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Enhanced Edition Compatibility with L1NPCs


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#76 agb1

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Posted 01 December 2016 - 12:12 PM

I guess the key idea I'm trying to advocate is that instead of having fixed components for various NPCs, the core definition of what changes the mod will make can live in a text file that can be easily read and modified.  That would make it easy for people to reuse their favorite config across installs... especially if the definitions are mapped to a scriptname/DV (and you just run a patch across all CREs looking for a match instead of having to worry about platform-specific differences or making sure you have cre, cre5, cre10, cre15 etc.).


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

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#77 subtledoctor

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Posted 01 December 2016 - 02:03 PM

Oh yeah definitely. I've thought abought trying to do something like that - basically, the principle of my YARAS mod applied to creatures instead of armors.
- find all joinable NPCs
- read the creature's name, spit it out to the user and ask for input for basic characteristics (class, kit, stats, profs, etc.)
- read those values and set the .cre to level 1 with stuff like hp, lore, saves, thac0 etc. depending on class/kit/stats
- etc.

But, now you're talking about scrapping this mod and writing it new from the ground up. I seriously doubt anyone has the time for that.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#78 CrevsDaak

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Posted 01 December 2016 - 04:43 PM

I think it's way easier to update level1npcs than to create a new one. Also, lvl1npcs can be automated. Check the batchlog folder. You can just modify the .txt to your tastes and run the .cmd file (I've never tested this nor I can guarantee it works but it's all I can offer right now).

The mod itself could be modified to make use of a much modern way of automation for the installation, but I'm not sure how that would work (I would use an external script (Ruby, WeiDU, bash, it doesn't matter, it just has to do it's job) to check for an individual .ini for each character and then launch WeiDU to install each component). Then you copy-paste the folder with the .ini files, launch the automated installer/script and voila!

#79 Grunker

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Posted 18 December 2016 - 05:18 PM

 

Well, it works with BG2:EE for now. I yet have to start on the BG:EE version (and the SoD version as well).

Erhm, and EET too.
You might do best to forget the BG:EE and SoD and just move to EET first and then check later what to use from that to the others. Or NOT. It's up to you of course.
 
 
Been out of the game long enough that I didn't even know about EET. Definetely seems worthwhile from a player perspective to just focus on EET and put the others aside. Of course modder gonna do what modder gonna do.

How would NPC continuity in EET work with full Level1NPC functionality though? Is it as easy as just installing Level1NPC once for each character and then just use that .cre for the whole trilogy/SoD?
 
The EEs are finally starting to look like a superior product. Once EET is polished and has full Level1NPC and SCS functionality, I'll probably say goodbye to my GoG install for good. You're doing God's work, Daak

Edited by Grunker, 18 December 2016 - 06:35 PM.


#80 CrevsDaak

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Posted 18 December 2016 - 06:49 PM

Well, it works with BG2:EE for now. I yet have to start on the BG:EE version (and the SoD version as well).

Erhm, and EET too.
You might do best to forget the BG:EE and SoD and just move to EET first and then check later what to use from that to the others. Or NOT. It's up to you of course.

 
Been out of the game long enough that I didn't even know about EET. Definetely seems worthwhile from a player perspective to just focus on EET and put the others aside. Of course modder gonna do what modder gonna do.

How would NPC continuity in EET work with full Level1NPC functionality though? Is it as easy as just installing Level1NPC once for each character and then just use that .cre for the whole trilogy/SoD?
 
The EEs are finally starting to look like a superior product. Once EET is polished and has full Level1NPC and SCS functionality, I'll probably say goodbye to my GoG install for good. You're doing God's work, Daak

Actually, I'm not doing any type of work right now. :p I have been working more onto an NPC mod (and the multikit mod and probably a few more) and getting a webserver to work, besides finishing high school. I didn't touch this mod since almost a month. Worse thing is, that I forgot what I've already implemented for the Shaman to work and I'll have to go through the whole code again just to check. :facepalm: On Thursday I'll start working on this (I have an exam tomorrow (Monday), and then #1 priority is watching the new SW movie, not modding lmao), I promise.

I think I'll never get used to the EEs... They've changed too much stuff on the engine side, and I have a crush on BG2's GUI... Edit: And BG1-in-BG2's GUI as well...

Edited by CrevsDaak, 18 December 2016 - 06:50 PM.


#81 Grunker

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Posted 19 December 2016 - 03:55 PM

Hey man, take your time, I didn't mean to rush you or anything. Really wish I had the capabilities, would definetely devote time to a project like this. Good luck with your exams, mate.


Edited by Grunker, 19 December 2016 - 03:56 PM.




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