Author Topic: NPC Mod Help (CHR and CRE)  (Read 5044 times)

darkntk

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NPC Mod Help (CHR and CRE)
« on: March 23, 2009, 07:45:23 PM »
I'm trying to make an NPC mod (Avuail is the character name.)

I've read a few of the NPC MOD Walkthroughs but what they have told me to do hasn't worked. I don't know if it is me or what.

I tried using NI to edit the character to creature but it doesn't help much. I've tried using CreatureMaker and ShadowKeeper. I can get the NPC in the game but 1.) It does not have a name, 2.) Its circle is green instead of neutral, 3.) It approaches my character and gives it a leaving speech I didn't even program.

Help, please. 

Offline Kaeloree

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Re: NPC Mod Help (CHR and CRE)
« Reply #1 on: March 23, 2009, 11:59:26 PM »
You'll have to give us some more information in order to figure out what the problem is.

Can you please post the contents of the script files and tp2 files? In [ codebox ] [ / codebox ] tags would be good. Also, don't use Creature Maker; you can use ShadowKeeper, but then get DLTCEP (link) and use that instead--along with/alternatively you could use Near Infinity (link.

darkntk

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Re: NPC Mod Help (CHR and CRE)
« Reply #2 on: March 29, 2009, 07:51:16 PM »
Starting dialogue.
[codebox]BEGIN Avuail

IF ~NumTimesTalkedTo (0) ~ THEN BEGIN Talk1
SAY ~Hello there my, dur dulin. My name is Avuail...well, just Avuail. I hear that you are in need of help, atleast that is the rumor.~
IF ~~ THEN REPLY ~Well met, I'm <CHARNAME>, how have you heard of me?~ GOTO WellMet
IF ~~ THEN REPLY ~I think you know to much, Avuail. How do I not know that you are in with my enemies?~ GOTO InWith
IF ~~ THEN REPLY ~Back off, I don't want to talk to you.~ GOTO EndTalk
END

IF ~~ THEN BEGIN WellMet
SAY ~News spreads fast among the mouths of the city. And your case seems interesting enough, though largley unknown.~
IF ~~THEN REPLY ~If you are sure that you wish to join us, you would be a worthy addition.~ DO ~JoinParty ()~ EXIT
IF ~~THEN REPLY ~No, I'm afraid I can't accept your offer right now. Perhaps later.~ EXIT
END

IF ~~ THEN BEGIN InWith
SAY ~Such insinuations are not appreciated, I suggest, that you would treat me with a little more respect. Though I do see how you could not trust everyone you meet.~
IF ~~ THEN REPLY ~I'm sorry, I would be pleased to have you join our group.~ DO ~JoinParty ()~ EXIT
IF ~~ THEN REPLY ~I do not trust you, leave.~ GOTO EndTalk
END

IF ~~ THEN BEGIN EndTalk
SAY ~Alright, dur dulin, I will be here if you change your mind.~
IF ~~ THEN EXIT
END

IF ~NumTimesTalkedToGT(0)~ THEN BEGIN Talk2
SAY ~You have returned, dur dulin. Have you changed your mind?~
IF ~~ THEN REPLY ~Sure, why not?~ DO ~JoinParty()~ EXIT
IF ~~ THEN REPLY ~On second thought, I don't think that's a good idea right now.~ EXIT
END [/codebox]


T2P
[codebox]BACKUP ~Avuail/backup~
AUTHOR ~Dark (darkravenntk@yahoo.com)~
BEGIN ~Avuail for BG2:SoA~
COPY ~Avuail/AVUAIL.cre~ ~override/AVUAIL.cre~
SAY NAME1 ~Avuail~
SAY NAME2 ~Avuail~
SAY BIO ~Insert Avuail biography later.~
SAY MORALE ~Morale.~
SAY HAPPY ~Happy.~
SAY UNHAPPY_ANNOYED ~Annoyed.~
SAY UNHAPPY_SERIOUS ~Serious.~
SAY UNHAPPY_BREAKING ~Breaking.~
SAY LEADER ~Leader.!~
SAY TIRED ~Tired.~
SAY BORED ~Bored.~
SAY BATTLE_CRY1 ~Battle.~
SAY BATTLE_CRY2 ~Die.~
SAY BATTLE_CRY3 ~Kill.~
SAY BATTLE_CRY4 ~Death.~
SAY DAMAGE ~Ow.~
SAY DYING ~Ah.~
SAY HURT ~Help.~
SAY AREA_FOREST ~Forest.~
SAY AREA_CITY ~City~
SAY AREA_DUNGEON ~Dungeon.~
SAY AREA_DAY ~Day.~
SAY AREA_NIGHT ~Dark.~
SAY SELECT_COMMON1 ~Yeah?~
SAY SELECT_COMMON2 ~Huh?~
SAY SELECT_COMMON3 ~What?~
SAY SELECT_COMMON4 ~Hmm?~
SAY SELECT_COMMON5 ~Yes?~
SAY SELECT_COMMON6 ~Listening.~
SAY SELECT_ACTION1 ~Uh huh.~
SAY SELECT_ACTION2 ~Sure.~
SAY SELECT_ACTION3 ~On it.~
SAY SELECT_ACTION4 ~Sure.~
SAY SELECT_ACTION5 ~As you wish.~
SAY SELECT_ACTION6 ~Yeppers.~
SAY SELECT_ACTION7 ~Okie-dokie.~
SAY SELECT_RARE1 ~Bluh.~
SAY SELECT_RARE2 ~Whir.~
SAY CRITICAL_HIT ~Good!~
SAY CRITICAL_MISS ~Damn!~
SAY TARGET_IMMUNE ~No effect?~
SAY INVENTORY_FULL ~Heavy!~
COMPILE ~Avuail/Avuail.d~
EXTEND_TOP ~AR0406.bcs~ ~Avuail/AR0406.baf~
APPEND ~pdialog.2da~
APPEND ~interdia.2da~[/codebox]


Offline jastey

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Re: NPC Mod Help (CHR and CRE)
« Reply #3 on: March 30, 2009, 12:32:46 PM »
Quote
APPEND ~pdialog.2da~
APPEND ~interdia.2da~

You have to specify what should be added to these files. Have a look at the NPC tutorial to see which stands for what. For my NPC mod, this looks like this:
 "C#Ajantis" is the death variable of the NPC, the others are the dialogues that should be assigned. The greeting dialogue is assigned directly in the cre file.
Code: [Select]
APPEND ~pdialog.2da~
~C#Ajantis C#AjanP C#AjanJ C#AjanD C#Aja25P C#Aja25J C#Aja25D C#Ajan25~
UNLESS ~C#Ajantis~

APPEND ~interdia.2da~
~C#Ajantis C#AjanB      C#Aja25B~
UNLESS ~C#Ajantis~

Wait a minute, I think you don't even have one of these dialogues?

Hm, stupid question but a very important one: How is the NPC created in the game? I assume that happens via the area script that gets assigned in the tp2. Did you check the name with a new game, not an old save (that is more important than it might seem - talking with own experience..)?
« Last Edit: March 30, 2009, 12:37:53 PM by jastey »

 

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