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#1 Pex657

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Posted 16 June 2005 - 03:31 PM

I followed A Beginner's Guide to NPC creation with WeiDU the tutorial. I am having problems making the NPC install.

BACKUP ~VondoTheNPC\backup~
AUTHOR ~ghreyfain@pocketplane.net~
BEGIN ~Vondo the NPC for BG2:ToB~


// The following is the copying of Vondo's .cre file, as well as assigning his sound-set.  See the file sndslot.ids for a listing of sounds you can add.

COPY ~VondoTheNPC\J#Vondo.cre~ ~override\J#Vondo.cre~
SAY NAME1 ~Vondo~
SAY NAME2 ~Vondo~
SAY SELECT_COMMON4 ~Blah blah blah.~ [Vondo1] // [Vondo1] is the name of the .wav
file for this sound
SAY SELECT_COMMON5 ~Give the word.~ [Vondo2]
SAY SELECT_COMMON6 ~Point the way.~ [Vondo3]
SAY SELECT_ACTION1 ~I'm on the job.~ [Vondo4]
SAY SELECT_ACTION2 ~As you wish.~ [Vondo5]


// The following is telling WeiDU to compile the following .d files

COMPILE ~VondoTheNPC\J#Vondo.d~

// The following is compilling the script and placing it in the override.  We haven't actually made a script yet, though, so this isn't necessary.

COMPILE ~VondoTheNPC\J#Vondo.baf~

// The following is appending what we wrote in AR1000.baf to the bottom of
// AR1000.bcs

EXTEND_TOP ~Ar1000.bcs~ ~VondoTheNPC\ar1000.baf~
this is what the tutorial has.
BACKUP ~LokyrNPC\BACKUP~
AUTHOR ~Pex657~
BEGIN ~Lokyr~


// The following is the copying of Vondo's .cre file, as well as assigning his sound-set.  See the file sndslot.ids for a listing of sounds you can add.

COPY ~LokyrNPC\Lokyr.cre~ ~override\Lokyr.cre~
COPY ~LokyrNPC\STW01.itm~ ~override\STW01.itm~



// The following is telling WeiDU to compile the following .d files

COMPILE ~LokyrNPC\Lokyr.d~


// The following is appending what we wrote in AR1000.baf to the bottom of
// AR1000.bcs

EXTEND_TOP ~AR0700.bcs~ ~LokyrNPC\AR0700.baf~
this is what i have
i renamed my weiDU.exe to LokyrNPC.exe and created a text file called LokyrNPC.tp2. IT opens up DOS, but nothing installs.

I can't see what is wrong. Anybody having this problem?

#2 Shed

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Posted 16 June 2005 - 03:35 PM

Did you make a LokyrNPC folder with a Backup folder, and those files, within it?

Does WeiDU give an error message? Please post it here.

#3 SConrad

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Posted 16 June 2005 - 03:36 PM

You need to rename the .exe file to Setup-LokyrNPC.exe. :)

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#4 Pex657

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Posted 16 June 2005 - 03:48 PM

Did you make a LokyrNPC folder with a Backup folder, and those files, within it?

I made a backup folder, but didn't put the items in it.

You need to rename the .exe file to Setup-LokyrNPC.exe

I did, it comes up and says
{SETUP-lOKYRNPC.EXE.DEBUG} Queried <pid = -1>

#5 Shed

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Posted 16 June 2005 - 04:02 PM

Sorry, I meant your .cre, .itm, .d and .baf in the LOKYRNPC folder, which also contains a backup folder.

Don't forget to call your tp2 setup-lokyrnpc.tp2.

#6 Pex657

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Posted 16 June 2005 - 04:08 PM

Sorry, I meant your .cre, .itm, .d and .baf in the LOKYRNPC folder, which also contains a backup folder.

Don't forget to call your tp2 setup-lokyrnpc.tp2.

All those check ok, still getting the message as i put below.

#7 Shed

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Posted 16 June 2005 - 04:10 PM

Check pm inbox :).

#8 SConrad

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Posted 16 June 2005 - 04:12 PM

Don't forget to call your tp2 setup-lokyrnpc.tp2.

Actually, you don't need to do that. :)

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#9 Shed

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Posted 16 June 2005 - 04:26 PM

Your problem is a simple one:

You have "Setup-Lokyrnpc.exe.exe" and "Setup-Lokyrnpc.tp2.txt".

In Windows Explorer, go to Tools > Folder Options. Uncheck "Hide file extensions for known file types".

Remove the second file extension from ALL your files :).

#10 Pex657

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Posted 16 June 2005 - 04:33 PM

That fixes one problem, but I am not in the clear yet. I get this error no
Error: unable to find dialog.tlk in: dialog.tlk

Please run this program in your infinity engine game directory

fatal error: unable to find dialog.tlk

#11 Shed

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Posted 16 June 2005 - 04:35 PM

Setup-lockyrnpc.exe is in the BGII directory, right :mellow: ?

Edited for maximum clarity.

Edited by Shed, 16 June 2005 - 04:37 PM.


#12 Pex657

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Posted 16 June 2005 - 04:37 PM

they are in the folder... should i put all the files in the directory or should i just put the exe and tp2 files from the folder in the the main directory?

Edited by Pex657, 16 June 2005 - 04:38 PM.


#13 Shed

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Posted 16 June 2005 - 04:41 PM

Install any other WeiDU mod and look how it's done.

#14 Pex657

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Posted 16 June 2005 - 04:45 PM

well now i see that you put the exe and tp2 in the main directory. It seems to be working so far.. Thanks Shed! :) :)

#15 Shed

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Posted 16 June 2005 - 04:48 PM

Glad to be of help :).

#16 Pex657

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Posted 16 June 2005 - 08:34 PM

I don't want to start mindless amounts of topics, so I will just ask my new questions here. with the help of an amazing person, not to name any names but.. Shed. I have finally created my first basic NPC using Weidu. Before I used the IDW to make dialog, but now I feel very completed.

I have the basics down tight.. now working on interjections with non PC characters. This question has to deal with my current learning project (Lokyr).

Question #1:
I want lokyr to interject and start talking with the other npc.
IF ~~ THEN BEGIN Listengold
SAY ~Well, I might have time to listen to your proposal after all.~ Do ~SetGlobal("Businlokyr","LOCALS",1)~
INTERJECT LokyrJ 1 LokyrARGRIM
== LokyrJ IF ~IsValidForPartyDialog("Lokyr")~ THEN
~This is what I had planned.~
would this be right?
and in the file LokyrJ.dlg would I have to have it say some place, ~This is what I had planned.~. After Lokyr says his line. How do I get the NPC to start sayins his next line.

Question #2:
When compiling a file that has new text added, Weidu says to do
C:\Program Files\Black Isle\BGII - SoA\> weidu bodhi.d --tlkout new-DIALOG.TLK
what would you put in the .tp2 file so it would do the same thing.

Questions #3:
To add a journal entry you use AddJournalEntry(I:Entry*,I:Type*JourType)
How do you create the entry number, so you can use it as a journal entry.

Thanks!

#17 SConrad

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Posted 17 June 2005 - 12:19 AM

I don't want to start mindless amounts of topics, so I will just ask my new questions here. with the help of an amazing person, not to name any names but.. Shed. I have finally created my first basic NPC using Weidu. Before I used the IDW to make dialog, but now I feel very completed.

I have the basics down tight.. now working on interjections with non PC characters. This question has to deal with my current learning project (Lokyr).

Question #1:
I want lokyr to interject and start talking with the other npc.

IF ~~ THEN BEGIN Listengold
SAY ~Well, I might have time to listen to your proposal after all.~ Do ~SetGlobal("Businlokyr","LOCALS",1)~
INTERJECT LokyrJ 1 LokyrARGRIM
== LokyrJ IF ~IsValidForPartyDialog("Lokyr")~ THEN
~This is what I had planned.~
would this be right?
and in the file LokyrJ.dlg would I have to have it say some place, ~This is what I had planned.~. After Lokyr says his line. How do I get the NPC to start sayins his next line.

You'll need to use a CHAIN for this. Blue/jcompton has made a good tutorial you can find here.

Question #2:
When compiling a file that has new text added, Weidu says to do
C:\Program Files\Black Isle\BGII - SoA\>  weidu bodhi.d --tlkout new-DIALOG.TLK
what would you put in the .tp2 file so it would do the same thing.

COMPILE ~dir/bodhi.d~

Questions #3:
To add a journal entry you use AddJournalEntry(I:Entry*,I:Type*JourType)
How do you create the entry number, so you can use it as a journal entry.

You don't - WeiDU does that for you. Just add a string (~text~) as I:Entry*.

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#18 Pex657

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Posted 17 June 2005 - 07:16 PM

SConrad Also thanks for your help with making my npc work.
Will CHAIN still work if i have the npc talking with a non-joinable npc.
CHAIN
  IF ~Global("KelseyImoenPizza","LOCALS",0)
      InParty("Imoen2")
      See("Imoen2")
      !StateCheck("Imoen2",STATE_SLEEPING)~ THEN BJKLSY pizzachain
  ~Imoen, what do you like on your pizza?~
DO ~SetGlobal("KelseyImoenPizza","LOCALS",1)~
  == IMOEN2J
  ~Oregano.~
  =
  ~Oh, and maybe with a little basil mixed in.~
  == BJKLSY
  ~Well, yeah, but anything else?~
  == IMOEN2J
  ~Sauce is good.~
  == BJKLSY
  ~(laughs) You're not being very helpful, Imoen.~
  == IMOEN2J
  ~Crust. I like crust on my pizza. Cooked crust is better.~
  == BJKLSY
  ~Do you want me to make you this pizza or not?~
  =
  ~It WAS your idea.~
  == IMOEN2J
  ~I can't decide. Never mind, I'm just gonna have yogurt.~
  == BJKLSY
  ~(sigh)~
EXIT 

Note how thi
Lets say i want to use this one. Should this be in BLokyr.dlg or the non-joinale npc. and should both parties talking have these lines some place in their dlg or odes weidu create them after it compilies?l

#19 Sillara

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Posted 17 June 2005 - 09:27 PM

Yes, you can CHAIN with a non-joinable NPC.

The dialogue will need to appear in one of the NPC's appropriate dialogue files, but not in both NPCs' files.

Here is a sample dialogue between a non-joinable NPC and one in the party. It is a CHAIN, and it includes a journal entry.

CHAIN
IF ~Global("TsujathaFlanBrel","GLOBAL",0)
IsGabber("TSUJATH")~THEN BFLAN TsuFlan
@5
==BTSUJAT
@6
==BFLAN
@7
= @8
== BTSUJAT
@9
= @10
= @11
END
++ @12 GOTO TsuFlanTorture1a
++ @13 GOTO TsuFlanTorture1b
++ @14 GOTO TsuFlanTorture1b
++ @15 GOTO TsuFlanTorture1a
++ @16 GOTO TsuFlanTorture1c

CHAIN BFLAN TsuFlanTorture1a
@17
==BTSUJAT
@18
= @19
END
++ @20 GOTO TsuFlanTorture1b
++ @21 GOTO TsuFlanTorture1c
++ @22 GOTO TsuFlanTorture1d
++ @23 GOTO TsuFlanTorture1e

CHAIN BFLAN TsuFlanTorture1b
@24
==BTSUJAT
@25 DO ~ReallyForceSpell("FLAN",RED_PILLAR_VISUAL)~
==BFLAN
@26
==BTSUJAT
@27
== BFLAN
@28
== BTSUJAT
@29
= @30
= @31
== BFLAN
@32

== BTSUJAT
@33
= @34
DO ~AddJournalEntry(@5001,QUEST)ClearAllActions() StartCutSceneMode() StartCutScene("TJKILFLA")~
EXIT

CHAIN BFLAN TsuFlanTorture1c
@35
==BTSUJAT
@36
END
++ @37 GOTO TsuFlanTorture1b

There is more to it than this, but that should be enough to get the idea across. If you are not using a traified version, then instead of the @33 or what-have-you, you would put ~Whatever it is I am saying.~

I hope that was of some help and not simply more confusing. :^^:



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#20 Pex657

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Posted 17 June 2005 - 09:57 PM

Wow... I feel so dumb. Is it just me or is this CHAIN thing hard. lol

Here is my question.
==BFLAN
@7
= @8
== BTSUJAT
@9
where does the file BFLAN has @7 written
and same for BTSUAJAT. Or does weidu just make them when it compiles? or is the file name just so that the computer knows who to show as talking....

also about the addjournal, this is what I have, but it keeps giving me parse errors.
IF ~~ THEN REPLY ~If the trade is fair enough.~ DO ~JoinParty() AddJournalEntry(~A strange fellow has joined with my group and asked that I help him start his own business here in Amn. I should go talk with Lord Ketlaar Argrim, he is a local investor and is located in the Government district.~,QUEST)~ EXIT

It says there is a Parse error just doesn't say which part...

Sorry if all these questions are getting bothersome, but I really am trying to learn this stuff and hopefully release something every one will want to play!!(one can hope :ph34r: 0