Jump to content


Thot

Member Since 17 Mar 2003
Offline Last Active Jun 13 2005 01:16 AM

Topics I've Started

Adding an item in BG1

02 July 2003 - 06:24 AM

Hi!

I'm trying to add an item in BG1 via a script. The trigger works, but I don't manage to add the item. I've tried with other items, and it doesn't work either. Could anybody explain me why ? I've heard that there is more actions in BG2 than in BG1, so CreateItem may not work, but I'm not sure it come from this. And if it's the cause, how could I add the item ?
Here is the script:

Quote

IF
   Global("F#ClawExists","AR5102",0)
THEN
   RESPONSE #100
       ActionOverride("Container 1",CreateItem("F#CLAW",0,0,0))
       SetGlobal("F#ClawExists","AR5102",1)
END


Adding script to an area

02 July 2003 - 02:25 AM

Hi!

This is just another newbie question.
I'm trying to add a script to an area using WeiDU. The area doesn't have any in the original game, but it it may have some with mods. So I've written this in the TP2 files:


ACTION_IF FILE_EXISTS_IN_GAME ~AR5102.BCS~ THEN BEGIN
EXTEND_BOTTOM ~AR5102.bcs~ ~MyMod/F#AR5102.bcs~
END
ELSE BEGIN
COPY ~MyMod/F#AR5102.bcs~ ~override/AR5102.bcs~
END

The problem is that, since there isn't any AR5102.bcs in the original game, F#AR5102.bcs is copied in the override directory without being compiled. I've checked the WeiDU Readme, but it doesn't seem to be a command to compile a BCS -- only to extend a new one.
So is there any way to compile it using a command I haven't seen ? Or a more subtle way ?

Thanks

Adding Item in a Store with WeiDU

01 July 2003 - 09:09 AM

Hi!

I would like to know if there is a subtle way to add item in an existing store with WeiDU.
I know I could do it by replacing the .STO file in the override directory, but it seems pretty dirty, since it erase any other modification made by other mods.
So is there any other way (maybe by rewriting bytes, but I don't know which ones I have to change) ?

Sorry, I've submitted twice this topic :(

Adding NPC in IWD

14 June 2003 - 03:13 AM

Hi!

I've just begun to try to make a NPC joinable in IceWind Dale (the first one). It's Hildreth, the dwarf woman you met in EastHaven at the beginning of the game.
I used WeiDU to add, in the first dialog when you meet her, a proposition to join the party.
I also gave her a portrait, which is part of the original game.

I then got a few problems:
- when my main character talks to Hildreth, dialogs don't include the text I've added. But when another character talks to her, this text appears and she joins the party
- when she joins the party, its portrait doesn't appear on the left, i just get a black square
- when trying to save, the game crash

I've tried to delete cache, temp and tempsave directory, but it didn't change anything.

Could anybody tell me what I've done wrong ? Is it because IWD wasn't conceived to allow joinable NPC ?

BTW, here are the .D files I used to change her dialogs:

EXTEND_BOTTOM DHILDRTH 6
IF ~~ THEN REPLY ~Would you like to join us in adventure?~ GOTO 7
END

APPEND DHILDRTH
IF ~~ THEN BEGIN 7
SAY ~You seem to need someone experimented in your party. Ok, I'll come with you.~
IF ~~ THEN REPLY ~I'm proud to count you among our fellowship. Let's go.~ DO ~JoinParty()~ EXIT
IF ~~ THEN REPLY ~In fact, no. I don't really need a female dwarf in my team.~ EXIT
END
END

French Translation

17 April 2003 - 03:52 AM

I've done a french translation of Rogue Re-Balancing. The file is here. (I've used the 2.3 release files).