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Making active the inactive cell in AR0602


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#1 Nightfarer

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Posted 26 February 2017 - 11:03 PM

Hi all.

 

I definitely and seriously need help for something am working on.

 

In AR0602 - Irenicus's Dungeon 1st Floor, we have some active and in-use cells (like the initial cage of CHARNAME). There are some mods adding their own NPCs to the other cells.

 

And here comes the issue: I need to make active and usable the cage near CHARNAME to add an NPC there to fix a compatibility issue. No big deal the code to add the NPC to the cage but I have no idea about the area.

I tried working on graphical and non-graphical files but no work - it crashes, really.



#2 Roxanne

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Posted 27 February 2017 - 12:59 AM

Hi all.

 

I definitely and seriously need help for something am working on.

 

In AR0602 - Irenicus's Dungeon 1st Floor, we have some active and in-use cells (like the initial cage of CHARNAME). There are some mods adding their own NPCs to the other cells.

 

And here comes the issue: I need to make active and usable the cage near CHARNAME to add an NPC there to fix a compatibility issue. No big deal the code to add the NPC to the cage but I have no idea about the area.

I tried working on graphical and non-graphical files but no work - it crashes, really.

You can use any of the three cells SW of the PC - but I think you mean the one NE? For this you would need to recreate AR0602.are and all its files, especially the search map, as the area of that cell is blocked. You would also need to add a door etc.

 

I suggest to use imagination to find an easier solution. (It can be done of course - almost everything can be done in the game - but it will be a large effort.) And after you have done it, you need to make sure that your new area goes into the game before even the first mod is installed which might have an effect on Ar0602.

Cheap solution would be to modify just the search map, however that would be quite odd as you could just walk through the cell bars and all.

PS - This is from ar0602SR.bmp

You can see the green walkable areas for the other cells - and the one NE of PC with no access.

 

So, there is no way of doing it with weidu or any file modification, you need to replace files.


Edited by Roxanne, 27 February 2017 - 01:12 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3 Nightfarer

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Posted 27 February 2017 - 01:16 AM

Hi Roxanne.

 

Yes, that's exactly what I did. I also altered the search map etc... but I have done something wrong, evidently.

 

I already added the door for CELL07 (the new cell) to the area.

 

The re-worked area will be the first thing to go in-game.

 

Unfortunately it can not be done using the SW cells because if you install "all-you-can-get", those cells are already "occupied" by other NPCs... so the only free one is the inactive NE.

 

I guess I will have to look into that to catch the issue.



#4 Roxanne

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Posted 27 February 2017 - 01:29 AM

Hi Roxanne.

 

Yes, that's exactly what I did. I also altered the search map etc... but I have done something wrong, evidently.

 

I already added the door for CELL07 (the new cell) to the area.

 

The re-worked area will be the first thing to go in-game.

 

Unfortunately it can not be done using the SW cells because if you install "all-you-can-get", those cells are already "occupied" by other NPCs... so the only free one is the inactive NE.

 

I guess I will have to look into that to catch the issue.

How did you alter the search map? Just editing it with paint program leads to funny result (should not crah the game however). The best way I can think of is to load the whole area into ietme or such, do the modification of the search zones and create all the support files anew. You may first try just replacing the old search map with the new one - if not use all the new files and see if that works (it has been long since I modded such things, my knowledge is not that fresh, sorry...)

I am not sure however if that works for all versions of the game - I only ever did such things for BGT.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#5 Nightfarer

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Posted 27 February 2017 - 02:08 AM

I used IETME, indeed.

 

Ah your knowledge is not fresh while mine is zero on this. I have never done anything like that and it's the first time I am working with areas like this (this is also the reason I said I have done something wrong, evidently, because it crashes).

 

No idea about that... The area re-working, for now, is only intended for BWP and BGT and as I don't have the EEs, I have no idea if the same issue arises in EET too.



#6 Roxanne

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Posted 27 February 2017 - 02:38 AM

I used IETME, indeed.

 

Ah your knowledge is not fresh while mine is zero on this. I have never done anything like that and it's the first time I am working with areas like this (this is also the reason I said I have done something wrong, evidently, because it crashes).

 

No idea about that... The area re-working, for now, is only intended for BWP and BGT and as I don't have the EEs, I have no idea if the same issue arises in EET too.

Try this one (First with original files and then with your modified ones). This way you see what may cause the crash. The cell should be accessible with it.Attached File  AR0602SR.bmp   45.67K   94 downloads

 

In my game it works. Just put this into override and walked into cell...


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#7 jastey

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Posted 27 February 2017 - 02:45 AM

Stupid question: what if you just spawn the NPC via CreateCreatureImpassable(S:NewObject*,P:Location*,I:Face*) into the cell, and do his "escape" via cutscene with fade to black -> move the NPC outside the cell or something like this.



#8 Argent77

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Posted 27 February 2017 - 03:01 AM

Ideally you should modify the existing search map instead of replacing it (in the unlikely case that other mods expand the search map as well). WeiDU offers a nice command for that:

weidu.exe --cmp-from original-file.bmp --cmp-to modified-file.bmp --out resulting-code.tph

You only have to modify the paths to the files in "resulting-code.tph" afterwards.



#9 Nightfarer

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Posted 27 February 2017 - 03:10 AM

@Roxanne

 

Thanks for the search map, I will test later.

 

@Jastey.

 

I did not think about that really :whistling:  That's an interesting suggestion. I was thinking about doing this way to learn something new too. I will test your suggestion later today or one of next days (am going to perform a new test install to test some new patches).

 

@Argent77

 

Thanks for the tip. My initial idea was to "replace" the search map with the altered vanilla map but I will follow your suggestion.


Edited by Nightfarer, 27 February 2017 - 03:13 AM.


#10 Roxanne

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Posted 27 February 2017 - 03:29 AM

Yes, sorry for bringing the term "replace" up. I should have said that you need a replacement search map to start from. For testing and further analysis you would simply drop that one into override.

Once you are happy with it, you may go to Argent77's enhanced method to distribute it in a mod (Instead of just providing the file to override the original one).

We probably are still at step one here.


Edited by Roxanne, 27 February 2017 - 03:29 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#11 Nightfarer

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Posted 27 February 2017 - 05:44 AM

Hi Roxanne.

 

Sure, I am only testing for now.... so dropping files into override is ok.

 

However, just letting you know, I used all my altered files together with the search map you provided and I got no crash; I have also been able to walk with CHARNAME inside that cell without issues.

 

I guess the issue was with the search map. Will do some further testing but, I guess, I should be able to add an NPC into the new cell without issues.

 

EDIT: after some further testing (including adding an NPC), I can confirm that works as expected! :new_thumbs:


Edited by Nightfarer, 27 February 2017 - 07:18 AM.