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[How-To] Assigning Banter Files for Original NPCs to bdbanter.2da in SoD (Community Effort)


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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

 

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