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Topic Summary

Posted by: devSin
« on: July 19, 2006, 06:31:38 PM »

Quote
I plan on going through the changes and then asking you loads of questions about them.
I just wanted to make sure I wouldn't have to start filing reports on everything I changed. I look forward to questions, but I imagine most of it is going to be painfully obvious. EffectFactory is probably going to be the worst. ;-)
Posted by: FredSRichardson
« on: July 19, 2006, 03:54:02 PM »

On the byline, do you plan on reviewing my changes and applying the ones you want to keep, or should I start pointing out the details?

Your at the top of my list :)

I plan on going through the changes and then asking you loads of questions about them.  I want to try and update a bit carefully is all :)
Posted by: Grim Squeaker
« on: July 19, 2006, 03:24:13 PM »

Btw if you get this fixed, a possible addition (probably for later) would be incorporating Ghrey's 'finishing touchs' as mentioned in his mini-mod here.

Quote
CHRtoCRE removes a few leftover flags that are part of a .chr file, for easier editing.

These are:
- Export Allowed flag is deleted
- Sounds are blanked
- Portraits are blanked
- Script fields are blanked
- Dialog field is blanked
- Morale break is set to 5 (a default for many humanoids)
- Morale recovery is set to 60 (a default for many humanoids)

On top of that I'd suggest changing offset 0x270 from PC to NEUTRAL.
Posted by: devSin
« on: July 19, 2006, 03:01:26 PM »

Yeah, it's supposed to swap around the sections to match the order of the BioWare toolset (instead of the engine save order), in addition to removing the header. The beta source up tries an incompatible class cast (or something; I never bothered to investigate) that renders the feature inoperable (as a consequence, it's commented out in the source).

On the byline, do you plan on reviewing my changes and applying the ones you want to keep, or should I start pointing out the details?
Posted by: FredSRichardson
« on: July 19, 2006, 02:21:47 PM »

Code changes in the later betas broke it. It'll take more than a few minutes to get it working again, though, but it should probably be done (even though the operation is a tad pointless).
Is this so you can create NPC's out of exported characters?  I always wondered how to do that :D
Posted by: devSin
« on: July 19, 2006, 11:32:23 AM »

Code changes in the later betas broke it. It'll take more than a few minutes to get it working again, though, but it should probably be done (even though the operation is a tad pointless).