Jump to content


Photo

How do I make a MOD?


  • Please log in to reply
27 replies to this topic

#1 OLand

OLand
  • Member
  • 16 posts

Posted 23 September 2003 - 11:18 PM

[FONT=Arial][SIZE=7][COLOR=green]
I have seen a lot of MOD's, and dowloaded almost evryone I have seen. But how do I make my own MOD's? Because I just don't know. <_<

So if anyone knows, would you please replay to this message?

Thanks.
Death comes to those who wait.

#2 Auvrin

Auvrin
  • Member
  • 171 posts

Posted 23 September 2003 - 11:24 PM

http://www.spellhold...?page=tutorials

That should be a good starter for you.
Of all things in this world... Our self built cages, are our worst design of hell.

Fear me simply because I'm blunt and honest.

*WARNING* I am rated R for suggestive themes and violent material. If you need a warning label don't leave home, cause there isn't a warning label on your front door.

Posted Image

-Pain is beatiful.-Posted Image

#3 Jessayla

Jessayla
  • Member
  • 41 posts

Posted 24 September 2003 - 06:14 AM

I'd say the absolute first thing you'd want to do is plot out in your mind exactly what you would want to do with your own mod. Would it be a quest-related mod? A new NPC? A revamp of a battle or two you'd like to be more challenging? Then go dive into the tutorials forum over at FWP and read to your heart's content. That and the general editing questions forum have been excellent for answering the questions I come up with as I work on my own little mod. :)
The Gibberlings Three, as merry a band as you ever did see! Home to many exciting mods including Delainy, Aklon, Tabiya, the Tiefling Sisters and the Viconia Relationship!

#4 -Sim-

-Sim-
  • Guest

Posted 24 September 2003 - 06:28 AM

More tutorials also exist somewhere in the world:

http://tutorials.teambg.net/

#5 Echon

Echon

    Planewanker

  • Member
  • 284 posts

Posted 24 September 2003 - 07:40 AM

Sim is right, there are also tutorials here:

http://chosenofmystr...als&parent_id=0

and here:

http://geocities.com/daeth1/ (under My Tutorials)

-Echon

#6 OLand

OLand
  • Member
  • 16 posts

Posted 24 September 2003 - 08:00 AM

Thanks for the tips!!! :D
I have wanted to make an NPC, so this will be a very good start.
Death comes to those who wait.

#7 OLand

OLand
  • Member
  • 16 posts

Posted 24 September 2003 - 10:13 PM

That and the general editing questions forum have been excellent for answering the questions I come up with as I work on my own little mod. :)

What is your MOD gonna be like??
Death comes to those who wait.

#8 Jessayla

Jessayla
  • Member
  • 41 posts

Posted 25 September 2003 - 04:56 PM

I'm currently (and slowly) working on a female paladin NPC who will be a romance option for characters of either gender. Almost two mods for the price of one, as I plan to make the romance tracks different for males and females. :)
The Gibberlings Three, as merry a band as you ever did see! Home to many exciting mods including Delainy, Aklon, Tabiya, the Tiefling Sisters and the Viconia Relationship!

#9 OLand

OLand
  • Member
  • 16 posts

Posted 25 September 2003 - 10:13 PM

I'm currently (and slowly) working on a female paladin NPC who will be a romance option for characters of either gender. Almost two mods for the price of one, as I plan to make the romance tracks different for males and females. :)

I can't wait till it is finishd. I think is is gonna be great. :D
Death comes to those who wait.

#10 OLand

OLand
  • Member
  • 16 posts

Posted 28 September 2003 - 11:09 PM

Hey, I have found out how to add text, but I do not understand how the condition thing work in the program, and what to write there. I also don't know how to make the NPC that I want to make a text to... Could any one tell me this... Pleas...
Death comes to those who wait.

#11 OLand

OLand
  • Member
  • 16 posts

Posted 28 September 2003 - 11:43 PM

Ohhh by the way. How do I make the PC diologs??
Death comes to those who wait.

#12 Seifer

Seifer

    The best Anti-Paladin weapon is a tin opener...!

  • Member
  • 4505 posts

Posted 29 September 2003 - 02:18 AM

Erik, adding banters can be processed under several sorts of files as they also include banters.

By the way, this is being moved to the help section.

The best example for banters can be found under the tutorials section here.

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

#13 Azrii

Azrii

    Iltha Windspear

  • Member
  • 65 posts

Posted 29 September 2003 - 01:14 PM

My 2 cents:
In addition to tuturiols go here TeamBG tools and download. Get a good text editor (that tracks rows and columns), it'll come in handy. Open up a simple mod, like Goo. Look how aurthor put together tp2 and d files. Use NI to look at script files. This will go a long way in giving you a basic understanding. If you have a big concept of your mod, say from start to finish, this is good. But remember to go at it a piece at a time. NPC will be new kit? make it. New armour/weapon? make it. Getting to point of actually getting NPC created, in area and joined to party is big accomplishment. Then go from there, bit by bit.
("inch by inch is a cinch, yard by yard is hard" thus saith Yoda whilst in a drug induced stupor B) )
Minister of disinformation
Iltha Windspear
Working on Iltha Windspear Expansion. At left is Iltha, not me! I'm a guy. Who's Azrii you ask? She's the one who taught me it's a lot easier to fly with a basic storyline in hand as opposed to relying on my 'intuitive and ingenious' imagination.

#14 -Guest-

-Guest-
  • Guest

Posted 03 November 2003 - 10:51 AM

The answers are probably in the links on this site, but I've been surfing for mod-making downloads and have become confused...imagine that. So I was hoping for a quick and easy answer. I don't know exactly what editors/versions are best for, say, creating an NPC w/ quest/banter/romance adds. So far here's what I've got:

Winbiff(suggested to go with IEEP)
NearInfinity
Weidu(not able to work properly...can't figure out what command to put in DOS)
Audacity(for sound editing, got this one figured out)
ConTEXT(to edit existing dialogues, create new)

My first problem came when I tried going into existing .dlg files to attempt to change current NPC banter for practice, but the only one that doesn't pull up in ConTEXT as nonsensical symbols is Tashia(whose codes look like the ForgottenWars tutorial said it should). So, first, do I have all the programs I should for NPC creation/are any of the ones I have unnecessary, and second, how can I get the .dlg files to pull up correctly? I'm sure by now it's obvious I don't know what I'm doing, but hey! Gotta start somewhere. Any help is appreciated.

#15 Kismet

Kismet

    Mild Thang

  • Member
  • 348 posts

Posted 03 November 2003 - 11:50 AM

My first problem came when I tried going into existing .dlg files to attempt to change current NPC banter for practice, but the only one that doesn't pull up in ConTEXT as nonsensical symbols is Tashia(whose codes look like the ForgottenWars tutorial said it should).  So, first, do I have all the programs I should for NPC creation/are any of the ones I have unnecessary, and second, how can I get the .dlg files to pull up correctly?  I'm sure by now it's obvious I don't know what I'm doing, but hey!  Gotta start somewhere.  Any help is appreciated.

I'm assuming the reason you can read Tashia's files is because they're .d files rather than .dlg files. .dlg files aren't text files and therefore can't be edited directly. You need to decompile them first. I suggest you read through the WeiDU readme first. I'm sure some of it will be confusing, but at least try to get through the part on decompiling/compiling.

If you haven't seen this one already, it's a look at some weidu basics. http://www.spellhold...als/weidubasics

Also, if you're not familiar with DOS, this might be helpful as well. http://www.shsforums...y;threadid=2887

#16 -Galactyon-

-Galactyon-
  • Guest

Posted 03 November 2003 - 06:10 PM

Though Im not a fan of NPC mods (there are too many of 'em compared to other mods), perhaps it might be good to tell you some of the common pitfalls tp avoid (NPC mod or not):

1.) Dont get too ambitious and go at a too rapid pace

2.) SAVE YOU STUFF WEEKLY ON A DISK (I experienced this pitfall not too long ago, though I have a jumble of disks with some saved work here and there)

3.) Aim for a smaller release and build slowly on it and DO NOT release a lot at the same time

4.) SAVE YOU STUFF WEEKLY ON A DISK (I experienced this pitfall not too long ago, though I have a jumble of disks with some saved work here and there)

5.) Take breaks. You will loose your patience and the urge to mod.

6.) SAVE YOU STUFF WEEKLY ON A DISK (I experienced this pitfall not too long ago, though I have a jumble of disks with some saved work here and there)

7.) Set a goal and work towards it. Dont push it, and dont let TOO much ambition take over (ambition is fine but we can always have too much of something). In other words, dont let yourself be eaten by ambition.

8.) SAVE YOU STUFF WEEKLY ON A DISK (I experienced this pitfall not too long ago, though I have a jumble of disks with some saved work here and there)

9.) Make something different / creative. After a while (trust me) players will get bored of repetitive stuff. DONT BE REPETITIVE

10.) SAVE YOU STUFF WEEKLY ON A DISK (I experienced this pitfall not too long ago, though I have a jumble of disks with some saved work here and there)

That was MOST of the common pifalls. I reccomend you be rather cautious & bother saving your work frequently than be REALLY SORRY ONCE. :(

#17 -Guest-

-Guest-
  • Guest

Posted 03 November 2003 - 07:31 PM

Thanks, good advice. Esp. that saving weekly bit. I'm not so sure I'll do an NPC(if I can get this thing figured out), but that's what I know the most about so far.
As for decompiling, I tried a DOS window and typed in my pathfinder, 'cd c:\Program Files\Black Isle\BGII - SoA,' multiple variations of, also coupled with 'weidu aerie.dlg --out override,'(just an ex.) but each time I get a 'Too many parameters' response. What's that mean? Am I just a big dork? C'moooon, you can be honest.

#18 Kismet

Kismet

    Mild Thang

  • Member
  • 348 posts

Posted 04 November 2003 - 04:04 AM

Ah, you must be using an older version of windows, yes? (or you typed command rather than cmd to bring up the DOS window)

Try using this: cd C:\progra~1\blacki~1\bgii-s~1

#19 -Guest-

-Guest-
  • Guest

Posted 04 November 2003 - 09:38 PM

:huh: ... :o !!! :D You can't tell, but my emoticon is dancing right now. *Bow, kiss Kismet's hands quite sloppily and unabashedly.* HAHAHA! Now I have mastered Weidu!!![SIZE=1]sortofnotquiteatall[SIZE=1]
Quick question before I go off to teach myself again - I'm only getting the FirstMeeting dialogues with the NPC .dlg files I'm decompiling. Are the banters and romance dialogues appended elsewhere? Now...of to learn how to create areas, creatures and scripts, oh my!

#20 Kismet

Kismet

    Mild Thang

  • Member
  • 348 posts

Posted 05 November 2003 - 05:22 AM

You can find banter and, if applicable, lovetalks in the bxxx.d files. For example, baerie would hold aerie's banter and lovetalks. You can find interjections in the xxxj.d files (so aeriej.d). Kicking-out and joining dialogs are in xxxp.d fiels (so aeriep.d)

See also this tutorial on NPC dialog files: http://www.spellhold...als/npcdialogue