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#1 macholy

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Posted 21 March 2009 - 07:33 AM

File Name: Relationship
File Submitter: macholy
File Submitted: 21 Mar 2009
File Updated: 16 Nov 2012
File Category: Miscellaneous Released Mods

Relationship V2.82





I have to thank Nameless One who translated this mod into English.

Merry Christmas!




Macholy(macholy@live.com)


http://trow.cc/forum...st=0#entry92795


V2.82 Update:
-Changed the rules of original teammates'basic relation point, So they would got one at lest 60.


Introduction:

This mod will let player to give a "SPECIFICS" script to anyone by casting the spell (a core skill) "Detect Relationship" in the game. The script will set the initial Relation Point between an NPC and the protagonist. The Relation Point depends on many things, such as your race, alignment, charisma, and the companion's personal mission, and chapters, core skills and some special items.

When an NPC's Relation Point is high enough, you can ask him/her/it to join your party by casting the spell (a core skill) "Invite to Party" on him/her/it, even if it's not an original NPC. Your companion who was given the core script won't leave the party because of your reputation, if his/her/its Relation Point is very high. Of course, if the Relation Point is really poor, the companion will leave your party.

The NPC will behave differently according to the Relation Point, even if the NPC is not in your party. When seeing you are in battle, the NPC may fight for you, heal you or give you other help, or does nothing or even attack you. Further more, you can use the core skill "Call for Help" to ask an NPC to assist you for 8 hours in game, which will cost 1 RP (Relation Point).

Many enemies in original BG would ask for help from allies. Now, if the RP between an enemy's ally and you is high enough, the "ally" will not help enemies to attack you.

The mod also upgrades the behaviors of dragons, animals, beholders and so on.

I.Compatibility and Installation

BG2FIXPACK MOD is required. If you decide to install SCSII MOD and Ascension MOD, you'd better install my last component after those.

0.NM-Relationship: Relationship System V2.8 Core Plug-In: this component will copy some core scripts and other files to your game.
1.NM-Relationship: Relationship System Other Core Contents: include other core files such as the core skills.
2.NM-Relationship: Relationship System New Contents (Animal Classes): ...
3.NM-Relationship: Relationship System Generic Dialogues of Companions: ...
4.NM-Relationship: Expansion of original game scripts: include some scripts to guarantee the compatibility.
5.NM-Relationship: Fix the "GENERAL" of some ghost like NPCs: just modify the rings of a few original ghosts to guarantee the compatibility.
6.NM-Relationship: Modify the original spells and items of shape shifing: after you have used the companion's script "M_RRM" in the game, your race will change when using the original shape shifing spells.
7.NM-Relationship: Hotkey mode of relationship system core skills: give a hotkey "E", you can cancel the hotkey by set the local variable "m_rhke" to 1 in your game.
NM-Relationship: Relationship System Scripts of Former Companions
8.NM-Relationship: Relationship System Scripts of Former Companions (Compatible with SCSI&II): install this component when you installed SCS MOD before.
9.NM-Relationship: Relationship System Scripts of Former Companions (Compatible with Ascension): install this component when you didn't install SCS MOD before.

II.Other Simple Explanation.

1. The mod's effects will be activated after you cast your core skills to NPCs.
2. Core skills:
A. ~Call for Help~ this skill will cost 1 RP to ask an NPC to assist you even if the NPC isn't in your party and there is no fighting.
B. ~Detect Relationship~ give the core script to an NPC and display RP value.
C. ~Detect Relationship (Single)~
D. ~Detect Relationship (Area)~
E. ~Invite to Party~ ask someone to join your party when his Relation Point is higher than 69
F. ~Show Friendship~ bribe some items to increase the Relation Point.
G. ~Show Hostility~ to decrease the Relation Point.

3. Animal companion: you can change any animal companion's Class to fighter or thief. After you have complete the original quest of the Circus in SOA, you can ask Fearghus the tamer to help you about it.
4. Beholder Mage: Beholder companions can obtain a special fight script by dialogue, if the Beholder companion can cast spells before joining your party, its class will be changed to Sorcerer, and will obtain the skill "Scribe Scroll" which can let your Beholder learn spells from scrolls.
5. Dragon companion:Dragon companions can obtain a special fight script by dialogue too, and the class will be changed to Sorcerer. They also get the skill to let them change their shapes to human.
6. Lich companion:...
7. The script "M_RRM" will mark your companion's original race, which need only be used once.
Be careful! The script "M_RRR" will change your present race when you press hotkey "K", which's just a tool.
8. When you talk to a mod added npc, the first dialogue choice will destroy the original undroppable items.
9. About the core skill "Show Friendship": When the npc's Relation Point is lower than 70, the script will check your inventroy and your protagonist, which will bribe something to increase that npc's Relation Point.
The Humanic NPC needs rings or necklaces
The Animal NPC needs "Love and Time"
The Undead NPC needs Experience
The Giant NPC needs Gems
The Monster NPC needs Gold

/////////////////////////////////////////////////////////////////////////////////


Some explanation about Relation Point

Relation Point <= 0 . display (Completely Hostile): You can't see it generally, because at this time he/she/it has already been attacking you.
Relation Point 1-15 . display (Hostile Anytime): The NPC whose Relation Point is at this level would attack you when he/she/it saw you are in battle.
Relation Point 16-30 . display (Relation Crisis):
Relation Point 31-49 . display (Unfriendly Neutral):
Relation Point 50 . display (Absolute Neutral):Attention! If your companion's Relation Point is lower than 50, he/she/it will leave your party automatically.
Relation Point 51-69 . display (Friendly Neutral):The NPC whose Relation Point is at this level wouldn't attack you when his/her/its allies asked for help.
Relation Point 70-84 . display (Relation Close):The NPC whose Relation Point is higher than 69 will help you.
Relation Point 85-99 . display (Special Friend):Most of the NPC whose Relation Point is higher than 84 won't leave your party.
Relation Point >= 100 .display (Bosom Friend):Secret.

Some explanation about skill "Show Friendship"

Using this skill will set the core script to the NPC first, then according to the NPC's Level and "General", the corresponding thing will be demanded from Protagonist...If successful the Relation Point will be increased.

1.Humanoid NPCs(Including most of your companions, Gnolls, Kobolds and so on) :
Level 1-4 needs:Silver ring, Silver necklace, Greenstone ring, Blue stone necklace
Increases 1.1.2.3 Relation Point separately.

Level 5-9 needs:The gold ring, Argues the Niemann Nepal necklace, The agate ring, The rainbow black Yao stone necklace
Increases 1.1.2.3 Relation Point separately.

Level 10-19 needs:Bloodstone ring, Tiger grain valuable spiral necklace, Jadeite ring, Gold necklace
Increases 1.1.2.3 Relation Point separately.

Level 20-24 needs:Angel stone ring, Ji Ousi gem mounting necklace, Sbstention of the flame dance, Bloodstone charm amulet
Increases 1.1.2.3 Relation Point separately.

Level <=25 needs:The fire opal ring, The pearl necklace, The ruby ring, Pulls Switzerland the tear necklace
Increases 1.1.2.3 Relation Point separately.

2.Animal NPC(Any animals):
You can use the skill without costing any Item but Patience.

Level 1-4 :
Increases 2 Relation Point. You can use this skill to each animal every one TURN.

Level 5-9 :
Increases 2 Relation Point. You can use this skill to each animal every two TURNs.

Level 10-19 :
Increases 2 Relation Point. You can use this skill to each animal every three TURNs.

Level 20-24 :
Increases 2 Relation Point. You can use this skill to each animal every four TURNs.

Level <=25 :
Increases 2 Relation Point. You can use this skill to each animal every five TURNs.

3.Undead NPC(Including Ghost, Corpse, vampire, even Lich and so on):
Your experience is the best gift to them!

Level 1-4 :
Absorbs 1 experience level...100 experiences...Increases 3 points Relation Point.

Level 5-9 :
Absorbs 2 experience levels...500 experiences...Increases 3 points Relation Point.

Level 10-19 :
Absorbs 3 experience levels...1000 experiences...Increases 3 points Relation Point.

Level 20-24 :
Absorbs 4 experience levels...5000 experiences...Increases 3 points Relation Point.

Level <=25 :
Absorbs 5 experience levels...10000 experiences...Increases 3 points Relation Point.

4.Giant NPC(Including Giant, Orge, Golem and so on.):
The Gem is a good gift.

Level 1-4 needs:Bloodstone, Belonesite, Inexpensive stone, Chrysoberyl
Increases 1.1.2.3 Relation Point separately.

Level 5-9 needs:Water color star gem, Mountain gem, Star type diopside, Angle corallite
Increases 1.1.2.3 Relation Point separately.

Level 10-19 needs:Aquamarine, Pomegranate sub-stone, Pearl, Lintel
Increases 1.1.2.3 Relation Point separately.

Level 20-24 needs:Black opal, Water color opal, Month grain stone, Diamond
Increases 1.1.2.3 Relation Point separately.

Level <=25 needs:Emerald, Star type sapphire, Tear of the king, Stone of the thieves
Increases 1.1.2.3 Relation Point separately.

5.Monster NPC(Dragons, Beholders and so on):
Gold is good enough.

Level 1-4 :
Every 100 gold coins increase 3 points Relation Point.

Level 5-9 :
Every 500 gold coins increase 3 points Relation Point.

Level 10-19 :
Every 1000 gold coins increase 3 points Relation Point.

Level 20-24 :
Every 5000 gold coins increase 3 points Relation Point.

Level <=25 :
Every 10000 gold coins increase 3 points Relation Point.

Click here to download this file

Edited by macholy, 16 November 2012 - 08:34 AM.

Nothing is perfect,
but Dream.

Nothing can beyond the Balance,
but Choice.

#2 Leomar

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Posted 18 April 2009 - 01:56 AM

We have tried to install your mod, but we have got some Errors and many warnings during the installation. Attached is the WeiDU.log and the setup-NMR-V1.5.DEBUG.

Greetings Leomar

Attached Files


A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#3 macholy

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Posted 19 April 2009 - 08:40 AM

Thanks your feedback. :)

I have inspected your DEBUG, The ERRORs were because of some compatible problem about [SHOUTIDS.IDS], which is in component [NM-Relationship:Relationship system to the expansion of the original BG2 script.2]. In that component, I want to let the RELATIONSHIP rule first to be responded in sometimes, so I increased my code in front of some "SHOUT" kind of scripts.
Although I can't find out which mod cause this compatible problem, I think these ERRORs only cause the component lose effectiveness in some fight.

The WARNING is in the component which I add some change about value of relationship in BG's teammates' DLG file.
Honestly...I don't know the meaning about the WARNING, there also the same in my mod's DEBUG and I didn't care it before. I guess the WARNING is because of the way that I changed the DLG files(By see the readme of weidu). I have checked the DLG by DLTCEP after installed my mod, there seems nothing wrong.
About this, looking for help.
Nothing is perfect,
but Dream.

Nothing can beyond the Balance,
but Choice.

#4 Ascension64

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Posted 25 April 2009 - 04:56 PM

Whenever you REPLACE a state, WeiDU doesn't use the WEIGHT in your REPLACE block. Hence, the 'ignoring' message, and the suggestion to use SET_WEIGHT. If you remove WEIGHT #x from your REPLACE blocks, that will remove those warnings.

Bit of a primer now.

A WEIGHT refers to in which order the game checks the triggers for each dialogue. For example, if you have a state that has trigger NumTimesTalkedTo(0) with WEIGHT 0, and another state with a trigger True() with WEIGHT 1, then when the player talks to this person with this dialogue, the game will check if NumTimesTalkedTo == 0, before True. However, if WEIGHTs were the wrong way around, then the game would check True first, then NumTimesTalkedTo == 0 second. The result would be that the NumTimesTalkedTo() trigger will never ever be checked because True is always TRUE.

Your WARNINGs appear to indicate that the code for the new state doesn't have a WEIGHT when the dialogue has 'non-trivial' weights. This simply means that the order of the states in the DLG file doesn't match the order that you want to check their triggers (not your problem at all - it's inherent in many BioWare DLG files). WeiDU spurts a WARNING and will assume that your new state uses the same WEIGHT as the state you are replacing, which is in 99.99% of cases what you want, otherwise you'll tamper with the order the game checks dialogue state triggers. Not much you can do to remove these warnings, since WeiDU ignored your WEIGHT #x settings in REPLACE blocks as I stated above.

Hope that explains things.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#5 Leomar

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Posted 26 April 2009 - 04:59 PM

Only a suggestion:

Instead of an BP compatible patch you can include this in the main mod with an additional component.

Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#6 macholy

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Posted 27 April 2009 - 02:36 AM

Whenever you REPLACE a state, WeiDU doesn't use the WEIGHT in your REPLACE block. Hence, the 'ignoring' message, and the suggestion to use SET_WEIGHT. If you remove WEIGHT #x from your REPLACE blocks, that will remove those warnings.

Bit of a primer now.

A WEIGHT refers to in which order the game checks the triggers for each dialogue. For example, if you have a state that has trigger NumTimesTalkedTo(0) with WEIGHT 0, and another state with a trigger True() with WEIGHT 1, then when the player talks to this person with this dialogue, the game will check if NumTimesTalkedTo == 0, before True. However, if WEIGHTs were the wrong way around, then the game would check True first, then NumTimesTalkedTo == 0 second. The result would be that the NumTimesTalkedTo() trigger will never ever be checked because True is always TRUE.

Your WARNINGs appear to indicate that the code for the new state doesn't have a WEIGHT when the dialogue has 'non-trivial' weights. This simply means that the order of the states in the DLG file doesn't match the order that you want to check their triggers (not your problem at all - it's inherent in many BioWare DLG files). WeiDU spurts a WARNING and will assume that your new state uses the same WEIGHT as the state you are replacing, which is in 99.99% of cases what you want, otherwise you'll tamper with the order the game checks dialogue state triggers. Not much you can do to remove these warnings, since WeiDU ignored your WEIGHT #x settings in REPLACE blocks as I stated above.

Hope that explains things.


Thanks your explanation! I thought that I understood. :Bow:

Only a suggestion:

Instead of an BP compatible patch you can include this in the main mod with an additional component.

Greetings Leomar

....In fact, I separated them intentionally. Because around me, there isn't many person that installed BP. :unsure:
Nothing is perfect,
but Dream.

Nothing can beyond the Balance,
but Choice.

#7 Leomar

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Posted 24 May 2009 - 07:53 AM

We have tested your mod a little bit more.

The mod installed fine without the ERROR messages. There exist only the (harmless) messages:

WARNING: REPLACE specifies no WEIGHT for state 0 and DLG uses non-trivial weights.  Using weight from DLG (0). [6]
WARNING: REPLACE specifies no WEIGHT for state 3 and DLG uses non-trivial weights.  Using weight from DLG (1). [6]
WARNING: REPLACE specifies no WEIGHT for state 4 and DLG uses non-trivial weights.  Using weight from DLG (3). [6]
We think, White Agnus ERROR-messages depends on the Shoutids.ids, which was not completely changed from an earlier installed mod. It looks like that your mod is build up on the following BG2 Fixpack component:

Component 2 [Super Happy Fun Lucky Modder Pack]

Do you use this BG2 Fixpack component?

Greetings Leomar

Edited by Leomar, 24 May 2009 - 07:53 AM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#8 xdeathplanetx

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Posted 24 May 2009 - 10:52 AM

mmmm this mod seams too complex for me... :wacko: i've understain nothing!!! but i hope u all enjoy with it

#9 macholy

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Posted 27 May 2009 - 07:32 AM

We have tested your mod a little bit more.

The mod installed fine without the ERROR messages. There exist only the (harmless) messages:

WARNING: REPLACE specifies no WEIGHT for state 0 and DLG uses non-trivial weights.  Using weight from DLG (0). [6]
WARNING: REPLACE specifies no WEIGHT for state 3 and DLG uses non-trivial weights.  Using weight from DLG (1). [6]
WARNING: REPLACE specifies no WEIGHT for state 4 and DLG uses non-trivial weights.  Using weight from DLG (3). [6]
We think, White Agnus ERROR-messages depends on the Shoutids.ids, which was not completely changed from an earlier installed mod. It looks like that your mod is build up on the following BG2 Fixpack component:

Component 2 [Super Happy Fun Lucky Modder Pack]

Do you use this BG2 Fixpack component?

Greetings Leomar

Yes...I have installed three versions of BG in my computer, one installed many mods is used for playing, the second is used for making mods, the last one, which I download from the internet, I used to regarding it as a pure version of integration by weidu. I have not noted it also installed BG2 FIXPACK as well as the official patches before.

Thank you for point out the mistake, I am sorry for creates troublesome to you. :hug:

mmmm this mod seams too complex for me... :wacko: i've understain nothing!!! but i hope u all enjoy with it

I am regrettable, perhaps the translation is a major problem?:unsure:

The original purpose, that caused I made this mod, just I wanted to give my later story mods(contingent will there be) a unified variable, use only simple variable to influence all stories. I know that the friendship couldn't be quantificated in the real life, but in the PC game, we can only compare anything with another one through the quantification, such as the Strength, the Dexterity, the Reputation...

HUM...In this mod existing functions, personally, I like the content about "Behavior out off team", which I think it let the teammates much more real, at least, I tried it...The other contents, such as the Animal class, Dragon and Beholder Classes, as well as ??may ask any NPC to join the team?, these details I considered in the mod merely because of the mod's function integrity.

At last, you will not feel any change before you use the core skills that this mod added.

PS:Update and revise some bugs. ;)

Edited by macholy, 27 May 2009 - 07:39 AM.

Nothing is perfect,
but Dream.

Nothing can beyond the Balance,
but Choice.

#10 Leomar

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Posted 27 May 2009 - 11:16 PM

Instead of an BP compatible patch you can include this in the main mod with an additional component.

If you don't want to do it, is it possible that you pack your mod only once? If I download your mod, at first I must extract the both packed mods, and then both additional packed mods. It is easier for all, if we need only to extract your mod into the BG2 folder and the exe's, TP2's and folders are in there.

Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#11 macholy

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Posted 28 May 2009 - 03:21 AM

Instead of an BP compatible patch you can include this in the main mod with an additional component.

If you don't want to do it, is it possible that you pack your mod only once? If I download your mod, at first I must extract the both packed mods, and then both additional packed mods. It is easier for all, if we need only to extract your mod into the BG2 folder and the exe's, TP2's and folders are in there.

Greetings Leomar

Good idea. Let's do it. :)
Nothing is perfect,
but Dream.

Nothing can beyond the Balance,
but Choice.

#12 Leomar

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Posted 28 May 2009 - 09:14 PM

Thank you very much, macholy. :)

I've only one little issue, but please do it only with your next update.

Rename the "README.txt" to "Relationship-Install.txt" or something else. So we avoid that the readme.txt of BGII will be overwritten with your readme.txt.

Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#13 Zireael

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Posted 20 March 2011 - 08:22 AM

What does this mod do? Is it only limited to the BP?

#14 macholy

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Posted 02 April 2011 - 01:52 PM

What does this mod do? Is it only limited to the BP?

Sorry for reply you so late.
You can see it in the readme. After you casting the core skill, this mod will give a relation point to your designated npc according to a rule and the npc's behavior will effected by his relation point.

Yes, that is because BP replace the original tactical scripts and use new name.
Nothing is perfect,
but Dream.

Nothing can beyond the Balance,
but Choice.

#15 Zireael

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Posted 03 April 2011 - 12:07 AM


What does this mod do? Is it only limited to the BP?

Sorry for reply you so late.
You can see it in the readme. After you casting the core skill, this mod will give a relation point to your designated npc according to a rule and the npc's behavior will effected by his relation point.

Yes, that is because BP replace the original tactical scripts and use new name.


Well, I saw the readme, but couldn't make head or tails of it (I'm not English).

I wish there was such a mod in a non-BP version then... I like the idea.

#16 macholy

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Posted 05 April 2011 - 09:18 AM

Um....There are some misunderstandings, Of course you can use this mod without BP or other tactical mods.
Last time, I just want to explain why I make a special component to be compatible with BP.

In fact, this readme just a simpler version(Full-text translation is a real heavy job), so if you have some questions, ask me please. :)

PS:I'm not English too. -_-
Nothing is perfect,
but Dream.

Nothing can beyond the Balance,
but Choice.