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Miloch

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Posts posted by Miloch

  1. Wallgroup flags table updated in topic 'Area Basics'
    This is useful, thanks. Speaking of wall polygon flags, have you ever noticed the bit 4 "hovering wall" flag crashes the game sometimes? I kept getting this until I made it a regular "wall" instead (though it was, technically, "hovering" but I guess it doesn't matter as far as dithering):
    ASSERTION FAILED!

    File: ChVidPoly.cpp

    Line: 523

     

    Exp: m_nVertices >= 3

     

    Msg: no msg.

    It was annoying, because this suggests (and has in the past) a polygon of under 3 vertices, and I had none like that (the one in question had 4).
  2. If you do, changing the abandoned/half sunken house to utilise that map, should be added to a mod =)
    I think you're talking about the house on this map (South Beregost Road). I had added a "unique" interior for it in the next Aurora release. Hulrik's house (if it's his) is on this map (Lonely Peaks). There's nothing much wrong with it from the outside except the roof needs to be patched up a bit.

     

    There's another "unenterable house" by Fisherman's Lake, and a perfectly good house - I think Unfinished Business already added an interior for it. I think that about does it for unenterable buildings, except for the Gnoll Stronghold, and there's an interior for that in an alpha mod CamDawg and SimDing0 did some time ago (we're looking at possibly making it releaseable).

  3. Erm, how about BG1 compatibility?
    Eh... should be compatible but I haven't tested it there yet. Could be some nasty stuff with having to quarter BAMs etc., if you want vanilla BG1 compatibility. Gads I hate BG1's limited engine but I'll see if it's not totally out of the question.
    I have to admit that concerning plot/storyline, I would have to take a quiet moment and also have a look at the map you created. Right now, it's about "there is a xvart cave near the attacked farmer and the PC can clear it". Anything more complex would have to be developped.
    I think there should be perhaps at least one prisoner - maybe Hulrik's wife/daughter or something? Also I think it'd be cool if the ruined house was his and explorable. Though it may not contain much, it just bugs me when you can't enter obvious structures in the game. As yet though, I haven't found a decent "trashed house" type of map.
    Do those areas come from PST?
    Yes.
  4. I would have two wishes for a cave area: Not too big in terms of download size and not too much looking as if humans lived in there.
    So um... define "not too big." Because there's a rather sizeable cavern complex under the Lonely Peaks now.

     

     

    Seems there's already an existing xvart spawn near the entrance. How convenient :).

    post-1216-0-30043700-1380134484_thumb.gif

     

    I put some generic monsters in for starters. Will probably change these guys to xvarts, maybe with a cave bear or two. I wanted some wererats but the werewolf animation isn't that great of a substitute. Still, I suppose they could suffice until Infinity Animations is installed later. Might change the greenish glowing crevasses to fiery reddish - lava makes a bit more sense under the peaks I think.

    xv0508cn.gif

     

    Got so lost had to consult the map... :O

    xv0508mp.gif

     

    There's a back entrance up through the tall peak, through a tomb buried there. It's fairly tough with these guys in there, plus whatever lurks below (wererat mages or xvart shamans possibly, I'm thinking, maybe worse :groucho:). Might have to lock the door (key being on the inside, possibly on that corpse of an ogrillon or whatever it is, or in the coffin) and make it tough to pick, so whoever gets that far probably isn't going to be a L1 party what gets slaughtered right away.

    xv0507a.gif

     

    No one talks in here yet. Most probably won't, other than some shrieks, but some of the key baddies should have dialogues I think. That's where you come in, hopefully :). I have more ideas but can post further details in the workroom if you don't want spoilers out in public.

     

  5. Indeed... it's a mistake. Can you fix it, please?
    Yes that's easy, but I'll be adding at least one section (on how to install via a batch file) so stay awake :D.
    I'm ready! :)
    Well since I've kept you awake for a month, I'll try to describe what I updated in the English readme so you don't have to retranslate it all :D.

     

    Changed under "Compatibility":

    If you'd like to install the BG1-style proficiencies component of BG2 Tweaks, you may now install that before Level 1 NPCs and it should correctly pick up those proficiencies. You may also install it after Level 1 NPCs.

    Changed under "Installation":

    Mac OS X

    Extract the contents of the mod to the folder of the game you wish to modify. (BG2, Tutu or BGT). You can extract files from the archive using WinRAR, ZipGenius or another file compression utility that handles .rar files. On successful extraction, there should be a level1npcs subfolder in your game folder. Download the OS X version of WeiDU (or copy another mod's launcher) and rename it setup-level1npcs. Put this and the setup-level1npcs.command file within the level1npcs subfolder in your main game folder. To install, double-click on setup-level1npcs.command and follow the instructions on screen.

     

    Installing in batch mode

    You may find it easier to install the mod via a batch file of previously chosen or logged selections. There is an example of this in the "batchlog" subfolder, which is for BGT without any mod NPCs installed, and can be adjusted for your game accordingly. You would copy the levelonenpc.cmd and levelonenpc.txt files to your game folder, adjust the levelonenpc.txt file to reflect your preferences and then execute the levelonenpc.cmd file to install the mod. There are doubtless other ways to do this, which may be documented accordingly in the future. :)

    Changed and added under "Components" (a lot of this first component is the same but I've revised it and added some bits, which I've italicised):

    Tweak weapon proficiencies for some classes - Optional

     

    This component alters weapon proficiency rules like other mods such as Ashes of Embers or Rogue Rebalancing, with specifics described below.

     

    When you're altering the joinable NPCs, this mod follows whatever rule set is in place. So if you want mages to be able to use crossbows, and you want Edwin to have to crossbow proficiency, you'll need to change the rules so that this mod will know what rules to follow. Most of the content here mirrors other mods and is presented as convenience, or as an alternative to the many mods that must be installed last.

     

    You can:

    • Allow clerics one star in any weapon type a fighter can use; if your deity's weapon is a sword, you should bloody well be able to use a sword! :) At this prompt you may choose to allow clerics one star (which will encompass the following three changes by default), choose amongst the following options separately, or skip all cleric-related tweaking.
    • If you refused "one star in anything for clerics," allow cleric/mages one star in mage weapon types (1 for daggers and darts or 2 for daggers only).
    • If you refused "one star in anything for clerics," allow cleric/thieves one star in thief weapon types (1 for all thief weapons, 2 for short swords and daggers or 3 for daggers only).
    • If you refused "one star in anything for clerics," allow cleric/rangers one star in ranger weapon types (1 for all weapons, 2 for longswords and longbows or 3 for longbows only).
    • If you refused "one star in anything for clerics," allow fighter/clerics two stars in any weapon type - just using the fighter restrictions rather than the cleric's, as fighter/mages and fighter/thieves already do. Choosing "2" allows only axes in addition to standard cleric weapons.
    • If you refused "one star in anything for clerics," allow fighter/mage/clerics two stars in any weapon type. Choosing "2" allows only daggers in addition to standard cleric weapons. I'm sure you can make up your own mind. :)
    • Allow druids one star in any weapon type a fighter can use. This will allow fighter/druid multiclasses the full gamut of weapons available to fighters (as per second edition AD&D rules).
    • Restrict fighter/druids from armors single class druids cannot wear - by request; seems closer to the arbitrary 2nd edition rules in any case. This component will be automatically skipped if you have installed Druid Remix from Divine Remix or Item Revisions, as they already include this change.
    • Allow weapons mastery for fighter multiclasses - some will find it cheesy, but if you were going to get this elsewhere (e.g. BG2 Tweaks), then you might as well have it for party joinables too. You may limit this to mastery (3 stars), high mastery (4 stars) or grand mastery (5 stars).
    • Allow melee weapons mastery for for barbarians - as above, but pertains only to non-ranged weapons. You may limit this to mastery (3 stars), high mastery (4 stars) or grand mastery (5 stars).
    • Allow thieves, mages and bards to place one star in any weapon type.
    • Allow thieves and thief multiclasses three stars in dual-wielding - a la aVENGER's Rogue Rebalancing, Song and Silence, and probably a dozen other mods :) (and will be skipped if you have this tweak already installed from somewhere else)
    • Allow backstab with any weapon a mage/thief, fighter/thief or cleric/thief can use. Backstabbing with a two-handed sword shouldn't be less effective than backstabbing with a quarterstaff, yes?
    • Make quarterstaves unusable for backstabbing - by request.
    • Make all two-handed weapons unusable for backstabbing - note that in the unmodded game, the only two-handed weapon that is capable of backstabbing is the quarterstaff, so this isn't going to do much unless you've already installed the "allow backstab with thief multiclass weapons" subcomponent.

    Add kits to exported characters - Optional

     

    This component allows brave cheaters, er, players to assign a kit to an exported PC. Most people who'd consider doing that will probably use an editor like DLTCEP or NI instead :). You cannot use this component to assign a kit to a character already kitted. Nor can you uninstall the component normally, as it makes no changes to your actual game. You can, however, restore characters in the level1npcs/backup/2 folder if you aren't happy with your changes. It is always wise to keep an extra backup also, just in case.

     

    Balanced BG1 NPC attributes - Optional; Tutu and BGT only

     

    This component adjusts the attributes of BG1 NPCs, as discussed in this topic. The original mod is by Ergopad; mos_anted made some slight adjustments (as discussed later in the topic). Therefore, you've got two choices (or three since you can skip it entirely, as will happen anyway if you're installing on BG2).

     

    Dudleyfix for BG1 NPCs - Optional; Tutu and BGT only

     

    This component "fixes" the attributes of BG1 NPCs, as discussed in this link. Primarily, this addresses various inconsistencies as noted on that page.

     

    Fix BG1 NPC spells and innate abilities - Optional; Tutu and BGT only

     

    As above, this fixes various glitches in spell books and innate abilities. This is the last of Ergopad's 3 components, offered here for convenience prior to making future NPC tweaks.

     

    Update game references to NPC classes/kits - Optional

     

    This component does nothing in itself, but enables the changing of game dialogues, item descriptions and character biographies that reference an NPC's class or kit if you have changed that class or kit. It is very select; for example, it does not change a cleric's deity mentioned in dialogue you've changed the kit, though if you change the class, the cleric may become referred to as a paladin (or whatever) of said deity. Changes should be logged to the batchlog/l1dlg.txt file. Please attach this to the forum if you wish to report any discrepancies while using this component (which is optional, if we didn't mention it already).

    Added under "Thanks and Acknowledgments":

    • Lord Psion and Ancalagon el Negro: Spanish translation
    • Graoumf and Isaya: French translation
    • yarpen and Lava Del'Vortel: Polish translation
    • Ergopad: BG1 NPC-related components (with an option to tweak further by mos_anted)

    Added under "Version History" (which you have left in English, but here it is anyway):

    Version 1.4: Mad Orcish Rampage (28Oct10)

    • Added French and Spanish translations; updated Polish translation
    • Added optional dialogue-modding component and logging
    • Added altered proficiency support (a la BG2 Tweaks) for modded NPCs
    • Added display conversion for accented characters leeched from game text
    • Added function to display current NPC stats
    • Tweaked animation assignment (primarily to avoid bearded female gnomes and the like)
    • Fixed regexp typo pertaining to one-handed axes
    • Revised weapon assignment routine to avoid duplicate and redundant weapons
    • Revised armour assignment routine to make heavier armour more realistic (also fixed some bugs)
    • Added more options to the "Tweak weapon proficiencies" component (largely specific to multi-classes and barbarians); fixed a bug or two
    • Auto-skipped weapon-tweaking questions if another mod has done something similar
    • Skipped kit menu for sorcerers and monks (if someone hacks that, we can re-enable it)
    • Added support for mod NPCs
    • Fixed a bug in setting item "baseclass" usability if no kit chosen
    • Fixed kit display in deprecated component and undeprecated it via NO_LOG_RECORD (yes, it should be safe, but you should keep extra backups just in case)
    • Required main component for all subcomponents to avoid uninstall and reinstall glitches
    • Added "hard to kill" support for Ajantis, Shar-Teel and Viconia pre-joining
    • Fixed bug in proficiency assignment for Haer'Dalis, Jan and Xan
    • Added Ergopad's "NPC Attributes" components for BG1 NPCs (with an extra option by mos_anted)
    • Added option to manually mess further with NPC attributes
    • Grouped components for easier selection (or not)
    • Possibly other stuff I've forgotten that Nythrun has probably already recoded in some better form ;)

    It would help if you can just update and attach your existing readme, that way I don't have to convert all the accented characters to HTML code, etc.

     

    Edit: typo (2nd cleric/thieves > cleric/rangers)

  6. BG1 Gavin was out before there was a L1NPC. :)
    Technically not (scroll down to lvl1npcs.zip :cringe:) but of course, there has never been a L1NPCs that messes with mod NPCs or dialogue either.

     

    Anyway, those strings don't make the job much harder, really... was just giving you a hard time :). I'm not messing with references like to Edwin as "Red Wizard" anyway... presumably he could still be a member of that organisation even if someone changes him to sorcerer, antipaladin or whatever.

  7. the ring description BAM doesn't display in BGT.
    It does on my BWP install. I believe it just uses a vanilla cring06.bam so I don't know why it wouldn't (then again maybe the BWP Fixpack already corrected it).
    With a MB or so of dialogue, there are bound to be a few errors still lurking around.
    As long as you're at it (in b!gavinj.dlg):
    *coldly* Allow me to introduce Edwin Oddeseiron, a Red Wizard.
    His surname is misspelled many ways even in the vanilla game, but I believe the preferred spelling is Odesseiron.

     

    (And someone just *would* make it difficult for a L1NPC dialogue update by mentioning practically every NPC by profession :cringe:.)

  8. @129510 = ~This component is not compatible with BG1-style proficiencies.~
    About this string, is it like the BG2-Tweak-Pack component?
    It isn't like it - it is it (or rather, the proficiency tweaks can't be installed if that component from BG2 Tweaks is). I though vaguely of making it compatible but figured that would be stupid, because with BG1 proficiencies you're already getting a lot of "free" proficiencies because the categories are a lot larger (short swords and daggers are the same proficiency, for example). Anyway, cheers.
  9. Too bad WeiDU doesn't know about languages (using specific id for each) otherwise this kind of code would be best within WeiDU. That would be a huge change though and might break compatibility. Nevermind. There are probably more interesting features to add.
    It could probably be put in as a function at least, that way modders can call it only if they need it (mainly for displaying game text in a DOS window). Though like I said, it could also convert a .tra file with Windows codepage special characters to the DOS codepage (unless you have "transliterated" it to avoid those characters, as you've done in French).

     

    I had to add/change a few strings, I'm afraid, but I think we're reaching the end here, but for the readme update. There is an experimental dialogue updating routine based on the NPCs chosen class/kit, so it *might* be necessary to traify the male/female class/kit names for other languages. From what I saw of the German game, they don't even appear to be in dialogf.tlk. But I want to avoid that if possible, so for now I'm only traifying the one that is differently gendered in English (sorceress).

    @110110 = ~magic-user~ //from game string #65026

    @110111 = ~sorceress~

    @129510 = ~This component is not compatible with BG1-style proficiencies.~

    @200006 = ~Allow weapons mastery for fighter multiclasses?~

    @200017 = ~Allow cleric/thieves one star in thief weapon types?~

    @200018 = ~Allow cleric/rangers two stars in ranger weapon types?~

    @200019 = ~Allow fighter/clerics two stars in fighter weapon types?~

    @200027 = ~Hit 0 and enter for no change, 1 and enter for all weapons, 2 and enter for

    longswords and longbows or 3 and enter for longswords only.~

    @200028 = ~Hit 0 and enter for no change, 1 and enter for mastery (3 stars), 2 and enter

    for high mastery (4 stars) or 3 and enter for grand mastery (5 stars).~

    @200029 = ~Hit 0 and enter for no change, 1 and enter for all thief weapons, 2 and enter

    for short swords and daggers or 3 and enter for daggers only.~

    @200030 = ~Hit 0 and enter for no change, 1 and enter for all weapons or 2 and enter for

    axes only.~

    @200031 = ~Allow fighter/mage/clerics two stars in fighter weapon types?~

    @200032 = ~Hit 0 and enter for no change, 1 and enter for all weapons or 2 and enter for

    daggers only.~

    @200033 = ~Allow cleric/mages one star in mage weapon types?~

    @200034 = ~Hit 0 and enter for no change, 1 and enter for daggers and darts or 2 and

    enter for daggers only.~

    @200035 = ~Allow melee weapons mastery for barbarians?~

  10. I believe new problems will arise with this kind of conversion. For instance Russian and Polish use different code pages.
    It executes only when calling a GET_STRREF and then only if a LANGUAGE variable is matched, just like other sections of the code (such as the one you revised). Right now, that's French and Spanish. Like I said, if someone wants to get this working in something like Russian, they'll be on their own there. I am working with someone to test the Polish display - right now, testing seems to indicate Polish uses ó and Ó the same way the Western European ANSI codepage does (as in Spanish), with the same DOS replacements, so no harm in including those at least for Polish. I think WeiDU/OCaml can only be coded in ANSI (not Unicode) so I don't know if there's anything that can be done for the other special characters, but then I don't think the game is Unicode either, so maybe it's not an issue.
  11. This little piece of nastiness seems to pass mustard (yes I know it's "pass muster" - I like mustard better :beer:):

    BACKUP ~0test/backup~
    AUTHOR ~null~
    
    BEGIN ~Test...~
    NO_LOG_RECORD
    
    OUTER_SPRINT t1 ~Test Name: ¿Çüéâäàçêëè ÄÉôöù ÖÜáíóúñÑ¡~
    
    PRINT ~%t1% (Before Substitution)~
    
    OUTER_PATCH_SAVE t1 ~%t1%~ BEGIN
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~¿~ ~¨~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~¡~ ~­~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~à~ ~…~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~á~ ~ ~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~â~ ~ƒ~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ä~ ~„~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ç~ ~‡~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ê~ ~ˆ~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~è~ ~Š~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~é~ ~‚~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ë~ ~‰~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~í~ ~¡~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ñ~ ~¤~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ó~ ~¢~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ô~ ~“~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ö~ ~â€Â~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ù~ ~â€â€~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ú~ ~£~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~ü~ ~ÂÂ~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ä~ ~Ž~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ç~ ~€~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~É~ ~ÂÂ~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ñ~ ~¥~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ö~ ~™~
     REPLACE_TEXTUALLY CASE_SENSITIVE EXACT_MATCH ~Ü~ ~š~
    END
    
    PRINT ~%t1% (After Substitution)~

    chartest.gif

    I have no doubt the forum will figure out a way to hose that code, but it works locally, and should cover French, Spanish, German, Italian. There's a few characters I don't have in my codepage, mainly uppercase accented characters - maybe those get converted to regular characters already. Hard for me to test without being able to display those characters. Hopefully not to much of those in the French/Spanish games.

     

    A side effect is this will convert a .tra file written with special characters into one viewable in WeiDU/DOS. If your .tra file contains both WeiDU text and in-game text, you'll have to split it and convert just the strings you need viewable in the DOS window.

     

    Edit: code seems to display more-or-less correctly if your browser is set to View > Encoding > Unicode/UTF-8.

  12. That one's actually a stock string, very elegant. Nythrun's way ahead of us, as usual. So that should be pre-translated already
    Yeah, I figured that out on my own not long after posting that. Wasn't a new technique to me, since I was already using it to avoid adding new .tra strings in order to display NPC stats on the initial screen (so you know what they are before you mess with them):

    l1screen.gif

    I just didn't expect that particular string to be gleaned from dialog.tlk.

    This text is taken from the game, as are the kit names. This has a drawback: when they include special characters ("Prêtre"), they don't look good in the command window. Nevermind.
    Ugh. Yeah, that didn't occur to me, though it should have since I already converted the Spanish .tra to use DOS-based special characters for the install prompts. I could write some nasty code to substitute them in these cases. It should be (relatively) "easy" for French, Spanish, etc., but I hope no one translates this to Russian or something, else they'll be on their own there :beer:.
    I'm wondering whether Nythrun was forced by WeiDU to use hexadecimal for this StrRef or if she mastered it enough to write values in it effortlessly. :)
    There's no requirement or advantage that I know of to using hex values over plain decimal. Sometimes, it's easier to read when comparing code with IESDP values (which are in hex). I was just using Infinity Talker to get the string refs (which returns them in decimal); perhaps Nythrun used some other tool.
  13. Cheers. Yes, I got the stuff in Isaya's file already. We could probably move some of those hardcoded class references from the .tp2 to the .tra file. I don't know if that functionality existed when Nythrun first coded this, but OUTER_SPRINT ~whatever~ @500000 should work now. Not sure if it takes regexp syntax but I would guess so.

     

    I was mainly wondering if you see other English text while installing the mod (like "points remaining"). I'm guessing the kit and proficiency names show up in your language? Still not sure where strings like "None of these things interest me" come from - I don't see a reference either in the tp2 or the tra file.

  14. Graoumf, can you translate these WeiDU strings too? Your .tra only goes to @-1024 so the install might be a strange mix of French and English without these (more info here).

    @-1025 = ~]?

    [R]e-install, [N]o Change, ninstall, [Q]uit or choose one:~

     

    @-1026 = ~]?

    [N]o, [Q]uit or choose one:~

     

    @-1027 = ~ (currently installed)~

    @-1028 = ~Would you like to display the components from [~

    @-1029 = ~]?

    [Y]es, [N]o?~

     

    @-1030 = ~]?

    choose one:~

     

    @-1031 = ~]?

    [R]e-install, [N]o Change, [Q]uit or choose one:~

     

    @-1032 = ~NOT INSTALLED DUE TO ERRORS~

    @-1033 = ~INSTALLED WITH WARNINGS~

    @-1034 = ~Would you like to display the readme? [Y]es [N]o~

    @-1035 = ~Using Language~

    (Oh and just one real string I added:)

    @129550 = ~Classic Adventures installed: not relevant~

  15. Here we go with megamod NPC's list and their references/files. Also listed their current stock kits at installation. TS-BP or Tortured Souls in general has specific details about NPC's in dialogs about their kits so that could be a little more conceptually problematic.
    Cheers, mate. I actually looked at and added most of these already, though I did not get around to TS. Also I probably missed a few RoT NPCs as I added only the ones it had in common with Drizzt Saga (which was a pain, because I did not want to do multiple components for the same NPC names, as there are way too many already).

     

    It shouldn't matter what generic gear they have, or even specific gear - if they have it in inventory already on their .cre files, it'll get handled automatically for the most part. It's the quest-type of stuff that only they can use and that they can get later that needs to be addressed - so stuff like ddves01.itm I already caught, but I don't know if I caught everything. Also any NPC-specific items look like they need to be added to another routine, even if they come pre-equipped. There are about 3 or 4 different spots in the code where specific NPCs need to be addressed (not just the specific NPC components). Probably more I've missed. Nythrun seemed to imply Valen was difficult, but her items were fairly straightforward, so maybe it's in innate spells or something I dunno. If I have to mess with that sort of thing it could get ugly :).

     

    I'll admit it probably doesn't make sense to change some of these kits but that goes for vanilla NPCs too. Still, folks can use it to tweak proficiencies. I added a function that prints out the existing NPC's class, kit, stats and proficiencies, so maybe that helps people decide what to give them.

     

    Also added all other NPCs in this thread and a few others. These G3 NPCs haven't been added (the others have):

    - Amber

    - Auren Aseph

    - Mur'Neth

    - Sarah

    - Tyris Flare

     

    Only Iylos, Xulaye and Ninde are added from SHS (not counting megamods, which will be covered). I think we have all PPG NPCs (major ones anyway - not really worth IMO adding one-day NPCs). Nothing from CoM or other forums. If anyone wants support for any NPCs not covered currently, please get the modder to post here or post something that indicates the mod is public domain, open license or what-have-you. I don't really plan on chasing down a bunch of modders (apart from the few I know and asked - I don't really feel it should be necessary any more than modders have felt it necessary to ask the original game authors for their approval, but nor do I feel like dealing with any "imprecations" either :beer:).

  16. I'll take a look at converting it in a bit. Since we figured out the .tis issue, that was the only big problem, and I already converted that. So basically I would just need to clean out the PST CREs and other references so you can put your own in there. All the IE games use basically the same area format except IWD2, so it should work for BG1 (in theory).

     

    Might want to cut off the north part of that area too (which I did not display above) as it's used for 2 tomb-looking skull rooms you probably don't want. Then again, we could just leave them too and make sure they're not accessible or visible from the southern part. You could even use them for something different later on, even somewhere completely different (like an evil temple's cellar) since they don't need to link to the same area. Now that I look at it again though, I could see a powerful xvart shaman lording it up there. Possibly a conclave of xvart shamans using those rooms to conduct their tortures, experiments, etc.

     

    Edit: oh and let's not forget the wererats they're supposed to be assisted by :beer:... Though if you want a proper-looking wererat, you might have to pinch it from IWD a la Infinity Animations/Aurora style... not sure if you want to go there with your mod (but of course you could use a standard animation and IA could patch it after the fact if it detects your mod, as it does this for many others already).

  17. So basically this is a lie that has gone unheeded for over a year?

    And yes, I have asked, and Sir BillyBob said we can make L1NPCs able to modify the CA's characters within CA.
    Would've been nice to have caught it back then, but I guess it's far easier not to include code to support a whole slew of NPCs than to write the code to support them.

     

    [Edit: that post is above, by the way.]

  18. French and Spanish translations added locally (including nasty hardcoded tp2 funk).

     

    There are a bunch of new strings, but since they mainly consist of NPC names plus the existing "not found" strings, they don't really need to be (re)translated.

     

    Incidentally, the French readme seems to imply there's a German translation, but I don't think that's true (yet).

  19. They are (these I can mask at least):

     

    #1 AR0108 Trash Warrens

    #2 AR0109 Buried Village

    #3 AR0508 Lothar's Home, Skull Room (southern cave part)

    #4 AR0708 Curst, Underground

    #5 AR1600 Warrens of Thought

    #6 AR1700 Drowned Nations

     

     

    The first two are probably the "trashiest" :beer:. A lot are very "tomb" looking, but that's PS:T for you. I reckon xvarts are probably a step or two above goblins and kobolds (more intelligent at least) plus they'd have goods and furniture from humans they've ransomed. But if you want smaller, more "cave-like" caves your best bet might be IWD or IWD2 (Aurora uses some of these from both). The south part of #3 is very generic and fairly small... with tispack filesize won't be too much of a problem (it's not like you're adding a bunch of tilesets).

     

    (@Dakk: I like the idea too, because squashing xvarts is like squashing smurfs, the little blue buggers... or maybe Terry Pratchett's "pictsies"...)

  20. Well it actually works if you append 0x18 bytes to the otherwise unreadable .tis and then WRITE_LONG at 0x8 the number of tiles. Which you can determine by opening it in NI and scrolling right like 500 times. Maybe there's some sort of calculation you could determine from the filesize, since they're of fixed size I believe. Of course, you can't do any of that via WeiDU with COPY_LARGE though... had to use a hex editor.

     

    I wonder if the header is buried in the .cbf or .key or something. Not that I can really tell without being able to read them, but maybe devSin or Avenger will know.

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