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theacefes

Gibberling Poobah
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Posts posted by theacefes


  1. Try deleting setup-ascension.exe, or overwrite it with a copy of WeiDU 191. Some weidu versions used to have troubles with autoupdate.

     

     

    Aye, this happened to me when I renamed my Auren exe file and my Tp2.

     

    If this helps, Auren's WeiDU installer is named Setup-AurenAseph and the tp2 is Setup-AurenAseph.


  2. A bit of background information here, as you may be wondering how in the world the mod was released here in a V3...and maybe some other things as well.

     

    Auren was originally the protagonist of a BG2 fan fic I started over at The Attic at gamejag.net. I didn't intend for there to be an Auren/Nalia romance but it just sort of developed. I decided after looking through several tutorials at various modding sites that I would try my hand at modding myself...and I felt that Auren would be just the character.

     

    I started the mod back in October 2005 and Auren was officially released in February of 2006. After some serious bug hunting, she was patched up and brought out into V3. All this couldn't have happened without the help and input of some very talented people, all of whom can be found in Auren's README.

     

    I hope you all enjoy Auren as much as I enjoyed bringing her to life. I decided to make this thread because I know that some of you, after playing the mod, may want to know more about Auren as a character and would like a bit more indepth description of her than what is given in her overview and biography.

     

    I usually don't like giving spoilers but I will definitely warn you if I do. If you have any questions regarding Auren and/or the mod itself, go ahead and ask it here. Chances are, your question is also someone else's question.

     

    Thanks.


  3. I'm sure many modders out there would like to know how to code interjections (things that NPCs say during conversations the PC has with other NPCs aka the NPCs' "two cents") so I made a little tutorial here!

     

    PART ONE: Making your custom NPC have interjections

     

     

    1) Open up your main mod folder...ex: John-which is the name of the folder I used that contains my NPC.

     

    2) Open up your text editor and create a dialogue (.D) file called K#JohnJ.d Type: BEGIN K#JOHNJ at the top.

     

    3) I hope you have Infinity Explorer. Let's open that up and go to dialogues. Find NALIA. If you click on her opening line "Is anyone willing to hear my plea...." and look down, you will see it says PHRASE 45.

     

    4) In your new J file (J is for joined) we're going to use what's called INTERJECT_COPY_TRANS, which allows us to make John interject, in this case, he'll make a comment when Nalia approaches the PC.

     

    So...this is how we would type it.

     

    INTERJECT_COPY_TRANS NALIA 45 johncommentnaliajoin

    == K#JohnJ IF ~InParty("K#John") InMyArea("K#John")~ THEN

    ~Hey, look, a rich girl!.~

    END

     

    "johncommentnaliajoin" is just the name of the interjection

     

    InMyArea is just what it says....K#John is (remember?) our Script Name/Death Variable/DV (get used to calling it DV)

     

    Save this and in your TP2, under where the dialogue is compiled, type:

     

    COMPILE ~John\K#JohnJ.d~

     

    And Save it...then reinstall the mod.

     

    NOTE: You can do this with any dialogue phrase, as long as your NPC will be in the party.

     

    PART TWO- Adding interjections to a Bioware NPC

     

    1) Make a text file....name it whatever NPC you are doing ex: NALIAJ.d or ANOMENJ.d, etc.

     

    2) Type whatever interjection you want. Here is mine for Nalia when Anomen approached the PC

     

    BEGIN NALIAJ

     

    INTERJECT_COPY_TRANS ANOMEN 0 naliacommentanomenmeet1

    == NALIAJ IF ~InParty("Nalia") InMyArea("Nalia")~ THEN

    ~Um...is that helmet hurting your brain?~

    END

     

    Save it.

     

    3) Create a folder called Nalia Add-on or whatever. In it make another folder called backup.

     

    4) Make a copy of WeiDU.exe and rename it Setup-NaliaAddOn.exe

     

    5) Make a TP2 file called Setup-NaliaAddOn and type the following:

     

    BACKUP ~Nalia Add-on\backup~

    AUTHOR ~theacefes (bohdi2185@msn.com)~

    BEGIN ~Nalia Add-on~

     

    COMPILE ~Nalia Add-on\NALIAJ.d~

     

    It's real short I know, but it works, and can totally be expanded.

     

    I hope this was easy enough to understand. Have fun um...interjecting!


  4. Okay well here is an updated version of my NPC tutorial. This is all well and fine, but if you would like it in an easier to read format, please download the PDF below.

     

    Microsoft_Word___How_To_Make_An_NPC_If_You_Are_A_N00B.pdf

     

    How To Make An NPC If You Are A N00B

    By: theacefes bohdi2185@msn.com

    Version 2

    After realizing that I haven’t edited this in forever, I decided to write an updated version of my NPC tutorial . The purpose of this tutorial is not to teach people how to write and code an entire mod, but how to get a very basic NPC into the game.

    So, without further delay, I present to you: Version 2!

     

    TABLE OF CONTENTS:

     

    1. INTRODUCTION

    2. THE DIALOGUE

    3. THE CRE

    4. THE AREA FILE

    5. THE TP2 and finishing up

     

     

    1. INTRODUCTION

     

    While there are other NPC tutorials out there, I feel that this one is very clear and easy to understand for the total noob (and yes, we were all noobs once). This tutorial will go through how to make an introduction dialogue, a creature file, an area file, and a TP2 file. I've gathered a list of terms that you many or may not have known before, but you will see them over and over if you decide to go into modding.

     

    Common Terms:

     

    PC- the character that you are playing as (player character)

     

    NPC- any character in the game that is not you. ex: Jaheira and Imoen, and this character you are about to make. (Non-player character)

     

    Dialogue: the actual conversations between PCs and NPCs, or NPCs and NPCs.

     

    Script: the code that tells the game what to do (ex: where to move

    characters, what conversation to start, when to start a quest, etc)

     

    WeiDU: the program that allows mods to be compiled and installed

    into BG2.

     

    TP2: the file that lists all the parts of the mod that will be

    installed so that WeiDU knows what to install.

     

     

    Here are some of the programs you will want to have/download if you want to continue with this tutorial:

     

    1. Some sort of text editor (Notepad, ConTEXT, etc)

     

    2. NearInfinity (the beta) http://www.idi.ntnu.no/~joh/ni/

     

    3. ShadowKeeper (edits stats easily) http://www.mud-master.com/shadowkeeper/Home.html

     

    4. WeiDU (compiles all your mod files into the game) http://weidu.org/

     

    5. Infinity Explorer (you don't HAVE to have this but it's a neat program that allows you to see all the dialogues and scripts and anything else in the game) http://infexp.sourceforge.net/

     

     

    2.THE DIALOGUE

     

    This particular dialogue is the introductory dialogue, meaning, this is the dialogue where your NPC will want to join your party. I'll try and make this as easy as possible. For this tutorial, we are going to use my made up NPC, John.

    Before I go into the dialogue, I want to talk about two things: file types and prefixes.

     

    File Types: Basically, when you use your text editor, you have to save your mod files with certain file extensions.

    - Dialogue files use a “.d” extension.

    - Script files are compiled into the game as “.bcs” but when you make a script file, you are going to save it as a “.baf”.

    - Portraits need to be bitmaps (.bmp)

    - Sounds/music must be either in .wav or a format that can be decoded into .wavs (like .oggs)

    - Your tp2 file, which contains all the instructions that WeiDU needs to follow to install your mod, uses a .tp2 extension.

    Prefixes: Having your own prefix that you use in all of your coding is very important if you want for your mod to avoid any conflict with other mods. An example of a prefix would be my use of “K#” in front of all of my mod files and variables. You can view a list of the already registered prefixes or to register your own here.

    Okay, so…let’s get started. NPCs need to have a few different files to function properly in the game. This includes files that will hold all the NPC’s dialogues if they are in the party, bantering, leaving the party, or just having their introductory talk with the PC. You can name these anything you want as long as it's 7 letter or less. You should use your prefix at the beginning of your filename. I'll use my first initial and # so that my intro. dialogue is named K#John.

     

     

    2) Open up your text editor and save the file as "all files" type and in the box where you name the file, type "K#John.d" or whatever you decided to name your NPC.

     

     

    3) At the top of the page, type "BEGIN K#John". Now, in coding, everything is based off of an "IF...THEN" process. So, let's go ahead and begin our introductory dialogue.

     

     

    BEGIN K#John 
    
    IF ~NumTimesTalkedTo(0)~ THEN BEGIN Talk1

     

     

     

    This means that IF the number of times the PC and John have spoken is 0, then this dialogue, which is called "Talk1" will occur.

     

     

    BEGIN K#John 
    
    IF ~NumTimesTalkedTo(0)~ THEN BEGIN Talk1 
    SAY ~Hey there, I'm John and I'm a new NPC!~

     

     

    The tildes "~" are like quotation marks. "SAY" is obviously what John is saying to the PC. Now comes the choices the PC has to answer John with. All of the choices must start with IF ~~ THEN REPLY. If there is a special condition for one of the choices, then it would be put into those ~~ in "IF ~~ THEN REPLY"

     

     

    IF ~~ THEN REPLY ~I'm <CHARNAME>, how are you, John?~ GOTO HiThere 
    IF ~~ THEN REPLY ~I'm sorry, but I don't have time to speak with you 
    right now.~ GOTO EndTalk 
    END

     

    is what's called a "dialogue token". If you put anywhere in the conversation, in the game the PC's name will appear. Neat, huh? GOTO HiThere/EndTalk is telling the game that there will be two blocks of dialogue called "HiThere" and "EndTalk". GOTO is connected the PC's choice with its respected block. END is ending the block.

     

     

     

     

    IF ~~ THEN BEGIN HiThere 
    SAY ~I'm fine. Can I join your group?~ 
    IF ~~ THEN REPLY ~Sure, why not?~ DO ~SetGlobal("JohnJoined","LOCALS",1) JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~I'm afraid I can't accept your offer right now. 
    Perhaps later.~ EXIT 
    END

     

     

    IF ~~ THEN BEGIN HiThere is beginning the block for Hithere. A Global is a variable. Globals can either be labeled as GLOBAL or LOCALS. GLOBALS are variables that can be used by any script in the game. LOCALS are variables that can only be used by the script running it. "JohnJoined" is a global in this. 0 means that the global is not active, while 1 means that it is (for most globals). DO ~SetGlobal("JohnJoined","LOCALS",1)JoinParty()~ is telling the game to make John join the party. EXIT ends the conversation while END ends the block.

     

     

     

     

    IF ~~ THEN BEGIN EndTalk 
    SAY ~(sigh) Very well. Just come back if you change your mind.  I'll be here.~ 
    IF ~~ THEN EXIT 
    END

     

     

    This is pretty simple. Usually, if I want to put an action on the NPC's part, I use (), but it's not necessary.

     

    Okay, so...that's the first part of the dialogue is done. Now we will create the block where the PC returns to John after rejecting him (in case the PC changed his/her mind).

     

     

     

    IF ~NumTimesTalkedToGT(0)~ THEN BEGIN Talk2 
    SAY ~You're back! Can I join now?~ 
    IF ~~ THEN REPLY ~Sure, why not?~ DO ~SetGlobal("JohnJoined","LOCALS",1) 
    JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~On second thought, I don't think that's a good 
    idea right now.~ EXIT 
    END

     

    NumTimesTalkedToGT(0) looks complicated but it's quite simple. Basically, GT means "greater than". So...if the number of times talked to is greater than 0, then the SecondMeeting will begin. Okay...now...we have to make John's parting dialogue, which is the conversation you have with him when you kick him out. Go ahead and right under the SecondMeeting block, make a space and put BEGIN K#JohnP

     

     

     

    BEGIN K#JohnP 
    
    IF ~Global("JohnJoined","LOCALS",1)~ THEN BEGIN LeaveGroup 
    SAY ~What? You don't need me?~ 
    IF ~~ THEN REPLY ~My mistake, please stay.~ DO ~JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~You suck. Bye.~ DO ~EscapeArea()~ EXIT 
    END

     

     

    EscapeArea means that if you kick John out, he will not come back. If you want for John to be available again, use this instead.

     

     

     

    IF ~Global("JohnJoined","LOCALS",1)~ THEN BEGIN LeaveGroup 
    SAY ~What? You don't need me?~ 
    IF ~~ THEN REPLY ~My mistake, please stay.~ DO ~JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~You suck. Bye.~ EXIT 
    END
    
    
    IF ~Global("JohnJoined","LOCALS",0)~ THEN BEGIN ComeBack 
    SAY ~You want me to rejoin?~ 
    IF ~~ THEN REPLY ~Welcome back.~ DO ~SetGlobal("JohnJoined","LOCALS",1) 
    JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~Nope, you still suck.~ EXIT 
    END

     

    So that's it! Here is the whole thing!

     

    BEGIN K#John 
    
    IF ~NumTimesTalkedTo(0)~ THEN BEGIN Talk1 
    SAY ~Hey there, I'm John and I'm a new NPC!~ 
    
    IF ~~ THEN REPLY ~I'm <CHARNAME>, how are you, John?~ GOTO HiThere 
    IF ~~ THEN REPLY ~I'm sorry, but I don't have time to speak with you 
    right now.~ GOTO EndTalk 
    END 
    
    IF ~~ THEN BEGIN HiThere 
    SAY ~I'm fine. Can I join your group?~ 
    IF ~~ THEN REPLY ~Sure, why not?~ DO ~SetGlobal("JohnJoined","LOCALS",1) 
    JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~I'm afraid I can't accept your offer right now. 
    Perhaps later.~ EXIT 
    END 
    
    IF ~~ THEN BEGIN EndTalk 
    SAY ~(sigh) Very well. Just come back if you change your mind. 
    I'll be here.~ 
    IF ~~ THEN EXIT 
    END 
    
    IF ~NumTimesTalkedToGT(0)~ THEN BEGIN Talk2 
    SAY ~You're back! Can I join now?~ 
    IF ~~ THEN REPLY ~Sure, why not?~ DO 
    
    ~SetGlobal("JohnJoined","LOCALS",1) 
    JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~On second thought, I don't think that's a good 
    idea right now.~ EXIT 
    END
    
    
    
    BEGIN K#JohnP 
    
    IF ~Global("JohnJoined","LOCALS",1)~ THEN BEGIN LeaveGroup 
    SAY ~What? You don't need me?~ 
    IF ~~ THEN REPLY ~My mistake, please stay.~ DO ~JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~You suck. Bye.~ DO ~EscapeArea()~ EXIT 
    END

     

    OR

     

    IF ~Global("JohnJoined","LOCALS",1)~ THEN BEGIN LeaveGroup 
    SAY ~What? You don't need me?~ 
    IF ~~ THEN REPLY ~My mistake, please stay.~ DO ~JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~You suck. Bye.~ EXIT 
    END 
    
    
    
    IF ~Global("JohnJoined","LOCALS",0)~ THEN BEGIN ComeBack 
    SAY ~You want me to rejoin?~ 
    IF ~~ THEN REPLY ~Welcome back.~ DO ~SetGlobal("JohnJoined","LOCALS",1) 
    JoinParty()~ EXIT 
    IF ~~ THEN REPLY ~Nope, you still suck.~ EXIT 
    END

     

    Okay, that’s the end of the Dialogue. Mind you, this is a VERY simplified version of a dialogue.

     

    3. THE CRE

     

     

    1) A CRE is a creature file. Every character/monster/chicken/etc has a CRE file. In order to make one, we must use NearInfinity. The easiest way to do this is to use a CHR (character file; you know, the ones you can import ex: FIGHTER, CLERIC, etc)

     

     

    2) Go ahead and open ShadowKeeper and open up a character file. Edit the stats and weapons if you like. Then, when you exit, ShadowKeeper will ask you to name it a different file. So...I picked the Fighter chr. so I'll change the stats to whatever I like and rename it John.

     

     

    3) Now open NearInfinity. Go to the tab on the side labeled CHR and click on John. Now go to FILE and click "CONVERT CHR to CRE". It should save as JOHN.CRE

     

     

    4) Now go to GAME, then OPEN FILE. Then click BROWSE. Find JOHN.CRE and open it in a new window.

     

     

    5) Okay, now we have our CRE file open. You will need to do a few things. First, scroll down to where it says FLAGS. Click on FLAGS and at the bottom there should be a bunch of options, one of which says EXPORTS ALLOWED and it is checked. Uncheck it.

     

     

    6) Where it says GOLD, you can double click that and change it if you want.

     

     

    7) ANIMATION ID: You can change the way your NPC's paperdoll looks, for example, my mod, Auren Aseph, is a human, but her paperdoll is an elf.

     

     

    8 ) Colors: Where it says "major/minor/skin/hair/etc" color, make sure you keep them all below 68 or 69...otherwise the game will crash when you try to load your NPC.

     

     

    9) Portraits: where it says large and small portrait, you can enter a different filename if you don't like the default portraits, just remember to use .bmp files (make your own portrait and stick it in the Portraits folder in your BG2 directory); the game won't accept jpegs.

     

    10) Scroll down until you get to Override Script: type in K#John (or whatever your npc's filename is)

     

     

    11) Where it says DEFAULT SCRIPT, scroll through the options and find NONE, then click "update value". If you want for your NPC to initiate the conversation by walking up to the PC, scroll and find INITDLG.BCS and click "update value"

     

     

    12) For Enemy-Ally, find Neutral 128 and update value, so that your NPC will have a blue circle when you meet them.

     

    13) GENDER: This is where you change the gender to male or female

     

    14) RACE: This is where you choose what Race your NPC will be if you wish to change it.

     

    15) ALIGNMENT: Changes your NPCs alignment (mind you, you can do all these little changes in SHADOWKEEPER before you make the CRE)

     

    16) Script name: Also called the Death Variable or DV for short. This is kind of your NPCs ID. You will use this in banters and other conversations as well as scripts in the game. Double click it and type K#John.

     

     

     

    17) Dialogue: Right click and choose "edit as string" and type K#John. This is the dialogue that we just made.

     

    Wow...that was a lot, but it wasn't too hard, was it? That's it for the CRE. Just save it otherwise you'll have done all this work for nothing!

     

    4. THE AREA FILE

     

     

    So, now we want for our NPC to show up at a certain place. Since the Copper Coronet is where many NPCs can be found, let's go ahead and make him appear there.

     

    1) Go ahead and open up a new text editor document and once again, save as "all files" type and save as "AR0406.baf" without the quotes of course...because AR means "area" and 0406 is the number of the Copper Coronet.

     

    2) Go ahead and type this:

     

     

    IF 
    Global("JOHNExists","AR0406",0) 
    THEN 
    RESPONSE #100 
    SetGlobal("JOHNExists","AR0406",1) 
    CreateCreature("JOHN",[1483.1934],3) 
    END

     

     

    JOHNExists is a global (variable) in the game now. The 1483.1934 are the x, y coordinates (the game screen is like a graph) and 3 is the direction the NPC is facing (it goes from 1 to 15.

     

    Okay, so save the file and close it.

     

    5. THE TP2

     

    All right, we are almost done!

     

    1) In your BG2 directory, make a new folder and call it John. Open the folder and inside it, make another folder and call is "backup".

     

    2) Find WeiDU.exe (it's the one that looks like a black window). Copy and paste it in your BG2 directory and rename it: Setup-John.exe

     

     

    3) Now open up yet another new text file and save it as Setup-John.tp2 This will be what tells WeiDU what to install.

     

    4) Copy and move (or just move) your dialogue file, your CRE file, and your area file into the John folder.

     

    5) Now, in your TP2 file, type this:

     

     

     

    BACKUP ~John/backup~ 
    AUTHOR ~theacefes (bohdi2185@msn.com)~ 
    BEGIN ~John for BG2:SoA~ 
    
    // This adds our CRE file 
    
    COPY ~John/JOHN.cre~ ~override/JOHN.cre~ 
    
    // This allows for your NPC's name to be shown in the game during conversations and also on the character sheet 
    
    SAY NAME1 ~John~ 
    SAY NAME2 ~John~ 
    
    // This is the biography. In NearInfinity, go to that side tab and find CHR. Open that and find JOHN.BIO You can create your own bio this way by simply deleting the default PC bio and typing your own. Save this. 
    
    SAY BIO ~When you ask him about his past, JOHN says to shut up.~ 
    
    // These are the different things that your NPC will say when they respond to your commands. 
    
    SAY MORALE ~Sticking around is only going to get us killed.~ 
    SAY HAPPY ~This group is great~ 
    SAY UNHAPPY_ANNOYED ~You're starting to take the wrong path in morals.~ 
    SAY UNHAPPY_SERIOUS ~I'll leave if you don’t stop!~ 
    SAY UNHAPPY_BREAKING ~You suck, I'm outta here.~ 
    SAY LEADER ~Yay I'm the leader!~ 
    SAY TIRED ~I'm tired.~ 
    SAY BORED ~I'm bored.~ 
    SAY BATTLE_CRY1 ~TO BATTLE!~ 
    SAY BATTLE_CRY2 ~Time to die!~ 
    SAY BATTLE_CRY3 ~DIE NOW!~ 
    SAY BATTLE_CRY4 ~DIE!~ 
    SAY DAMAGE ~Ow!~ 
    SAY DYING ~AH!~ 
    SAY HURT ~Help me!~ 
    SAY AREA_FOREST ~We're in a forest.~ 
    SAY AREA_CITY ~We're in a city~ 
    SAY AREA_DUNGEON ~We're in a dungeon.~ 
    SAY AREA_DAY ~It's day.~ 
    SAY AREA_NIGHT ~It's dark.~ 
    SAY SELECT_COMMON1 ~Yeah?~ 
    SAY SELECT_COMMON2 ~What do you need?~ 
    SAY SELECT_COMMON3 ~Grunt.~ 
    SAY SELECT_COMMON4 ~What?~ 
    SAY SELECT_COMMON5 ~Yes?~ 
    SAY SELECT_COMMON6 ~I'm listening.~ 
    SAY SELECT_ACTION1 ~Uh huh.~ 
    SAY SELECT_ACTION2 ~Sure.~ 
    SAY SELECT_ACTION3 ~I'm on it.~ 
    SAY SELECT_ACTION4 ~YAY!~ 
    SAY SELECT_ACTION5 ~Not hard at all~ 
    SAY SELECT_ACTION6 ~Yep~ 
    SAY SELECT_ACTION7 ~Okay~ 
    SAY SELECT_RARE1 ~I'm ready.~ 
    SAY SELECT_RARE2 ~I got it.~ 
    SAY CRITICAL_HIT ~Yeah!~ 
    SAY CRITICAL_MISS ~Damn!~ 
    SAY TARGET_IMMUNE ~No effect?~ 
    SAY INVENTORY_FULL ~It's too heavy!~ 
    
    
    // This is compiling John's dialogue 
    
    COMPILE ~John/K#John.d~ 
    
    
    // This is adding our area file to the game 
    
    EXTEND_TOP ~AR0406.bcs~ ~John/AR0406.baf~ 
    
    // Adds Portraits
    
    COPY ~John/johns.bmp~ ~override/johns.bmp~
     ~John/johnm.bmp~ ~override/johnm.bmp~
    
    
    // Add this to the end (Appends .2DA files in the game so that it recognizes your NPC’s files 
    
    APPEND ~pdialog.2da~ 
    ~K#John K#JohnP K#JohnJ K#JohnD K#Joh25P K#Joh25J K#Joh25D K#John25~ 
    UNLESS ~K#John~ 
    
    
    APPEND ~interdia.2da~ 
    ~K#John K#JohnB K#JohB25~ 
    UNLESS ~K#John~

     

     

     

    And that's it! You now have an NPC of your very own in the game! Just save the TP2 and run the install. Make sure you either start a new game or load a saved game where you have not yet visited the Copper Coronet (or the area in which you are spawning your CRE)!

     

    If you have any questions, please PM or email theacefes at bohdi2185@msn.com.


  5. Hopefully this will answer most of your questions. Any other questions you may have can be directed to me via pm or email.

     

    1) What is this mod?

     

    A. This is the Auren Aseph NPC mod for Baldur's Gate II: Throne of Bhaal.

     

    2) Who is Auren?

     

    A. Auren Aseph is a twenty year old human fighter from Beregost. She is cheerful, intelligent, and headstrong and loves adventure. You can find her in Athkatla in the Slums District at the Copper Coronet. Auren can also be summoned by the Fate Spirit in the Pocket Plane in ToB. NOTE: Auren will not appear if you are of evil alignment.

     

    3) So, what does she do?

     

    A. Auren will join your party if you wish her to and will fight alongside you until you say otherwise or you piss her off. She will banter with your character as well as most of the Bioware NPCs and will have interjections throughout the game. Auren will also romance Nalia if both are in the party.

     

    4) Will Auren romance the PC and/or will there be a friendship path?

     

    A. The answer is 'no'. While this seems to be a big thing for many NPC mods, Auren just doesn't have the personality that would make her desire the PC in a romantic way. Her dream of finishing first, in the spotlight, being remembered as a great adventurer would be overshadowed if she were to be seen as the PC's significant other. Auren will have several talks with the PC and after a few banters, a force talk option will appear and you will be able to interact with Auren simply by clicking on her.

     

    5) I know I shouldn't ask but...

     

    A. Yes, the mod is WeiDU and it is available for Windows and Mac OS.

     

    6) I thought this was a Chosen of Mystra mod?

     

    A. Actually, the mod is mine....oh, I see what you're asking. True, Auren's official initial release was at CoM, however it was decided that she would fare better over here at G3.

     

    7) Could I see her official stats and biography?

     

    A. Sure.

     

    -Female Human Fighter

     

    - Age: 20

     

    STR: 16

     

    CON: 15

     

    DEX: 16

     

    INT: 13

     

    WIS: 12

     

    CHA: 15

     

    - Neutral Good

     

    Biography: When you ask her about her past, AUREN is silent before explaining that she was born in Beregost, not far from your own home. The only daughter of a middle class merchant and his wife, Auren threw herself into the art of swordplay when she was only fourteen. She is barely twenty years old now, but you can somehow tell from the way she carries herself that she is an experienced fighter and has seen much of Faerun. You wonder exactly where she learned how to fight so well and why she has traveled so much at such a young age.

     

    😎 Anything else you can tell us?

     

    A. I'm a really cool person. Oh, the mod...right. Auren is fully voiced and comes with an original soundtrack composed by yours truly. I would highly recommend having Nalia in the party. The mod contains content for SoA and ToB, and there will be a mini (sorta) quest in the ToB portion if Auren and Nalia are romancing.

     

    9) Wait! I still have more questions!

     

    A. I've found that most questions that people have can be answered on the forums but if you like you can also email me or pm me. Email information can be found on the readme and/or looking at my profile.

     

    For a complete list of the content in the latest version, click here.


  6. Hi. At some point in the game, two characters, Valinor and Arianna will appear and talk to Auren (my NPC). Now, before my computer crashed not so long ago, the thing was working fine. I have the script for the characters to appear in my main script (K#Auren.baf) and then Valinor and Arianna each have their own scripts. For some reason, after the indicated banter, they arent showing up, yet i can summon them with CLUA and sometimes they'll start the convo but sometimes they wont.

     

    K#Auren.baf

     

     

    Code:

    IF

    InParty(Myself)

    GlobalGT("K#BanterO","GLOBAL",12)

    Global("AriannaValinorExist","GLOBAL",0)

    !Global("Chapter","GLOBAL",4)

    !Global("Chapter","GLOBAL",5)

    !Global("Chapter","GLOBAL",7)

    !AreaCheck("AR1900")

    !AreaCheck("AR1100")

    !AreaCheck("AR1300")

    !AreaCheck("AR1400")

    !AreaCheck("AR1404")

    !AreaCheck("AR2500")

    !AreaCheck("AR2600")

    AreaType(OUTDOOR)

    !Exists("VALINOR")

    !Exists("ARIANNA")

    THEN

    RESPONSE #100

    SetGlobal("AriannaValinorExist","GLOBAL",1)

    CreateCreatureObjectOffScreen("ARIANNA",Myself,0,0,0)

    CreateCreatureObjectOffScreen("VALINOR",Myself,0,0,0)

    END

    K#Valin.baf

     

     

    Code:

    IF

    Global("ValinorAriannaTalk","GLOBAL",0)

    See("K#Auren")

    InParty("K#Auren")

    THEN

    RESPONSE #100

    Dialogue("K#Auren")

    END

     

    IF

    Global("ValinorAriannaTalk","GLOBAL",0)

    !See("K#Auren")

    InParty("K#Auren")

    THEN

    RESPONSE #100

    MoveToObject("K#Auren")

    END

     

    IF

    !InParty("K#Auren")

    THEN

    RESPONSE #100

    EscapeArea()

    END

    K#Arian.baf

     

     

    Code:

    IF

    Global("ValinorAriannaTalk","GLOBAL",0)

    !See("K#Auren")

    InParty("K#Auren")

    THEN

    RESPONSE #100

    MoveToObject("K#Auren")

    END

     

     

    IF

    !InParty("K#Auren")

    THEN

    RESPONSE #100

    EscapeArea()

    END

    And lastly...I dont know if this is needed or not, but here is the dialogue...SPOILERS.

     

    K#Valin.d

     

    BEGIN K#Valin

    BEGIN K#Arian

     

     

    Code:

    CHAIN

    IF ~InParty("K#Auren")

    !StateCheck("K#Auren",STATE_SLEEPING)

    Global("ValinorAriannaTalk","GLOBAL",0)~ THEN K#Valin K#ValinArianTalk

    ~Auren Aseph, is that you? I’ve been searching for you for months. Please, wait a moment…I wish to discuss something with you.~ [K#AureV0]

    DO ~SetGlobal("ValinorAriannaTalk","GLOBAL",1)~

    == K#Arian ~Auren! Thank the gods, we’ve finally found you.~ [K#Aurea1]

    == K#AurenJ ~Valinor? Arianna? If this is about what you offered me before, I will only repeat what I said last time. I’m not interested.~ [K#AureE1]

    == K#Valin ~Please, hear me out. I know what became of Dadrek, and I offer my deepest condolences. Will you not listen to what I have to offer you?~ [K#AureV1]

    == K#AurenJ ~You want me to join your mercenary group, simple as that, and I already told you that I don’t do that sort of thing. I’m not going to go around hacking to death whatever you tell me to hack to death just so you can get some gold in your pocket and I’m stuck with the memory of it and barely enough to eat. I’m just not that kind of person, Valinor.~ [K#AureE2]

    == K#Valin ~You had no problem hacking Dadrek’s killer to pieces before the authorities could deal with him properly.~ [K#AureV2]

    == K#AurenJ ~I…I don’t have to deal with this. Please leave me alone, Valinor. I’m sorry for the trouble you went through to find me, but…I can’t abandon my friends, and I refuse to become a mercenary.~ [K#AureE3]

    == K#Arian ~Auri, please, just hear Valinor out.~ [K#Aurea2]

    == K#AurenJ ~I don’t care what he has to offer me, my answer is still no.~ [K#AureE4]

    == K#Valin ~Auren, you waste your life searching for something that does not exist. You will not be remembered by the good deeds that you’ve performed or will perform, but by the fact that you couldn’t control your anger and your lust for revenge.~ [K#AureV3]

    == K#AurenJ ~Lust for revenge? Let me tell you something you-~ [K#AureE5]

    == K#Arian ~Auren, Valinor, enough! Arguing will get us nowhere.~ [K#Aurea3]

    == K#Valin ~(Sigh) I offer you 2000 gold for every order that you carry out for me, Auren, as well as a position as an officer of sorts.~ [K#AureV4]

    == K#AurenJ ~What? You can’t…buy me out. Just…just leave, Valinor, before I get angry.~ [K#AureE6]

    == K#Valin ~You want to use your anger and strength as a way out, Auren, but I warn you, I will be back for you.~ [K#AureV5]

    == K#AurenJ ~Be back for me? What’s that supposed to mean?~ [K#AureE7]

    == K#Valin ~Trust me, Auren, I *will* obtain your services, whether it be in a friendly way…or otherwise. You *owe* me.~ [K#AureV6]

    == K#AurenJ ~This…this is ridiculous. Arianna, are you hearing this? I don’t own that bastard anything!~ [K#AureE8]

    == K#Valin ~You owe me for what I did for you nearly two years ago.~ [K#AureV7]

    == K#AurenJ ~You practically robbed us.~ [K#AureE9]

    == K#Valin ~I saved your *life*, girl. When you were bleeding from dozens of wounds and on the verge of death, I *saved* you.~ [K#AureV8]

    == K#AurenJ ~Dadrek paid you more than what you deserved. I owe you nothing.~ [K#AureE0]

    == K#Arian ~Valinor…enough. She is not ready right now.~ [K#Aurea6]

    == K#Valin ~(Sigh) Fine, then. But I warn you, Auren: I will be back.~ [K#AureV9]

    DO ~EscapeArea()ActionOverride("K#Arian",EscapeArea())~

    EXIT

     

    They won't appear in the D'Arnise Keep Area, but is I move to a different area, say, the city gates, valinor and arianna will approach the party and valinor will say his first line. The button at the bottom of the screen says "Continue". I click it and sometimes the conversation will go on normally and sometimes it will simply end, and Valinor and Arianna will just stand around. When I click on them, they say the default "Goodnight and goodbye" line.

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