Jump to content

.d files in override folder


Himself

Recommended Posts

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 post

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 post
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 post

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...