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picollo

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  1. Let's say I've been thinking about completely replacing existing animations in BG2. I'd love to see, and check if it would be possible to convert BG to something closer to something from rpg maker games. How would one approach this? All static elements like gui, maps, and some simpler animations should be quite easily doable, so these I can figure out on my own. But I only understand basics of animations. I've checked format on iesdp, but I absolutely do not undersand how to start editing these. Are there any good tutorials about adding animations? I'm especially concerned about a few things: Palettes Is it some way to convert animation into paletted version? IF there is some converter, this should be much easier than manually editing these. Weapon/shield animations. What do you have to remember when you're adding these- do you have to have some offsets in animation, or their relative position to the character is calculated automatically? Tools. Are there any recommended? I recall some BAM workshop versions, but it was always followed with the comment that these aren't really stable tools. What are the limitations, what parts of these should be done in which tool? Thanks in advance.
  2. From experience, I just have to look at first "OnCreation" trigger, and just play with this. AR4000 has one such trigger there, IIRC updating journal, and stuff, so that's the point Assuming no compatibility checks (Wheels of Prophecy IIRC does something with area script), that should be it.
  3. I mean, this is meant to be the ToB mod- so if I make ToB prologue, but then make it not available in ToB, then... Kinda misses expected goal. Then what about some mods to make it "I'd like to play some shorter, but enjoyable campaign. Now with all the mods, I can try playing ToB, and not feel like I'm playing Hack'n Slash. I feel like "just hack the AR4000 script, and just instantly jump to intended start feels like good enough solution for the WiP phase. I'm asking these all questions about campaigns, and gui modding to evaluate if this is something I can figure out quickly, and start with proper, elegant solution, or if this is something that'll cause some headache, and wil lrequire extensive learning. I'd like to solve it elegant way, but if it turns out to require 10 2da files, where I define don't know, dialogue files for banters for this campaign, then another 15 files to adjust gui as needed, then maybe this hacky way is best effort2effect solution.
  4. No, don't get me wrong, I'm not saying that this is wrong solution. But my plan was to add prologue to ToB. Make the SoA end right when you defeat Irenicus. Then we kinda go all Rivendell- ToB starts in Suldanessellar, Charname doesn't know where they are, and where their companions are. You get option to summon your party here, instead of in Pocket Plane (they were here with you, right? *wink wink* ). Then we go to celebrate victory, all Ellessime speech happens. We get some simple quests- mostly to kill some time, and show how the hatred against Children of Bhaal grows. Just after that we're exiled from the city, and we start further investigation of prophecy- we go to the HEads, and classic ToB starts. But this is very simple, and classic modding. Something that I used to know long time ago. Adding new campaign? GUI editing? This might be simple, but that's starting from scratch for me.
  5. This looks like extremely big solution for Like 1-2 hour planned content. I'd have to evaluate this. Aside from checking how EET works (which could be intimidating, so I'd probably avoid it unless necessary, is there any good tutorial on gui editing/ configuring new campaign? I'll take a look at this, but if possible, I'd start from something simple.
  6. Huh, that's interesting. I've even checked the MoveToExpansion in iesdp, but it only mentions change in the scripts, not the forced move. Good to know it. Thanks for the hint, will check how it is handled there. Edit. Checked SCS, and I don't seem to see any particular file related to ar4000, could you possibly point to something more direct?
  7. I've been trying to replace starting location of ToB. If I understand correctly, I should have changed startare.2da. But it doesn't seem to work. I've changed area to my custom location, but character starts in ar4000 (head grove). When I changed location to ar2800 (suldanessellar), then charname started in ar4000, but the very first thing that happened was dialogue with Elthan, just like I've entered elven city for the first time. Is there anything else happening at the very begining of game that could transport party to the ar4000? briefly checked baldur25 for anything referencing ar4000, but I cannot find anything there. Am I missing something?
  8. Hi guys, Long time ago I've been writing some mods, and I've been thinking on revisiting some of my older ideas possibly. But Since I haven't touched IE modding since pre EE era, I have some questions- about very random parts of the modding process. Github- I've seen that at some point people started hosting their mods at github. I'm familiar with existence of this tool, but haven't really used it. Is there any tutorial explaining 101 Github for IE modding? Starting point for newcomer. EE- I know that with new engine new options appeared. Did basic modding process changed alot (I don't know, different structure of tp2 file, or something?) I remember that some mods needed conversion to EE, some didn't. What are the differences? I remember that when I originally started modding, I've been learning more from looking at other people's creations, and practical examples than from checking bare documentation. Could you suggest me some mods with good quality of technical code? I'm mostly interested in narration, so I'd be interested in dialogue, and cutscenes scripts, rather than AI, subclasses or other very technical shenanigans. This said, I'd be interested in some technicalities. For my concept, I need clean copy of Suldanessellar city- with their interiors and exteriors. That's something I've never learned to do properly. How should I approach that? Can it be done solely via macros, or do I need some editors, and copy/rename work? Thanks in advance.
  9. Just installed fresh IWD Tutu. And During character creation I have some minor bugs while adjusting thieving skills 1)Scroll bar next to skills is scrolling skill description, and vice versa (one next to skill description is scrolling skill list) 2) "+" and "-" buttons next to skills are almost all in their place. Only problem is with highest located skill. There is "-" button, but "+" is missing.
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