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From Near Infinity tweaks to a Weidu mod?


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Over the last year or so, I've been delving heavier into modding my BG games. I've since discovered Near Infinity and have begun using it to implement various "house rules" to items, classes, proficiencies, etc to improve my game. Since I'm messing with EET, it's not uncommon to reinstall as new versions and updates come out, and other mods are made EET compatible. I've kept a list of what changes I like to make via NI.

 

What is involved with taking a list of NI changes, and turning it into a Weidu mod? I'm not a programmer by trade, but I'm not unfamiliar with coding (a college class or two). I just recognize that it would be nice to be able to take a coherent "package" of my own tweaks and be able to apply them with an executable, instead of a few hours of NI work, every time I reinstall. It also occurs to me that this may be how a lot of the various tweak mods out there started :p

 

Edit So far, I'm only talking about 2da changes. I haven't messed with dialogue.tlk (kinda find it intimidating, to be honest)

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Over the last year or so, I've been delving heavier into modding my BG games. I've since discovered Near Infinity and have begun using it to implement various "house rules" to items, classes, proficiencies, etc to improve my game. Since I'm messing with EET, it's not uncommon to reinstall as new versions and updates come out, and other mods are made EET compatible. I've kept a list of what changes I like to make via NI.

 

What is involved with taking a list of NI changes, and turning it into a Weidu mod? I'm not a programmer by trade, but I'm not unfamiliar with coding (a college class or two). I just recognize that it would be nice to be able to take a coherent "package" of my own tweaks and be able to apply them with an executable, instead of a few hours of NI work, every time I reinstall. It also occurs to me that this may be how a lot of the various tweak mods out there started :p

 

 

A few text files and a copy of Weidu. And a few hours of time. If your existing notes are sufficient, it may be just as easy as to *translate* them into Weidu actions. Maybe there is aleady some code out there in one or the other mods that does the same or similar.

Just put up a few examples and people will tell you. Once you get started things will develop. The idea is what probably made most modders around here start in the first place, i.e. re-use their tweaks or repairs in the next install.

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Over the last year or so, I've been delving heavier into modding my BG games. I've since discovered Near Infinity and have begun using it to implement various "house rules" to items, classes, proficiencies, etc to improve my game. Since I'm messing with EET, it's not uncommon to reinstall as new versions and updates come out, and other mods are made EET compatible. I've kept a list of what changes I like to make via NI.

 

What is involved with taking a list of NI changes, and turning it into a Weidu mod? I'm not a programmer by trade, but I'm not unfamiliar with coding (a college class or two). I just recognize that it would be nice to be able to take a coherent "package" of my own tweaks and be able to apply them with an executable, instead of a few hours of NI work, every time I reinstall. It also occurs to me that this may be how a lot of the various tweak mods out there started :p

 

 

A few text files and a copy of Weidu. And a few hours of time. If your existing notes are sufficient, it may be just as easy as to *translate* them into Weidu actions. Maybe there is aleady some code out there in one or the other mods that does the same or similar.

Just put up a few examples and people will tell you. Once you get started things will develop. The idea is what probably made most modders around here start in the first place, i.e. re-use their tweaks or repairs in the next install.

 

Thanks Roxanne, I was hoping it might be that simple.

 

Going back over my notes it looks like much of what I did was modding other mods. For example, I really liked what a particular mod did to weapon proficiencies -- but only about 90% of it. I "fixed" that extra 10% for my own games in NI. PROFS, PROFSMAX, STYLBONU, WEAPPROF were edited.

 

I also changed the various MFIST ITMs to create my own monk unarmed strike progression.

 

Finally, I changed a number of ITMs to allow strength bonus to thrown weapon damage, and to allow monks and kensais to use more bracers and gauntlets. I have a list of exactly which ITMs I altered. I got the idea from a Tweaks component to allow Kensai to use bracers. I realized that it dealt with vanilla bracers, but not mod-created bracers.

 

It seemed like the ITM changes were simple checkbox ticking (thanks to the NI interface), and the 2DA changes were basically simple table edits. From what I've been reading about Weidu, it does look like I should be able to write commands to perform each of these things. I'll look into it more.

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Over the last year or so, I've been delving heavier into modding my BG games. I've since discovered Near Infinity and have begun using it to implement various "house rules" to items, classes, proficiencies, etc to improve my game. Since I'm messing with EET, it's not uncommon to reinstall as new versions and updates come out, and other mods are made EET compatible. I've kept a list of what changes I like to make via NI.

 

What is involved with taking a list of NI changes, and turning it into a Weidu mod? I'm not a programmer by trade, but I'm not unfamiliar with coding (a college class or two). I just recognize that it would be nice to be able to take a coherent "package" of my own tweaks and be able to apply them with an executable, instead of a few hours of NI work, every time I reinstall. It also occurs to me that this may be how a lot of the various tweak mods out there started :p

 

 

A few text files and a copy of Weidu. And a few hours of time. If your existing notes are sufficient, it may be just as easy as to *translate* them into Weidu actions. Maybe there is aleady some code out there in one or the other mods that does the same or similar.

Just put up a few examples and people will tell you. Once you get started things will develop. The idea is what probably made most modders around here start in the first place, i.e. re-use their tweaks or repairs in the next install.

 

Thanks Roxanne, I was hoping it might be that simple.

 

Going back over my notes it looks like much of what I did was modding other mods. For example, I really liked what a particular mod did to weapon proficiencies -- but only about 90% of it. I "fixed" that extra 10% for my own games in NI. PROFS, PROFSMAX, STYLBONU, WEAPPROF were edited.

 

I also changed the various MFIST ITMs to create my own monk unarmed strike progression.

 

Finally, I changed a number of ITMs to allow strength bonus to thrown weapon damage, and to allow monks and kensais to use more bracers and gauntlets. I have a list of exactly which ITMs I altered. I got the idea from a Tweaks component to allow Kensai to use bracers. I realized that it dealt with vanilla bracers, but not mod-created bracers.

 

It seemed like the ITM changes were simple checkbox ticking (thanks to the NI interface), and the 2DA changes were basically simple table edits. From what I've been reading about Weidu, it does look like I should be able to write commands to perform each of these things. I'll look into it more.

 

If it is mod added stuff you mod...you simply need something like

ACTION_IF FILE_EXISTS_IN_GAME ~GV#VYND.cre~ THEN BEGIN //put there the mod file you want to mod so that the action is only performed if the item/cre/2da or whatever is really there.

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