jastey Posted March 22, 2022 Posted March 22, 2022 Because of the different way of scripting banters in SoD, the original game does not have banter files assigned for the original NPCs. To make sure all mods use the same file names, let's agree to use the same names that EET introduces. This is what you need to add to your tp2 if you want to use the NPCs' banter dialogue files in your mod, with "xxBiff" being the example NPC's script name you would replace with your NPC's name. Please note: in BG:SoD, Imoen's script name is IMOEN, whereas in EET you'll see that it is IMOEN2. Since EET ships with bdbanter.2da present, we only need to consider the file needed for SoD. We check for it's existence anyway just in case another mod already put it in: /* SoD bdbanter.2da */ ACTION_IF (GAME_IS ~bgee~ AND FILE_EXISTS_IN_GAME ~bd0103.are~) THEN BEGIN ACTION_IF (FILE_EXISTS_IN_GAME ~BDBANTER.2DA~) BEGIN APPEND ~bdbanter.2da~ ~xxBiff xxBiffB~ UNLESS ~xxBiff~ END ELSE BEGIN <<<<<<<< .../BDBANTER.2DA 2DA V1.0 NONE FILE KIVAN BDKIVANB ALORA BDALORAB MINSC BDMINSCB DYNAHEIR BDDYNAHB YESLICK BDYESLIB CORAN BDCORANB AJANTIS BDAJANTB KHALID BDKHALIB JAHEIRA BDJAHEIB GARRICK BDGARRIB SAFANA BDSAFANB FALDORN BDFALDOB BRANWEN BDBRANWB QUAYLE BDQUAYLB XAN BDXANB SKIE BDSKIEB ELDOTH BDELDOTB XZAR BDXZARB MONTARON BDMONTAB TIAX BDTIAXB KAGAIN BDKAGAIB SHARTEEL BDSHARTB EDWIN BDEDWINB VICONIA BDVICONB IMOEN BDIMOENB NEERA BDNEERAB DORN BDDORNB RASAAD BDRASAAB BAELOTH BDBAELOB VOGHILN BDVOGHIB MKHIIN BDMKHIIB CORWIN BDCORWIB GLINT BDGLINTB xxBiff xxBiffB >>>>>>>> COPY ~.../BDBANTER.2DA~ ~override~ END END //SoD ACTION_IF GAME_IS ~eet~ THEN BEGIN /* (EET also needs patches to bgbanter.2da and interdia.2da for a full game, not considered here) */ APPEND ~bdbanter.2da~ ~xxBiff xxBiffB~ UNLESS ~xxBiff~ END //eet Quote
jastey Posted March 22, 2022 Author Posted March 22, 2022 Edited the first post to add the patching of bdbanter.2da for EET. Quote
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