Nythrun Posted April 2, 2008 Share Posted April 2, 2008 Boo says: Vampires are hard! Quote Link to comment
Miloch Posted May 14, 2008 Share Posted May 14, 2008 (edited) Dark Side of the Sword Coast NPCs Tutu resources are first on each line; BGT resources follow if they differ. Bardo Furfoot (halfling thief): bardo.cre | dsbardo.cre chap5.bcs | thief14t.bcs bardo.dlg dsarow02.itm | dsarrow1.itm Bub Snikt (human fighter): dsbub.cre dsbub6.cre _wtarsgt.bcs | wtasight.bcs bub.dlg Conchobhair Strongblade (human cavalier | paladin): concho07.cre | dsconch5.cre concho10.cre | dsconch7.cre concho.bcs | wtasight.bcs concho.dlg dshelm05.itm | dscohelm.itm dsplat08.itm | dscoarm.itm dssw2h04.itm | dscoswd.itm CúChoinneach (elf cleric/ranger): cuchoin.cre | dscuch5.cre, dscuch7.cre wolfshd.bcs | dswlfshd.bcs cuchoin.dlg dsleat02.itm | dscuarm.itm dsshld01.itm | dscushld.itm dsamul10.itm | N/A dssw1h02.itm | dscuswd.itm dspotn15.itm | dspotn01.itm Ferthgil Trollslayer (dwarf berserker): ferthgil.cre | dsferth.cre ferthgil.bcs | dsferth.bcs ferthg.dlg dshel06.itm | dsfehelm.itm dsplat03.itm | dsfearm.itm dsaxe04.itm | dsfeaxe.itm dshamm02.itm | dshamm01.itm Jet'laya (half-elf cleric): jetlaya.cre | dsjetlay.cre jetla6.cre | dsjetla9.cre jetlaya.bcs | wtasight.bcs jetla.dlg dschan10.itm | dsjearm.itm dsshld12.itm | dsjeshld.itm dsring17.itm | dsrngjet.itm dsamul02.itm | dsamul08.itm dsblun01.itm | dsmace04.itm dspotn15.itm | N/A dsclck23.itm | N/A Keiria Silverstring (half-elf blade | bard): keiria.cre | N/A keiria3.cre | N/A keiria5.cre | dskeiri5.cre keiria7.cre | dskeiri7.cre keiria7a.cre | N/A keiria9.cre | N/A keiria11.cre | N/A chap3.bcs | wtasight.bcs keiria.dlg dsleat04.itm | dskearm.itm dsring13.itm | dsbardr.itm dsbow08.itm | dskexbow.itm dsbolt01.itm | dsbolt01.itm Skeezer Lumpkin VI (gnome illusionist/thief): skeezer.cre | dsskeez.cre skeez9.cre | dsskeez6.cre skeez11.cre | N/A chap4.bcs | wtasight.bcs skeezr.dlg dshelm04.itm | dsskhelm.itm dsclck06.itm | dsskrobe.itm dsstaf02.itm |dsskstaf.itm Thorfinn Hauskluniff (human barbarian | fighter): thorfinn.cre | dsthorf.cre thorf9.cre | dsthorf9.cre thorf11.cre | dsthorfx.cre thorf.bcs | thorfinn.bcs thorf.dlg dshelm07.itm | cuhelm04.itm dsleat03.itm | culeat02.itm dssw2h01.itm | cuswd03.itm The resource naming "conventions" are wack - I'm gonna see if I can change that (probably not at this stage). Don't feel you need to add all that for v1 (v2?) but it'd be nice . Edit: added dsclck23.itm; bub[6].cre > dsbub[6].cre. Edited May 14, 2008 by Miloch Quote Link to comment
Nythrun Posted May 14, 2008 Share Posted May 14, 2008 Ahah, that's where Bub-Of-The-Sixteen-Nulls-Stuffed-In-Header comes from. I'll see what I can do. Quote Link to comment
Miloch Posted May 14, 2008 Share Posted May 14, 2008 Ahah, that's where Bub-Of-The-Sixteen-Nulls-Stuffed-In-Header comes from.Bub is kind of a UB-ish character in the vanilla game, who has some dialogue suggesting he might join, but he doesn't. So DS just adds to this and makes him joinable. Rather than try to patch the guy, I think I'm going to purge the default Bub (bub.cre or _bub.cre in Tutu) and add dsbub.cre/dsbub6.cre instead via area script - BGT does the same thing, so the Tutu/BGT resources for this cre will be the same (post above edited for this). Quote Link to comment
Nythrun Posted May 15, 2008 Share Posted May 15, 2008 No, I'm referring to the corrupt version that DSotSCTD provides. Quote Link to comment
Gorilym Posted May 15, 2008 Share Posted May 15, 2008 (edited) Warning: the following is not really on topic I always thought of Bub Snikt as a somewhat obscure pop culture reference, sort of like the ones littered throughout Fallout 2 (released the same year, made by some of the same people). Marvel's Wolverine uses the name "bub" for just about everybody, and the onomatopoeic "snikt" always accompanies the extension of his claws. Granted, the character isn't an exact replica of him or anything, but still - mutant canadian superheroes in the FR? Perhaps, but not in my party, thank-you-very-much. Edited May 15, 2008 by Gorilym Quote Link to comment
Miloch Posted May 15, 2008 Share Posted May 15, 2008 No, I'm referring to the corrupt version that DSotSCTD provides.Ah. Well that's the BGT version... We ran the G3 Debuggerer and your CRE checker on everything and fixed anything we found, but maybe those two tools don't account for everything and we missed some things. It's weird though - I don't see a bub3 or even a dsbub3 CRE in either version, and I'm looking at the same BGT DSotSC reported in that other thread. Not in NTotSC either. So it must've been added by something else in that laundry list of mods...mutant canadian superheroes in the FR? Perhaps, but not in my party, thank-you-very-much. Pretty lame, but apparently the BG developers liked doing this sort of thing, what with "Lord Foreshadow" telling you about NWN's imminent release, and what have you. As it turns out, he's just a farmer-turned-ogre hunter - nothing supernatural about him. We could change his name, but that'd kind of stray from the spirit of just finishing the UB. Then again, if L1NPCs is offering to tweak damn near every other aspect of NPCs, why not allow NPC name changing too, along with some sooper code that greps and replaces all dialogue references? Quote Link to comment
Miloch Posted August 31, 2009 Share Posted August 31, 2009 Well, digging through this mess and the other related posts suggests there is either express or implied permission to enable custom kitting for Keto, Kelsey, Solaufein, Valen, Finch, Indira, Tiax, Xan, Iylos, Angelo, Gavin, Haldamir and all of the DSotSC NPCs (Bardo, Bub, Conchobhair, CúChoinneach, Ferthgil, Jet'laya, Keiria, Skeezer, Thorfinn). Are there any other NPCs folks know of? The tp2 filename, component number and CRE names should suffice, unless Nythrun or someone else materialises with an item_mod or dialog/script_mod component hitherto unknown. Quote Link to comment
Lollorian Posted September 1, 2009 Share Posted September 1, 2009 (edited) Are there any other NPCs folks know of? The tp2 filename, component number and CRE names should suffice, unless Nythrun or someone else materialises with an item_mod or dialog/script_mod component hitherto unknown. Heya First post here (loooook ... new smilies ) Anyway, the items may be necessary for NPCs that use custom items based on their kits. So that, if the kits are changed, the item usabilities can be changed as well Don't hesitate to hit me if I'm wrong though And dialog files for dialogs that reference the NPC by class?? (PS: Including the mod NPCs is a very good idea btw ) Cheers, Lol Edited September 1, 2009 by Lollorian Quote Link to comment
Jarno Mikkola Posted September 1, 2009 Share Posted September 1, 2009 (edited) Are there any other NPCs folks know of? The tp2 filename, component number and CRE names should suffice... There are few TC mods that this could use the L1NPCs NPC alteration possibilities, for example in the Classic Adventures, although the NPC list isn't finished, as few more is still to come... and the NPCs items are quite restrictive... I have gathered the needed info. Now, as you can see from this://Finch /* BEGIN DESIGNATED REQUIRE_COMPONENT ~level1npcs.tp2~ "0" @110600 REQUIRE_PREDICATE (FILE_CONTAINS ~override/pdialog.2da~ ~SUFINCH~) LAUNCH_ACTION_MACRO ~fj_install_component_variables~ COPY_EXISTING ~sufinchi.cre~ ~override~ ~sufinch1.cre~ ~override~ ~sufinch2.cre~ ~override~ ~sufinch4.cre~ ~override~ PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN LAUNCH_PATCH_MACRO ~fj_modify_cre~ END BUT_ONLY */ You can use the pdialog.2da variable as a predicate for the component... So here's the long list. Name: Aesdale Essen Dialog var: TCAESDALE .Cre files: TCAESDA6.cre & TCAESDAL.cre Name: Aleigha Ericsdotter Dialog var: TCALEIGHA .Cre's: TCALEIG.cre Name: Althon Merchantius Dialog var: TCALTHON .Cre's: TCALTHON.cre & TCALTHO7.cre Name: Bergon Erunestian Dialog var: TCBERGON .Cre's: TCBERGON.cre Name: Madisil Blodgett Dialog var: TCBLOD .Cre's: TCBLOD.cre Name: Blush (Carnistir Vanyalissë) Dialog var: TCBLUSH .Cre's: TCBLUSH.cre Name: Buranta Kal Dialog var: TCBUR .Cre's: TCBUR.cre Name: Candella Verenworth Dialog var: TCCANDE .Cre's: TCCANDE.cre Name: Catharandamus Dialog var: TCCATH .Cre's: TCCATH.cre Name: Ceri Dialog var: TCCERI .Cre's: TCCERI1.cre & TCCERI2.cre Name: Chaarna Dialog var: TCCHAAR1 .Cre's: TCCHAAR7.cre & TCCHAAR9.cre & TCCHAAR.cre Name: Dirbert Dialog var: TCDIRBERT .Cre's: TCDIRBERT.cre Name: Elora Bonesetter Dialog var: TCELORA .Cre's: TCELORA8.cre & TCELORAX.cre Name: Erky Timbers Dialog var: TCERKY .Cre's: TCERKY.cre Name: Fala'stra Ketta Dialog var: TCFALA .Cre's: TCFALA1.cre & TCFALA2.cre & TCFALAX.cre Name: Icar Dialog var: TCICAR .Cre's: TCICAR11.cre & TCICAR4.cre & TCICAR9.cre Name: Ilhara Thul Dialog var: TCILHARA .Cre's: TCILHAR7.cre & TCILHAR9.cre Name: Meepo Dialog var: TCMEEPO .Cre's: TCMEEPO.cre Name: Narcissa Greycastle Dialog var: TCNARCIS .Cre's: TCNARC5.cre Name: Paraway Dialog var: TCPARA .Cre's: TCPARA.cre Name: Rihn Haruto Dialog var: TCRIHN .Cre's: TCRIHN6.cre & TCRIHN8.cre Name: Rilithar Mistmoor Dialog var: TCRIL .Cre's: TCRIL5.cre & TCRIL7.cre Name: Rivian Silverwinds Dialog var: TCRIVIAN .Cre's: TCRIV7.cre & TCRIV9.cre Name: Rurik Lutgehr Dialog var: TCRURIK .Cre's: TCRURIK.cre Name: Shadow Dialog var: TCSHADOW .Cre's: TCSHADOW.cre Name: Terra Lockwood Dialog var: TCTERRA .Cre's: TCTERRA.cre Name: Vildamyr Sal'endral Dialog var: TCVILD .Cre's: TCVILD6.cre & TCVILD8.cre And yes, I have asked, and Sir BillyBob said we can make L1NPCs able to modify the CA's characters within CA. Edited September 1, 2009 by Jarno Mikkola Quote Link to comment
Miloch Posted September 2, 2009 Share Posted September 2, 2009 Anyway, the items may be necessary for NPCs that use custom items based on their kits. So that, if the kits are changed, the item usabilities can be changed as well This is easy enough - in fact it might already be coded to do this for all NPC items automatically (not positive though).And dialog files for dialogs that reference the NPC by class?? This on the other hand is not. It would involve not just modding dialogue but looking up and potentially changing a bunch of string references (and strings within string references) where we don't even know the absolute textual values or offsets. The last time I tried to do that sort of coding, my brain went all mushy, so I say we just skip it .You can use the pdialog.2da variable as a predicate for the component...Probably cleaner to use MOD_IS_INSTALLED or FILE_EXISTS_IN_GAME but it's all the same I guess.I have asked, and Sir BillyBob said we can make L1NPCs able to modify the CA's characters within CA.I guess that means we have to include Fabio from Bonehill too . Quote Link to comment
berelinde Posted April 24, 2010 Share Posted April 24, 2010 (edited) Was anything ever done with this? It would be cool in the extreme if it were. In addition to BG1 Gavin and Haldamir, I'd like to add BG2 Gavin Gavin: CRE: B!GAV08 BCS: B!GAVS DLG: B!GAV ITM: B!GAVRNG, b!hand ToB (might want to include a separate check for this, since it isn't done yet, but will be soonish): CRE: B!GAV13 BCS: B!GAV25S DLG: B!GAV25 ITM: B!GAVRNG, b!hand Hang on... If you're checking pdialog.2da for the creature dialogue file, the check is going to fail. That table doesn't include the creature dialogue file, only the joined and post. If that's what you want to do: BG1 Gavin: b!gavinj BG2 Gavin: b!gavj ToB Gavin: b!gav25j Haldamir: b!halj Edited April 24, 2010 by berelinde Quote Link to comment
Miloch Posted April 24, 2010 Share Posted April 24, 2010 I added the code for most "approved" mod NPCs locally, including Gavin etc. but I don't think I got through all the CA NPCs. Think I changed the pdialog.2da check to something better also, but all that was with a previous version, so I'd have to diff and merge my changes with erik's version. Shouldn't really be that tough, but I'd have to dig around a bit. Quote Link to comment
berelinde Posted April 24, 2010 Share Posted April 24, 2010 Cool, that would really save some work, if it was all together in one spot. I was thinking about coding up all the ones who asked for it, on the grounds that it's always easier to get stuff included if it's already coded, but if you've already done the work, why not just combine everybody's stuff, test it, and present it as a gift to the mod maintainer? Quote Link to comment
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