I would recommend learning from tutorials to start, really.
However, a character is made up of several files:
The .CRE file, which is the actual character, as referenced by the game, with all the stats and other mathematical nonsense.
The .BCS which is your AI scripting, as well as some dialogue triggers
The .DLG file, which is their dialogue.
The game uses all of these files (none are text files) to make the in-game character, such as Ajantis.
To access these (save the .CRE) in a text format, most people use
WeiDU, and it is the most useful tool to mod from. (
WeiDU.org). You should download the latest version from the site, and extract it. and put it in your
BG2/Tutu directory, as it is most useful there.
Navigate to it using your command prompt/window/ MS-DOS prompt, ect, usually by typing
cd C:/Program Files/BaldursGateTutu/
Then type "
weidu _ajanti.dlg" (without quotation marks), and you should have a file called _AJANTI.D in your tutu directory. That *IS* a text file, and opening it, you can see how the dialogue is structured using
WeiDU's .D block format.
If it makes no sense at all to you, don't worry. Just read a few more dialogue tutorials on it, and I am sure it will start to look a little more understandable.
AI scripting is accessed in a much similar way, but instead of _ajanti.dlg, you would use "_ajanti.bcs" which would output another text file: _AJANTI.BAF. Basic scripting is quite simple in essence, but being baffled by it at first is easy to understand. Advanced AI scripting is quite hard to achieve.
You can look up the files by using the tool "Near Infinity", and simply using the filenames.
Overall, I think most people here would discourage using an existing
NPC to build another, if not to learn from. You would have the additional work of taking apart the old
NPC to replace it with yours instead of following another guide and building one from scratch, even if it sounds a little daunting. The tutorials are there to help you make it from scratch, and it is easier to get help with a new
NPC, because we know what you haven't done, while your new
NPC may still use attributes which the old one used, which can lead to quite weird bugs. (Such as when a script tells Ajantis specifically to run away, your new
NPC would too!) These things are details which a new modder could miss when making a new
NPC from an old one.
By all means, feel free to look at other mods to help gain understanding from them, just I am unsure if using one as a template is a very good idea, if not designed to be.
Icen
Edited by Icendoan, 21 January 2009 - 03:53 PM.