the current mod, if you like to check and give feedback, please:

NPC Stats

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