NearInfinity newbie question - AUGH!
#1
Posted 17 August 2003 - 01:08 PM
Done that, but it doesn't let me edit the bugger! I can view the creature's stats and variables, but it only makes weird noises if I try and edit them-- like giving the creature a name. What am I doing wrong?
#2
Posted 17 August 2003 - 01:27 PM
NI works by reading string references for things such as names. Just leave the name blank for now if you are making a mod. You will assign it later when you are copying across the CRE in the tp2 (at the same time you write the BIO and assign sounds).Okay, here I am, new at IE modding and trying out Near Infinity... I am supposed to be able to make my own creature files (for instance by converting from a .chr file).
Done that, but it doesn't let me edit the bugger! I can view the creature's stats and variables, but it only makes weird noises if I try and edit them-- like giving the creature a name. What am I doing wrong?
#3
Posted 18 August 2003 - 09:48 AM
Ummmyes, but I cannot change *anything* at all. It's like it is read-only. I've also tried CreatureMaker, which lets me *edit* the things I want (however, for some reason not extract files) and then saves them really garbled up...NI works by reading string references for things such as names. Just leave the name blank for now if you are making a mod. You will assign it later when you are copying across the CRE in the tp2 (at the same time you write the BIO and assign sounds).
#4
Posted 18 August 2003 - 11:20 AM
#5 -Moonfruit-
Posted 21 August 2003 - 10:32 AM
With regard to giving a creature a name, I normally just assign the string value of -1 to both Name and Short Name and then assign the name via tp2 (and tra if you want to) files.
E.g. of a tp2 file:
COPY ~mod_name/creature.cre~ ~override/creature.cre~
SAY NAME1 ~David~ SAY NAME2 ~David~
You could also just use something like @1 instead of ~David~, and then link them in a tra file like this:
@1 = ~David~
HTH
#6
Posted 21 August 2003 - 02:28 PM
Creature Maker also won't let you change the name or Bio easily because these involve dialog.tlk. It is good for everything else though.Ummmyes, but I cannot change *anything* at all. It's like it is read-only. I've also tried CreatureMaker, which lets me *edit* the things I want (however, for some reason not extract files) and then saves them really garbled up...NI works by reading string references for things such as names. Just leave the name blank for now if you are making a mod. You will assign it later when you are copying across the CRE in the tp2 (at the same time you write the BIO and assign sounds).
I've had a few problems with garbled .cres too, not entirely sure what goes on. But on the whole it is the best way I've found.
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#7
Posted 21 August 2003 - 03:43 PM
Well its because these things are string references as oppose to setting variables.Creature Maker also won't let you change the name or Bio easily because these involve dialog.tlk. It is good for everything else though.
Ummmyes, but I cannot change *anything* at all. It's like it is read-only. I've also tried CreatureMaker, which lets me *edit* the things I want (however, for some reason not extract files) and then saves them really garbled up...NI works by reading string references for things such as names. Just leave the name blank for now if you are making a mod. You will assign it later when you are copying across the CRE in the tp2 (at the same time you write the BIO and assign sounds).
#8
Posted 22 August 2003 - 02:23 AM
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#9
Posted 22 August 2003 - 02:34 AM
In all, I tend to use NI for global variable searching only, any moddification you make on a non-weidu reference is probably gonna mess around with your dialog.tlk file.
how come you always look so damn cool in every photo I see you in?!?
Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.
Still a cyberjock, still hacking the matrix, still unsure of what that means.
TeamBG member - http://www.teambg.eu
#10 -Moonfruit-
Posted 22 August 2003 - 07:16 AM
Indeed, when I first started modding with NI I gave up in frustration because of constant dialogue overwriting, and I had to frequently re-install or backup/restore.In all, I tend to use NI for global variable searching only, any moddification you make on a non-weidu reference is probably gonna mess around with your dialog.tlk file.
But once you get used to it, NI is a much more versatile and effective tool than IEEP, IMHO.
#11 -Sim-
Posted 22 August 2003 - 07:26 AM
#12 -Moonfruit-
Posted 22 August 2003 - 08:41 AM
Thanx.
#14
Posted 23 August 2003 - 05:38 AM
#15
Posted 23 August 2003 - 08:20 AM
Well, Sim gave a link, here's a bit of info.For fear of sounding stupid, could someone please explain what DLTCEP is, and where one can find it? This is the first time I've heard of it, and would like to test it out.
Thanx.
It stands for Dragonlance TC Editor Pro, and is a similar (but better according to most more experienced modders) tool to IEEP.
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#16 -Moonfruit-
Posted 24 August 2003 - 06:50 AM
Well, I've tried it out and I can say that I find it better than IEEP, but it doesn't even come near NI in terms of user-friendliness and overall efficiency.It stands for Dragonlance TC Editor Pro, and is a similar (but better according to most more experienced modders) tool to IEEP.