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BG2 PnP Inspired Mods


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#1 Slyde

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Posted 30 December 2008 - 05:14 AM

My ideas for a few Mods

1)
This Pic actually

Googling for a good portrait for a character turned up with this, while not portrait material, it made me look at the site it came from.

The site essentially said
"In Pnp D&D Animate rope is a great spell that makes that rope all the more useful. Despite the name, remember that animate rope works on almost all rope-like objects -- including cable, string and Chain. "

The Idea is a length of Chain animated magically that acts as a familiar. I always thought the familiars were kind of small-minded. It would use an entangling attack that did 1d6 (?) of blunt damage (i.e. Constriction). These animations would have to be done, for visual aid see above picture.
? The ?entangle? animation could be similar to entangle (the green one), but with chains rather than vines
? If an ordinary attack is needed (Sharp end, or bludgeon?) a simple snake like jab would be sufficient.
? The movements would be like the evil snakes in the children?s cartoons, head upright at about waist height, ?neck? straight, body . . . wriggling (?, think normal snake slither)
? The Static animation would be similar to that of a charmer?s snake gently swaying, body oscillating. In this state the animation would be about the dimensions of a human.

I am still learning code, but its the animations that I think would be the hardest to make, if not impossible. I would help of course, in way I can, such as writing a back-story or any dialogue etc, but before I do that, I would need to see if anyone could help.

2)
Mirror of Opposition
If you follow the link it show how it works.
The way I figure it, it would be a wand-like item with the mage's magic mirror's (can't remember name, picture of Item). The effect would be like Simulacrum but instead of the simmie working for them, it would work for you. The only problem is that the Simmie would be 40% (?) weaker.
To get around this it could be a 'Lesser' Mirror of Opposition. This idea would be fairly easy compared to the others and still really fun "Haha" says the Evil Mage "fight your evil twin while I bravely and insidiously proceed to the rear" Evil :devil:

3)
Also this one, Crafting
*just scroll to the bottom half of the first post, the other half has since been dealt with*
It turns out it was me that planned it out a while ago, with some others on a forum that has since died. I asked one of my friends and he said that I was all ready to go but never got the right coders or something.

Well that's all to start with, what do you think any possible or enjoyable?
I apologize for any mistakes etc, as I am rather tired

EDIT: To save time here are all the other ideas discussed in this forum

4)
Gauntlet of Rust:
This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell**. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster. D&D Price 11,500 gp;Weight 2 lb.

**"Rusting Grasp: Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed." . . . " Magic items made of metal are immune to this spell."

1xDay Rust Touch Ability
Removes Armor Item and Replaces it with Broken Weapon/Armor Item from BG1
Also Price is rather large, maybe as a quest or make it part of the 'Potential Crafting Mod', rather than buy it. Also, what about the creatures that use undroppable armor?

5)
The Rod of Dead Magic - This Rod is used to manipulate the Weave (thanks wiki for making it more D&D-y) to temporarily create dead magic zones, or an area where magic in general fails to operate. Created by the elven fighter-mage, Tebryn Aleanrahel of Faneadar, as a last resort when combating other mages. When his magic failed to disable his enemy, the use of this rod would enable him to use his melee abilities while his enemy's magical abilities fail him, even at the expense of his own. Tebryn was finally defeated when he challenged a human mage known as Valas, and a better warrior than he. This Rod turns the surrounding area into a dead magic zone for a length of (? REALLY short). While the duration of the ability is short those vital seconds allow a cunning warrior to gain an upper hand.

5.5)
Moving Container
This a minor idea that was brought up in a conversation with the person who suggested the gloves.
It would just float there holding stuff, and following the player around as he moved. (PCM?) Also, it should be shiny like chrome, just . . . cause. I think it's kind of unnecessary due to the BoHing and other container items, still would be cool though.

Edited by Slyde, 19 January 2009 - 11:01 PM.

RUSTMONSTERS FTW

MODS IN PROGRESS
The Red Knight - A Quest and NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNING
A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!

#2 Icendoan

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Posted 30 December 2008 - 10:27 AM

1) Animation is the hardest part, but not impossible. After that it is easy.

2) A Simulacrum that copies an enemy rather than yourself? Interesting, of moderate possiblility.

3) Depends on the mechanics. Possibly possible, depends how you try and do things. The way that link has is more than possible, and I think can work quite nicely.

As a mod, you can tie them all together, quite easily. Your crafting makes a sentient rope, and a Mirror of the Opposition. Having a Crafting Kit or similar in your inventory that had a certain amount of charges to make something is possible.

I would give you code snippets, but I am tied up for coding right now, but if you need any help learning, I will be happy to help. :)

Icen
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Mods in development: Keeping Yoshimo

#3 Slyde

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Posted 01 January 2009 - 03:03 AM

Thanks Icendoan, that crafting kit idea is so simple its great! But more importantly it would work.

Now to start, I'll focus on the familiar first. I've begun using the tutorials that other modders have made.
But it seems that all the NPC related tutorials cover NPCs that are either static, like commoners, or Proper NPC's like, say Minsc. What I need is how to create a familiar-like NPC, one that does not takes up the 6 party member limit. (also summons don't use this limit either)

My reason for this is that I don't want to take up another slot that many other modders could fill and it would not allow you to access its inventory which would be odd (ever tried to put plate mail on a length of chain?), even if I would have to work around the resurrection idea
Does anyone know of one, or how to convert an ordinary NPC to a summon/familiar type party member.

Also how would I start on the animations? Programs, tutorials, ideas you guys have, and how to get them into the game?
RUSTMONSTERS FTW

MODS IN PROGRESS
The Red Knight - A Quest and NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNING
A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!

#4 Lykainon

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Posted 01 January 2009 - 05:17 AM

Does anyone know of one, or how to convert an ordinary NPC to a summon/familiar type party member.


I don't know how to do it myself but I'd recommend taking a look at what's-his-name (crazy wild mage guy, should be around here somewhere) and his gauth familiar. I'm sure there are other similar creations to look at as well but that's the only one I can think of right away.
"Humans need fantasy to be human. To be the place where the falling angel meet the rising ape."

- Death, Hogfather (Terry Pratchett)


Arr! There be a pirate in the making!

#5 GeN1e

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Posted 01 January 2009 - 12:29 PM

The only real difference between such 'familiar', an ordinary commoner and a party member is their allegiance (enemy/ally) - http://iesdp.gibberl.../ids/bg2/ea.htm, '4 - ally' might be what you need.

And to make it behave the way you wish it to, well, for that you need to write proper dialog (if there's to be any sort of 'conversation') and script (if you want it to act on it's own will). That's all I can think about so far.

Retired from modding.


#6 Icendoan

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Posted 01 January 2009 - 01:54 PM

That is it. It is an Ally that it scripted to follow the party, and talk to party members. Not much more than a cre file.

You can use "proper" NPC tutorials, just LEAVE OUT JoinParty(), and subsequently, LeaveParty(). Also, you can skip everything about the P file.

Icen
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Mods in development: Keeping Yoshimo

#7 SConrad

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Posted 01 January 2009 - 02:36 PM

You can use "proper" NPC tutorials, just LEAVE OUT JoinParty(), and subsequently, LeaveParty(). Also, you can skip everything about the P file.

And also the J and B files. :)

Actually, don't use NPC tutorials and leave out certain scripting actions; a familiar is different from a joinable NPC and should be treated as such. I think you'd run into trouble quite quickly if you follow an NPC tutorial and expect it to work for a familiar.

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#8 Icendoan

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Posted 01 January 2009 - 02:40 PM

The basic concept still stands though.

As long as you only do the really basic stuff, it would be OK. At you can also leave out any APPENDs.

Icen
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Mods in development: Keeping Yoshimo

#9 SConrad

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Posted 01 January 2009 - 02:53 PM

At you can also leave out any APPENDs.

See what I'm getting at?

How would a new modder know what "the really basic stuff" is in an NPC tutorial? The same procedure can't be applied for a familiar, because there are lots of points in an NPC tutorial that either can't be applied or are missing. Thus, I think

You can use "proper" NPC tutorials, just LEAVE OUT JoinParty(), and subsequently, LeaveParty(). Also, you can skip everything about the P file.

is crap advice, which is why I advised against it.

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
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Posted Image DragonLance TC - Glory of Istar - Designer
Posted Image The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
Posted Image The Jerry Zinger Show - Producer

Iron Modder 5 - Winner


#10 Slyde

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Posted 04 January 2009 - 03:39 AM

Don't know if anyone cares, but an update on the Chain Familiar is as follows:

The Chain Entangle Spell/Ability have been written up and etc, but the animations are still WIP.

The Chain Creature's stats and etc are done but again, I still need to do the animations. I also need an in-game name for the creature. I was thinking about Aes, Latin for Bronze IIRC. That or "The Chain of Command" :P (Jayne FTW) Ideas?

I have also found that I am rather bad at making BAMs. I have completed the first sequence for Chain Entangle, and lets just say its not so great. I am still working on them but Practice is definitely needed.

The technical stuff mainly, as for the RP stuff? I am still working on how/why it is in the game, this will be especially hard if I don't get the 'Crafting' mod started. As the thing is an inanimate object brought to life, with little 'personality' I'm having trouble. So, again, I ask, any Ideas?

PS: Also has anyone seen any pictures similar to the chain entangle spell? Any links would be appreciated.

Edited by Slyde, 04 January 2009 - 03:53 AM.

RUSTMONSTERS FTW

MODS IN PROGRESS
The Red Knight - A Quest and NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNING
A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!

#11 Thanatos.

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Posted 04 January 2009 - 02:37 PM

Corrente is Portuguese for Chain
Kette is German for Chain
Catena is Italian for Chain
Cadena is Spanish for Chain
Ketting is Dutch for Chain
Kedja is Swedish for Chan
is Japanese for Chain
Chain is English for Chain

:D Hope these help with you choosing a name.

#12 Lykainon

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Posted 04 January 2009 - 03:10 PM

First of all, I love the idea of crafting items. In fact, if it hasn't gone anywhere when (and if :unsure: ) I finish Cason (who I'll get back to work on in a few days once I've settled into my new place) I might go ahead and steal the idea and make some sort of "crafter" kit. 8)

Anyhow, regarding names for the Chain. Since I'm not very familiar with PnP D&D I'm not sure on how well developed the various fictional languages (of elves, dwarfs, demons etc.) but if any of them are developed enough to have a word for chain, you might want to look into that. After all, if it was originally created by, say, an elf, it's logical that it would be named in elvish.
(If D&D elvish isn't developed enough you could also steal a little something from good ol' uncle Tolkien).
"Humans need fantasy to be human. To be the place where the falling angel meet the rising ape."

- Death, Hogfather (Terry Pratchett)


Arr! There be a pirate in the making!

#13 Thanatos.

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Posted 04 January 2009 - 03:48 PM

Here are some suff I stole from Tolkien.

Owagwyn is Common forn Chain
Vithrariand is Elvish for Chain
Fofur is Dwarvish for Chain
Higor is Orcish for Chain

#14 Slyde

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Posted 04 January 2009 - 05:57 PM

Firstly, at Lykainon, feel free to steal the idea after you finish your Swashbuckler, I just wanted it done and in the game :D. I would suggest using the idea that I planned out on the other side of the link + Icen's kit idea , as it seems easier than anything else I can think of. I would love to help in any way I can!
If/when I get the CC done you/we/any-one-else can include it.


As for Ithilian. Thanks a lot for the names
Using the ones you gave me narrowed it down to, plus a few others (that didn't even end up here):
Aes - Latin - Bronze
Vithrariand - Elvish - Chain
Corrente - Portuguese - Chain

Maybe Waeklyth - Drow - Entangle
Leaning towards Aes or Corrente . . .

PS. According to this the Drow for chain is Sluda, Entangle is Waeklyth but sluda doesn't appeal to me.

Edited by Slyde, 04 January 2009 - 06:04 PM.

RUSTMONSTERS FTW

MODS IN PROGRESS
The Red Knight - A Quest and NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNING
A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!

#15 Thanatos.

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Posted 05 January 2009 - 03:48 PM

Vithrariand sounds too much like a Drow name to me.

#16 Lykainon

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Posted 06 January 2009 - 07:30 AM

Vithrariand sounds too much like a Drow name to me.


I agree but that doesn't have to be a bad thing. Who would you say is more likely to create a living chain? A happy, fluffy hippie-elf or a depraved, sadistic bondage-loving drow? ;)
"Humans need fantasy to be human. To be the place where the falling angel meet the rising ape."

- Death, Hogfather (Terry Pratchett)


Arr! There be a pirate in the making!

#17 Thanatos.

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Posted 06 January 2009 - 04:02 PM

Good point.

Or the Chain could have haad a bad childhood, stole out of his daddy's wallet to go buy oil all for himself... Not all (normal) elves are fluffy bunny lovers.

#18 Lykainon

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Posted 06 January 2009 - 04:09 PM

Not all (normal) elves are fluffy bunny lovers.


True. Especially in D&D/BG. But it is a fun stereotype and thus joins hilariously stupid jocks/cheerleaders, hilariously dramaqueen-ish gay people, hilariously redneck/Christian/prejudiced Texans and countless others in the category "Stereotypes that are too darn fun to let go off, no matter how often they're disproven". (Yeah, it's a long title. I'll stick to S.T.A.T.D.F.T.L.G.O.N.M.H.O.T.D's in the future ;)).
"Humans need fantasy to be human. To be the place where the falling angel meet the rising ape."

- Death, Hogfather (Terry Pratchett)


Arr! There be a pirate in the making!

#19 Slyde

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Posted 12 January 2009 - 02:41 AM

I was asked about this by someone, and I thought it was interesting, so I'll mention it here because it's still in the bounds of this topic:

(Part of the Message I Got, think its from a manual or something)

Gauntlet of Rust:
This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell**. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.

Moderate transmutation; CL 7th; Craft Wondrous Item, rusting grasp; Price 11,500 gp;Weight 2 lb.


**(This is from a 'wiki' site)
"Rusting Grasp: Any iron or iron alloy item (I Assume that this means steel) you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed." . . . " Magic items made of metal are immune to this spell."

OK thinking about it gives me this list of "features" (for lack of a better word)
1-3xDay Rust Touch Ability (I think 3 because it 1 seems rather lack-luster)
Destroys 1x Normal Armor OR 1x Normal Weapon
Removes Item and Replaces it with Broken Weapon/Armor Item from BG1
Also Price is rather large, maybe as a quest or make it part of the 'Potential Crafting Mod', rather than buy it

I have no idea how this would be implemented, I'm just relaying the idea and my basic thoughts

Edited by Slyde, 12 January 2009 - 02:57 AM.

RUSTMONSTERS FTW

MODS IN PROGRESS
The Red Knight - A Quest and NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNING
A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!

#20 vilkacis

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Posted 12 January 2009 - 03:41 AM

It's interesting, but anyone who uses non-magical items probably isn't enough of a threat to use such an item on in the first place. It'd probably be a lot of extra work for an item that wouldn't see much use. If BG2 had rust monsters, though...

(Also, I think AI characters usually only carry one weapon, because you're not expected to have many ways to make them lose it - an enemy character may be completely shut down by the loss of a single weapon, which might be a little unfair.)