Himself Posted March 20, 2010 Share Posted March 20, 2010 After installing scs, noticed that some NPC .d files were left in the override folder, dunno if that is the expected behavior, so I'm posting to find out. There are similar files for quayle, alora, tiax, edwin (list goes on). I'm guessing these files may belong to the component "move NPCs to more convenient locations", but dunno. So pls lend a little help in this matter, in case things have gone wrong and the files got copied to override folder, instead of patching their respective NPCs files. anyway heres an example from one of the files: BGII - SoA/override/dw#khalid.d EXTEND_BOTTOM ~khalip~ 5 IF ~Global("EnteredArmInn","GLOBAL",1) !Global("IslandTravel","GLOBAL",1) //not on Werewolf Isle !Global("Teth","GLOBAL",1) //not trapped under Candlekeep !Global("Teth","GLOBAL",2) !AreaCheck("AR4100") // gnoll fortress !AreaCheck("AR4101") !AreaCheck("AR4102") !AreaCheck("ARD006") // lower levels of Durlag's Tower !AreaCheck("ARD007") !AreaCheck("ARD008") !AreaCheck("ARD009") !AreaCheck("ARD012") !AreaCheck("ARD013") !AreaCheck("ARD014") !AreaCheck("ARD015") !AreaCheck("ARD016") !AreaCheck("ARU008") // frozen wizard-trap isle !AreaCheck("ARU009") ~ THEN REPLY @801 GOTO dmww_fai IF ~GlobalGT("Chapter","GLOBAL",3) !Global("IslandTravel","GLOBAL",1) !Global("Teth","GLOBAL",1) !Global("Teth","GLOBAL",2) !AreaCheck("AR4100") // gnoll fortress !AreaCheck("AR4101") !AreaCheck("AR4102") !AreaCheck("ARD006") // lower levels of Durlag's Tower !AreaCheck("ARD007") !AreaCheck("ARD008") !AreaCheck("ARD009") !AreaCheck("ARD012") !AreaCheck("ARD013") !AreaCheck("ARD014") !AreaCheck("ARD015") !AreaCheck("ARD016") !AreaCheck("ARU008") // frozen wizard-trap isle !AreaCheck("ARU009")~ THEN REPLY @802 GOTO dmww_nash IF ~Global("EnteredBeregost","GLOBAL",1) !Global("IslandTravel","GLOBAL",1) !Global("Teth","GLOBAL",1) !Global("Teth","GLOBAL",2) !AreaCheck("AR4100") // gnoll fortress !AreaCheck("AR4101") !AreaCheck("AR4102") !AreaCheck("ARD006") // lower levels of Durlag's Tower !AreaCheck("ARD007") !AreaCheck("ARD008") !AreaCheck("ARD009") !AreaCheck("ARD012") !AreaCheck("ARD013") !AreaCheck("ARD014") !AreaCheck("ARD015") !AreaCheck("ARD016") !AreaCheck("ARU008") // frozen wizard-trap isle !AreaCheck("ARU009")~ THEN REPLY @804 GOTO dmww_beregost IF ~!Global("Chapter","GLOBAL",8) // you're not wanted in the Gate for murder Global("EnteredBaldursGate","GLOBAL",1) !Global("IslandTravel","GLOBAL",1) !Global("Teth","GLOBAL",1) !Global("Teth","GLOBAL",2) !AreaCheck("AR4100") // gnoll fortress !AreaCheck("AR4101") !AreaCheck("AR4102") !AreaCheck("ARD006") // lower levels of Durlag's Tower !AreaCheck("ARD007") !AreaCheck("ARD008") !AreaCheck("ARD009") !AreaCheck("ARD012") !AreaCheck("ARD013") !AreaCheck("ARD014") !AreaCheck("ARD015") !AreaCheck("ARD016") !AreaCheck("ARU008") // frozen wizard-trap isle !AreaCheck("ARU009")~ THEN REPLY @803 GOTO dmww_elfsong END APPEND ~khalip~ IF ~~ THEN BEGIN dmww_fai SAY @832 IF ~~ THEN DO ~EscapeAreaMove("AR6801",726,924,0) ~ EXIT END IF ~~ THEN BEGIN dmww_nash SAY @832 IF ~~ THEN DO ~EscapeAreaMove("AR3701",729,199,0) ~ EXIT END IF ~~ THEN BEGIN dmww_elfsong SAY @832 IF ~~ THEN DO ~EscapeAreaMove("AR7705",471,690,0) ~ EXIT END IF ~~ THEN BEGIN dmww_beregost SAY @832 IF ~~ THEN DO ~EscapeAreaMove("AR6704",808,1138,0) ~ EXIT END END Link to comment
cmorgan Posted March 20, 2010 Share Posted March 20, 2010 Expected behavior for SCS and SCSII, but not for most mods - the safest way of dealing with file manipulation and such for most of us is to build files in mymod/temp or just mymod/ and then use them, whether it is by inlined file or by processing, but DavidW knows what he is doing, so unless someone does something silly like try to COMPILE ~override~, it should be no problem. Link to comment
Himself Posted March 20, 2010 Author Share Posted March 20, 2010 Thanks!! btw, can I delete / remove these files now, or should wait after installing every other mod in the list.. or never remove these from override ? Link to comment
Jarno Mikkola Posted March 20, 2010 Share Posted March 20, 2010 btw, can I delete / remove these files now, or should wait after installing every other mod in the list.. or never remove these from override ? Well, if you wish to manually remove them, yes you can... as the compiled files that the game actually uses are .dlk's, so the .d's are just untraffied the source files for them... Link to comment
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