Ipsissimus's Content
There have been 310 items by Ipsissimus (Search limited from 08-May 23)
#497263 TSL Pocket Plane Mod
Posted by Ipsissimus on 20 September 2010 - 01:29 PM in KotOR Series
I don't have the game installed at the moment, but the idea is pretty great. I mean, Cespenar junior?
#497246 ApplySpell command issue's'
Posted by Ipsissimus on 20 September 2010 - 11:24 AM in IE Help
#496155 More Parse Errors?
Posted by Ipsissimus on 07 September 2010 - 04:48 PM in IE Help
Also, why do you have so many join variables?
#496129 Weird Viconia Dialogue
Posted by Ipsissimus on 07 September 2010 - 01:30 PM in Baldur's Gate Series
#496030 Underdark Finale Conversation Error (string missing?) *spoiler*
Posted by Ipsissimus on 06 September 2010 - 06:57 PM in Baldur's Gate Series
I think you mean Kuo-Toa
IIRC, there was a "No valid replies or links" issue with Gavin NPC - see here. It should be fixed as of the most recent version though.
#495980 Ajantis, Anomen, Keldorn... how old are they?
Posted by Ipsissimus on 06 September 2010 - 08:39 AM in Baldur's Gate Series
#495931 Laufey's "Cards Reshuffled"...?
Posted by Ipsissimus on 05 September 2010 - 08:33 PM in Scribbles on the Wall
#495916 Ask the Betrayer
Posted by Ipsissimus on 05 September 2010 - 02:28 PM in Layers of Reality
#495905 ApplySpell command issue's'
Posted by Ipsissimus on 05 September 2010 - 10:55 AM in IE Help
BACKUP ~Vhersen/backup~ AUTHOR ~Ipsissimus~ BEGIN ~Vhersen NPC~ // the user is prompted to install the component Vhersen NPC when they run Setup-Vhersen.exe, a renamed copy of Weidu.exe // Adds CD_STATE_NOTVALID state, because it's better and easier than IsValidForPartyDialog or fifty thousand individual state checks APPEND ~STATE.IDS~ ~0x80101FEF CD_STATE_NOTVALID~ UNLESS ~CD_STATE_NOTVALID~ COPY ~Vhersen/Character/i-VherL.bmp~ ~override~ // copying the large portrait to the override folder COPY ~Vhersen/Character/i-VherM.bmp~ ~override~ COPY ~Vhersen/Character/i-VherS.bmp~ ~override~ COPY ~Vhersen/Character/i-Vher.cre~ ~override~ // copying the CRE file itself to the override folder SAY NAME1 ~Vhersen~ // name SAY NAME2 ~Vhersen~ WRITE_BYTE 0x0270 128 // enemy-ally/ea.ids: neutral WRITE_LONG 0x0014 2000 // XP value for killing WRITE_LONG 0x0018 300000 // amount of starting XP WRITE_BYTE 0x0046 6 // base AC WRITE_BYTE 0x005a 20 // resist cold WRITE_BYTE 0x005f 20 // resist magic cold WRITE_BYTE 0x005d 20 // resist magic WRITE_BYTE 0x0238 18 // strength WRITE_BYTE 0x0239 12 // strength bonus WRITE_BYTE 0x023a 13 // intelligence WRITE_BYTE 0x023b 8 // wisdom WRITE_BYTE 0x023c 16 // dexterity WRITE_BYTE 0x023d 16 // constitution WRITE_BYTE 0x023e 12 // charisma WRITE_ASCII 0x0248 ~i-vhers~ #8 // override script WRITE_ASCII 0x02cc ~i-vher~ #8 // pre-joined dialog file WRITE_ASCII 0x0280 ~i-Vhersen~ #32 // Death variable, aka script name WRITE_ASCII 0x0034 ~i-VherS~ #8 // small portrait assignation WRITE_ASCII 0x003c ~i-VherM~ #8 // medium portrait assignation // soundset: SAY MORALE ~morale break/fear line~ SAY BATTLE_CRY1 ~Battle cry 1~ SAY BATTLE_CRY2 ~Battle cry 2~ SAY DYING ~Dying/dead line~ SAY SPELL_DISRUPTED ~Spell interrupted.~ SAY HIDDEN_IN_SHADOWS ~Hidden in shadows.~
Most of the WRITE_LONG, WRITE_ASCII, and WRITE_BYTE stuff is because I'm too lazy to keep editing the CRE file. It's all in the IESDP, if you're interested. Technically a soundset should have more lines than that, but I didn't see the point in copying the whole thing.
It's pretty cool what you can do in a tp2 file, though - compile dialogues and scripts, rename existing NPCs, lock a door... The TP2 of the BG1 NPC Project has some neat stuff in it.
Any clearer?
#495823 ApplySpell command issue's'
Posted by Ipsissimus on 04 September 2010 - 09:09 AM in IE Help
COPY_EXISTING ~mycre.cre~ ~override~ SAY NAME1 ~MyCRE~ SAY NAME2 ~MyCRE~
If it's your CRE file, use this:
COPY ~mymod/mycre.cre~ ~override~ SAY NAME1 ~MyCRE~ SAY NAME2 ~MyCRE~
To add to an existing dialogue, use APPEND.
#495635 ApplySpell command issue's'
Posted by Ipsissimus on 01 September 2010 - 09:47 AM in IE Help
COPY ~Vhersen/Character/i-VherL.bmp~ ~override~ // large portrait COPY ~Vhersen/Character/i-VherM.bmp~ ~override~ // medium portrait COPY ~Vhersen/Character/i-VherS.bmp~ ~override~ // small portrait COPY ~Vhersen/Character/i-Vher.cre~ ~override~ // CRE file WRITE_ASCII 0x0248 ~i-vhers~ #8 // override script WRITE_ASCII 0x02cc ~i-vher~ #8 // pre-joined dialog file WRITE_ASCII 0x0280 ~i-Vhersen~ #32 // Death variable, aka script name WRITE_ASCII 0x0034 ~i-VherS~ #8 // small portrait assignation WRITE_ASCII 0x003c ~i-VherM~ #8 // medium portrait assignation
#495492 ApplySpell command issue's'
Posted by Ipsissimus on 30 August 2010 - 07:21 AM in IE Help
Almost all scripts need RESPONSE #100, and DisplayStringHead text needs to be in percent signs instead.
#495301 Weird Viconia Dialogue
Posted by Ipsissimus on 27 August 2010 - 06:56 AM in Baldur's Gate Series
#495256 Weird Viconia Dialogue
Posted by Ipsissimus on 26 August 2010 - 08:31 PM in Baldur's Gate Series
Um, I wouldn't know about those other mods. Never tried any of them.
#495232 Weird Viconia Dialogue
Posted by Ipsissimus on 26 August 2010 - 12:00 PM in Baldur's Gate Series
#495228 Kiyone the Archer in ToB
Posted by Ipsissimus on 26 August 2010 - 11:27 AM in Beyond the Law
#495218 Weird Viconia Dialogue
Posted by Ipsissimus on 26 August 2010 - 09:11 AM in Baldur's Gate Series
#495146 Weird Viconia Dialogue
Posted by Ipsissimus on 25 August 2010 - 07:14 PM in Baldur's Gate Series
2) Please PLEASE use spoiler tags on your weidu log in future.
#495145 Phyldia
Posted by Ipsissimus on 25 August 2010 - 07:10 PM in Baldur's Gate Series
#495033 Ardenor's True Power
Posted by Ipsissimus on 24 August 2010 - 09:07 PM in Miscellaneous Released Mods
#494829 Massive Idea Bomb!
Posted by Ipsissimus on 22 August 2010 - 03:37 PM in IE Mod Ideas
You don't really need specific permission for something like this. Just mention in the readme that Character X isn't yours and belongs to Wizards of the Coast/whatever author. Plus, you'd probably have a hard time contacting some of the FR authorsI just came up with another idea, but I'll keep that at my HD. This way I won't need to find an actual existant mage =P Although it might refer to powerful mages and such so maybe I need to ask for permission nonetheless? (It's not like I do not want to ask for permission because I'm lazy, but it's always good to have a backup plan in case of "No, you may not use this for your mod")
Check the Bodies just made you do chores. Actual depth and background could be a lot of fun. Preferably if it's not as buggy as CtB.
What versions are you playing lately?
It was quite a few months ago - can't recall. It was before the alchemy lesson was fixed, at any rate.
#494828 Non-Joined NPC Dialogue
Posted by Ipsissimus on 22 August 2010 - 03:33 PM in IE Help
Can you post the whole Q!Eilthy.d file in spoiler tags? (spoiler tags are listed under the "Other Styles" menu)
#494778 Non-Joined NPC Dialogue
Posted by Ipsissimus on 21 August 2010 - 08:33 PM in IE Help
Check out Berelinde's tutorials: Part 1, part 2, and part 3.
Rule: Scripts do not contain dialogue.
Edit: so the way that dialogue would run is as follows: (using AID and EIL as dialogue names)
CHAIN IF ~Global("EilthyraExists","GLOBAL",1) // you need to register a modding prefix
GlobalLT("AidenTalksToEilthyra","GLOBAL",0) // try use shorter variables.
See(Player1)
CombatCounter(0)
!See([ENEMY])~ THEN EIL AidenTalksToEilthyra
~We're talking.~
DO ~SetGlobal("AidenTalksToEilthyra","GLOBAL",1)~
== ~AID~ ~Yep.~
== ~EIL~ ~We sure are!~
= ~Okay, I'm sick of looking at you.~ // since Eilythra is still talking, you use Multisay instead. No need to reference her dialogue again.
//that EXIT was unnecessary: do this instead
DO ~EscapeArea()~
Modding prefixes can be registered at the Black Wyrm Lair, though you will need to register an account to post.
The override script is used to control your NPC's actions. What they say belongs in the various dialogue files. You can, however, use their script to ensure that banters occur only under specific circumstances, as described here.
#494776 I notice something odd.
Posted by Ipsissimus on 21 August 2010 - 07:14 PM in Baldur's Gate Series
#494693 Massive Idea Bomb!
Posted by Ipsissimus on 19 August 2010 - 08:49 PM in IE Mod Ideas
About the Melf idea: what about Khelben Blackstaff instead? He was one of the original Chosen, and ultimately separated from the Harpers (forming the Moonstars instead) because of his more questionable methods. The Moonstars apparently counted a vampire among their numbers, and Khelben was also known for some of his more questionable dealings with evil groups like the Zhentarim. He could certainly be an interesting candidate for a forbidden spell
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