Drizzt Saga+RoT+BGT+BP compatible?
#1
Posted 27 December 2006 - 12:55 AM
#2
Posted 27 December 2006 - 02:34 AM
I Ride for the King!
a.k.a. Chev
#3
Posted 27 December 2006 - 04:26 AM
Well, then il just have to forget my roleplaying for a while when i meet him in BG1 you know what i mean
#4 -Guest-
Posted 29 December 2006 - 05:57 AM
Oh..
Well, then il just have to forget my roleplaying for a while when i meet him in BG1 you know what i mean
Greetings,
I created the Drizzt Saga mod mentioned above. When I did this I was lacking the knowledge in Weidu and therefor created the mod the old school way
I started to work on weiduing it though my work with a comic that I am developing took over the time.
So to any modder team out there that want to take on the task to weiduing Drizzt Saga you have my blessing
Though I think the world map and all the custom creature animations might cause some problems with other mods mayhaps.
I am also open for new ideas conserning new content to the Drizzt Saga, so again to any modder team that want to expand the Drizzt Saga further or implement it into another mod, good speed to ye!,
Just send me an mail before the action takes place or if you have any questions.
My Email: 08.54022473@telia.com
/flysoup
#5
Posted 29 December 2006 - 04:04 PM
Have several days off ahead, might just as well use them to look through this mod.
#6
Posted 29 December 2006 - 06:44 PM
Though I think the world map and all the custom creature animations might cause some problems with other mods mayhaps.
I have not taken a look at the mod, but I am sure BP-BGT-Worldmap-v6.3 can be made to work and creature animations can be worked into KD's system. If the creatures are only in BG1 then something like the GUI change can be done manuelly when getting ready to start BG2.
I Ride for the King!
a.k.a. Chev
#7
Posted 29 December 2006 - 10:05 PM
Though I think the world map and all the custom creature animations might cause some problems with other mods mayhaps.
Worldmap should just need areas, links and a tra file, and the rest should be fairly easy with the right triggers to reveal areas.
Edited by erebusant, 29 December 2006 - 10:08 PM.
It takes a village...
#8
Posted 30 December 2006 - 07:52 AM
I’ve already been doing conversion of "Drizzt saga" in BGT format for several weeks. I’m not a programmer, so the work moves quite slowly. Main problems arise from .bam files and corresponding .cre files (without # index). There are 42 such files. There are same files in BGT, but they are completely different.
I also don’t know exactly what to do with the file Baldur.gam – is there need in it at all (in BGT version there are only characters from the second part of the game). And, finally, I don’t know what to do with the world map (Worldmap.wmp). There are four new areas to be added, but I don’t know how to do this. The rest is actually finished. I would be glad to share all prepared material.
Have a good day!
#9
Posted 30 December 2006 - 08:36 AM
Hello!
I?ve already been doing conversion of "Drizzt saga" in BGT format for several weeks. I?m not a programmer, so the work moves quite slowly. Main problems arise from .bam files and corresponding .cre files (without # index). There are 42 such files. There are same files in BGT, but they are completely different.
I also don?t know exactly what to do with the file Baldur.gam ? is there need in it at all (in BGT version there are only characters from the second part of the game). And, finally, I don?t know what to do with the world map (Worldmap.wmp). There are four new areas to be added, but I don?t know how to do this. The rest is actually finished. I would be glad to share all prepared material.
Have a good day!
Can you send me the area information, (area name, location on map, etc) and I'll see about getting it plugged in to the Worldmap.
It takes a village...
#10
Posted 30 December 2006 - 08:48 AM
Worldmap issues are about halfway covered (need to work out the links part).
Half of the new animations are already present in BG2 engine; all others, except HARPY animation, already have place in KD's animation table. I'm thinking that HARPY could perhaps use 0xEE00 IC_ZOMBIE or 0xE0A0 IC_ICE_TROLL since CTB uses these slots for something similar.
Edited by pro5, 30 December 2006 - 08:50 AM.
#11
Posted 30 December 2006 - 12:09 PM
Good news indeed and tons of credit to you all that comes out victorious from this task of challenges of no lesser sort.
If the weiduing goes well then next step to lighten up the mod would be to add more banters to Drizzt and companions for a tutu verision.
Looks like the Drizzt Saga team has expanded wich warms ones heart, since I know there are so many good modders out there.
I for myself has been stuck with the addiction to this game for years and years.....Blasted unhealthy gaming habbits. But such a joy it is to flee into the world of adventuring in contrast to the grey clouds that so often cover the sky in the every day reality life
Many greetings from/
flysoup
#12
Posted 01 January 2007 - 12:18 AM
AR7777
icon index 44
Visible from adjacent
Area flags 2
Area position on map 571 46
AR9898
icon index 22
Visible from adjacent
Area flags 2
Area position on map 382 33
#AR111
icon index 26
Visible from adjacent
Reachable
Area flags 6
Area position on map 597 241
#AR222
icon index 39
Visible from adjacent
Reachable
Area flags 6
Area position on map 599 299
Files .baf, .d, .tra, .eff, .sto and .tp2 - in archive.
Attached Files
#13
Posted 01 January 2007 - 08:01 AM
Good speed to ye!
/flysoup
#14 -Guest-
Posted 02 January 2007 - 04:58 AM
Just a question that I have:
Isnīt it so that the npc characters are imported into Bg 2 from Bg 1 when you play the trilogy?
If that is the case then I quess one must make some changes in Bg 2 so that you donīt end
up with two Drizzts in Bg 2.
Some scripting would solve the case. And then we come to the banters that would enhance the
experience if you journey into Shadows of Amn with Drizzt and companions.
I am at dispose to write the dialouges and mayhaps cooperate with some more modders with insight
in Drizzt and companions.
I have already sketched up some plans for the continue of Drizzt Saga in Bg2 though I know that there already is a Drizzt mod for SoA so mayhaps one could conect thoose two instead.
If the creator of that one would allow it ofcourse.
Good Speed
/flysoup
#15
Posted 02 January 2007 - 05:11 AM
Such NPCs are removed from party during BGT -> BG2 transition, so that there're no plot incosistencies between two parts of the game.
BG1 NPCs who are already joinable in SoA, on the other hand, are made continious so they keep their stats, spells and experience earned in BG1 part.
I'd suggest for now we do not import Drizzt into SoA, until there's at least some new content to add to BG2. I think Region of Terror is the mod which adds Drizzt into starting Irenicus dungeon as a joinable character.
Edited by pro5, 02 January 2007 - 05:42 AM.
#16
Posted 02 January 2007 - 05:25 AM
Good work and many thanks to you pro 5.
Onward for the glory of adventuring
/flysoup
Generally BGT follows a rule - if NPC already is already integrated as part of SoA plot, then his/her role isn't changed. For example, Faldorn is already present at the Druid Grove, so she is not imported into BG2.
Such NPCs are removed from party during BGT -> BG2 transition, so that there're no plot incosistencies between two parts of the game.
BG1 NPCs who are already joinable in SoA, on the other hand, are made continious so they keep their stats, spells and experience earned in BG1 part.
I'd suggest for now we do not import Drizzt into SoA, until there's at least some new content to add to BG2. I think Region of Terror is the mod which adds Drizzt into starting Irenicus dungeon as a joinable character.
#17
Posted 02 January 2007 - 01:48 PM
Here new areas:
AR7777
icon index 44
Visible from adjacent
Area flags 2
Area position on map 571 46
AR9898
icon index 22
Visible from adjacent
Area flags 2
Area position on map 382 33
#AR111
icon index 26
Visible from adjacent
Reachable
Area flags 6
Area position on map 597 241
#AR222
icon index 39
Visible from adjacent
Reachable
Area flags 6
Area position on map 599 299
Files .baf, .d, .tra, .eff, .sto and .tp2 - in archive.
Do these 4 areas have particular area names?
It takes a village...
#18
Posted 02 January 2007 - 02:29 PM
Here new areas:
AR7777
icon index 44
Visible from adjacent
Area flags 2
Area position on map 571 46
AR9898
icon index 22
Visible from adjacent
Area flags 2
Area position on map 382 33
#AR111
icon index 26
Visible from adjacent
Reachable
Area flags 6
Area position on map 597 241
#AR222
icon index 39
Visible from adjacent
Reachable
Area flags 6
Area position on map 599 299
Files .baf, .d, .tra, .eff, .sto and .tp2 - in archive.
Do these 4 areas have particular area names?
Hi,
AR7777 = Icewind Dale
AR9898 = Mountain of the Dead
#AR111 = Bear Tribe Village
#AR222 = Storm March Mountains
Greetings
/flysoup
#19
Posted 02 January 2007 - 03:37 PM
#20
Posted 03 January 2007 - 10:56 AM
ACTION_IF FILE_EXISTS ~Worldmap/map_mods_areas.tbl~ THEN BEGIN COPY ~Worldmap/map_mods_areas.tbl~ ~Worldmap~ APPEND_FILE ~name_of_mod_folder/Worldmap/areas.tbl~ COPY ~Worldmap/map_mods_links.tbl~ ~Worldmap~ APPEND_FILE ~name_of_mod_folder/Worldmap/links.tbl~ COPY ~Worldmap/map_mods_trans.tra~ ~Worldmap~ APPEND_FILE_EVALUATE ~name_of_mod_folder/Worldmap/%LANGUAGE%/worldmap.tra~ END ELSE BEGIN MKDIR ~Worldmap~ COPY ~name_of_mod_folder/Worldmap/areas.tbl~ ~Worldmap/map_mods_areas.tbl~ COPY ~name_of_mod_folder/Worldmap/links.tbl~ ~Worldmap/map_mods_links.tbl~ COPY ~name_of_mod_folder/Worldmap/%LANGUAGE%/worldmap.tra~ ~Worldmap/map_mods_trans.tra~ END
Make a worldmap folder in your ...name_of _mod_folder and put the areas.tbl and links.tbl in this folder. Make an extra folder for the language ...name_of _mod_folder/english and put the worldmap.tra file in it.
In your setup-???.tp2 you have to put following lines, so the %LANGUAGE% variable is defined.
LANGUAGE ~English~ ~English~ ~name_of_mod_folder/Language/English/setup.tra~
Modification:
BP-BGT-Worldmap-v6.6 (Download)