theacefes Posted July 2, 2009 Posted July 2, 2009 I'll cross these out as I figure out/get told it's impossible/get help on how to do it/shouldn't do because it's immoral and kills puppies. - Get rid of the intro movie at the beginning - Change the TuTu intro screen text that says "Play Baldur's Gate with BG2 engine" - Add background music to chapter screens - Keep Bhaalspawn dreams from occurring. - (Possibly) change menu/character creation gui Just made a new gui tweak...new colors. - Create random encounters in areas using a range of coordinates in specified area for more replayability. I'll add more as I think of them. Quote
berelinde Posted July 2, 2009 Posted July 2, 2009 I've got music accompanying a voiced chapter screen at the end of Fading Promises. I think it was PlaySong(0) //blank song PlaySound("MySong") //gets music going TextScreen("MyChap") //play chapter screen Then, if it's voiced, stick a sound tag at the end of the TRA. Quote
theacefes Posted July 2, 2009 Author Posted July 2, 2009 Thank you, berelinde! I'm much happier now! Quote
Meira Posted July 3, 2009 Posted July 3, 2009 Aren't the Bhaalspawn dreams just normal cut scenes? In BG2 they are triggered by PLAYER1D.bcs, like this for example: IF GlobalTimerExpired("EllesimeDream1","GLOBAL") Global("HadEllesimeDream1","GLOBAL",0) THEN RESPONSE #100 SetGlobalTimer("EllesimeDream2","GLOBAL",ONE_DAY) SetGlobal("HadEllesimeDream1","GLOBAL",1) StartCutSceneMode() StartCutScene("Cut68a") END EllesimeDream1 timer is set during Elhan's dialog. I'd expect BG1 to work in similar manner. Quote
igi Posted July 3, 2009 Posted July 3, 2009 I can't give any specific details (no IE games are installed on this laptop, and I'm terribly lazy these days), but all those things are very possible. Quote
theacefes Posted July 3, 2009 Author Posted July 3, 2009 I figured the dream sequences were set by some script somewhere, I just need to actually DO it. I would very very interested in learning how to get rid of the movie. Quote
Meira Posted July 3, 2009 Posted July 3, 2009 (edited) I figured the dream sequences were set by some script somewhere, I just need to actually DO it. I would very very interested in learning how to get rid of the movie. I didn't try it, but maybe just getting rid of the line in the baldur.ini would do the trick. [Movies] BG4LOGO=1 TSRLOGO=1 BILOGO=1 INFELOGO=1 INTRO=1 Edited July 3, 2009 by Meira Quote
theacefes Posted July 3, 2009 Author Posted July 3, 2009 Mike found a tweak that does it. I would disable the movies, but there is one movie there I would like to keep. Quote
SimDing0 Posted August 14, 2009 Posted August 14, 2009 (edited) The ini file records which movies you've already watched, not whether they play. Removing the intro movies is actually just a matter of, uh, removing them. If the engine can't find the file (or finds a zero-byte file), they get skipped. To find which string to change for the into screen text, use Strref On=1 in the ini, then STRING_SET it. Edited August 14, 2009 by SimDing0 Quote
Miloch Posted August 14, 2009 Posted August 14, 2009 The ini file records which movies you've already watched, not whether they play. Removing the intro movies is actually just a matter of, uh, removing them.This is already in Borsook's Mix-Mod too (and there's a big ranty thread here about it). As for the Tutu screen, isn't that just a one-time thing? Can't remember offhand. Random encounters would just be a matter of scripting, of course. Quote
SimDing0 Posted August 14, 2009 Posted August 14, 2009 As for the Tutu screen, isn't that just a one-time thing? Can't remember offhand. It's what Tutu replaces the SoA/ToB selection screen with, which comes up every time you load the game. Quote
Miloch Posted August 15, 2009 Posted August 15, 2009 It's what Tutu replaces the SoA/ToB selection screen with, which comes up every time you load the game.Well that's easy enough to change... STRING_SET ~Play Baldur's Gate with the new enhancements introduced by the Baldur's Gate II version of the engine.~ ~Yada yada yada, yada yada yada.~ STRING_SET ~baldur's gate~ ~whatever~ Now if you want to change its graphical appearance, that'd probably require some GUI hackery. Maybe you could get away with overwriting a BAM or two, dunno. If you want to skip it entirely, that might require another level of (perhaps .exe) hackery. But the OP just said "change" so... Quote
Grim Squeaker Posted October 11, 2009 Posted October 11, 2009 How the hell haven't I made a smutty comment in response to this thread's title? Quote
cmorgan Posted October 11, 2009 Posted October 11, 2009 - Create random encounters in areas using a range of coordinates in specified area for more replayability. Sorry - didn't see this - Zrayen (misspelled, sorry) uses a randomized .bcs block to create different outcomes with the same triggering conditions in several of his mods. The random encounters can have set coordinates, but a different set each time it is triggered, like this: IF <<trigger>> THEN RESPONSE #10 <<spawn at point A using group A>> <<close trigger>> RESPONSE #10 <<spawn at point B using group A>> <<close trigger>> RESPONSE #10 <<spawn at point C using group A>> <<close trigger>> RESPONSE #10 <<spawn at point A using group B>> <<close trigger>> RESPONSE #10 <<spawn at point B using group B>> <<close trigger>> RESPONSE #10 <<spawn at point C using group B>> <<close trigger>> END I can't remember if that is enough "ends", but the idea is there - the user only sees one of these groups. Mike1072 can probably do something way cool like igi does with arrays, so this can be even wider ranging... and the only thing left to reserach is the block weighting. I think there were some old posts about whether or not the weighting mattered (#50, #20, etc.) and if the engine actually created the correct ratios, so that 5 equal weights = 20% chance for each, or higher percentage for the first few, or something like that. Quote
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