questions:
- does it work without the A_K_S / A_M_S?
It does!
I exed only the KNOWN_SPELL, and it installed fine:
COPY_EXISTING ~%tutu_var%NEB.cre~ ~override~ //Neb (in SW Baldur's Gate FF HQ L1)
WRITE_SHORT 0x24 55 //Current HP (was 85)
WRITE_SHORT 0x26 55 //Max HP (was 85)
WRITE_SHORT 0x28 0x6304 //Animation (thief_male_gnome, was 0x5302 dwarf_low)
WRITE_ASCII 0x34 ~NEBS~ #8 //Small portrait
WRITE_SHORT 0x46 10 //Base AC (was 0)
WRITE_SHORT 0x48 10 //Effective AC (was 0)
WRITE_BYTE 0x55 11 //Save vs. wands (was 14)
WRITE_BYTE 0x57 15 //Save vs. breath (was 16)
WRITE_BYTE 0x58 12 //Save vs. spells (was 15)
WRITE_BYTE 0x75 1 //Missile weapons (was 0)
WRITE_BYTE 0x23c 16 //Dexterity (was 14)
WRITE_BYTE 0x23d 16 //Constitution (was 6)
WRITE_LONG 0x244 0x04000000 //Kit (illusionist, was 0x00000000 none)
WRITE_EVALUATED_ASCII 0x250 ~%tutu_var%MAGE2~ #8 //Class script (was NONE)
WRITE_EVALUATED_ASCII 0x258 ~%tutu_var%MAGE3~ #8 //Race script (was NONE)
WRITE_EVALUATED_ASCII 0x268 ~%tutu_scriptw%TASIGHT~ #8 //Default script (was
NONE)
WRITE_BYTE 0x273 0xd //Class (mage_thief, was 0x4 thief)
/* ADD_KNOWN_SPELL ~SPWI112~ #0 ~wizard~ //Magic Missile
ADD_KNOWN_SPELL ~SPWI112~ #0 ~wizard~ //Magic Missile
ADD_KNOWN_SPELL ~SPWI112~ #0 ~wizard~ //Magic Missile
ADD_KNOWN_SPELL ~SPWI211~ #1 ~wizard~ //Melf's Acid Arrow
ADD_KNOWN_SPELL ~SPWI212~ #1 ~wizard~ //Mirror Image
/*
BUT_ONLY_IF_IT_CHANGES
The debug sais:
Copying and patching 1 file ...
[./override/_NEB.cre] loaded, 1124 bytes
Unable to Unlink [BG1NPC/backup/0/_NEB.cre]: Unix.Unix_error(20, "unlink", "BG1NPC/backup/0/_NEB.cre")override/_NEB.cre copied to BG1NPC/backup/0/_NEB.cre, 1124 bytes
Copied [_NEB.cre] to [override/_NEB.cre]
I don't know what this Unix_error means, the debug sais it for nearly every copied file.
I will upload the _neb.cre tomorrow, if it will be still be needed.