Rastor Posted March 22, 2005 Share Posted March 22, 2005 I looked over the IESDP and couldn't find a sufficient answer to this question, so let's hope somebody knows. I'm seeking information regarding how IDS files are actually read into the game. Is the number of lines hardcoded for instance? Could I add a new line to GENDER.IDS and allow for a new gender in the game? This would be especially useful when doing special spells so that the game could detect them and allow you to use CheckStat() triggers without the need to replace an existing stat in the IDS files. So, is this possible? Link to comment
CamDawg Posted March 22, 2005 Share Posted March 22, 2005 Yes--abusing non-standard gender values was a solution I used for dispellable paws. It's also worth noting that adding IDS entries is not strictly necessary in this case. IDS files are used to interpret, say, FEMALE to a value of 2. You should be able to have your dialogue or script triggers check a value directly, negating the need to alter the IDS files. I believe Sim uses this technique with the unlimited summons tweak--rather than having a SUMMONED gender he changes creatures to use 20 instead. He then uses that direct numeric value in the scripts, all without altering the IDS files. Link to comment
Rastor Posted March 22, 2005 Author Share Posted March 22, 2005 Yes--abusing non-standard gender values was a solution I used for dispellable paws. It's also worth noting that adding IDS entries is not strictly necessary in this case. IDS files are used to interpret, say, FEMALE to a value of 2. You should be able to have your dialogue or script triggers check a value directly, negating the need to alter the IDS files. I believe Sim uses this technique with the unlimited summons tweak--rather than having a SUMMONED gender he changes creatures to use 20 instead. He then uses that direct numeric value in the scripts, all without altering the IDS files. <{POST_SNAPBACK}> Thanks Cam. In other words, what I was talking about doing with adding new scripting entries to the IDS files is technically possible. Ideally, what I was hoping to do is to be able to detect new spells but not use the non-standard entries for compatibility reasons. In order to do this, would I just set an arbitrary, very high number in the spell effects and then compile any scripts that I want to detect that spell with the same number? Link to comment
CamDawg Posted March 22, 2005 Share Posted March 22, 2005 Yeah, that should work. I think the only restriction would be if you happened to select a value used by someone else, which is probably pretty unlikely. Link to comment
SimDing0 Posted March 22, 2005 Share Posted March 22, 2005 This would be especially useful when doing special spells so that the game could detect them and allow you to use CheckStat() triggers without the need to replace an existing stat in the IDS files. Gender is possibly something that you don't want changing at random on your PC. Link to comment
Avenger Posted March 23, 2005 Share Posted March 23, 2005 This would be especially useful when doing special spells so that the game could detect them and allow you to use CheckStat() triggers without the need to replace an existing stat in the IDS files. Gender is possibly something that you don't want changing at random on your PC. <{POST_SNAPBACK}> You can change only specifics without immediate trouble. And with so many mods using specifics, there is an imminent collision. Link to comment
SimDing0 Posted March 23, 2005 Share Posted March 23, 2005 I don't imagine changing general would cause all that much trouble, but shh, we don't want people doing that. Link to comment
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