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Friends and Neighbors => Weimer Republic (WeiDU.org) => WeiDU => Topic started by: Darkmist on August 04, 2002, 11:14:43 AM

Title: Compiling with WeiDU
Post by: Darkmist on August 04, 2002, 11:14:43 AM
How Do I Complie with Weidu? I Have WeiDU In my C: Drive and I bring up a Dos Shell and type What?? The file that Im' trying to change is myfile.d Please somone help me                    
Title: Compiling with WeiDU
Post by: Kylindra on August 04, 2002, 11:56:52 AM
WeiDU myfile.d -tlkout                    
Title: Compiling with WeiDU
Post by: jcompton on August 04, 2002, 03:44:21 PM
I put weidu.exe in my main BG2 directory. Yes, you use your DOS shell, CD into the directory, whatever that happens to be called.

For basic dialogue compile, I'd do

weidu myfile.d --out override --tlkout dialog.tlk

--out tells WeiDU where to put the files it creates

--tlkout tells WeiDU where to put new strings. You can make a differently-named dialog.tlk file (dialogtest.tlk, etc.) but then you'd have to rename it before it would work in-game. You should back up your dialog.tlk file, at least, before you begin, however. Backing up your basic TOB patched override dir is also an excellent idea.                    



[!--EDIT|jcompton|Aug 4 2002, 10:44 PM--]
Title: Compiling with WeiDU
Post by: Darkmist on August 04, 2002, 04:56:13 PM
For Me I had to use:

 cd \
 cd \Weidu
weidu myfile.d

I allredy made the char and converted to creature. Now I Need Help on how to assign the script/dialoge and do the 2da files.  When I complied myfile It made 2 Dialogue things. MyfileP.dlg and MyFild.dlg Thanks                    
Title: Compiling with WeiDU
Post by: Kylindra on August 04, 2002, 07:10:21 PM
In a .tp2 file

APPEND ~2da file name~

~put datat to be included~

For assignment, I reccommend NI cre editor
                   
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 01:27:33 AM
In a .tp2 file

APPEND ~2da file name~

~put datat to be included~

For assignment, I reccommend NI cre editor


Wtf? You lost me at .tp2. I'm new to this and once I Learn how to make a basic npc I'm going to right a STEP-BY-STEP Guide for all the newbies out there like me. It will be full detail(I Cant tell you how much trouble i went through to get the Dos Shell Complieing) Why dont people not assume the readers know what there talking about? I Mean If they woulda said
Example on a perfect guide

NOTE :SPACE means hit your space bar not type space

Add the Weidu folder to your C: Drive then:
1)Open Dos Shell by[Start\Run] Type "Command"
2) Type SPACE cd SPACE\
3) Type SPACE cd SPACE\Weidu
4) Type SPACE weidu (File Here)

See how simple that is to follow? Thats what you people should do on walkthroughs so people like me dont get frustrated.  :angry:                    
Title: Compiling with WeiDU
Post by: Gospel on August 05, 2002, 02:26:57 AM
Quote
In a .tp2 file

APPEND ~2da file name~

~put datat to be included~

For assignment, I reccommend NI cre editor


Wtf? You lost me at .tp2. I'm new to this and once I Learn how to make a basic npc I'm going to right a STEP-BY-STEP Guide for all the newbies out there like me. It will be full detail(I Cant tell you how much trouble i went through to get the Dos Shell Complieing) Why dont people not assume the readers know what there talking about? I Mean If they woulda said
Example on a perfect guide

NOTE :SPACE means hit your space bar not type space

Add the Weidu folder to your C: Drive then:
1)Open Dos Shell by[Start\Run] Type "Command"
2) Type SPACE cd SPACE\
3) Type SPACE cd SPACE\Weidu
4) Type SPACE weidu (File Here)

See how simple that is to follow? Thats what you people should do on walkthroughs so people like me dont get frustrated.  :angry:
Yikes!!! ;_;

Try to calm down, sir! *salute!* ^_^

And... umm... sorry, but that's a less than perfect example. :D

PS. Don't snap at my sis
Title: Compiling with WeiDU
Post by: Kylindra on August 05, 2002, 03:47:37 AM
*blink* You know this is implied and calm down.

Also it should be
cd \weidu
weidu (my file), but whatever works for youi

A .tp2 file is a notepad text file saved with the extension .tp2 ("myfile.tp2")
that contains installation commands for WeiDU to run when it is named setup-myfile.exe.

NI stands for NearInfinity, a editor for the Infinity Engine                    
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 09:54:57 AM
Lol no harm against you guys.(I was aggravated at 3 a.m. in the morning)
Yeah your right I could just type( cd \weidu and not waste time)
Annywho, I am following a guide right now. I have NI and WeidU. They dont explain how to assign scripts with Ni they assume once again. Here take a look:

-------------------------------
* Section II: Making the .CRE *
-------------------------------

This is an easy step.  Simply start a multi-player game of BG2 (no need to get onto
the internet, just a LAN game with one player in it is fine), and create a
character.

]]]](Ok I Can Do That)

Give him whatever XP, hit points, equipment, and stats you want, then export him.]]]](Check)

Make any last minute changes to his .chr with Shadow Keeper if you like, and then
open up NearInfinity.  Load the .chr file you exported and convert it to .cre.
]]]](Check, Easy)

****START ASSUMAGE****
Once it's in .cre format, you can assign it it's Death Variable, Dialogue file,
Scripts (if any), and Name.  This is all fairly simple, so I don't think I need to
explai any futher.  Save it and that's that.
****END ASSUMAGE****

]]]Ok I See Death Variable And a buncha other crap, Where can I assign Dialoge?
                   



[!--EDIT|Darkmist|Aug 5 2002, 05:15 PM--]
Title: Compiling with WeiDU
Post by: weimer on August 05, 2002, 11:27:22 AM
Quote
****START ASSUMAGE****
Once it's in .cre format, you can assign it it's Death Variable, Dialogue file,
Scripts (if any), and Name.  This is all fairly simple, so I don't think I need to
explai any futher.  Save it and that's that.
****END ASSUMAGE****

]]]Ok I See Death Variable And a buncha other crap, Where can I assign Dialoge?
NI might come with docs. I don't know, I've never looked. Anyway, here's how it works:

(1) Copy all of your new (J#Vondo) DLG files to the override folder of your BG2 game. Make sure that your CRE and BCS files are in the override directory also.
(2) Now start Near Infinity.
(3) Go to the "override" section.
(4) Search for your CRE (J#VONDO.CRE).
(5) Scroll way down in the CRE (scrollbar on the far right) to where it says stuff like:

Code: [Select]
# effects 0
Dialog None
Spell memorization info Spell level: 0,# spells memorizable: 1,# spells memorizable?: 1,Type: Priest (0),

Clik on the "None" to the right of dialog. Below you will get a scrolling selection with all of the DLGs in the game. Pick yours (J#VONDO) and click on update value. Apply the same method for changing the script and whatnot of your CRE. Be sure to save your CRE when you've made these changes.

Now, to answer your other question about "assumptions". To put it bluntly, modding BG2 is not "easy" and all of the tools out there (even the friendly ones from TeamBG) assume a certainly level of background knowledge. In mathematics courses, this is often called "mathematical maturity". Your questsions like "how do I open a dos prompt" and "how do I use near infinity" are not actually *directly* related to infinity engine scripting or using WeiDU. Many of us here consider them "essential background material" that we assume you already know. Why do we assume that? Because more or less everyone else trying to do these things does know them. To make an analogy that won't be helpful to you, this is similar to going into a math class on the analysis of functions of one real variable and asking why everyone assumes that you know how to graph a function ... or going into a computer science class on data structures and algorithms and asking why everyone assumes you know recursion. To some degree these things are "implicit prerequisites". It is fine to feel frustrated, but do not take it out on us. From their perspectives, the people who are helping you out here are being kind and generous by helping you with something that you "should know already". Remember that we are not in any way obligated to elucidate all of the steps for you or even make these tools useable or useful for any particular purpose.

That being said, I do hope that you are able to work your way through everything and I look forward to seeing your eventual createions. Let us know if you run into more difficulties.                    
Title: Compiling with WeiDU
Post by: jcompton on August 05, 2002, 11:43:24 AM

Quote
NI might come with docs. I don't know, I've never looked.

Not really, no.

Quote
(4) Search for your CRE (J#VONDO.CRE).
(5) Scroll way down in the CRE (scrollbar on the far right) to where it says stuff like:

It's implied in what you said but I think all things considered it should be spelled out: Almost always, NI requires that a file EXISTS before you can assign it as a resource for another file. This means you'll need to compile whatever .DLG you plan to assign (or make up a short dummy file by renaming something) and have it in override BEFORE you try assigning it to the CRE.

NI's author does this, I believe he has said, in part out of convenience in his code but he also believes it helps keep people from making stupid (typo) errors. Unfortunately, it makes the order you do things in a little rigid, so if this "feature" of NI bothers any of you, a polite e-mail to Jon might be in order.                    



[!--EDIT|jcompton|Aug 5 2002, 06:48 PM--]
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 04:24:38 PM
Thanks Weimer! Ok I Put
J#VondoP.dlg
J#Vondo.dlg
J#Vondo.CRE
(Thats all the files I got do i need more and how?)
Into the override. Loaded NI And assigned the Cre J#Vondo.dlg.

Now I can create J#Vondo When I talk to him Its Blank and I press 1 and he joins. All the rest of the Dialoge Works. I must have messed sumthening up heres my dia.

BEGIN J#Vondo

IF ~NumTimesTalkedTo(0)~ THEN BEGIN FirstMeeting
  SAY ~Greetings good [SIRMAAM]!  My name is Vondo the Just.~
  IF ~GlobalLT("Chapter","GLOBAL",3)~ THEN REPLY ~Hey Vondo, you seen Irenicus around here?~ GOTO InquireIrenicus
  IF ~~ THEN REPLY ~Heya.~ GOTO Greet
  IF ~Class(Player1,PALADIN)~ THEN REPLY ~I know a paladin when I see one!~ GOTO BothPaladins
  IF ~~ THEN REPLY ~Go away.~ GOTO GoAway
END

IF ~~ THEN BEGIN InquireIrenicus
  SAY ~Nope, but I can help you look for him. I'm a paladin!~
  IF ~~ THEN REPLY ~Sure. Join the party~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
  IF ~~ THEN REPLY ~Nah, go away.~ EXIT
END

IF ~~ THEN BEGIN Greet
  SAY ~So, you need a paladin in your group?~
  IF ~~ THEN REPLY ~Yes, as a matter of fact we do.~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
  IF ~~ THEN REPLY ~Nah, go away.~ EXIT
END

IF ~~ THEN BEGIN BothPaladins
  SAY ~Another paladin!  Hail and well met brother.  Let us journey together and smite evil.~
  IF ~~ THEN REPLY ~Sounds like a plan.~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
  IF ~~ THEN REPLY ~Nah, go away.~ EXIT
END

IF ~~ THEN BEGIN GoAway
  SAY ~Very well my [LADYLORD], I will await the day when you return, so that we might smite evil!~
  IF ~~ THEN EXIT
END

BEGIN J#VondoP

IF ~Global("VondoJoined","LOCALS",1)~ THEN BEGIN KickOut
  SAY ~You are now kicking me out.~
  IF ~~ THEN REPLY ~Oops, I meant to boot that twit Anomen, not you.  Sorry~ DO ~JoinParty()~ EXIT
  IF ~~ THEN REPLY ~That's right, I don't want you in the party.~ DO ~SetGlobal("VondoJoined","LOCALS",0)~ EXIT
END

IF ~Global("VondoJoined","LOCALS",0)~ THEN BEGIN Rejoin
  SAY ~You want me to rejoin?~
  IF ~~ THEN REPLY ~That's right Vondo, get back in formation.~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
  IF ~~ THEN REPLY ~That's right, I don't want you in the party.~ EXIT
END

What did I do wronge                    
Title: Compiling with WeiDU
Post by: weimer on August 05, 2002, 04:59:10 PM
Quote
Now I can create J#Vondo When I talk to him Its Blank and I press 1 and he joins. All the rest of the Dialoge Works. I must have messed sumthening up heres my dia.

...

What did I do wronge
You forgot to save the new dialog.tlk file.

Your old weidu command was something like:

C:\weidu] weidu myfile.d

Instead, you need to say:

C:\weidu] weidu myfile.d --tlkout dialog.tlk

And then copy that new dialog.tlk file *over* the one in your BGII folder. To save this copying step, most people either write TP2 files or run WeiDU from their main BGII folder.

This new dialog.tlk file will have your new vondo strings, so when you re-run the game you won't see "blankness" in the dialogue.

Try it and let us know.                    
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 05:36:02 PM
So I should have:
J#Vondo.DLG
J#VondoP.DLG
J#Vondo.CRE
aaaaannnnd
I see that it made dialog.tlk I see if this fixes it

EDIT: I added Dialog.tlk to overide and I loaded up BG2 and Created creature J#Vondo, Talk to him and its still blank

I See that Im supposed to add it to the BG2 folder, not the Overide, thats why                    



[!--EDIT|Darkmist|Aug 6 2002, 12:46 AM--]
Title: Compiling with WeiDU
Post by: weimer on August 05, 2002, 06:05:58 PM
Quote
So I should have:
J#Vondo.DLG
J#VondoP.DLG
J#Vondo.CRE
aaaaannnnd
I see that it made dialog.tlk I see if this fixes it

EDIT: I added Dialog.tlk to overide and I loaded up BG2 and Created creature J#Vondo, Talk to him and its still blank

I See that Im supposed to add it to the BG2 folder, not the Overide, thats why
                   Yes, your new dialog.tlk file should go in the "base BG2" folder.

Did that fix your problem? Do you see your new Vondo dialogue?

                   
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 06:13:11 PM
Kool It Works, I got a full worken Npc. Thanks Weimer! a few more questions......

1) How did you get Valen Sounds? She says "You are foolish to face my mistress" and that other stuff. I'm guessing it was allredy in the game.

2)If I wanna Add Weidu to my Bg 2 Folder How to I get into it with a Dos Shell? If I Type:

 cd \Program Files it says to many parameters - Files
 
cd \Program Files\Black Isle\BGII - SoA\Weidu it says too many parameters Files\Black                    
Title: Compiling with WeiDU
Post by: Kiki on August 05, 2002, 06:24:04 PM
If you want to move files around, it's probably easiest with something like Windows Explorer.

DOS basically only recognizes 8 letters in filenames--that's why you can't just do cd program files. Try cd progra~1. To see exactly how DOS interprets your filenames, type dir /p, which will bring up a list of files in your current directory.                    
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 06:29:47 PM
cd \progra~1 sure enuf works and now I'm in Program Files, Now what to get into Black Isle Then BGII - SOA. Thanks for your help

EDIT: dir\p( dir \p does the same thing) doesnt work it says:
Volume in Drive C has no label
Volume Serial number is BLEEP
Directory of C:\
File not found

                             343252345 blah bah MB free                    



[!--EDIT|Darkmist|Aug 6 2002, 01:37 AM--]
Title: Compiling with WeiDU
Post by: Kiki on August 05, 2002, 06:42:05 PM
Not  "dir\p"--use "dir /p" (with the forward slash). You can just type "dir" but if you add the /p then it pauses the scrolling so you can actually read the names of the files.

To get to subdirectories, do the same thing as you did for Program Files--figure out how DOS truncates or otherwise interprets the directory name. DOS doesn't understand directory names with spaces, so a safe bet is to mash together the first six letters in the directory name (not counting the spaces) and add "~1". If you want to be completely sure about the filename, do the dir thing.

From where you are now, you can type cd blacki~1\bgii-soa and get to your desired directory.                    



[!--EDIT|Kiki|Aug 6 2002, 01:54 AM--]
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 06:44:18 PM
Oh there we go. Hey Thanks a Mill                    
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 06:56:10 PM
------------------------
* Section III: Scripts *
------------------------

Possible the shortest step.  If you want your NPC to walk up to your PC when they
first meet, you'd write this script:

IF
   See([PC])
   NumTimesTalkedTo(0)
THEN
   RESPONSE #100
      Dialogue(Nearest([PC]))
END

]]]]]]]]]How, and Where to I right this?? Make a Blank Text file??

Compile it using your favourite compiler

]]]]]]Complie it to a what?

, NI works fine, save it, and assign it to
your NPC's .cre file.

Then the method to get your NPC into the area is to append a small portion of
script to an existing area script.  Let's say we want to add him to the Government
District.  We'd need to append a bit to AR1000.bcs.  For now let's create a script
called J#AR1000.bcs with the bits we want to add.

]]]]]]]Make a Text file name J#AR1000.bcs ??????


IF
   Global("J#VondoExists","AR1000",0)
THEN
   RESPONSE #100
      SetGlobal("J#VondoExists","AR1000",1)
      CreateCreature("J#Vondo",[9137.2046],3)
END

This portion of script will be going into our installation package, and will be
appended to AR1000.bcs by WeiDU when the time is right.  See section IV for details
on how this is done.


]]]]]]]I don’t understand this. Help Would Be Appreciated                    
Title: Compiling with WeiDU
Post by: weimer on August 05, 2002, 06:58:18 PM
Quote
Kool It Works, I got a full worken Npc. Thanks Weimer! a few more questions......

Well done.

Quote
1) How did you get Valen Sounds? She says "You are foolish to face my mistress" and that other stuff. I'm guessing it was allredy in the game.

Valen's sounds are the union of one of the default female soundsets and Valen's original in-game CRE soundset (since they were apparently done by the same actress).

Quote
2)If I wanna Add Weidu to my Bg 2 Folder How to I get into it with a Dos Shell? If I Type:

Don't, use windows explorer. :-) You could also just unzip it there.                    
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 07:03:49 PM

Quote
Kool It Works, I got a full worken Npc. Thanks Weimer! a few more questions......

Well done.

Quote
1) How did you get Valen Sounds? She says "You are foolish to face my mistress" and that other stuff. I'm guessing it was allredy in the game.

Valen's sounds are the union of one of the default female soundsets and Valen's original in-game CRE soundset (since they were apparently done by the same actress).
]]]]]K

Quote
2)If I wanna Add Weidu to my Bg 2 Folder How to I get into it with a Dos Shell? If I Type:

Don't, use windows explorer. :-) You could also just unzip it there.
]]]]]]Windows explorer?? What?                    



[!--EDIT|Darkmist|Aug 6 2002, 02:05 AM--]
Title: Compiling with WeiDU
Post by: Kiki on August 05, 2002, 09:03:31 PM
Quote
Don't, use windows explorer. :-) You could also just unzip it there.
]]]]]]Windows explorer?? What?
Interesting. Someone who doesn't know much about either Windows or DOS. Are you mostly a Mac user?

Windows Explorer is the file manager that comes with Windows. If you're thinking of Internet Explorer, I can see why you might be confused. You can get at Windows Explorer through the Start menu.

                   
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 09:24:12 PM
I didn’t know that it had a name, I just figured it was how I got on to my hard drive files. I have Windows ME. But Weimer said I could use Windows Explorer to complie with Weidu. He just misread my statement. He though I meant "How do I add Weidu to my BG2 folder" I Meant " How do I access Weidu with the Dos Shell if I moved Weidu to my bg2 folder"                    
Title: Compiling with WeiDU
Post by: weimer on August 05, 2002, 10:41:12 PM
Quote
How do I access Weidu with the Dos Shell if I moved Weidu to my bg2 folder"
                   C:\] cd \progra~1\blacki~1\bgii-s~1

Then weidu as normal. Advanced: make a symbolic link to "command.com" or "cmd.com" on your deskopt, edit the properties, and change the "working directory" to your BGII directory. Whenever you click on that dos prompt icon to start it, it should start in the given directory.
                   
Title: Compiling with WeiDU
Post by: Darkmist on August 05, 2002, 10:58:28 PM
Thanks Weimer, KiKi showed me what to type but now I have it short cuted so when I click it it goes to the directory like you said. Back To my question.

------------------------
* Section III: Scripts *
------------------------

Possible the shortest step. If you want your NPC to walk up to your PC when they
first meet, you'd write this script:

IF
See([PC])
NumTimesTalkedTo(0)
THEN
RESPONSE #100
Dialogue(Nearest([PC]))
END

]]]]]]]]]How, and Where to I right this?? Make a Blank Text file??

Compile it using your favourite compiler

]]]]]]Complie it to a what?

, NI works fine, save it, and assign it to
your NPC's .cre file.

Then the method to get your NPC into the area is to append a small portion of
script to an existing area script. Let's say we want to add him to the Government
District. We'd need to append a bit to AR1000.bcs. For now let's create a script
called J#AR1000.bcs with the bits we want to add.

]]]]]]]Make a Text file name J#AR1000.bcs ??????


IF
Global("J#VondoExists","AR1000",0)
THEN
RESPONSE #100
SetGlobal("J#VondoExists","AR1000",1)
CreateCreature("J#Vondo",[9137.2046],3)
END

This portion of script will be going into our installation package, and will be
appended to AR1000.bcs by WeiDU when the time is right. See section IV for details
on how this is done.


]]]]]]]I don’t understand this. Help Would Be Appreciated                    
Title: Compiling with WeiDU
Post by: weimer on August 05, 2002, 11:43:53 PM
Quote
]]]]]]]]]How, and Where to I right this?? Make a Blank Text file??

Make a blank textfile called J#VONDO.BAF with notepad and put that IF-block in it.  The suffix BAF means "text file for a baldur's gate script".

Quote
]]]]]]Complie it to a what?

Compile it to a BCS file. BCS means "compiled baldur's gate script". The game can only read BCS files. Humans can (usually) only read BAF files.

Have windows explorer open to a directory that contains myfile.baf (or whatever). Fire up Near Infinity. Press Ctrl-Z in the NI window. This will bring up the "script compiler". Drag (windows-style) the BAF file into the "Compiler Drop Zone" window. If you don't see any error messages, myfile.bcs was created in the same directory. Copy it to your override directory.

Restart NI or press F5. Go to your CRE (J#VONDO.CRE) and change his "override script" so that it is J#VONDO.BCS (or whatever).

Now restart the game and summon Vondo. If you did it right, he should talk to you!

Quote
]]]]]]]Make a Text file name J#AR1000.bcs ??????

Sure, if you like. Use notepad, just as if you were creating a D file.

Quote
]]]]]]]I don’t understand this. Help Would Be Appreciated

Let's see how you do with just making the script, compiling the script and assigning it to Vondo. Let us know if that works.                    
Title: Compiling with WeiDU
Post by: japheth on August 06, 2002, 08:40:11 AM
Just want to add something.

If you go to Start-->Program Files--> and then right click on the Command Prompt icon, (In ME I'm not sure if the command prompt is under Accessories or not) you can change what directory you want to start in.  So if you put "C:\program files\black isle\bgii -soa" in the Start In field, and then make a shortcut on your desktop, everytime you open your command prompt from there it will start right in your bg2 folder.

Also if you don't want to use tildes when browsing to directories with more then 8 characters, you can put the path in quotes.

Example:

cd "c:\program files\black isle\bgii - soa"                    
Title: Compiling with WeiDU
Post by: Darkmist on August 06, 2002, 09:33:51 AM
Have windows explorer open to a directory that contains myfile.baf (or whatever). Fire up Near Infinity. Press Ctrl-Z in the NI window. This will bring up the "script compiler". Drag (windows-style) the BAF file into the "Compiler Drop Zone" window. If you don't see any error messages, myfile.bcs was created in the same directory. Copy it to your override directory.

Im using windows explorer to drag and drop but its not doing annything. It wont complie nor decomplie it. When I drop it it does nothing

It might be because the true filename is J#VONDO.BAF.txt but I ant get rid of the txt

EDIT: Fortunately I have infinity script editor(Creates blank .baf files) But it disappoints me that I cant use notepad, I would still like to fix this.

So I got my bcs file and assign it to vondo thanks guys                    



[!--EDIT|Darkmist|Aug 6 2002, 04:50 PM--]
Title: Compiling with WeiDU
Post by: weimer on August 06, 2002, 09:45:37 AM
Quote
Have windows explorer open to a directory that contains myfile.baf (or whatever). Fire up Near Infinity. Press Ctrl-Z in the NI window. This will bring up the "script compiler". Drag (windows-style) the BAF file into the "Compiler Drop Zone" window. If you don't see any error messages, myfile.bcs was created in the same directory. Copy it to your override directory.

Im using windows explorer to drag and drop but its not doing annything. It wont complie nor decomplie it. When I drop it it does nothing

It might be because the true filename is J#VONDO.BAF.txt but I ant get rid of the txt
                   Try emailing the Near Infinity author about this one. I've never heard of the drop-zone not working for anyone.

You can use the dos prompt to rename the file and lose the TXT extension. Try something like:

C:\whatever] rename j#vond~1.txt j#vondo.baf

This usually wins even when "'windows rename" fails.                    
Title: Compiling with WeiDU
Post by: japheth on August 06, 2002, 09:59:56 AM
When your saving your .baf files in Notepad, just make sure you go to Save As and then choose All Files as the file type.

Then just type blah.baf for example and it won't add the .txt extension to the file.                    
Title: Compiling with WeiDU
Post by: Darkmist on August 06, 2002, 10:05:05 AM
Yup that worked weimer, thanks. now about this. the maker of the walkthrough screwed up or sumthing look:

// The following is appending what we wrote in J#AR1000.bcs to the bottom of
// AR1000.bcs

EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~

I renamed my text file Ar1000.bcs with the proper tag for him to be in government:

IF
   Global("J#VondoExists","AR1000",0)
THEN
   RESPONSE #100
      SetGlobal("J#VondoExists","AR1000",1)
      CreateCreature("J#Vondo",[9137.2046],3)
END

They say type:

EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~

and extend_Bottom is not a proper tag. What do I type?                    



[!--EDIT|Darkmist|Aug 6 2002, 05:17 PM--]
Title: Compiling with WeiDU
Post by: Darkmist on August 06, 2002, 10:06:06 AM
Quote
When your saving your .baf files in Notepad, just make sure you go to Save As and then choose All Files as the file type.

Then just type blah.baf for example and it won't add the .txt extension to the file.
oh kool thanks japheth that worked

EDIT: What should I do about the Above Post?                    



[!--EDIT|Darkmist|Aug 6 2002, 05:40 PM--]
Title: Compiling with WeiDU
Post by: Darkmist on August 06, 2002, 11:56:12 AM
Also when I Create him and he joins He Keeps saying Hello There Every 2 secs! Thats messed up.                    



[!--EDIT|Darkmist|Aug 6 2002, 06:59 PM--]
Title: Compiling with WeiDU
Post by: weimer on August 06, 2002, 12:39:06 PM
EXTEND_BOTTOM is a TP2 command. You would need a TP2 file (a way of describing how your mod should be installed so that when other people download it they get all of the pieces in the right places) to use it.

Do not put EXTEND_BOTTOM in a BAF.

I'm not sure what you mean by "every two seconds" or whatnot. Is he starting dialogue with you? Displaying a string in the scrolling window? Playing audio?

                   
Title: Compiling with WeiDU
Post by: japheth on August 06, 2002, 12:41:34 PM
Quote
Yup that worked weimer, thanks. now about this. the maker of the walkthrough screwed up or sumthing look:

// The following is appending what we wrote in J#AR1000.bcs to the bottom of
// AR1000.bcs

EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~

I renamed my text file Ar1000.bcs with the proper tag for him to be in government:

IF
   Global("J#VondoExists","AR1000",0)
THEN
   RESPONSE #100
  SetGlobal("J#VondoExists","AR1000",1)
  CreateCreature("J#Vondo",[9137.2046],3)
END

They say type:

EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~

and extend_Bottom is not a proper tag. What do I type?
From what you just said it sounds like your just typing the scripts commands in notepad and saving them with a .bcs extension.

You have to *compile* your .baf scripts with the Dropzone in NI or with ISE.

So, if you name your baf j#ar1000.baf and slap it into the drop zone, it should come out as j#ar1000.bcs.

Make sure that all your files are in your root BG2 directory (where WeiDU is located) and if they're not, you have to put the path to where your patch script is located.

As for him saying Hello every two seconds, you probably used the script that comes with the NPC tutorial, which will do that because it's simply:

IF
     See(Player1)
THEN
     RESPONSE #100
          StartDialogueNoSet(Player1)
END

So he keeps seeing you and then he'll keep initiating dialog no matter what.  Try using this one instead for your NPC's default script:

IF
     NumTimesTalkedTo(0) //First time you are talking to you NPC
     Global("NPCFirstChat","GLOBAL",0) //Global check incase you want to have him remark later that he's already been talked to
     Allegiance(Myself,NEUTRAL) //Don't want your NPC to be hostile when initiating dialogue.
     See(Player1) //You'll want to see the PC.
     Range(Player1,5) //This is optional, but it will make it so that the PC has to come close to the NPC before dialog is initiated
     !StateCheck(Myself,STATE_SLEEPING) //check if the NPC is sleeping
     !StateCheck(Player1,STATE_SLEEPING)//check if Player1 is sleeping
THEN
     RESPONSE #100
          MoveToObject(Player1) //Moves your NPC to the PC
          SetGlobal("NPCFirstChat","GLOBAL",1) //Set's that Global to 1 so you know he's been talked to once already
          StartDialogueNoSet(Player1) //Starts the dialogue.
END
                   
Title: Compiling with WeiDU
Post by: Darkmist on August 06, 2002, 12:45:43 PM
Ok,(I just complied the .baf to a .bcs) But can you tell me how to get him to appear somewhere? Thats what I'm trying to figure out. I was trying to do the npc wlakthrough one where hes in the government district. How do I do it?

BEGIN J#Vondo

IF ~NumTimesTalkedTo(0)~ THEN BEGIN FirstMeeting
  SAY ~Greetings good [SIRMAAM]!  My name is Vondo the Just.~
  IF ~GlobalLT("Chapter","GLOBAL",3)~ THEN REPLY ~Hey Vondo, you seen Irenicus around here?~ GOTO InquireIrenicus
  IF ~~ THEN REPLY ~Heya.~ GOTO Greet
  IF ~Class(Player1,PALADIN)~ THEN REPLY ~I know a paladin when I see one!~ GOTO BothPaladins
  IF ~~ THEN REPLY ~Go away.~ GOTO GoAway
END

IF ~~ THEN BEGIN InquireIrenicus
  SAY ~Nope, but I can help you look for him. I'm a paladin!~
  IF ~~ THEN REPLY ~Sure. Join the party~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
  IF ~~ THEN REPLY ~Nah, go away.~ EXIT
END

IF ~~ THEN BEGIN Greet
  SAY ~So, you need a paladin in your group?~
  IF ~~ THEN REPLY ~Yes, as a matter of fact we do.~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
  IF ~~ THEN REPLY ~Nah, go away.~ EXIT
END

IF ~~ THEN BEGIN BothPaladins
  SAY ~Another paladin!  Hail and well met brother.  Let us journey together and smite evil.~
  IF ~~ THEN REPLY ~Sounds like a plan.~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
  IF ~~ THEN REPLY ~Nah, go away.~ EXIT
END

IF ~~ THEN BEGIN GoAway
  SAY ~Very well my [LADYLORD], I will await the day when you return, so that we might smite evil!~
  IF ~~ THEN EXIT
END

BEGIN J#VondoP

IF ~Global("VondoJoined","LOCALS",1)~ THEN BEGIN KickOut
  SAY ~You are now kicking me out.~
  IF ~~ THEN REPLY ~Oops, I meant to boot that twit Anomen, not you.  Sorry~ DO ~JoinParty()~ EXIT
  IF ~~ THEN REPLY ~That's right, I don't want you in the party.~ DO ~SetGlobal("VondoJoined","LOCALS",0)~ EXIT
END

IF ~Global("VondoJoined","LOCALS",0)~ THEN BEGIN Rejoin
  SAY ~You want me to rejoin?~
  IF ~~ THEN REPLY ~That's right Vondo, get back in formation.~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
  IF ~~ THEN REPLY ~That's right, I don't want you in the party.~ EXIT
END
 
]]]]Thats my dlg, Theres no If See Player 1 then start dialog. He just keeps saying Heya, He opens a dialoge box and plays a sound                    



[!--EDIT|Darkmist|Aug 6 2002, 07:53 PM--]
Title: Compiling with WeiDU
Post by: japheth on August 06, 2002, 01:03:34 PM
Double check his cre file in NI and make sure that the dialog is assigned.

If it is, then make sure you clear all of his script slots (race, class, default, etc.) to None, and just put the script you made for him in the default slot.

Also make sure his Enemy/Ally is set to Neutral.                    
Title: Compiling with WeiDU
Post by: Darkmist on August 06, 2002, 01:10:59 PM
IF
    See([PC])
    NumTimesTalkedTo(0)
THEN
    RESPONSE #100
        Dialogue(Nearest([PC]))
END


Thats my J#vondo.bcs file I think thats what your talking about. Why would I clear his (race, class, default, etc.)?? Wouldent that screw him up?


Hes not saying "Hello there" annymore(I changed is ally/enemy to netural. How do I get him to be in the Government district like the one in the faq                    



[!--EDIT|Darkmist|Aug 6 2002, 08:14 PM--]
Title: Compiling with WeiDU
Post by: Guest on August 08, 2002, 03:40:34 PM
Guys? Ya give up on me? Were still on my one post about making him appear in the game. The one about :

Yup that worked weimer, thanks. now about this. the maker of the walkthrough screwed up or sumthing look:

// The following is appending what we wrote in J#AR1000.bcs to the bottom of
// AR1000.bcs

EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~

I complied Ar1000.bcs wich has the proper tag for him to be in government:

IF
Global("J#VondoExists","AR1000",0)
THEN
RESPONSE #100
SetGlobal("J#VondoExists","AR1000",1)
CreateCreature("J#Vondo",[9137.2046],3)
END

They say type:

EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~

and extend_Bottom is not a proper tag. What do I type In Weidu?                    
Title: Compiling with WeiDU
Post by: Darkmist on August 08, 2002, 03:42:06 PM
sorry that was me up there ^                    
Title: Compiling with WeiDU
Post by: jcompton on August 08, 2002, 04:27:54 PM
Quote
They say type:

EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~

and extend_Bottom is not a proper tag. What do I type In Weidu?
                   Wes explained above that this is describing a .tp2 action, for the .tp2 installer file associated with this mod.

However, I strongly strongly strongly recommend, based on the questions you're asking, that you take a few steps back and try learning more about the game's internals, through exploration with NI and InfExp, before you tackle this problem again.                    
Title: Compiling with WeiDU
Post by: Darkmist on August 09, 2002, 08:34:10 AM
Yes, yes, I know, But I've got the WHOLE npc down. I’ve got the dialog down. I've got the complying and editing down. All I need to learn how to do is make a tp2 command so I can get him to appear in the game.