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Creating new spells using DLTCEP


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#1 JDH

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Posted 12 June 2005 - 07:48 AM

Is there a tutorial for creating new spell using DLTCEP? I've had DLTCEP for awhile and played around with it changing Dialogs and simple stuff like that, but I wanted to create a couple of new spells:1)wizard improved Lower resistance an area effect spell, having the same effect as lower resistance but instead of one target effect all creatures in the area. 2)Cleric Resist Psionics giving a 50% resistance to psionic attacks.

My problem is when I go to DLTCEP to create a new spell there is all these buttons and choices to make, "Hale" I'm an old Fart, when I was born computers where the size of "stationwagons" ;) If I had somebody sitting over my shoulder and instrucing me on the step by step basics of creating a new spell I could then ask questions of what each button does, why, when to use it and learn how to create a new spell to my specs. But we must deal with the time lag of forums ;)  The improved Lowwer Resistance seems like it would be fairly straight forward, if I had a clue as to what to do. Resist Psionics would be harder, but there is a sword in TOB that gives protection from psionics that might be able help on the writing of Resist Psionics for somebody that knows what they are looking at, and that sure as heck ain't me. :)

Is there somebody that would be willing to write a walkthrough for creating these spells, or point me in the direction of a spell creating tutorial?

Thanks

Edited by JDH, 12 June 2005 - 07:49 AM.


#2 hlidskialf

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Posted 12 June 2005 - 10:53 AM

There used to be a fair few tutorials dealing with spells, etc... However iirc all were geared for the old utility IEEP. DLTCEP is much the same in use as IEEP was, it's just capable of "more". Of course this makes it resultingly more confusing. For starting all modding I'd make a few suggestions:

1) Make a backup copy of your Override Folder, Dialog.tlk, and chitin.key files. If all goes to crap, you can fix your game without reinstalling with these files.
2) Check out IESDP. All that is known about the IE engine is there. For your spell question, it's handy to be able to scroll through the BG2 Effects list. It'll let you know what you can do with spells/items and what parameters to set.
3) Start by opening and modifying existing files. For lower resistance, open that spell. Check out the extention header where all the action takes place. Modify it as you wish and save it under a new spell name. (Or save it under a new name before doing anything, just in case.) If you need to, open another spell in game that has an area of effect to mimic it's settings. Something like the "Sleep" spell for example. Note the targeting differences and try to copy it.
4) Test it in-game. If it works, export a copy of the spell to a folder somewhere. (Use the .tbg export to keep the text attached to the spells.) That way if you do have to start from scratch due to a corrupted game, you don't lose all your work.

Good luck, and feel free to pop in with some specific questions. Some of us are old grognards as well. ;)

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#3 JDH

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Posted 15 June 2005 - 12:20 PM

Thanks I printed out your reply and will try it when I get home after work.
JDH

#4 Chooch

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Posted 16 June 2005 - 10:50 PM

When creating a new spell are there any naming conventions so as not interfere with other newly created modes?