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Save Game Editor?


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#1 Milandir

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Posted 16 January 2005 - 10:57 AM

First of all, trusty Shadownkeeper won't do the trick any longer, since it doesn't recognise the chitin.key of my modified install.

Secondly, I had no idea as to where I was supposed to post this, so my apologies to whom I've burdened in any by misplaced posting ;)

My qualm is this: Dar's portrait is - in my opinion - as ugly as the nine gates of hell. I would like to alter it, and I used to do this with SK.
I've read on the fora that NI might also do the trick, but I can't seem to figure out how...

Also, I would like to modifie some classes of Hrothgar. Same problem-diagnosis applies.

Any hints?

Thanks in advance

Edited by Milandir, 16 January 2005 - 01:35 PM.


#2 hlidskialf

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Posted 16 January 2005 - 11:07 AM

I think the BP-BGT forum an appropriate place so we'll just move it here. ;)
NI is the way to go for modding your savegame with this setup. What you need to do is open the save folder in NI. Inside the savegame you want to modify, is the .gam file of your savegame. This is where the character info, variables, etc... are all stored. Opening it you'll see a list of your party's characters in the upper right corner. (They'll look funny as they are missing the first letters of the name. Don't worry about that.) Open the character of your choice in a new window. You'll get a "summation" type screen. Scroll to the bottom line of that and you'll see a listing of the .cre file in question. Open that in a new window. Here's your character. Now, you can edit anything here you like, far more than you could in SK as well. Edit what you like, exit the windows, and SAVE your changes. Done.
A FYI however, unlike SK NI doesn't make a backup save of your game, you'll either have to do this manually in the game, (ie. Save in two different slots, and modify one of them.) or make a backup inside Explorer to a folder of your choice.
Make sense? :thumb:

The great wolf Fenrir gapes ever at the dwelling of the gods.


#3 Milandir

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Posted 16 January 2005 - 12:45 PM

I think the BP-BGT forum an appropriate place so we'll just move it here. ;)
NI is the way to go for modding your savegame with this setup. What you need to do is open the save folder in NI. Inside the savegame you want to modify, is the .gam file of your savegame. This is where the character info, variables, etc... are all stored. Opening it you'll see a list of your party's characters in the upper right corner. (They'll look funny as they are missing the first letters of the name. Don't worry about that.) Open the character of your choice in a new window. You'll get a "summation" type screen. Scroll to the bottom line of that and you'll see a listing of the .cre file in question. Open that in a new window. Here's your character. Now, you can edit anything here you like, far more than you could in SK as well. Edit what you like, exit the windows, and SAVE your changes. Done.
A FYI however, unlike SK NI doesn't make a backup save of your game, you'll either have to do this manually in the game, (ie. Save in two different slots, and modify one of them.) or make a backup inside Explorer to a folder of your choice.
Make sense?  :thumb:

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:o Thank you!!!

One question though - again...

The .bmp files availbable for portraits are not those in my portrait folder. They include game map areas, and such and such. How can I add a portrait that's not in that list?

Thanks once more :)

Edit: upon examination, the portraits available are all inside the .bif files in the /data folder... Nothing you don't know already, most likely :D

Edited by Milandir, 16 January 2005 - 12:48 PM.


#4 hlidskialf

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Posted 16 January 2005 - 12:50 PM

:o  Thank you!!!

One question though - again...

The .bmp files availbable for portraits are not those in my portrait folder. They include game map areas, and such and such. How can I add a portrait that's not in that list?

Thanks once more :)

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NPC portraits have to be placed in the override folder, they aren't read from the protraits folder. (Although I think it's possible for this to happen IIRC the portrait folder acts like a low-level override. But I digress...) Place them in the override, refresh NI, and try it again.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#5 Milandir

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Posted 16 January 2005 - 01:34 PM

NPC portraits have to be placed in the override folder, they aren't read from the protraits folder. (Although I think it's possible for this to happen IIRC the portrait folder acts like a low-level override. But I digress...) Place them in the override, refresh NI, and try it again.

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Thanks once again, and yet another question arises: can I alter the sound kit for an NPC without altering the dialog.tlk? Ie, Dar has a very, very, un-half-orcish sound to him... Considering he has no other spoken input in the game, could I change this into a more appropriate one?

Edited by Milandir, 16 January 2005 - 01:37 PM.


#6 hlidskialf

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Posted 16 January 2005 - 01:59 PM

You could do it, but it wouldn't match his dialog text. The sounds spouted by the NPCs are triggered by the wav file reference located in the square brackets [] at the end of the particular strref. You could manually change either the wav files, or the entire strref/wav file combo to another. I recommend however, that you do this via a script or .tp2. There are several examples of this coding, BP uses a few to convert BG1 characters into their BG2 dialog/wav file combos, and mods like Kelsey use a script in-game to change it as well. Since it's a game you already have running, I'd suggest using the in-game script option. Create said script, compile it to a .bs file. Place into the scripts folder, and assign it to the character in question via the customize/script buttons. (Just like assigning the character's combat scripts.) Using a HotKey() action makes this an easy, one-shot deal. As well, doing it via script ensures that if you get a corrupted install/savegame, you can easily make these changes next time without the tedious, manual changes.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#7 Milandir

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Posted 16 January 2005 - 02:33 PM

You could do it, but it wouldn't match his dialog text. The sounds spouted by the NPCs are triggered by the wav file reference located in the square brackets [] at the end of the particular strref. You could manually change either the wav files, or the entire strref/wav file combo to another. I recommend however, that you do this via a script or .tp2. There are several examples of this coding, BP uses a few to convert BG1 characters into their BG2 dialog/wav file combos, and mods like Kelsey use a script in-game to change it as well. Since it's a game you already have running, I'd suggest using the in-game script option. Create said script, compile it to a .bs file. Place into the scripts folder, and assign it to the character in question via the customize/script buttons. (Just like assigning the character's combat scripts.) Using a HotKey() action makes this an easy, one-shot deal. As well, doing it via script ensures that if you get a corrupted install/savegame, you can easily make these changes next time without the tedious, manual changes.

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:o :blush: Could you be a little more... practical (read: in modding's layman terms) in your explanation?

#8 hlidskialf

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Posted 16 January 2005 - 02:45 PM

If I wasn't at work, or more accurately, if my laptop wasn't in surgery I could post an example. Since I don't have one handy, perhaps some well-wishing modder out there might post a snippet example for you. Otherwise, use NI to check out either Kelsey's scripts or the AR0602/Newgame .bcs scripts in BP-BGT. (I can't remember which one does the changes off the top of my head.)

The great wolf Fenrir gapes ever at the dwelling of the gods.


#9 Sir BillyBob

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Posted 16 January 2005 - 07:02 PM

Here is our favorite girl, Imoen:

SetPlayerSound("Imoen2",11037,MORALE) // No, no no, I'm not gonna end up dead in this place! I have to get out! I have to get to the surface!
SetPlayerSound("Imoen2",30726,HAPPY) // Now I remember why traveling with you was always so much fun.
SetPlayerSound("Imoen2",4338,UNHAPPY_ANNOYED) // I'll stick with you no matter what, but we should still try and be decent to people.
SetPlayerSound("Imoen2",30727,UNHAPPY_SERIOUS) // I think all this has really changed you. Come on, this isn't like us at all.
SetPlayerSound("Imoen2",-1,UNHAPPY_BREAKING_POINT) // No such index
SetPlayerSound("Imoen2",4337,LEADER) // Aww, come on. I'm not cut out for the leadership stuff.
SetPlayerSound("Imoen2",4339,TIRED) // I'm getting sleepy. Wish we could stop for a bit.
SetPlayerSound("Imoen2",4333,BORED) // If we're going to do nothing let's at least find a safer place to do it.
SetPlayerSound("Imoen2",11035,BATTLE_CRY1) // My blade will cut you down to size!
SetPlayerSound("Imoen2",30729,BATTLE_CRY2) // If I have to fight to get out of here, so be it!
SetPlayerSound("Imoen2",30730,BATTLE_CRY3) // You're not gonna keep me here!
SetPlayerSound("Imoen2",-1,BATTLE_CRY4) // No such index
SetPlayerSound("Imoen2",-1,BATTLE_CRY5) // No such index
SetPlayerSound("Imoen2",-1,ATTACK1) // No such index
SetPlayerSound("Imoen2",-1,ATTACK2) // No such index


And so on.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#10 Sillstryparn

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Posted 19 January 2005 - 03:34 AM

I cant do like this for i.e CHLOE right? Since there need to be an existing stref in the dialog.tlk. Therefore i need to do it with weidu right? And make an own installer to insert the correct strings in the dialog.tlk.

I cant find the BCS file for Viconia's setsound scripts. Anyone know what .bcs does the change to her soundset?

Edited by Sillstryparn, 19 January 2005 - 04:09 AM.


#11 horred the plague

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Posted 19 January 2005 - 04:18 AM

I cant do like this for i.e CHLOE right? Since there need to be an existing stref in the dialog.tlk. Therefore i need to do it with weidu right? And make an own installer to insert the correct strings in the dialog.tlk.

I cant find the BCS file for Viconia's setsound scripts. Anyone know what .bcs does the change to her soundset?

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For Viconia: Check out AR1000.bcs, from bp-bgt.

For Chloe: If you already installed Chloe, the strref's will be in your dialog.tlk. Otherwise, yes--you have to add them by some means (with sound referrences as well)

#12 Sillstryparn

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Posted 19 January 2005 - 04:24 AM

Ok thanks for the bcs info  :)
For Chloe ill just keep to replacing her existing wav files with my new ones for now, easy and im guarenteed not to mess things up.