Posted by: Slayn
« on: December 30, 2007, 09:16:21 AM »Okay.. I've been reading up on WeiDu and have downloaded several mods, been looking at examples other Modders have used. So I have a fairly reasonable idea of how I should go about this.. but I just like to be sure of things, and best way to do that is ask people that know for sure so here I am again.
I want my mini-mod to be fully compatible with every other mod out there. I've already noticed that some of the mods I have downloaded either edit / replace the same files mine does (DPLAYER3.BCS / SPELL.IDS) or use the same file name as mine (SPIN127.SPL etc..) While it's possible for me to change the file names around and manually add the lines to the replaced files.. I'd like WeiDu to do it for me. So here is what I learned, let me know if it's correct..
An Example of Adding a Spell:
Then I would use EXTEND to edit DPLAYER3.BCS right?
Or am I completely off in left field on that one?
If I am right on that, then how would I make the .BAF file? Just make a text file with the code I want added and save it as .BAF?
Also if everything I've said is correct, do I need the COMPILE command at the end of the .tp2 file still?
Thanks again for the help, and sorry if I sound like a complete nub
EDIT:: By way of Trial and Error with the use of a dummy folder copy of my BG1 files, I have figured out how to make the .tp2 file, how to create the .baf file and how to append everything needed with use of the EXTEND_BOTTOM command
So.. this case is closed for the time being.
Now I just need to figure out all the little tricks in editing the spells themselves so i can tweak them a bit.
Currently they are simply Innate versions of spells already in the game with new names.. found spells that did very close to exact things I wanted my new spells to do and did some slight editing. Still a bit clueless on all the little variables these spells use though so that's my next goal.
I want my mini-mod to be fully compatible with every other mod out there. I've already noticed that some of the mods I have downloaded either edit / replace the same files mine does (DPLAYER3.BCS / SPELL.IDS) or use the same file name as mine (SPIN127.SPL etc..) While it's possible for me to change the file names around and manually add the lines to the replaced files.. I'd like WeiDu to do it for me. So here is what I learned, let me know if it's correct..
An Example of Adding a Spell:
Code: [Select]
ADD_SPELL SPIN303.SPL INNATE 3 ROUSING_CHORUS
SAY NAME1 ~Rousing Chorus~
SAY DESCRIPTION ~description...~
Then I would use EXTEND to edit DPLAYER3.BCS right?
Code: [Select]
EXTEND_BOTTOM ~DPLAYER3.BCS~ ~DPLAYER3.BAF~
If I understand it right.. that would take the information from DPLAYER3.BAF and Add it to the bottom of the game's DPLAYER3.BCS. Or am I completely off in left field on that one?
If I am right on that, then how would I make the .BAF file? Just make a text file with the code I want added and save it as .BAF?
Also if everything I've said is correct, do I need the COMPILE command at the end of the .tp2 file still?
Thanks again for the help, and sorry if I sound like a complete nub
EDIT:: By way of Trial and Error with the use of a dummy folder copy of my BG1 files, I have figured out how to make the .tp2 file, how to create the .baf file and how to append everything needed with use of the EXTEND_BOTTOM command
So.. this case is closed for the time being.
Now I just need to figure out all the little tricks in editing the spells themselves so i can tweak them a bit.
Currently they are simply Innate versions of spells already in the game with new names.. found spells that did very close to exact things I wanted my new spells to do and did some slight editing. Still a bit clueless on all the little variables these spells use though so that's my next goal.