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theacefes

Things I'd like to do

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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.

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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.

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Thank you, berelinde! :) I'm much happier now!

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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.

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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.

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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.

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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 by Meira

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Mike found a tweak that does it. I would disable the movies, but there is one movie there I would like to keep.

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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 by SimDing0

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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.

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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.

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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~

tutuscrn.gif

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...

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- 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.

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