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Topic Summary

Posted by: Lunever
« on: March 28, 2009, 06:57:49 AM »

Right - it does work, but unfortunately only for new games.
Any idea how to alter the leaving state from a current game if I don't want to start all over again?
Posted by: razlyubleno
« on: March 28, 2009, 04:09:16 AM »

I hope I can just install it after the Tweakpack?
Yes, you can.

razly
Posted by: Lunever
« on: March 28, 2009, 03:16:36 AM »

Hey, thanks! Seems to be exactly what I was looking for. I hope I can just install it after the Tweakpack?
Posted by: DavidW
« on: March 28, 2009, 02:53:07 AM »

Now, here's another one, probably more difficult:

In original BG1 it was easy to dismiss NPC pairs separately. All you had to do was putting them in separate mapped rooms of some building like the friendly arms and then dismiss one of them. Now Tutu doesn't seem to allow this. If I want for example just Jaheira and not Khalid I can try to dismiss him. Sometimes Khalid says some parting words and then both leave, even if in different map rooms of the friendly arms. Sometimes he just leaves without dialogue, and I can keep Jaheira. If I dismiss Jaheira, she always just leaves without a word and leaves Khalid in the party.

If I successfully dismiss him and keep her, he always goes forever. I would like to somehow force the game to dismiss him like you dismiss a happy NPC who will wait for you to recruit him again. Does anybody have an idea how to do so?

Install Sword Coast Stratagems (www.gibberlings3net/scs), which has a component to do precisely this.
Posted by: Jarno Mikkola
« on: March 27, 2009, 02:52:47 PM »

Does anybody have an idea how to do so?
Well, one way to do so is to put the item called 'scrl16' to the NPCs you wish to dismiss quick item slot and then use it. He/she will never going to bother you again, cause the stone statues have their... :)
Posted by: Lunever
« on: March 27, 2009, 01:28:29 PM »

Now, here's another one, probably more difficult:

In original BG1 it was easy to dismiss NPC pairs separately. All you had to do was putting them in separate mapped rooms of some building like the friendly arms and then dismiss one of them. Now Tutu doesn't seem to allow this. If I want for example just Jaheira and not Khalid I can try to dismiss him. Sometimes Khalid says some parting words and then both leave, even if in different map rooms of the friendly arms. Sometimes he just leaves without dialogue, and I can keep Jaheira. If I dismiss Jaheira, she always just leaves without a word and leaves Khalid in the party.

If I successfully dismiss him and keep her, he always goes forever. I would like to somehow force the game to dismiss him like you dismiss a happy NPC who will wait for you to recruit him again. Does anybody have an idea how to do so? (If I CreateCreature Khalid he stays running away and disappearing, even if I just ctrl-Yed him instead of dismissing him). There are some global variables "_Khalid" and "_Jaheira", but I couldn't make out, what they are doing.
Posted by: razlyubleno
« on: March 27, 2009, 12:22:02 PM »

For the files may origonally be from BG1, but in Tutu they would be handled by BG2 and shadowkeeper is a BG2 editor and I supose that means it already handles stuff BG2-like?
Exactly. Tutu converts the creature files to use BG2-style proficiencies, and ShadowKeeper sets proficiencies in the way the BG2 engine wants them.

razly
Posted by: Lunever
« on: March 27, 2009, 06:59:18 AM »

Well, if I use shadowkeeper to open CRE files, select some for Montaron like _Mont.cre, _Mont2.cre, _Mont4.cre, _Mont6.cre, delete the wrong proficiency (i.e. spear) and add a substitute one (i.e. missile weapons), will that work? For the files may origonally be from BG1, but in Tutu they would be handled by BG2 and shadowkeeper is a BG2 editor and I supose that means it already handles stuff BG2-like?
Posted by: razlyubleno
« on: March 27, 2009, 03:09:52 AM »

So I gather if I just check all of a character's files of all possible levels for wrong proficiencies and fix them this bug shouldn't reoccur.
True. Just make sure to change the BG2 proficiencies, not the BG1 ones. In BG1 the proficiencies are controlled by the proficiency fields in the creature file. In BG2 they are handled by attached effects, using opcode 233. You'll see what I mean when you open the file in NearInfinity.
Posted by: Lunever
« on: March 26, 2009, 03:50:35 PM »

Nah, editing savegames with shadowkeeper is pretty easy, but I would like this to be unecessary in the first place.
So I gather if I just check all of a character's files of all possible levels for wrong proficiencies and fix them this bug shouldn't reoccur.
Posted by: razlyubleno
« on: March 26, 2009, 10:18:39 AM »

Sorry, sometimes I sleepwalk through my responses.

There are multiple versions of each NPCs creature file. The numbers next to their name tell you what level they are in that version, that's the only real difference. If you can figure out which level you're likely to meet them at, you can edit the right file with NearInfinity or whatever. Otherwise you can use ShadowKeeper to edit the NPC once they are in your party, which is probably what you want to do.
Posted by: Lunever
« on: March 26, 2009, 10:03:44 AM »

Yes, but it specifically says that you shoudn't install it after the tweak.
Is it possible by for example using shadowkeeper to manually edit the default NPCs?
It seems that I can access the NPCs via the "edit cre file" option, but which files should I edit? There seem to be several ones for each character.
Posted by: razlyubleno
« on: March 26, 2009, 09:34:30 AM »

Aside from editing savegames with dalekeeper, is there a way to edit the default NPCs so at least new games will start without nonsensical stats?
Try Level 1 NPCs. That might be the easiest way.
Posted by: Lunever
« on: March 26, 2009, 09:24:09 AM »

PS: I've installed NPC-Kits for EasyTutu and the tweak BG1 weapon proficiencies with BG2 combat styles, not sure anymore in which order.
Now even in new games some NPCs have nonsensical stats, like "spear" for Montaron, who can't use spears, or "unused" for Khalid (fighter/mage variant). Aside from editing savegames with dalekeeper, is there a way to edit the default NPCs so at least new games will start without nonsensical stats?
Posted by: Lunever
« on: March 26, 2009, 09:20:44 AM »

Well, thanks for the support.
For now I'll try playing through EasyTutu, and maybe I'll later have a look at BGT. And when I'm through with it, maybe we'll even have an unbroken dale gamma ;-)