Is it possible to add more enemies to an area and create them so they spawn kind of like in the gnollish stronghold, I want to edit some areas and create a more ultra battle feel to some of them. Thanks for any help

Adding more Enemies
Started by
-Cory-
, Jan 23 2009 04:55 PM
5 replies to this topic
#1
-Cory-
Posted 23 January 2009 - 04:55 PM
#2
Posted 23 January 2009 - 05:04 PM
Yes. You would script it with the CreateCreature() command.
To learn BGScript, it is generally recommended that you read this tutorial.
Icen
To learn BGScript, it is generally recommended that you read this tutorial.
Icen
#3
Posted 23 January 2009 - 05:13 PM
Spawn points still exist in BG2, so you can use them at your leisure. Although I think scripting would be just as good, not to mention more customizable and easier to maintain.
In general they'd look like
IF
VariousConditions()
THEN
RESPONSE #100
CreateCreature("filename",[x.y],Direction) // direction - direction that creature faces
END
PS as always, I've been overly slow and Icen turned up faster.
In general they'd look like
IF
VariousConditions()
THEN
RESPONSE #100
CreateCreature("filename",[x.y],Direction) // direction - direction that creature faces
END
PS as always, I've been overly slow and Icen turned up faster.
Edited by GeN1e, 23 January 2009 - 05:14 PM.
Retired from modding.
#4
-Cory-
Posted 23 January 2009 - 06:03 PM
K both options sound great, I am not sure how to edit the spawn points I got Infinity Explorer and i can look at the spawn points and all that other stuff but I'm not sure how to edit or add things to it. As for scripting once i crreate or edit my script how do i install that into the game. Thanks for the quick reply by the way. Much appreciated
#5
-Cory-
Posted 23 January 2009 - 06:04 PM
Thanks for the link to the tutorial I'll be doing some studying on that.
#6
Posted 24 January 2009 - 03:02 AM
You would use Near Infinity or WeiDU. Most people prefer the latter, though it is the hardest.
All these methods need the script to be saved as a .BAF text file (notepad will do this fine)
For WeiDU:
Most people prefer this because it can extend, extend to the top, do all this by regular expressions and make inlined scripts as well. It can also patch them into areas and creatures and can (un)install very easily across most installations, while other methods would be limited to only you.
The way which most people do it, if they need it to be part of a larger mod, or to be installed on other systems is via using a WeiDU TP2 file, which instructs WeiDU to compile your scripts, place them where you want to, compile your dialogue, alter your items and creatures ect.
A tp2 file is yet another text file.
Notepad will do great here as well. Since WeiDU is easily the most complex tool, I won't write about it here, but link you to another tutorial on it. Here is a basic WeiDU tutorial, though it really focuses on item creation and not about the code too much. Let me simply say that the BACKUP, AUTHOR, BEGIN lines are all essential.
You are then probably better off reading the readme, which also has a nice selection of tutorials. WeiDU Readme. Post if you don't understand any of it, because it can be a little confusing to newer modders.
For Near Infinity: You would go Tools -> Script Drop Zone (CTRL-Z) and then just drag your decompiled script (.BAF) onto the compiler area, and it will output a .BCS.
Since you want to extend a script, you would have to use NI's file tree to find the area you want to modify (listed here), the script names are usually identical. You would then simply paste your new code at the end of the script in the decompiled script area. It will take immediate effect.
If you want your mod to be used by others, I seriously recommend WeiDU, as will a lot of other people here. It is OK to feel a little overwhelmed by it, everyone was at first.
Icen
All these methods need the script to be saved as a .BAF text file (notepad will do this fine)
For WeiDU:
Most people prefer this because it can extend, extend to the top, do all this by regular expressions and make inlined scripts as well. It can also patch them into areas and creatures and can (un)install very easily across most installations, while other methods would be limited to only you.
The way which most people do it, if they need it to be part of a larger mod, or to be installed on other systems is via using a WeiDU TP2 file, which instructs WeiDU to compile your scripts, place them where you want to, compile your dialogue, alter your items and creatures ect.
A tp2 file is yet another text file.

You are then probably better off reading the readme, which also has a nice selection of tutorials. WeiDU Readme. Post if you don't understand any of it, because it can be a little confusing to newer modders.
For Near Infinity: You would go Tools -> Script Drop Zone (CTRL-Z) and then just drag your decompiled script (.BAF) onto the compiler area, and it will output a .BCS.
Since you want to extend a script, you would have to use NI's file tree to find the area you want to modify (listed here), the script names are usually identical. You would then simply paste your new code at the end of the script in the decompiled script area. It will take immediate effect.
If you want your mod to be used by others, I seriously recommend WeiDU, as will a lot of other people here. It is OK to feel a little overwhelmed by it, everyone was at first.

Icen
Edited by Icendoan, 24 January 2009 - 03:16 AM.