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Bill Bisco

Member Since 14 Feb 2006
Offline Last Active Jan 27 2017 11:02 PM

Topics I've Started

Changing Leftover Blue Colors on Paper Doll

28 August 2016 - 03:39 AM

Dear all,

 

The paper doll for my mod NPC has blue highlights left over despite the selections made on the colors:

 

 MbdTrj.png

Gu0V0n.png

 

Is there anything that I can do to change the color of these leftover blues?  If so, what values would I change from this list?

WRITE_BYTE 0x2c  //Metal color
WRITE_BYTE 0x2d   //Minor color
WRITE_BYTE 0x2e   //Major color
WRITE_BYTE 0x2f   //Skin color
WRITE_BYTE 0x30  //Leather color
WRITE_BYTE 0x31  //Armor color
WRITE_BYTE 0x32  //Hair color

Thanks,

 

Bill


Invisible Ground Icon: What is proper

28 August 2016 - 03:15 AM

Dear all,

 

My code below's ground icon code in red is not working. I have referenced the ITM File format here , but am still having problems.

 

The Icon is invisible. What am I doing wrong? Any help would be appreciated.

SAY DESC ~Llamien Blacksheaf forged this armor for Erevain Blacksheaf's adulthood ceremony. Highly ornate, flexible, protective and decorated with embellishments of the Blacksheaf family crest, this armor strikes a high bar for Elven armorsmithing. Fitted especially for Erevain, this armor is nearly impossible for others to don.

STATISTICS:
Armor Class: 1
Weight: 25
Requires: 12 Strength
Usable By:
Erevain
Penalties:
Pick Pockets -35%
Open Locks -15%
Find/Remove Traps -40%
Move Silently -25%~
WRITE_ASCII 0x003a ~IBIITM01.BAM~ #8 // 8 (resref) Inventory icon
WRITE_ASCII 0x0044 ~GPLAT01.BAM~ #8 // 8 (resref) Ground icon
WRITE_ASCII 0x0058 ~DBIITM01.BAM~ #8 // 8 (resref) Description icon */

 


Changing BAM Source: Display Issue

08 June 2016 - 07:22 PM

I have the following code here, from my mod where I am trying to add a new item to the game, but I am having trouble getting it to work.  The proper Inventory Icon is not displaying.

 

COPY ~Erevain/Bams/DBIITM01.BAM~ ~override~
  COPY ~Erevain/Bams/IBIITM01.BAM~ ~override~
  COPY ~Erevain/Items/BIITM01.ITM~ ~override~
  SAY NAME1 ~Erevain's Elven Plate +2~
  SAY NAME2 ~Erevain's Elven Plate +2~
...
WRITE_ASCII 0x003a ~IBIITMT01.BAM~   // 8 (resref) Inventory icon
WRITE_ASCII 0x0044 ~GPLAT01.BAM~ // 8 (resref) Ground icon
WRITE_ASCII 0x0058 ~DBIITM01.BAM~     // 8 (resref) Description icon
 
I used NearInfinity, copied CHAN19.ITM and its associated BAMs, modified the .ITM properties, and renamed the ITM and BAMs.  Now, I am telling the mod to use these renamed BAMs and map the new BAMs to the ITM.
 
The Inventory Icon is not appearing correctly as you can see:
 
LWfgc5.png
 
The original ToB ICHAN19.BAM displays fine, but for some reason.  Copying it is failing me.  Can anyone tell me why?
 

BG2 Color Indexes

28 May 2016 - 07:55 PM

Within the IEDSP I find the following Color Indexes

 

WRITE_BYTE 0x002c 30 // Metal Color Index 1 (byte)
WRITE_BYTE 0x002d 66 // Minor Color Index 1 (byte)
WRITE_BYTE 0x002e 57 // Major Co1or Index 1 (byte)
WRITE_BYTE 0x002f 17 // Skin Color Index 1 (byte)
WRITE_BYTE 0x0030 58 // Leather Color Index 1 (byte)
WRITE_BYTE 0x0031 31 // Armor Color Index 1 (byte)
WRITE_BYTE 0x0032 25 // Hair Color Index 1 (byte)
 
Is it accurate to say that only 4 colors are chosen during creation?
 
WRITE_BYTE 0x002d 66 // Minor Color Index 1 (byte)
WRITE_BYTE 0x002e 57 // Major Color Index 1 (byte)
WRITE_BYTE 0x002f 17 // Skin Color Index 1 (byte)
WRITE_BYTE 0x0032 25 // Hair Color Index 1 (byte)

 

Is it accurate to say that the remaining color Indexes automatically change when equipping various armors?

 

WRITE_BYTE 0x002c 30 // Metal Color Index 1 (byte)
WRITE_BYTE 0x0030 58 // Leather Color Index 1 (byte)
WRITE_BYTE 0x0031 31 // Armor Color Index 1 (byte
 
Thanks,
 
Bill

Modifying Cre Spell Offsets and Counts in Weidu

28 May 2016 - 04:08 AM

How do you modify Cre Spell Offsets and Counts in Weidu?

 

I filled out the below for Weidu code based directly from the Vaues that Near Infinity gave me.  Is there anything else that I need to do to get the proper spells Known and Memorized working when this CRE is viewed ingame?

 

WRITE_LONG 0x02a0 ~2d4 h~ // Known spells offset 4 (dword)
WRITE_LONG 0x02a4 19 // Known spells count 4 (dword)
WRITE_LONG 0x02a8 ~3b8 h~ // Spell memorization info offset 4 (dword)
WRITE_LONG 0x02ac 17 // Spell memorization info entries count 4 (dword)
WRITE_LONG 0x02b0 ~4c8 h~ // Memorized spells offset 4 (dword)
WRITE_LONG 0x02b4 9 // Memorized spells count 4 (dword) 
 
EDIT:
I can't copy directly from NearInfinity.  What do I need to do to get the above offsets working?
 
qIce3u.png
 
Thanks,
 
Bill