Right, so I managed to convert the mod up until the Creature Restorations component:
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
///// \\\\\
///// Creature Restorations \\\\\
///// \\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
BEGIN ~Creature Restorations~
COPY_EXISTING AR2608.ARE OVERRIDE // Add READ4 to Candlekeep library
AR2610.ARE OVERRIDE
PATCH_IF (SOURCE_SIZE > 0x11c) BEGIN
PATCH_IF !("%SOURCE_RES%" STRING_COMPARE_CASE "AR2608") BEGIN
actLoc = 1108
END ELSE actLoc = 1272
READ_LONG 0x54 actOff
FOR (READ_SHORT 0x58 numAct; numAct; numAct -= 0x1) BEGIN
READ_ASCII actOff + 0x80 actor
READ_SHORT actOff + 0x20 xPos
PATCH_IF ((xPos == actLoc) && !("%actor%" STRING_COMPARE_CASE "READ3")) BEGIN
WRITE_ASCII actOff + 0x80 READ4 #8
END
actOff += 0x110
END
END
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING AR2609.ARE OVERRIDE // Add READ4 to Candlekeep library
PATCH_IF (SOURCE_SIZE > 0x11c) BEGIN
READ_LONG 0x54 actOff
FOR (READ_SHORT 0x58 numAct; numAct; numAct -= 0x1) BEGIN
READ_ASCII actOff + 0x80 actor
READ_SHORT actOff + 0x20 xPos
PATCH_IF (((xPos == 547) || (xPos == 1293)) &&
!("%actor%" STRING_COMPARE_CASE "READ3")) BEGIN
WRITE_ASCII actOff + 0x80 READ4 #8
END
actOff += 0x110
END
END
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING AR2611.ARE OVERRIDE // Add READ4 to Candlekeep library
PATCH_IF (SOURCE_SIZE > 0x11c) BEGIN
READ_LONG 0x54 actOff
FOR (READ_SHORT 0x58 numAct; numAct; numAct -= 0x1) BEGIN
READ_ASCII actOff + 0x80 actor
PATCH_IF !("%actor%" STRING_COMPARE_CASE "READ3") BEGIN
WRITE_ASCII actOff + 0x80 READ4 #8
END
actOff += 0x110
END
END
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING HAFFG2.CRE OVERRIDE // Halfling Woman (Mabledale), AR4006
HALFG2.CRE OVERRIDE // Halfling Man (Bunsen), AR4013
MTOB4.CRE OVERRIDE // Commoner, AR0104
MTOB5.CRE OVERRIDE // Commoner, AR0705
WRITE_EVALUATED_ASCII 0x280 "%SOURCE_RES%" #18 // Script name
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING TRAVEL.CRE OVERRIDE // Traveler (Wade), AR2301
WRITE_ASCII 0x280 WADE #18 // Script name
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING AR0104.ARE OVERRIDE
AR4006.ARE OVERRIDE
AR4013.ARE OVERRIDE
PATCH_IF (SOURCE_SIZE > 0x1cc) BEGIN
READ_ASCII 0x94 script
PATCH_IF !("%script%" STRING_COMPARE_CASE "") BEGIN
WRITE_EVALUATED_ASCII 0x94 "%SOURCE_RES%" #8 // Area script
END
END
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING AR0800.BCS OVERRIDE
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~Exists(\"BERSCH\")~ ~Exists("HERSCHEL")~
REPLACE_TEXTUALLY ~CreateCreature(\"BERSCH\",~ ~CreateCreature("HERSCH",~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
//////////////////////////////////////////////////
// Add patron to Splurging Sturgeon inn (upstairs)
<<<<<<<< .../bg1ub/ex_ar0104.baf
IF
Global("UB_MTOB4_SPAWN","GLOBAL",0)
!Exists("MTOB4")
!Dead("MTOB4")
THEN
RESPONSE #100
CreateCreature("MTOB4",[518.252],2) // Commoner
ActionOVERRIDE("MTOB4",Face(2))
SetGlobal("UB_MTOB4_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR0104.BCS ~.../bg1ub/ex_ar0104.baf~
////////////////////////////////////////////
// Add patron to Elfsong Tavern (main level)
<<<<<<<< .../bg1ub/eb_0705.baf
IF
Global("UB_MTOB5_SPAWN","GLOBAL",0)
!Exists("MTOB5")
!Dead("MTOB5")
THEN
RESPONSE #100
CreateCreature("MTOB5",[851.367],0) // Commoner
SetGlobal("UB_MTOB5_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR0705.BCS ~.../bg1ub/eb_0705.baf~
/////////////////////////////////////////////////////////////
// Create FAI traveler when bandit subplot starts (Chapter 3)
<<<<<<<< .../bg1ub/eb_2301.baf
IF
Global("CHAPTER","GLOBAL",3)
!Exists("WADE")
!Dead("WADE")
THEN
RESPONSE #100
CreateCreature("TRAVEL",[691.398],0) // Traveler
END
>>>>>>>>
EXTEND_BOTTOM AR2301.BCS ~.../bg1ub/eb_2301.baf~
/////////////////////////////////////////////////
// Add Mabledale to home in Gullykin (downstairs)
<<<<<<<< .../bg1ub/eb_ar4006.baf
IF
Global("UB_HAFFG2_SPAWN","GLOBAL",0)
!Exists("HAFFG2")
!Dead("HAFFG2")
THEN
RESPONSE #100
CreateCreature("HAFFG2",[357.257],9) // Halfling Woman
ActionOVERRIDE("HAFFG2",Face(9))
SetGlobal("UB_HAFFG2_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR4006.BCS ~.../bg1ub/eb_ar4006.baf~
//////////////////////////////////////////////
// Add Bunsen to home in Gullykin (main level)
<<<<<<<< .../bg1ub/eb_ar4013.baf
IF
Global("UB_HALFG2_SPAWN","GLOBAL",0)
!Exists("HALFG2")
!Dead("HALFG2")
THEN
RESPONSE #100
CreateCreature("HALFG2",[311.179],0) // Halfling Man
SetGlobal("UB_HALFG2_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR4013.BCS ~.../bg1ub/eb_ar4013.baf~
/////////////////////////////////////////////
// Restore the Friendly Arm Inn serving wench
COPY_EXISTING AR0114.ARE OVERRIDE // Blushing Mermaid
WRITE_ASCII 0x2ac ~SERWEN~ // Changes FRIWEN to SERWEN
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING AR0705.ARE OVERRIDE // Elfsong
WRITE_ASCII 0x2ac ~SERWEN~ // Changes FRIWEN to SERWEN
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING FRIWEN.CRE OVERRIDE // Serving Wench
WRITE_ASCII 0x2cc ~FRIWEN~ // Assigns the unused dialog, FRIWEN.DLG
BUT_ONLY_IF_IT_CHANGES
// Add the Serving Wench to the Friendly Arm Inn
<<<<<<<< .../bg1ub/ub_ar2301.baf
IF
Global("UB_FRIWEN_SPAWN","AR2301",0)
!Exists("FRIWEN")
!Dead("FRIWEN")
THEN
RESPONSE #100
CreateCreature("FRIWEN",[1073.690],4) //
SetGlobal("UB_FRIWEN_SPAWN","AR2301",1)
END
>>>>>>>>
EXTEND_BOTTOM AR4013.BCS ~.../bg1ub/ub_ar2301.baf~
//////////////////////////////////////////////
// Add the Lecturing Farmer to Wyrm's Crossing
COPY_EXISTING FARM4.CRE ~OVERRIDE/UBFARM5.CRE~ // Copies FARM4
SAY NAME1 ~Farmer~
SAY NAME2 ~Farmer~
WRITE_ASCII 0x280 ~UBFARM5~ #8 // Sets Death Variable
WRITE_ASCII 0x2cc ~UBFARM5~ #8 // Sets Dialogue
<<<<<<<< .../bg1ub/ub_ar0900.baf
IF
Global("UB_FARMER5_SPAWN","GLOBAL",0)
THEN
RESPONSE #100
CreateCreature("UBFARM5",[4716.3663],2)
SetGlobal("UB_FARMER5_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR0900.BCS ~.../bg1ub/ub_ar0900.baf~
/////////////////////////
// Feldane, an Old Friend
COPY_EXISTING FELDAN.CRE OVERRIDE
WRITE_ASCII 0x280 ~Feldane~ #8 // Sets Death Variable
WRITE_ASCII 0x2cc ~UBFELDAN~ #8 // Sets Dialogue
BUT_ONLY_IF_IT_CHANGES
<<<<<<<< .../bg1ub/ub_ar2626.baf
IF
Global("UB_FELDANE_SPAWN","GLOBAL",0)
THEN
RESPONSE #100
CreateCreature("FELDAN",[2965.1824],3)
SetGlobal("UB_FELDANE_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR2626.BCS ~.../bg1ub/ub_ar2626.baf~
///////////////
// Nashkel Girl
<<<<<<<< .../bg1ub/ub_ar4806.baf
IF
Global("UB_GIRLBE_SPAWN","GLOBAL",0)
THEN
RESPONSE #100
CreateCreature("GIRLBE",[605.317],1)
SetGlobal("UB_GIRLBE_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR4806.BCS ~.../bg1ub/ub_ar4806.baf~
/////////////////////////
// Baldur's Gate Merchant
COPY_EXISTING FATMAN.CRE ~OVERRIDE/UBSHOPGE.CRE~
SAY NAME1 #9432
SAY NAME2 #9434
WRITE_ASCII 0x2cc ~SHOPGE~ #8
<<<<<<<< .../bg1ub/ub_ar1100.baf
IF
Global("UB_SHOPGE_SPAWN","GLOBAL",0)
THEN
RESPONSE #100
CreateCreature("UBSHOPGE",[3109.2627],0)
SetGlobal("UB_SHOPGE_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR1100.BCS ~.../bg1ub/ub_ar1100.baf~
/////////////////////////////////
// Wilton, Farmer Brun's Neighbor
COPY_EXISTING WILTON.CRE OVERRIDE
ADD_CRE_ITEM ~CLCK01~ #1 #0 #0 ~NONE~ ~INV1 INV2~ // Adds Cloak of Protection +1
WRITE_ASCII 0x2cc ~UBWILTON~ // Assigns edited dialog file
WRITE_ASCII 0x280 ~Wilton~ // Assigns death variable
WRITE_SHORT 0x240 0x03 // Fix his morale setting
BUT_ONLY_IF_IT_CHANGES
<<<<<<<< .../bg1ub/ub_ar1403.baf
IF
Global("UB_WILTON_SPAWN","GLOBAL",0)
!Exists("Wilton")
!Dead("Wilton")
THEN
RESPONSE #100
CreateCreature("WILTON",[471.272],6)
SetGlobal("UB_WILTON_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR1403.BCS ~.../bg1ub/ub_ar1403.baf~
/////////////////////////////////
// Corianna, the Petrified Ranger
COPY ~bg1ub/creature/ubcorian.cre~ ~OVERRIDE~
SAY NAME1 #15552
SAY NAME2 #15574
<<<<<<<< .../bg1ub/ub_ar3400.baf
IF
Global("UB_CORIANNA_SPAWN","GLOBAL",0)
!Exists("UBCORIAN")
!Dead("UBCORIAN")
Global("UB_HELPCORIANNA","GLOBAL",0)
THEN
RESPONSE #100
CreateCreature("UBCORIAN",[4611.3449],2)
SetGlobal("UB_CORIANNA_SPAWN","GLOBAL",1)
END
>>>>>>>>
EXTEND_BOTTOM AR3400.BCS ~.../bg1ub/ub_ar3400.baf~
/////////////////////////////////
// Compile all relevant dialogues
COMPILE ~bg1ub/creature/UBCRE.d~
The problem is that these creatures are not include in Tutu, because they didn't exist in the original game. If I want to bring them over, I have to edit their dialogs, scripts, etc--which isn't a big deal. Their soundsets, however, are. Ideas?