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Please clarify the TP2 file for me


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#61 WarChiefZeke

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Posted 29 December 2016 - 12:18 PM

no, i hadn't seen any party banters yet, i only just got out of the first dungeon...which has all your party members leave. now to figure out how to do that correctly :laugh:  good to know this code is all good though.

 

leaveparty() makes you lose your inventory correct?


Edited by WarChiefZeke, 29 December 2016 - 12:35 PM.


#62 agb1

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Posted 29 December 2016 - 12:31 PM

LeaveParty() moves any items that are flagged as "critical" (one of the bits in the item flags section) to the first open slots in the (remaining) party's inventory. Non-critical items stay with the NPC.

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

 

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#63 Roxanne

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Posted 29 December 2016 - 12:37 PM

no, i hadn't seen any party banters yet, i only just got out of the first dungeon...which has all your party members leave. now to figure out how to do that correctly :laugh:  good to know this code is all good though.

 

leaveparty() makes you love your inventory correct?

LeaveParty() (exact spelling is needed for actions) makes the NPC leave the party with all inventory, except for designated plot items which are given to the PC (or another player if PC inventory is full). so they are not lost by error.

You can use DropInventory() LeaveParty() if you want to give the remaining NPCs a chance to loot the stuff or any other actions to give part of the inventory or specific items to anyone before leaving.


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#64 WarChiefZeke

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Posted 29 December 2016 - 08:18 PM

actually trying to add a banter and install gives me this error?

 

ERROR: Failure("resource [BDMKHIIB.DLG] not found for 'CHAIN3'")


Edited by WarChiefZeke, 29 December 2016 - 08:19 PM.


#65 agb1

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Posted 29 December 2016 - 09:03 PM

None of the BD---B DLG files exist in the original game files. That is why Roxanne suggested extending the original BG1 banter files into SoD.

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)

Latest version:    https://bitbucket.or.../get/master.zip


#66 WarChiefZeke

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Posted 29 December 2016 - 09:08 PM

Hm...so there's no set standard for doing this at the moment. If I were just to copy her code could I also just add in new files for them? If not, whatever, ya know. I'll find a way to script them to shout string files if i must :p



#67 agb1

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Posted 29 December 2016 - 09:36 PM

I would follow Roxanne's lead and do the following:

Spoiler


You can then CHAIN your banter dialogues into the regular BG1 banter files (from interdia.2da) for the other NPCs.

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)

Latest version:    https://bitbucket.or.../get/master.zip


#68 Roxanne

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Posted 29 December 2016 - 09:51 PM

actually trying to add a banter and install gives me this error?

 

ERROR: Failure("resource [BDMKHIIB.DLG] not found for 'CHAIN3'")

 

 

None of the BD---B DLG files exist in the original game files. That is why Roxanne suggested extending the original BG1 banter files into SoD.

Since this is a pure SoD character, you need to create the file first with your tp2

I suggest

 

ACTION_IF NOT FILE_EXISTS_IN_GAME ~BDMKHIIB.DLG~ THEN BEGIN
COMPILE ~MyNPC/dialogues/BDMKHIIB.d~
END

 

and create the respective file BDMKHIIB.d which contains nothing but

BEGIN BDMKHIIB

 

Put it in TP2 prior to the place where you compile the dialogues that want to append to it.


Edited by Roxanne, 29 December 2016 - 09:52 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#69 WarChiefZeke

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Posted 29 December 2016 - 10:34 PM

Nice, banter files work now for SOD companions.  should i append previous companions dialogues into the old dialogue file so some old banter may run, would that cause conflict?

 

my first play-through of SOD is doubly fun as i create stuff for it in the process. we really are lucky to have the IE engine still getting totally new content.



#70 Roxanne

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Posted 29 December 2016 - 11:28 PM

should i append previous companions dialogues into the old dialogue file so some old banter may run, would that cause conflict?

What do you mean by that? Maybe give an example.


The Sandrah Saga

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#71 WarChiefZeke

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Posted 30 December 2016 - 10:30 AM

I mean if I were to use the code agb provided. What this does is make the NPCs use the old banter file, right?:

 

APPEND ~interdia.2da~ ~#ISHY BISHY~
UNLESS ~#ISHY~

COPY_EXISTING ~interdia.2da~ ~override/BDBanter.2DA~

 

and to answer your previous question agb, there does indeed seem to be times where traditional party banters fire, but this seems to be location based and they work fine even with your previous code active.



#72 Roxanne

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Posted 30 December 2016 - 10:36 AM

COPY_EXISTING ~interdia.2da~ ~override/BDBanter.2DA~

If you do this, you make a global change for ALL NPCs. This may be good for your local game but you may be a bit more specific for a published mod. Like just adding your banter individually to the game

 

APPEND ~BDBanter.2da~ ~#ISHY BISHY~
UNLESS ~#ISHY~

 

Note that for EET you may even skip this as this would be done for your mod per default.


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#73 WarChiefZeke

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Posted 31 December 2016 - 12:10 PM

Right. I think i'll avoid doing that for now and just do the tedious monkey-work of copying over the banters that would make sense in SOD into new files. I want to do as little as possible to step on the toes of other mods.

 

So, I understand how to write the script to get it to shout a string reference...but how exactly do I add those appropriate string messages in game? In .d format inside of their dialogue files? This is totally unnecessary, but as I try to write out the SOD quest, i'd like, if possible, just to have them shout a few phrases during the battle.



#74 Roxanne

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Posted 31 December 2016 - 12:46 PM

Right. I think i'll avoid doing that for now and just do the tedious monkey-work of copying over the banters that would make sense in SOD into new files. I want to do as little as possible to step on the toes of other mods.

 

So, I understand how to write the script to get it to shout a string reference...but how exactly do I add those appropriate string messages in game? In .d format inside of their dialogue files? This is totally unnecessary, but as I try to write out the SOD quest, i'd like, if possible, just to have them shout a few phrases during the battle.

You mean something like this?

 

NPC receives an item, drops it and displays text overhead saying ~I will not use this!~

Spoiler

So either Weidu compiling the baf file adds the text to dialog.tlk directly or it reads the text to be added from the tra file.


Edited by Roxanne, 31 December 2016 - 12:49 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#75 WarChiefZeke

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Posted 31 December 2016 - 02:53 PM

Ah, so i can just add the lines right to the script. Nice.


Edited by WarChiefZeke, 31 December 2016 - 02:53 PM.




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