multiNPC mod
#1
Posted 03 April 2004 - 03:15 PM
#2
Posted 03 April 2004 - 03:25 PM
PC: Everybody attack!
NPC GROUP < fill in twenty answers of NPCs here>
PC: but CHAAAA..
NPC GROUP < fill in twenty answers of NPCs here, voting for a vote on this>
PC: ..rge!!! Peeps Cmon..
NPC GROUP <starts several different lovetalks and ends several others>
some members leave the group, others decide to have either a picknick where they are or to have nothing to say to you
PC: I am soloing next time
Free your mind
#3 -icelus-
Posted 03 April 2004 - 03:42 PM
#4
Posted 04 April 2004 - 12:27 AM
Still modding the Mod for the Wicked... It is a big project you know... And I got sidetracked (several times) a bit... sorry.
However, as we all know, Evil never really sleeps.
Sentences marking (my) life:
Winds of change... Endure them, and in Enduring grow Stronger
It takes a fool to look for logic in a man's heart
Never question the sanity of the insane
The Harmony of Life is Chaos
Living on Wings of Dreams
(1st march 2009) SHS women over me:
Kat: if there were more guys that looked like you out here, people's offspring wouldnt be so damn ugly
Noctalys: you are adorable
~~ I love it, and I am humbled! Yay! ~~
#5 -Theluen-
Posted 05 April 2004 - 02:45 AM
This would be true, too, for BGII, though I think only 7 characters are neccessary at any one time; 6 isn't enough, and every character is just too many.
It is important, also, to note that in just about every campaign, the adventuring party will be made up of similar allignments. This is because although everyone has different... everything, they also share many similar beliefs, standards, and morals. You know, doing it for the common man, or doing it in the exploitation of some deity... You get the picture.
However, I implore you to attempt an RP campaign in which every character has absolutely different everything. Try to get one to be a drow, and another a sun elf. Try to get one to worship Helm or Lathander, and the other Cyric, or... one of those other evil deities. It makes for an interesting adventure, and you'll see clear definitions in how people are sitting at the table itself within a few sessions.
#7
Posted 18 April 2004 - 12:18 PM
I think it would neat, but probably not doable on Baldur's Gate II, to have an active and non-active party system. You see your active party would be the six characters that you already can have. You would also have a non-active party, people who are not actually "present in the game" but show up for important dialogues. However you would need a limit to non-active members too. What this could let you do is have a character you need for a certain quest, in example you need Valygar or at least his body to get in the sphere, you could put them in your in-active party and take them on the quest while not actually having to use them for battle. With this system you could also include characters you don't fight in your party that would have super low stats that are only useful in the storyline.
Also, what you could have is that whenever you go to shop or anything like that you could switch members of your active party with non-active and you could have non-active members carry items you're not using.
Whew, that was lot,
Signing off,
Kingkiller
#8
Posted 18 April 2004 - 12:25 PM
Free your mind
#9
Posted 19 April 2004 - 01:38 PM
#10
Posted 20 April 2004 - 02:58 PM
#11 -Ashara-
Posted 20 April 2004 - 07:36 PM
#12
Posted 27 August 2004 - 10:25 AM
PS; I know this is an old thread, but I'm hoping we have someone in out midst that can crack that part of the code.
Edited by Chevar, 27 August 2004 - 10:26 AM.
Project Forum
#13
Posted 27 August 2004 - 10:27 AM
#14
Posted 27 August 2004 - 10:29 AM
It doesn't I've already done that..If you consider it worth trying, altering race/class/alignment restrictions is something that might not require changing the EXE size.
adding another party member or two would.
Project Forum
#15
Posted 27 August 2004 - 10:42 AM
If you could share how, I know a lot of people would be very appreciative.It doesn't I've already done that..
#16
Posted 27 August 2004 - 10:56 AM
The adding new animations is my secret - haven't fully tested it.If you could share how, I know a lot of people would be very appreciative.It doesn't I've already done that..
I've tested adding a character animation for halfogres, which isn't simply reusing one of the other ones, and that worked fine.. but I'd have to remind myself how.. I don't have my notes on it anymore, just the exe :>
as for changing the race names.. that's easy. just do a searchin bgmain for say.. halfling.. you're restricted to to using the same # of characters, otherwise it'll get pissed at you. but halfling is the perfect size to replace with say.. tiefling. you don't have to change all instances. it's eithyer the first or second, I think the first actually..
Project Forum
#17
Posted 27 August 2004 - 11:09 AM
Avenger and Max have already figured out how to add an unlimited number of animations without needing to edit the EXE, if that'll encourage you to reconsider here.The adding new animations is my secret
But I thought the race name strings were stored in the TLK rather than the EXE...as for changing the race names.. that's easy. just do a searchin bgmain for say.. halfling.. you're restricted to to using the same # of characters, otherwise it'll get pissed at you. but halfling is the perfect size to replace with say.. tiefling. you don't have to change all instances. it's eithyer the first or second, I think the first actually..
And it's really the alignment and class restrictions that interest me. I'd be very intrigued to be able to create a chaotic evil dwarven paladin.
#18
Posted 27 August 2004 - 11:19 AM
And changing them in the .tlk file ensures no such limitation on the length of the new names, etc...But I thought the race name strings were stored in the TLK rather than the EXE...
I'm with Sim on the alignment/race limitation changes in the .exe. Do share dude.
The great wolf Fenrir gapes ever at the dwelling of the gods.
#19
Posted 27 August 2004 - 04:56 PM
I'll get back to you on that after I'm done experimenting with the exe - I lost my old notes.. along with most of my mod crap in the crash I had a couple years back.And changing them in the .tlk file ensures no such limitation on the length of the new names, etc...But I thought the race name strings were stored in the TLK rather than the EXE...
I'm with Sim on the alignment/race limitation changes in the .exe. Do share dude.
If I remember correctly the entries in the EXE needed to be changed to display it properly in the character select screen.
Edited by Chevar, 27 August 2004 - 04:57 PM.
Project Forum
#20
Posted 28 August 2004 - 02:44 PM
I suggested here, QUITE awhile ago, a Mod for a sort of Drizzit type NPC party that will work with (but independently of) the PC and group. There could, at times, be dialog between them.
Just a thought.
Minotaur In Maze - "October" NPC in the works
They say the world is going to Hell.
They are wrong.
The world IS Hell! Always has been, always will be; except perhaps for the five percent or so of the population who can afford differently.
And, if one must reside in Hell, it is far better to do it as a minion of the Devil than as a member of the damned.
* * * * * *
LOVE SUCKS: It makes fools and slaves of us all.
But being alone and unloved is worse.
- Nancy A. Collins "Thin Walls" * * * * * *