Jump to content

Hex Edit Party Size and use 10pp on a Black Isle or Beamdog binary?


Recommended Posts

6 minutes ago, Darpaek said:

dit a real bgmain.exe to allow for larger party sizes?  If so, could 10pp be run on the non-GemRB game to fix the scripts that limit to Player 6?

No. The GemRB is a reverse engineered game engine... meaning you can add all sorts of non original stuff that doesn't work in the original game, by just adding stuff you come up with. You of course will then have to carry the firewoods with you ... which is where the GemRB has kinda stalled always. It kinda works... but not really.

Edited by Jarno Mikkola
Link to comment

Well, they remade the game and they still don't give you the ability to have more than 6 party members*... it's not just the scripts.

*technically. Yes, you can have all sorts of misc party supporters, and familiar, but no 7th talking party member**.

**technically, this is untrue either as you can make a 7th party member using scripting that technically not a genuine non party member, but ... we go deep in technicality:


Edited by Jarno Mikkola
Link to comment

Also it might be pertanent to say that there's a program similar like the ToBEx for the EE engine, called EEex, and you can find it here. Thing is, it does nothing to the party member amount either. There's also mods(1, 2, 3, 4, 5) that use the Familiar mechanics to add in the previously mentioned 7th party member, but I don't know of their compatibility with each others and so forth.

Link to comment

Thanks for the replies.  What an interesting idea.  

Do you think it would be possible to give each In Party character a "Familiar" - essentially creating 12 party members?  Would they still still banter/interject?  Afaaq interjects, IIRC.  

Do you think I would have to develop an algorithm like 10pp that would update scripts to look for familiars or would the current scripts work because the familiar would be attached to an In Party character?

Link to comment

There's only 1 familiar slot so to speak, this is because it was originally allowed for the main character if they were a mage. No, even when Edwin is a Conjurer, he cannot cast Summon Familiar spell... this is cause the familiar is directly tied to the Main character.

Edited by Jarno Mikkola
Link to comment
32 minutes ago, lynx said:

If the creatures take care of their own movement...

But it's easier to do without this. The only thing that is needed is that the creature comes with the party to all locations with their old state, and so the player directs their movement, attacks and spells with their own(player) actions... rather than have a script check constantly on what's around and do stuff with IF ~~ THEN RESONSE ... END's. The script that might be running is better used to check if they need to and can speak to the main character, given the conditions that are current... and that's about it.

Edited by Jarno Mikkola
Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...