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List: Unified .cre Patching in Mods


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3 hours ago, jastey said:

@Mike1072 In your example, is "exampe_dv" a variable I can use with OUTER_SPRINT for the rest of the mod?

Yes.  Any time that variables are assigned (except within functions), those variables can be accessed anywhere.

On 3/25/2019 at 8:41 AM, DavidW said:

(Incidentally, it needs to be an action rather than a patch function because as far as I'm aware there's no totally reliable way of finding the resref of the file being patched.)

You should still have access to SOURCE_RES.  If you were writing a generic patch function, you might not want to rely on it (since it can easily be overridden by an INNER_ACTION) but for something simple like this, it should be okay.

That being said, this works perfectly fine as an action function.

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Added Brandock and Grey NPC mods to the list:

Spoiler

/* Give the ogre in AR2800 (Coastway) a unique DV (possessions quest) */
COPY_EXISTING ~%tutu_scripto%GREUNSH.CRE~ ~override/%tutu_scripto%GREUNSH.CRE~
WRITE_EVALUATED_ASCII 0x280 ~OGREUNSH~ #32 // script name / DV
WRITE_EVALUATED_ASCII 0x268 ~%tutu_scriptw%TASIGHT~ #8 // Default script

/* doppelgangers in Candlekeep: Shistal */
ACTION_IF GAME_IS ~bgt bgee~ THEN BEGIN
COPY_EXISTING ~%tutu_var%SHISTA.CRE~ ~override/%tutu_var%SHISTA.CRE~
WRITE_EVALUATED_ASCII 0x280 ~Shistal~ #32 // script name / DV

/* doppelgangers in Candlekeep: Monk */
COPY_EXISTING ~%tutu_var%POGHM9.CRE~ ~override/%tutu_var%POGHM9.CRE~
WRITE_EVALUATED_ASCII 0x280 ~POGHM9~ #32 // script name / DV

 

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As of beta 3, The Calling's Peaceful Werewolf Isle Resolution assigns "kaisha" as the class script of kaish2.cre, but only for BGT. BGEE and Tutu already have this assigned (as kaisha and _kaisha, respectively) to this slot.

The file still exists in BGT, BGT just removes the assignment and handles the actions via dialogue instead (basically her transformation to her werewolf form). This is the version of Kaishas that appears by the ship at the conclusion of Balduran's Isle.

edit: SCS' required AI component (Initialise AI components) also assigns this script on BGT.

Edited by CamDawg
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In development, but EE Fixpack currently has the following changes:

  • The following creatures are assigned their filename as their death variable (e.g. farm4.cre is given 'farm4' as its DV): farm4.cre, housg1.cre, and housg2.cre. I don't know if we track SoD assets, but in case we do it also does the same for bdcrus6d.cre, bdcrus7d.cre, bdcrus8d.cre, bdcrus9d.cre, bdcrus21.cre, and bdcrus22.cre.
  • The following creatures are assigned their filename as their dialogue: ftobe7.cre, mtob4.cre, mtob5.cre, read4.cre.
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