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Code for mod NPCs


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#16 Nythrun

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Posted 02 April 2008 - 02:01 PM

Boo says: Vampires are hard!
"You tell lies, too."
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."

#17 cmorgan

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Posted 02 April 2008 - 02:07 PM

Darned bloodsuckers.
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#18 Miloch

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Posted 14 May 2008 - 01:40 AM

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 :p.

Edit: added dsclck23.itm; bub[6].cre > dsbub[6].cre.

Edited by Miloch, 14 May 2008 - 03:40 PM.

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#19 Nythrun

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Posted 14 May 2008 - 11:16 AM

Ahah, that's where Bub-Of-The-Sixteen-Nulls-Stuffed-In-Header comes from.

I'll see what I can do.
"You tell lies, too."
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."

#20 Miloch

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Posted 14 May 2008 - 03:39 PM

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).
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#21 Nythrun

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Posted 14 May 2008 - 04:06 PM

No, I'm referring to the corrupt version that DSotSCTD provides.
"You tell lies, too."
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."

#22 Gorilym

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Posted 14 May 2008 - 04:18 PM

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. :p

Edited by Gorilym, 14 May 2008 - 04:21 PM.


#23 Miloch

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Posted 14 May 2008 - 05:59 PM

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. :p

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? :p
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." -Terry Pratchett

#24 Miloch

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Posted 31 August 2009 - 10:39 AM

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.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." -Terry Pratchett

#25 Lollorian

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Posted 31 August 2009 - 05:32 PM

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 :D 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 :party:)

Cheers,
Lol

Edited by Lollorian, 31 August 2009 - 05:33 PM.


#26 Jarno Mikkola

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Posted 01 September 2009 - 10:05 AM

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. :party:

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 by Jarno Mikkola, 01 September 2009 - 10:17 AM.

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#27 Miloch

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Posted 02 September 2009 - 06:06 AM

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 :p

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 :D.

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 :p.
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================================================================
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"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." -Terry Pratchett

#28 berelinde

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Posted 24 April 2010 - 06:47 AM

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 by berelinde, 24 April 2010 - 06:59 AM.

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#29 Miloch

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Posted 24 April 2010 - 09:13 AM

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.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." -Terry Pratchett

#30 berelinde

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Posted 24 April 2010 - 09:22 AM

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?
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