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Comprehensive IE Modding Tutorial Index


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#1 SConrad

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Posted 12 September 2008 - 04:04 PM

IE Modding Tutorials

Other Tutorial Websites
Convenience Tutorials
Basic Coding Tutorials
  • Adding voicing to your mod RECOMMENDED by SConrad
    A detailed explanation of how to add voicing to your mod. Includes installation, adding voicing to specific lines of dialogue and more.
    Warning: This tutorial does not use up-to-date coding standards.


  • Coding Friendships and Romances RECOMMENDED by K'aeloree
    A detailed guide to the process of coding simple friendships and romances.


  • Getting a non-joinable NPC in the game by berelinde
    This tutorial explains the steps in adding a non-joinable NPC to the game, including dialogue, scripting, tp2 code and some pointers on file-naming conventions.
    Warning: This tutorial does not use up-to-date coding standards.


  • How to avoid duplication in your dialogue files RECOMMENDED (off-site) by Kulyok
    A tutorial on how to simplify coding dialogue and how to avoid duplication of the same lines when coding.


  • How to ensure your banters always run when you want them to RECOMMENDED (off-site) by Kulyok
    This guide explains the process of how to ensure your scripted dialogues always occur.


  • How to make an Interjection (off-site) by theacefes
    A guide to coding simple NPC interjections.
    Warning: This tutorial does not use up-to-date coding standards.


  • IE modding 101 (off-site) by Seifer
    Created as a simple introduction to IE Modding, this tutorial demonstrates the creation of a simple sword using DLTCEP and WeiDU to add it to a store.


  • Journal Entries for Dummies (off-site) by Grim Squeaker
    Brief explanation of how to add and remove Journal Entries to the game in dialogue and scripts.


  • Journal Entry editing (off-site) by Valiant
    A very simple guide to adding and removing journal entries using WeiDU.


  • Minimizing the Number of Files in the Game Directory RECOMMENDED by SConrad
    This guide shows how to cut back the number of files in the game directory to the bare minimum while maintaining the same functionality.


  • NPC Creation Guide by theacefes
    This tutorial is designed help the beginner modder get an NPC of their own into game, and includes dialogue, some basic scripting, interjections, portraits and more.
    Warning: This tutorial does not use up-to-date coding standards.


  • NPC Creation Series RECOMMENDED part 1, part 2, part 3 by berelinde
    This in-depth tutorials series currently covers the subjects "Definitions, Tools, and Resources," "Organize before you write," and "The NPC joining dialogue."
    Warning: This tutorial series is not yet complete. (It is, however, still well worth a read.)


  • NPC-NPC banter without tutorials: quick and simple RECOMMENDED (off-site) by Kulyok
    A very simple guide on how to code NPC-NPC banter.


  • Porting WeiDU Mods to Mac OS X RECOMMENDED (off-site) by CamDawg
    Tutorial on now to make sure your mod works on OS X, as well as Windows.


  • State Weights (off-site) by Japheth
    An explanation of the WEIGHT system used in dialogues.
    Warning: This tutorial does not use up-to-date coding standards.


  • The road to banter (off-site) by Blue, the Immortal Bard
    The original banter coding tutorial.
    Warning: This tutorial does not use up-to-date coding standards.


  • Using CD_STATE_NOTVALID by K'aeloree
    This short tutorial explains the usage of CD_STATE_NOTVALID and how to include it in your mod.


  • WeiDU: EXTEND/APPEND by jcompton
    How to add new flirt options to an existing mod NPC.
    Warning: This tutorial does not use up-to-date coding standards.


  • Writing dialogue in .d for REAL beginners RECOMMENDED by Kulyok
    A very simple and easy to understand tutorial on the process of converting written dialogue to .d format.

Advanced Coding Tutorials
  • BG1 Coding Tutorial RECOMMENDED (off-site) by jastey
    An in-depth tutorial on how to code mods for Baldur's Gate, including PC dialogue, interjection, scripting and banters.
    Warning: This tutorial is only applicable to modding Baldur's Gate I.


  • Crossing the Great Divide, Single-source modding for Tutu & BGT RECOMMENDED (off-site) by cmorgan
    A hugely in-depth tutorial on how to make your mod compatible with both BGT and TuTu using the same source.


  • How to add new movies to a mod! by SConrad
    A step-by-step tutorial on the process of adding movies into mods, including movie format conversion, installation and how to get them to play in-game.
    Warning: This tutorial does not use up-to-date coding standards.


  • How to gather clues when debugging stuttering by the bigg
    A short tutorial with a piece of code to help locate which scripting blocks are stuttering.


  • How to resurrect an old mod by hlidskialf
    An explanation of how non-WeiDU mods can be converted to WeiDU, to ensure compatibility with other mods.


  • IWD engine: dialogue coding RECOMMENDED (off-site) by Kulyok
    This tutorial explains how to code dialogue of various forms in the IWD engine, including PC dialogue, interjections and banters.
    Warning: This tutorial is only applicable to modding Icewind Dale.


  • Upgradeable items with Cespenar and Cromwell (off-site) by CamDawg
    This tutorial explains the process of upgrading items using Cespenar and Cromwell while maintaining compatibility with other mods that do the same thing.


  • Zed Nocear's Trigger-Simulations for BG1 (off-site) by Zed Nocear and jastey
    This tutorial explains how to simulate triggers not otherwise available in the Baldur's Gate Engine.
    Warning: This tutorial is only applicable to modding Baldur's Gate I.

tp2 Coding Tutorials
NPC Related Tutorials
  • A Beginner's Guide to NPC Creation with WeiDU (off-site) by Ghreyfain
    A basic tutorial on how to get a very simple joinable NPC in the game.
    Warning: This tutorial does not use up-to-date coding standards.


  • Adding Custom Innate Abilities to an NPC (off-site) by Bons
    This tutorial details the process of adding innate abilities to an NPC in two alternate ways; the first uses Near Infinity and DLTCEP, the second WeiDU TP2 Patching.
    Warning: This tutorial does not use up-to-date coding standards.


  • Homeward Bound for mod NPCs (off-site) by berelinde
    This short tutorial explains how to add the ability to "send your NPC home" from the Pocket Plane in BGII: Throne of Bhaal.


  • NPC Creation Guide by theacefes
    This tutorial is designed help the beginner modder get an NPC of their own into game, and includes dialogue, some basic scripting, interjections, portraits and more.
    Warning: This tutorial does not use up-to-date coding standards.


  • NPC Creation Series RECOMMENDED part 1, part 2, part 3 by berelinde
    This in-depth tutorials series currently covers the subjects "Definitions, Tools, and Resources," "Organize before you write," and "The NPC joining dialogue."
    Warning: This tutorial series is not yet complete. (It is, however, still well worth a read.)


  • NPC-NPC banter without tutorials: quick and simple RECOMMENDED (off-site) by Kulyok
    A very simple guide on how to code NPC-NPC banter.


  • Romance Authoring Tutorial (off-site) by Rastor
    Introduction to coding romances, with explained variables, timers and scripts.
    Warning: This tutorial does not use up-to-date coding standards.


  • Spawning Joinable BG2 NPCs in a Seamless Fashion RECOMMENDED (off-site) by CamDawg
    This tutorial explains how the level-dependent Bioware NPC spawning can be emulated with scripting.


  • Stairs to the Tree of Life by Grim Squeaker
    A brief explanation showing how to add a Tree of Life dialogue to an NPC.


  • Writing a detailed Anomen romance conflict for an engaged PC (off-site) by jastey
    jastey's guide to coding romance conflicts for NPCs who are already in a committed romance with the PC before Anomen is.

Compatibility Tutorials
Scripting Tutorials
  • A guide to tokens RECOMMENDED (off-site) by igi
    This guide shows how to create and use new tokens in BGII: SoA & ToB.


  • Goran's Beginner Scripting Guide (off-site) by Göran Rimén and Yovaneth
    This 7-part tutorial details the creation of an AI script, including the process of planning it and how to get best functionality out of it. It has been updated by Yovaneth.
    Warning: This tutorial does not use up-to-date coding standards.


  • AND and OR in scripting (off-site) by Vlasák
    This tutorial shows how to simulate OR operators and nested ANDs in Baldur's Gate I, which doesn't have them.
    Warning: This tutorial is only applicable to modding Baldur's Gate I.


  • Banter Randomisation using Scripting by Zyraen
    This tutorial explains how to create script code to randomize banters.


  • BG2: Creating Forced Encounters (off-site) by Andyr
    A guide to creating "forced" encounters such as the one with Drizzt after the Underdark.


  • Checking for Game Dreams by Zyraen
    Script examples written to prevent mods from clashing with in-game dreams.


  • Coding scripts in SSL: some lessons (off-site) by DavidW
    A guide to coding scripts in SCS' SSL language, which simplifies the process of scripting AI.


  • Complete Scripting Guide RECOMMENDED (off-site) by SimDing0
    In-depth tutorial covering all the basics and essentials, script structure, AI scripting and much, much more.


  • Scripting Cutscenes (off-site) by MaxTeamBG (aka Potencius)
    A general overview of how to create a cutscene and how to deal with several things which may give you trouble.


  • Scripting Guide (off-site) by Daxziz
    A different beginner's tutorial which looks at some slightly different parts of the scripting process and different commands.
    Warning: This tutorial does not use up-to-date coding standards.


  • Inn Cutscenes by Zyraen
    How to launch a cutscene immedately after resting if the party has rested in an inn.


  • Max's Scripting Tutorial (off-site) by MaxTeamBG (aka Potencius)
    This is a beginner's tutorial on the process of scripting, with in-depth explanations of what each part means and how to do it.


  • Max's Advanced Scripting Guide (off-site) by MaxTeamBG (aka Potencius)
    A more advanced look at scripting. This guide assumes you have mastered the information in the original Max's Scripting Guide.


  • Multi-Area, Different Spot, Yet Same Scene Execution by Zyraen
    How to execute the same sequence in different areas.


  • Spawning Joinable BG2 NPCs in a Seamless Fashion RECOMMENDED (off-site) by CamDawg
    This tutorial explains how the level-dependent Bioware NPC spawning can be emulated with scripting.


  • Variable Rate Enemy Respawn by Zyraen
    A script showing how to continuously spawn enemies in a battle.

Area Creation Tutorials
  • Area Creation Made a Little Easier (off-site) by Rabain and Sir-Kill
    A tutorial demonstrating how to create optimised height, light and search maps using Photoshop, PSP or GIMP.


  • Area Making with DLTCEP RECOMMENDED (off-site) by Yovaneth
    This massive tutorial covers all aspects of using DLTCEP to create an area; Area Basics, Overlays, Doors, Travel Regions, Info Triggers, Ambients, Actors, Containers and Animations as well as more avanced topics such as Modifying Existing Areas and Advanced Lightmapping.


  • Cuv's Area Making Class Tutorial RECOMMENDED by Cuv
    A step-by-step tutorial to creating an area with IETME, adding doors and animations, as well as creating a WeiDU installer for the area.


  • How to make a tileset (off-site) by Sir-Kill
    Details how to use Paint Shop Pro to cut, paste and merge a file to create an area.


  • Making new Area Graphics with 3D Studio Max RECOMMENDED by MaxTeamBG (aka Potencius)
    A very simple introduction to the basic features of 3D Studio Max, including geometry, texturing, lighting, cameras and rendering.


  • Making and Texturing a Cave Mesh - FAST by MaxTeamBG (aka Potencius)
    A step-by-step guide with pictures on the process of modeling a cave mesh in 3D Studio Max.


  • Modeling a Vase Using the FFD Modifier by MaxTeamBG (aka Potencius)
    A simple guide to modeling a vase in 3D Studio Max with image examples.


  • Outdoor area creation (off-site) by Daxziz
    An easy tutorial to create a simple outdoor area in 3D Studio Max (v8). Includes displacement, texturing, setting up the camera and rendering.


  • Tiled Floor / Attenuated Light Setup by MaxTeamBG (aka Potencius)
    An illustrated tutorial on how to create a textured floor using raytracing and more advanced lighting in 3D Studio Max.

Items and Spells Tutorials
  • Complicated Item Creation (off-site) by Lone Wolf
    This tutorial shows how to create more complicated items from the ground up.
    Warning: This tutorial does not use up-to-date coding standards and uses out-dated tools.


  • Easy Item Dialogues (off-site) by Smoketest
    A tutorial on the process of making an item conversible.


  • IE modding 101 (off-site) by Seifer
    Created as a simple introduction to IE Modding, this tutorial demonstrates the creation of a simple sword using DLTCEP and WeiDU to add it to a store.


  • IWD2: Modders guide to Spells (off-site) by Da Rock
    An in-depth guide to creating spells in IWDII.
    Warning: This tutorial is only applicable to modding Icewind Dale II.


  • Modder How-to: Integrating Your Mod with DR's Spell System (off-site) by CamDawg
    An in-depth how-to guide on the process of ensuring spell compatibility with the Divine Remix mod.


  • Saving throws vs. spell school by Galactygon
    This tutorial covers using DLTCEP to make mages recieve a saving throw bonus against specific spells.
    Warning: This tutorial does not use up-to-date coding standards.

Kit Creation Tutorials
  • BG2 Kit Creation RECOMMENDED by CamDawg
    A four-step tutorial on how to create new kits for BGII.

Graphics Tutorials
  • Creating custom paperdoll items by Erephine
    This tutorial shows how to add unique paperdoll images to items in the game.


  • Bam making tutorial (off-site) by Sir-Kill
    Tutorial about creating inventory .bams with Paintshop Pro and bamworkshop.


  • Bam Workshop Tutorial (off-site) by Awake
    An illustrated guide to creating BAM files in BAM Workshop.


  • Creating Inventory Icons by MaxTeamBG (aka Potencius)
    How to create inventory icons using BAM Workshop.


  • Chapter Text Screen Tutorial by Cuv
    A quick tutorial on how to make a new chapter screen for the game, and installing it with WeiDU.


  • Import BGII animations to IWDII (off-site) by egm
    This tutorial shows how to convert BGII animations to IWDII and IWDII animations to BGII.


  • How to add new movies to a mod! by SConrad
    A step-by-step tutorial on the process of adding movies into mods, including movie format conversion, installation and how to get them to play in-game.
    Warning: This tutorial does not use up-to-date coding standards.

Sound and Voicing Tutorials
  • Adding voicing to your mod RECOMMENDED by SConrad
    A detailed explanation of how to add voicing to your mod. Includes installation, adding voicing to specific lines of dialogue and more.
    Warning: This tutorial does not use up-to-date coding standards.


  • Seif's Multimedia Tutorial #4 by Seifer
    This tutorial details the process of adding soundsets and sound to your mod in .ogg format, and includes information on recording, naming standards, and installation via tp2.
    Warning: This tutorial does not use up-to-date coding standards.


  • Music in Mods by Idobek
    This tutorial details the process of adding music to mods using a blank .mus entry and a .wav file, removing the need to add entries to the Music List.
    Warning: This tutorial does not use up-to-date coding standards.


  • Tutorial on Voice Recordings by Wynne
    How to record voiceclips for your mod with the highest possible quality.

Writing Tutorials
  • So You're Going to Write a Romance RECOMMENDED (off-site) by David Gaider
    A must-read for anyone considering writing a romance, this contains pointers from David Gaider, writer of the BGII romances.


  • The Looping Branch Lovetalk Technique RECOMMENDED (off-site) by JCompton
    A guide to writing PC dialogue using "looping branch" style, preserving the illusion of choice while advancing the talk in the direction you want.

Personal: vonconrad.com. Work: Envato.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
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#2 SConrad

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Posted 14 September 2008 - 04:53 PM

Updated. :)

Personal: vonconrad.com. Work: Envato.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
Posted Image Brythe NPC mod - Designer
Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#3 jastey

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Posted 20 June 2010 - 06:56 AM

Please move / delete this post as appropriate.

WeiDU Readme: ADD_GAME_NPC (off-site) by Japheth
A short tutorial for Baldur's Gate concerning how to add NPCs to baldur.gam (allowing them to travel between areas) using ADD_GAME_NPC.


In the readme it is called ADD_GAM_NPC. It also has unwanted side effects, so I think a warning tag on this one would be appropriate? As far as I know, the known problem is summarized here ("When re-/un-installing an NPC mod for BG1, it leaves the references in baldur.gam and all the saved game .gam files, this making the game crash if the NPC is uninstalled, or appear multiple times if installed.") (In the BG1 coding tutorial, Zed Nocear presented another way of introducing an NPC to BG1 which should not have these problems.)

#4 the bigg

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Posted 20 June 2010 - 07:32 AM

Japheth :crying:

I can keep backups of override/baldur.gam (if uninstalling the NPC breaks your game it's your fault, but in no case you should have the NPC appear twice in the GAM), but altering save/*/baldur.gam (whether you keep backups or not) is just asking for trouble.

(wouldn't it have made sense to post that in the WeiDU forum?)

Edited by the bigg, 20 June 2010 - 07:32 AM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.

#5 jastey

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Posted 20 June 2010 - 11:01 AM

I posted here because I wanted to point out the spell error in the description above ("GAM", not "GAME") and because I think a warning tag should be added.

Are you saying that the unwanted effects of ADD_GAM_NPC could be solved in WeiDU? I had the inmpression that it couldn't.

#6 the bigg

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Posted 20 June 2010 - 11:25 AM

Are you saying that the unwanted effects of ADD_GAM_NPC could be solved in WeiDU? I had the impression that it couldn't.

They were never reported, hence they were never fixed ;)

Can you write more formally how it should work and how it's working currently? I don't want to spend more time than strictly needed researching and/or testing on the BG1 engine.
Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.

#7 jastey

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Posted 20 June 2010 - 12:05 PM

Oh, I didn't know it was never reported. EDIT: Hey, it seems it was reported in 2004, if you follow the link!..

But that's the problem - I never tried to work with it, the link I gave was linked to me, too. Hm, maybe Zed Nocear knows something about this.

- Sorry for the OT.

Edited by jastey, 20 June 2010 - 12:09 PM.


#8 the bigg

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Posted 20 June 2010 - 12:38 PM

In June 2004 Weimer was still the maintainer, I took over somewhere in late 2005 (AKA after the thread you linked) ;)

Also, to reinstate a possible reason why it was never fixed: Japheth :crying:

Edited by the bigg, 20 June 2010 - 12:40 PM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.

#9 jastey

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Posted 20 June 2010 - 01:19 PM

Also, to reinstate a possible reason why it was never fixed: Japheth

Whatever that means (that was before my time).

#10 the bigg

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Posted 20 June 2010 - 01:39 PM

Whatever that means (that was before my time).

It's because Japheth's code is harder to maintain than a monkey's.
Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.

#11 Zed Nocear

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Posted 23 June 2010 - 05:05 AM

I also didn't use ADD_GAM_NPC (insteed of it my own solution i.e. in TWM), but I write what I know about it.

ADD_GAM_NPC alters not only the BALDUR.GAM in BG1 resources, but also in all saves. It makes it silently. This is needed only, if the player installs the mod with new NPC and doesn't start a new game but continues an old play. In situation, when the new game is started, enough is change of BALDUR.GAM in game resources (BIF or Override folder). How many peoples really need to change ALL maintained saves?

The worse thing is by uninstallation of a mod: the alteration in saves are not removed, but all rest of NPC's files are removed. If you install a mod again or reinstall it, NPC is written to the all BALDUR.GAM twice (or more, how many times do you reinstall a mod). From praxis both situation can make the game crush. Reinstalling the game doesn't help. All saves are lost.

Maybe WeiDU should ask the user before altering the saves. If answer "YES" all saves should be copied to the new folders, and not original, but copies should be altered. This partially solve the problem, that alterations of saves could be not uninstalled.

The minor disadvantage of ADD_GAM_NPC is absence of parameter "face orientation" of created NPC.

Edited by Zed Nocear, 23 June 2010 - 05:35 AM.


#12 jastey

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Posted 02 March 2013 - 04:00 AM

The link to the tutorial "Area Making with DLTCEP" by Yovaneth is broken.
 

 

This one works: http://www.simpilot....ltcep/index.htm



#13 CamDawg

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Posted 02 March 2013 - 09:32 AM

igi's DLTCEP setup tutorial (off-site) by CamDawg
A short tutorial on the process of setting up DLTCEP for editing.
I'm, uh, pretty sure that igi authored that.

I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.

 

____

The Gibberlings Three - Home of IE Mods

The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.


#14 kimmuryiel

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Posted 23 August 2013 - 06:51 PM

the "Sief's multimedia tutorial #4" links to a redirect loop until my computer returns an error



#15 Thimblerig

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Posted 03 November 2013 - 02:38 PM

Does anyone have a working link to this tutorial:

 

A guide to tokens RECOMMENDED (off-site) by igi

This guide shows how to create and use new tokens in BGII: SoA & ToB.

 

 
or directions to another tutorial on how tokens work?  (WeiDU Readme and Google are coming up empty.)
 
EDIT: It's the 'create and use new tokens' part that I'm particularly interested in.

Edited by Thimblerig, 03 November 2013 - 02:44 PM.


#16 -Mrgn-

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Posted 18 December 2013 - 01:54 PM

Hi, I am going to sound really really stupid, and I'm sorry. But how do I install an NPC into my game? Where do I save the file, etc. I'm now to this and it is a tad embarrassing.....  :blush:



#17 The Imp

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Posted 18 December 2013 - 03:09 PM

Hi, I am going to sound really really stupid, and I'm sorry. But how do I install an NPC into my game? Where do I save the file, etc. I'm now to this and it is a tad embarrassing.....  :blush:

Well, NPC... ? Is it a BG2 mod, or your own making ?
Is your game a BG2 or a BG1 or 2 EE version etc. If it's a normal BG2, you just exract the NPC mod to your game folder and run the setup-*modname*.exe file and follow the instructions of the installer, it will do all the copying etc.

If it's your own mod, you need to learn how to actually mod. And you also almost surely need to install the game outside the Program Files -folder, or your OS will prevent the files from effectively being installed.

 

Ouh, and by the by, there's a new BG2EE NPC making tutorial for everyone to look out for. And by the way, a forum operator might wish to separate the comments to another thread... just to keep the original post more clean and then link to the separated comment thread.


Edited by The Imp, 18 December 2013 - 03:13 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#18 jastey

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Posted 20 December 2013 - 12:00 AM

Can anyone tell me who is writing this tutorial? It looks splendit (from a short glance at it), with links to the prefix list and everything!



#19 Kulyok

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Posted 20 December 2013 - 12:29 AM

I strongly do NOT recommend writing dialogue code based on this tutorial(placing an "outdated .d coding" mark next to it is a good idea); I recall both me and Kaeloree said things about it. New modders needn't suffer with old torturous .d code; besides, it's hard to read. But then again, the tutorial is in google docs format, which is a torture to read by itself.



#20 jastey

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Posted 20 December 2013 - 12:35 AM

Kulyok: I was referring to teh link Jarno gave. That is by no means outdated .d coding. What am I missing? Please elaborate.

 

EDIT: OK, what I see it "IF ~~ THEN REPLY~ and "GOTO" instead of the shorter "++" and 2+", respectively. But apart from that?


Edited by jastey, 20 December 2013 - 12:37 AM.




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