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Few questions to fill in blanks about creating/compiling mods

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#1 BillBenMen

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Posted 19 January 2019 - 01:12 PM

Hi, I've got a few questions about modding BG 1 for compatibility. My standard learning method is modifying other mods to understand processes parallel to my aims and then try and use that logic.


1) Is this summation correct?


Each NPC in the world is comprised of a .cre, override/class/race/general/default .bcs file for behaviour, .dlg for all dialogue, coordinates established within the .are file, and with all their dialogue also in in the dialog.tlk file.


2) If so, how does Rufie (Albert's demon dog BG1) spawn? I've looked through files relating to him and can't identify anything. He's only spawned once you've talked to Albert, right? And in at least 2 potential areas, which script would this be set in? And where abouts are the variables to determine quest progression?


3) Is a .d file compiled into .dlg, and .baf into .bcs etc (anywhere that lists all types/compilations?) I'm happy reading/writing (using the weidu readme, presumably?) those files after viewing a few of UB and minor created characters.


4) Why is NI not better than DLTCEP and WeiDU for creating mods? If I edit things in there and save them in the override folder, am I missing out any key step apart from compiling it effectively? And if I create a mod that say, creates an unscripted gibberling in Candlekeed and had all uncompiled files in hand, what would I do with those files to compile them into a WeiDU .tpa/tp2 mod?


If I want to make a mod that alters the dialogue options of existing characters, such as Unfinished Business, and therefore can't just create a new set of files and presumably have to override something, what's the best guide for amending existing files and keeping them compatible?


My mission is to 1) remix positions so that experienced players can no longer be complacent about things like Silkie's encounter (I initially wanted to try and random it same as the BG2 items remix mod, but that seems a bit ambitious for now), 2) open options to different alignments by altering results of different dialogue trees and adding some within acceptable flavour, and provide some hard choices about what rewards can be taken 3) maintain low leveled nature of campaign by rebalancing reward items in lieu of some +2 or similar item rewards, which should really be exceptional.

Edited by BillBenMen, 19 January 2019 - 01:24 PM.

#2 The Imp

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Posted 19 January 2019 - 06:23 PM


1. Yeah.

2. The .are's don't need to contain every rowing band of demons the player is possible to Gate them to. Just the bare essentials. So Rufie is just summoned by a dialog action or different creature script(Albert's). Or baldur.bcs... but never put anything into that file ! 

3. Here's a Infinity Engine files... and other stuff, if you go to the overall/main index.

4. Well, Near Infinity just modifies files in a single game. And mods, overwrite the things always, so having things patched in rather than overwritten leads to multiple mods being able to be installed ones. 400 infact. 

If you have a .d file, you just run this:

COMPILE ~modfolder/myfile.d~ and your output is a myfile.dlg in the override folder... if weidu can process it.

Weidu(.exe renamed as setup-modname.exe that takes orders from a setup-modname.tp2 -file) is a primarily a dialog.tlk editor, which can carry over string addition to the game it's installed on. Aka an installer. the w, e, i, d, and u in the name mean Weimer's infinity engine Dialog Utility.


You forgot to number the "If I want to make a mod that alters" question, so 5: It's probably this, the weidu readme. And yes, you probably want to look out the same things that the UB does to actually be able to use the knowledge in the readme.

Edited by The Imp, 19 January 2019 - 06:33 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#3 BillBenMen

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Posted 20 January 2019 - 07:23 AM

Thank you very much, feel much more informed now!


RE 2), I was thinking Rufie would be handled the same way as generic enemy spawns, thanks for clearing that up. It was making me reluctant to proceed as I still felt I was missing an important mechanic I may have to interact with.


I won't touch baldur.bcs then :)


Thanks again, I think you nailed it.