Guest AndrewB Posted March 8, 2010 Share Posted March 8, 2010 Is it possible to do this using an input.txt file with all of my pre-recorded settings? Link to comment
Azazello Posted March 9, 2010 Share Posted March 9, 2010 Is it possible to do this using an input.txt file with all of my pre-recorded settings? In fact, excellent question. I don't think it's possible at the mod's current development stage, but it is something to consider for a future version. Link to comment
Jarno Mikkola Posted March 9, 2010 Share Posted March 9, 2010 I don't think it's possible at the mod's current development stage, but it is something to consider for a future version. Actually it should be possible already, it just involves a .txt file, and a TYPE command in the .bat... look at the BiG World Install.bat and the BiG World Installpack read me ENGLISH.txt . It should be as easy as editing this: %IFS%level1npcs%S%level1npcs%L%0%SK% 3 --logapp | %M% %IFN2% %IFES%BGTMusic%S%BGTMusic%L%0%SK% 2 | %M% To be like this: %IFS%level1npcs%S%level1npcs%L%0%SK% 3 --logapp | %M% setup-level1npcs.exe --language 0 --skip-at-view TYPE custom_input.txt | %M% %IFN2% %IFES%BGTMusic%S%BGTMusic%L%0%SK% 2 | %M% Where the custom_input.txt is the file that first has the component numbers, and then the inputs to each of the questions, one question per line. Also, it might be a good idea to write down the questions and the possible answers to each one... in the forum. Link to comment
Guest AndrewB Posted March 9, 2010 Share Posted March 9, 2010 Thank you fellas. Maybe I will try it on the next go-round. Link to comment
Mike1072 Posted March 9, 2010 Share Posted March 9, 2010 Yeah, you can do it currently by feeding in your number selections in a text file. However, as a lot of the lists are generated automatically, you might need to adjust your selections if you ever change your mods (especially kits). I tried to set something up that'd allow swapping between settings as easily as possible. With my extremely rudimentary .bat knowledge, I came up with the following. First, generate a list of files containing your various selections. They could either be class-based or character-based, whatever floats your boat. Here's an example of one for a sorcerer. 190 102 11 2 Very Important: each file should consist of one number per line followed immediately by a new line, including a completely empty line at the end of the file. Then, use an installer like the following to choose selections for each character: set install=setup-level1npcs.exe --language 0 --skip-at-view --force-install-list 0 type NUL > npc_choices.txt :: Aerie set install=%install% 1201& type sorcerer1.txt >> npc_choices.txt :: Jaheira :: set install=%install% 1207& type fighter_druid1.txt >> npc_choices.txt :: Keldorn set install=%install% 1209& type inquisitor2.txt >> npc_choices.txt %install% < npc_choices.txt You'd change Aerie into a cleric by replacing sorcerer1.txt with the name of the cleric file you'd like to use. Lines preceded by :: are commented out, so in this case the Jaheira component would be skipped entirely. Link to comment
AndrewB Posted March 9, 2010 Share Posted March 9, 2010 So, hang on, let me see if I'm understanding this right. Is this... set install=setup-level1npcs.exe --language 0 --skip-at-view --force-install-list 0 type NUL > npc_choices.txt :: Aerie set install=%install% 1201& type sorcerer1.txt >> npc_choices.txt :: Jaheira :: set install=%install% 1207& type fighter_druid1.txt >> npc_choices.txt :: Keldorn set install=%install% 1209& type inquisitor2.txt >> npc_choices.txt %install% < npc_choices.txt the content of the npc_choices.txt file or just the block in the .bat that does the installing? Supposing it's just the install lines that get inserted into the .bat, what would the npc_choices.txt file look like? Link to comment
Mike1072 Posted March 9, 2010 Share Posted March 9, 2010 Yes, the big block of code is the stuff that goes in a .bat. npc_choices.txt is just a temporary file generated by the .bat that contains the choices for all NPCs appended one after the other. The choices for each NPC are controlled by two things: 1) Their entry in the .bat: :: Aerieset install=%install% 1201& type sorcerer1.txt >> npc_choices.txt 2) And the contents of that file: 190 102 11 2 The idea behind this is you can generate files many files like sorcerer1.txt and then easily swap between them just by altering the .bat. Also, it's easier to modify than a long list of numbers detailing the choices for all NPCs. Here's some stuff I didn't explain: set install=setup-level1npcs.exe --language 0 --skip-at-view --force-install-list 0At the moment, only component 0 and NPC components get installed. If you want to install component 3 "Joinable NPCs more closely match the player character's experience?" then you'll need to add it to the list:set install=setup-level1npcs.exe --language 0 --skip-at-view --force-install-list 0 3 The same thing goes for component 1 "Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing?" except it has its own set of options like the NPCs, so you'd be better off adding it like this: set install=%install% 1& type weapon_profs.txt >> npc_choices.txtWith weapon_profs.txt containing your choices for the component. (It should go after the line 'type NUL > npc_choices.txt'.) Since I didn't explain this part either, the number 1201 in Aerie's line in the .bat corresponds to her component number in the mod, so when you add the other NPCs, in place of that you'll need to use their component numbers. Here they are for reference. 1201 // Aerie 1202 // Anomen Delryn 1203 // Cernd 1204 // Edwin Odessiron 1205 // Haer'Dalis 1206 // Imoen 1207 // Jaheira 1208 // Jan Jansen 1209 // Keldorn Firecam 1210 // Korgan Bloodaxe 1211 // Mazzy Fenton 1212 // Minsc 1213 // Nalia De'Arnise 1214 // Valygar Corthala 1215 // Viconia De'Vir 1216 // Yoshimo 1217 // Sarevok 1218 // Ajantis Ilvastarr 1219 // Alora 1220 // Branwen 1221 // Coran 1222 // Dynaheir 1223 // Eldoth Kron 1224 // Faldorn 1225 // Garrick 1226 // Kagain 1227 // Khalid 1228 // Kivan 1229 // Montaron 1230 // Quayle 1231 // Safana 1232 // Shar-Teel Dosan 1233 // Skie Silvershield 1234 // Tiax 1235 // Xan 1236 // Xzar 1237 // Yeslick Orothiar The last thing to note is that since the list has both BG1 + BG2 NPCs on it, if you're not installing on BGT/Tutu, you shouldn't include the BG1-only NPCs in your list, or it will mess up your options for the other NPCs. Link to comment
AndrewB Posted March 9, 2010 Share Posted March 9, 2010 I see. Grateful for the help Mike, thanks! Very helpful. Link to comment
Aranthys Posted March 18, 2010 Share Posted March 18, 2010 I see. Grateful for the help Mike, thanks! Very helpful. I've already done something like this myself. See below : I'm using a .bat file with my setup-level1npcs.exe, see below for its contents : type LevelOneNPC.txt | setup-level1npcs.exe and i've got a LevelOneNPC.txt too REM=====GLOBALINSTALL 0 N A I N I REM======AERIE : Cleric / Mage / Sling + / Staff + I 14 0 107 102 REM======AJANTIS Cavalier / Bastard Sword ++ / One hand & Shield ++ I 6 1 89 89 112 112 REM======AIORA Thief / +20 Detect Trap / +20 Picklock / Short Sword + / One weapon style + I 4 0 4 4 4 4 6 6 6 6 96 113 REM======ANOMEN Fighter / Mace ++ / Warhammer ++ I 2 0 100 100 101 101 REM======BRANWEN Cleric / Mace + / Flail + I 3 0 97 101 REM======Cernd Shapeshifter / Staff + / Club + I 11 2 102 115 REM======Coran Fighter / Thief / +20 Detect Trap / +20 Picklock / Long Sword ++ / Long Bow ++ I 9 0 4 4 4 4 6 6 6 6 104 104 90 90 REM======Dynaheir Sorcerer / Darts + / Magic Missile & Armor I 19 0 106 11 2 REM======Edwin Conjurer / Sling + I 1 2 107 REM======Eldoth Bard / Long Sword + / Short Bow + I 5 0 90 105 REM======Faldorn Avenger / Club + / Scimitar + I 11 3 95 115 REM======Garrick Buffon/ Short Sword + / Crossbow + I 5 2 91 103 REM======Haer'Dalis Blademaster / Short sword + / Bastard Sword + I 5 1 89 91 REM======Imoen Slabuckler / +20 Detect traps / +20 Pick locks / Short Sword + / Two Weapon Style + I 4 3 4 4 4 4 6 6 6 6 91 114 REM======Jaheira Fighter/Druid / Clubs ++ / Staves ++ I 16 0 115 115 102 102 REM======Jan Thief/Illusionist / +20 Detect traps / +20 Pick locks / Crossbow + / Dagger + I 13 8 4 4 4 4 6 6 6 6 103 96 REM======Kagain Fighter / Axes ++ / Flail ++ I 2 0 92 92 100 100 REM======Keldorm Inquisitor / Two handed swords ++ / Crossbows ++ I 6 2 93 93 103 103 REM======Khalid Fighter / Longswords ++ / One handed & Shield weapon style ++ I 2 0 90 90 112 112 REM======Kivan Archer / Racial Enemy : Ogre / Longbow ++ / Halberd + / Spear + I 12 1 113 104 104 98 99 REM======Korgan Berzerker / Axe ++ / Warhammer ++ I 2 1 92 92 97 97 REM======Mazzy Fighter / Short Sword ++ / Short Bow ++ I 2 0 105 105 91 91 REM======Minsc Ranger / Racial Enemy : Vampires / Two handed swords ++ / Longbow ++ / Keep Boo / Keep headwound rage I 12 0 125 93 93 104 104 0 0 REM======Montaron Assassin / +20 Hide in shadows / + 20 move silently / Short Sword + / Dagger + I 4 1 1 1 1 1 5 5 5 5 91 96 REM======Nalia Sorcerer / Sling + / Magic Missile & Armor I 19 0 107 11 2 REM======Quayle Cleric/Illusionist / Staff + / Sling + I 14 8 102 107 REM======Safana Thief / Dagger + / Short Bow + I 4 0 3 3 3 3 3 3 3 3 96 105 REM======Sarevok Fighter / Two Handed Swords ++ / Two Handed Weapon Style ++ I 2 0 93 93 111 111 REM======Shar-Teel Berzerker / Long Swords ++ / Axes ++ I 2 1 90 90 92 92 REM======Skie Blademaster / Long sword + / Bastard Sword + I 5 1 90 96 REM======Tiax Cleric/Thief / +20 pock locks / +20 detect traps / Staff + / Mace + I 15 0 4 4 4 4 6 6 6 6 102 101 REM======Valygar Stalker / Racial Enemy : Golems / Katanas ++ / Scimetars ++ I 12 2 144 94 94 95 95 REM======Viconia Cleric / Mace + / Sling + I 3 0 101 107 REM======Xan Fighter/Enchanter / Short Swords++ / One Handed Weapon Style ++ I 7 7 91 91 113 113 REM======Xzar Necromancer / Daggers + I 1 7 96 REM======Yeslick Cleric/Fighter / Warhammer ++ / Flail ++ I 8 0 97 97 100 100 REM======Yoshimo Bounty Hunter / +40 Set traps / Katana + / Short Bow + I 4 2 3 3 3 3 3 3 3 3 94 105 Link to comment
AndrewB Posted March 23, 2010 Share Posted March 23, 2010 you wouldn't happen to know how Level1npc's generates it's lists for class/kit/proficiencies and all that, would you? It'd be nice to know where these are coming from, so I can tweak it as I please without having to pre-record all the responses beforehand. Link to comment
Nythrun Posted March 24, 2010 Share Posted March 24, 2010 Classes are hardcoded; you can look them up (most of them) in class.ids. The info for kits and weapon proficiencies is pulled dynamically from whatever you have in kitlist.2da and weapprof.2da at install time. So there's no static list for you to refer to, unless you only intend to install exactly the same mods in exactly the same order each time you run the batch script. If you are installing only the same kit mods/weapon proficiency tweaks, you can either keep a record of your numeric choices during one install (somewhat tedious) or open the relevant .2da files with Near Infinity and count down the rows by hand (also tedious). This is likely to prove a nuisance for automated installation, sorry. Unfortunately, there wasn't another way to implement full player choice among any mod you might or might not have combined together for your current game. Way back when, I toyed with and discarded the idea of having the mod generate a text dump of all that info for easier .bat programming, but I'd not thought it'd make writing your own significantly easier than just looking the values up via a couple double clicks in your favorite editor - and the amount of IE editing savvy required is pretty much the same. Link to comment
AndrewB Posted March 25, 2010 Share Posted March 25, 2010 Classes are hardcoded; you can look them up (most of them) in class.ids. The info for kits and weapon proficiencies is pulled dynamically from whatever you have in kitlist.2da and weapprof.2da at install time. yep, that's what I was lookin for. Thank you This is likely to prove a nuisance for automated installation, sorry. Unfortunately, there wasn't another way to implement full player choice among any mod you might or might not have combined together for your current game. I figured so, but I don't mind. I can't really expect anything more out of it, given the level of customization and modularity it provides (although, one can hope to someday be able to change Mod NPCs ) edit: and it appears Lol's kit guide describes how to do that too. Fantastic. I guess the only way this mod could possibly be better is if it supported Dual Classing. Link to comment
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