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SoA Interjections File


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#1 Zyraen

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Posted 04 August 2011 - 12:26 PM

While working on a template for NPC mods to be used by non-modders and easily coded, I was also working on a list of Interjection Points in SoA.

Here's what I have so far, it should cover most of the major questlines less the Storyline, Stronghold and NPC-only Quests.
Note that I tried my best not to add interjection points, just using what was with Bioware, although it was at times a judgment call not to provide. Even then, some DLGs without interjection points are included under comments so that a modder can find the file and add it.

For Modders, it to be easily usable, mainly involves replacing " ZZT" with " XXX" where XXX is the prefix of the mod
"000 ~" can be replaced by "J-filename IF ~(conditions used)~ THEN ~"
eg. "Z#KOVAJ IF ~InParty("Kova") InMyArea("Kova")~ THEN ~"
Of course you can be more (or even less?) stringent with the interjection conditions.

Hope it might be helpful. Meantime I will continue working on the rest of the SoA Interjection points, relating to the main plot (ie Aran Linvail, Bodhi, Saemon, Spellhold etc etc)

Note that it does start out with a whole bunch of comments for novice writers, modders can just skip that section.

Feel free to comment, and yes I might have missed some interjection points, though as mentioned, some are intentionally omitted.

(oh and no interest to include Chateau Irenicus' [interjections... ^^;; )

Edit 01 : updated to include passback to KALAH2 and TOLGER interjections before Cutscenes, Trademeet Interjection points, and Trademeet Fortune Teller / Crazy Celvan interjection points.
Included a separate RAR file for other File types, like JoinLeave, Banter, and PC Banters (quite complicated)

Edit 02: included misc non-interjection references in Firkraag's Quest and Shadelord (Samia, Werewolf pretending to be Human, Tazok, Anath the Werewolf, Amauna & Guards, Shadow Dragon, Shadelord, Ranger), this for ease of Modders using the file. included storyline interjections from chapter 2 onwards to end of Sahuagin City.

Attached Files


Edited by Zyraen, 06 August 2011 - 09:35 AM.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#2 Daulmakan

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Posted 04 August 2011 - 01:01 PM

http://www.shsforums...lister-utility/

item_pack.jpg   Drows.jpg

 


#3 Zyraen

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Posted 04 August 2011 - 06:43 PM

I've used that before, but it doesn't show
- the line / state that has the interjection
- for non-modders, it doesn't state the CRE that is talking
- the modder cannot simply use a Ctrl-H / Replace to get a working, installable code

Maybe I can see how to get it to output right...

Edited by Zyraen, 04 August 2011 - 06:43 PM.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#4 Daulmakan

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Posted 04 August 2011 - 06:54 PM

Didn't know if you knew about that one. Your initiative about the templates is commendable, good luck with it. :)

item_pack.jpg   Drows.jpg

 


#5 Kaeloree

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Posted 04 August 2011 - 08:10 PM

Pleaaase don't encourage the use of ICT2. It can cause so many mod compatibility errors. :(

#6 Zyraen

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Posted 04 August 2011 - 09:07 PM

Dalmaukan :
Yep, thanks for the heads up :) I think if there's (really) so many orphan characters about, just give them the tools and see how it goes. Plus, I think I've been too undisciplined in my approach to modding Interjections, resulting in a lot of wasted time so I'll probably try to apply the template myself.

BTW I've just downloaded SC's TP2 to try to edit it, but sadly my TP2-ninja-skills not up-to-par :( gonna just continue manually.

Kaeloree :
That Really Surprises me.

I understand from the WeiDU readme (and some painful experience) that ICT2 is almost certainly much better than ICT. BTL uses ICT2 and EXTEND_BOTTOM exclusively for interjections and has not reported any interaction bugs ever before with the ICT2 Interjections. (I don't consider complaints about Kiyone being a *bitch* as bugs, lol)

Most Bioware "proper" interjection points occur just before a Journal Update / end of Conversation, sometimes as the Quest-giving NPC is about to Enemy() or EscapeArea(), and ICT would be utterly inappropriate/game-breaking for those states.

Is there some (maybe new) problem associated with ICT2 ?

==============================

ACK ZOMG I missed out my favourite part of BG2 - Trademeet!!
I'll update ASAP...

Edited by Zyraen, 04 August 2011 - 09:23 PM.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#7 Kaeloree

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Posted 04 August 2011 - 11:36 PM

Try creating two ICT2s for two different NPC mods in the same state (that instigates an action) and if I'm recalling correctly you'll see what the problem is. Due to the way ICT2 is handled it struggles with more than one mod addition to a state. It's much safer to use ICT with a passback (a line of dialogue from the original speaker) so that the action remains with the original speaker.

Sorry if this isn't terribly clear, I've got the flu at the moment so possibly not thinking straight :D

#8 Zyraen

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Posted 05 August 2011 - 02:50 AM

Erm, I might just be silly, but I just did a test with two separate .D files such that 2 separate NPCs interject on precisely the same code. (well, almost, the ZZT portion was changed so that one was Z#KV and the other Z#KY

It seems to transit fine, from what I see of the Final Dialogue, as in Kalah will die first, then the 2nd installed NPC will comment first, followed by the 1st NPC, followed by the Biowares.

Might it have been fixed by some Bigg or Weimer magic?

Edited by Zyraen, 05 August 2011 - 02:51 AM.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#9 Miloch

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Posted 05 August 2011 - 11:54 PM

Very cool - it would be great to extend this to ToB and BG1 too (maybe a template for the latter can be extrapolated from BG1 NPC content). Also for banters etc. rather than just interjections (perhaps a bit harder to "templatise" but still could be done).

Re: I_C_T2 it's not something I know much about, but the WeiDU documentation says this under the MODDER flag section:

ict2_actions: you call an I_C_T2 into a state which has different actions. If the different actions look like they?re caused by another mod ICT2?ing in the same state, only the warning is printed, further actions are not processed.
When to use NONE: you want to ICT2 into a state with different exit actions.

So presumably it could be ok in some cases and not in others (where perhaps using ICT would be better) - perhaps checkable by putting MODDER ict2_actions warn in your tp2.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#10 Zyraen

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Posted 06 August 2011 - 12:41 AM

Well, almost all the chosen interjection points in this file have been chosen because Biowares were already commenting on it. So there shouldn't be any new actions introduced by ICT2, or if they are, they wouldn't be affecting the default state (Which will already have its own branches, and hence its own default action goes to 0)

Anyway, I've just updated the File with the following
- TRADEMEET : has surprisingly few interjection points, but the files are all included now in the SoA Interjections.txt so modders can find them
- Trademeet Fortune Teller has been included.
- KALAH2 and TOLGER interjections before a Cutscene have been changed to ICT with passing back to KALAH2 and TOLGER
- Crazy Celvan has been included

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#11 Zyraen

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Posted 06 August 2011 - 12:52 AM

Also for banters etc. rather than just interjections (perhaps a bit harder to "templatise" but still could be done).

Well, since you have requested I have included my other Templates, holding Banters.txt, PCBanters.txt (quite complex) and JoinLeave.txt. Most modders should have no trouble figuring out what to replace and insert, generally speaking.

Edited by Zyraen, 06 August 2011 - 08:47 AM.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#12 Zyraen

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Posted 06 August 2011 - 09:35 AM

Just updated a new version of the SoA Interjections.txt.
Included misc non-interjection references in Firkraag's Quest and Shadelord (Samia, Werewolf pretending to be Human, Tazok, Anath the Werewolf, Amauna & Guards, Shadow Dragon, Shadelord, Ranger), this for ease of Modders using the file.
Included storyline interjections from chapter 2 onwards to end of Sahuagin City.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#13 Miloch

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Posted 06 August 2011 - 12:48 PM

Looks good, but you seem to use CHAIN in some of these (e.g. joinleave.txt) when normal blocks might do instead - isn't CHAIN primarily for having two NPCs banter between each other?

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#14 Zyraen

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Posted 06 August 2011 - 08:35 PM

The use of CHAIN is intentional throughout. Although CHAIN linkages are not efficient, the independence away from being in the Body of any BEGIN makes it far more useful.. at least for me.

I had been rewriting BTL's joining Dialogues in CHAINs... now its a LOT a LOT a LOT (like.. really a LOT...) neater. It now runs in chronological order, instead of being mixed due to some being in different BEGIN of different NPCs, and some being in various APPEND positions.

Edited by Zyraen, 06 August 2011 - 09:56 PM.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#15 Smiling Imp

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Posted 17 August 2011 - 12:52 PM

Thanks for this, it's been a big help.

Baldur's Gate 1 NPCs in SoA & ToB

 

http://www.baldursga...downfile&id=177

 

Forum:

 

http://www.baldursga...php?board=133.0

 

Smiling Imp Cross Banter Mod

 

http://www.baldursga...a=view;down=196

 

ZELINK (Zelda x Link) mod for Baldur's Gate 2 SOA

 

http://archive04.fil...3b/n/ZELINK.ace