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Member Since 18 Jan 2019
Offline Last Active Jan 20 2019 08:12 AM

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Few questions to fill in blanks about creating/compiling mods

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.