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Kulyok's very short NPC creation guide


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#1 Kulyok

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Posted 05 September 2013 - 11:28 PM

Download Branwen from http://www.pocketplane.net/oneday

It should have everything for your modding needs and more: explanations, commentary, endless reminders for you to get your own modding prefix from here: http://forums.blackw...p?showtopic=113 and, most importantly, easy working code you can steal and use.

Just open her files, line by line, and you'll see how Evil and Great Modding Thingies are done. The Readme has further instructions and cookies.

#2 jastey

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Posted 06 September 2013 - 03:54 AM

Great stuff! I am sure there's one or two things in there I can learn from, still.
Oh, and make yourself ready because I will comment everything I see and not agree to being The Perfect Code. :)

#3 Kulyok

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Posted 06 September 2013 - 04:04 AM

Good! I could always use a free typo hunter or two. It's not much different from Coran's code, though - just extensively commented, not traified, and romance-related stuff added. Oh, and I added a line about flirting technology developed for Kelsey by jcompton and Ghreyfain, because that's cool stuff. I used a flirt counter variable instead of randomizing, though - this way you only need to write eighteen Branwen-initiated flirts instead of fifty.

#4 Western Paladin

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Posted 06 September 2013 - 10:32 PM

I can't believe (in a good way) that you really did this! That's awesome. I have a feeling I'm going to end up reading through this instead of marking essays this weekend. Eh.
"Is such a thing even possible?"

#5 Kulyok

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Posted 06 September 2013 - 11:23 PM

Imagine if you were marking NPC mods instead of essays! That'd be fun! :D

#6 Thimblerig

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Posted 06 September 2013 - 11:48 PM

This is amazing - thank you :-)

#7 jastey

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Posted 09 April 2016 - 08:37 AM

I'll put the link here because I don't know where else. Short version. If your mod NPC has a custom kit with CLAB effects, make sure the cre-file provided in the mod package is stripped of these effects, as they get applied upon joining the group, hence they would be present twice/doubled if the cre file has them already (goes for BG2 and all EE-games):

 

http://gibberlings3....ic=27302&page=2



#8 Jarno Mikkola

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Posted 09 April 2016 - 10:45 AM

hence they would be present twice/doubled if the cre file has them already

Actually the game checks if the CLAB files content matches the existing effects of the creature... it's far more likely that the effects timer doesn't match properly, aka it's unintended one, or the exact effect doesn't match because the effect was edited. And thus the ability is doubled. This is also a warning that you should never apply kit effects via ADD_CRE_EFFECT ... in any shape, form.
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Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.



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