Glam Vrock Posted March 24, 2014 Share Posted March 24, 2014 I've got an evil NPC who's supposed to stay in the party regardless of reputation. The following code seems to work... COPY_EXISTING ~dplayer2.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~BreakingPoint()~ ~BreakingPoint() !CharName("Vynd",Myself)~ COMPILE_BAF_TO_BCS ...but only in Tutu and BGT. Just received (and confirmed) a report that in EE, he still leaves if reputation gets too high. Is there some other script that checks for BreakingPoint in this version, or is the whole thing handled differently? Link to comment
Jarno Mikkola Posted March 24, 2014 Share Posted March 24, 2014 In BG1EE, there's one in DPLAYER3.bcs, beside the above one. And in my BGIIEE, I have ~49 cases of it, so. Link to comment
Glam Vrock Posted March 24, 2014 Author Share Posted March 24, 2014 Oh boy. Let me change the question, then. Is there a better way of doing this? Applying the same code to DPLAYER3 doesn't seem to make a difference anyway. Link to comment
argent77 Posted March 24, 2014 Share Posted March 24, 2014 BG:EE seems to use the Happiness[LT|GT]() triggers in addition to BreakingPoint(). Maybe that can be used to keep party members under control. Furthermore, the amount of "happiness" is controlled by HAPPY.2DA. You could modify it to keep party members from leaving (afaik, happiness < -299 causes party members to leave). Link to comment
Glam Vrock Posted March 24, 2014 Author Share Posted March 24, 2014 I don't think I can modify HAPPY.2DA without affecting all NPCs, though. I only want it to apply to mine. Link to comment
Jarno Mikkola Posted March 24, 2014 Share Posted March 24, 2014 BG:EE seems to use the Happiness[LT|GT]() triggers in addition to BreakingPoint(). Maybe that can be used to keep party members under control. Furthermore, the amount of "happiness" is controlled by HAPPY.2DA. You could modify it to keep party members from leaving (afaik, happiness < -299 causes party members to leave). So, just editing the dplayer2.bcs with this: COPY_EXISTING ~dplayer2.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~HappinessGT(Myself,-299)~ ~HappinessGT(Myself,-299) !CharName("Vynd",Myself)~ COMPILE_BAF_TO_BCS Should prevent it... as it prevents the leaving dialog from being triggered up to your Vynd char. Or with a single stroke, combo of the two: COPY_EXISTING ~dplayer2.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~HappinessGT(Myself,-299)~ ~HappinessGT(Myself,-299) !CharName("Vynd",Myself)~ REPLACE_TEXTUALLY ~BreakingPoint()~ ~BreakingPoint() !CharName("Vynd",Myself)~ COMPILE_BAF_TO_BCS EDIT of the above:The spelling correction to the happiness... Link to comment
Glam Vrock Posted March 24, 2014 Author Share Posted March 24, 2014 Tried both, no luck. (And not to be a jerk, but I noticed Happiness was spelled wrong and fixed it, so it's not that.) Link to comment
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