ragnarok1540 Posted November 21, 2005 Share Posted November 21, 2005 I am using an Near Infinity to edit some of the features of BG2:ToB. One thing I want to change is the classes, spells, abilities of NPCs by changing their .CRE files. I notices that each NPC has multiple .CRE files: for example, Aerie has AERIE.CRE, AERIE6.CRE, AERIE7.CRE, AERIE9.CRE, AERIE10.CRE, AERIE11.CRE and AERIE12.CRE. Which particular .CRE files for the 17 NPCs (Aerie, Imoen, Keldorn, Mazzy, Minsc, Nalia, Valygar, Anomen, Cernd, Haer'Dalis, Jaheria, Jan, Yoshimo, Edwin, Korgan, Viconia, and Serevok) do I need to edit such that If I remove a NPC and then meet them again, they won't be the default? Also, I didn't notice kit/clas abilities on the .CRE files. Are these abilities givem immediately when they join your party based on the CLAB file rather than preprogrammed? Thankyou, SB Link to comment
Andyr Posted November 21, 2005 Share Posted November 21, 2005 The game spawns the different .CREs depending on your PC's level when they first enter the area the NPC is in. So you'd need to edit all of them... And yes, the CLABs are applied ingame. Though I don't know if it is on spawning or on joining. Probably spawning. Link to comment
ragnarok1540 Posted November 23, 2005 Author Share Posted November 23, 2005 Thanks. I'll get started on that right away. By the way, I found that kit abilities are applied on joining party; I set "Can Use any Item", SPCL915, at level 1 in the CLAB files for druid and ranger and both Minsc and Jahiera showed the associated animation the moment they joined my party. Link to comment
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