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Number of Races Hard Coded?...

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#1 rapsam2003

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Posted 30 March 2016 - 04:32 PM

I am trying to bring Tieflings into BGEE. (See here: https://forums.beamd...iwd1-wip#latest .) I'm having issues adding the race to the character screen. It's kind of a pain, because I'd hate to have to tell folks to use EEKeeper or something.


Edited by rapsam2003, 01 April 2016 - 08:53 AM.


#2 Roxanne

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Posted 30 March 2016 - 10:27 PM

I am trying to bring Tieflings into BGEE. (See here: https://forums.beamd...iwd1-wip#latest .) I'm having issues adding the race to the character screen. It's kind of a pain, because I'd hate to have to tell folks to use EEKeeper or something.

I added githyanki to BG2EE for an EET mod - not sure if the same works for BGEE

Spoiler

I also needed to create a bam for the inventory screen, but you can of course assign one of the existing ones for a tiefling (can be any race).

You may encounter a problem as tieflings do only appear in BG2 not yet in BG1?


Edited by Roxanne, 31 March 2016 - 01:32 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#3 rapsam2003

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Posted 31 March 2016 - 08:32 AM

 

I added githyanki to BG2EE for an EET mod - not sure if the same works for BGEE
 

They use the same engine. /shrug

 

 

Spoiler

 

you may look at examples in racetext.2da to see what the different entries refer to and if you like to fill them or not (-1)

 

Yeah, I did this. I actually used Notepad++ and NearInfinity to edit the files, but yeah. Still getting used to WeiDU. I'll likely just copy the files over using WeiDU as the install package. There's a few other things I will likely add as "options". If I can get Tieflings working, I may even add in other races, such as Githyanki/Githzerai or Aasimar or Gensai.

 

In fact, I created a Biography entry for Tieflings (the last field is Biography). The annoying thing is, by default, the game uses whatever class Bio there is.

Is there a way to tell the engine to use the race bio instead? Because it seems to me that Tieflings would likely need a race specific reason as to why Gorion would adopt them.

 

I also needed to create a bam for the inventory screen, but you can of course assign one of the existing ones for a tiefling (can be any race).

Is a bam required for the race selection screen? Because I've been testing my changes by doing the following:

1. Open BGEE and create a new character. -- Tiefling doesn't show up as a valid race yet. Missing bam?

2. Create a human. Let BGEE start and get to Candlekeep.

3. Save game.

4. Use EEKeeper to change the race to "Tiefling". 

5. See if current revision of changes is showing in the game. If not, debug why.

 

I don't know WHY Tiefling doesn't show up as a player selectable race.

 

You may encounter a problem as tieflings do only appear in BG2 not yet in BG1?

The BGEE files already contain references to Tieflings (you can verify this by looking at the BGEE racetext.2da, if you own BGEE). And there's even a bam for tieflings in BGEE (see EEKeeper). However, my intent was actually use the elf bam and then create a new colorset for tieflings. In that way, players can select whatever skin color they want (tieflings have odd skin colors), but they would still be lithe and whatnot (according to the PlaneswalkerHandbook for 2E, Tieflings are vastly varied, but tieflings are also smaller/weigh less than...Half-orcs in general). The default tiefling bam is rather awkward looking. In fact, iirc, BG2 used an elf bam for Haer'Dalis too, lol.
 

Are multiple bams required for what I want to do? Do I need a bam for each skin color? Also, is there an easy tool for converting images to bams?


Edited by rapsam2003, 31 March 2016 - 10:56 AM.


#4 CamDawg

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Posted 31 March 2016 - 12:45 PM

Adding races is simple, yes, but there's no way to get them into character creation short of replacing another race. Even then, I suspect there's going a lot of hardcoded stuff that's going to sink you.

 

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.


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#5 rapsam2003

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Posted 31 March 2016 - 12:49 PM

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.

Example mods please?



#6 Roxanne

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Posted 31 March 2016 - 12:51 PM

Adding races is simple, yes, but there's no way to get them into character creation short of replacing another race. Even then, I suspect there's going a lot of hardcoded stuff that's going to sink you.

 

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.

Yes, sorry. I forgot to mention that what I did was for an NPC, not for PC creation.

 

Another example is Varshoon, the mindflayer - again a joinable NPC.


Edited by Roxanne, 31 March 2016 - 12:53 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#7 rapsam2003

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Posted 31 March 2016 - 01:04 PM

Adding races is simple, yes, but there's no way to get them into character creation short of replacing another race. Even then, I suspect there's going a lot of hardcoded stuff that's going to sink you.

 

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.

Yes, sorry. I forgot to mention that what I did was for an NPC, not for PC creation.

 

Another example is Varshoon, the mindflayer - again a joinable NPC.

I assume that your mod just set the NPC's race via files related to NPCs, right?



#8 rapsam2003

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Posted 31 March 2016 - 01:06 PM

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.

Example mods please?

Alternatively, are there any tutorials on scripting available?



#9 Sam.

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Posted 31 March 2016 - 01:07 PM

Mods that have tried to do different races in the past have basically added some dialogue/scripting post-CC that applies race and traits.

Example mods please?

[MOD] "Beta" 38 Subraces for BG:EE

BG2 Subrace Mod


"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

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#10 rapsam2003

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Posted 31 March 2016 - 01:32 PM

Ah, thanks much.



#11 CamDawg

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Posted 31 March 2016 - 04:04 PM

Thanks Sam., those were the exact mods I was thinking of.


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#12 rapsam2003

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Posted 01 April 2016 - 03:09 AM

So, I managed to get the Tiefling race to display on the CC screen. (Thank you, patch 2.0!) However, it is not a selectable race. What is missing? All I did so far was edit the race relevant 2da files, edit the KITTABLE.2da, create all the K_*_*.2da, and create a new save file. Am I missing something? Shouldn't I just need to have the following files?

Capture_zpsanqeodl4.png

 

I mean, this is just to allow the player to actually be able click "Done" for that race and move on to picking class, stats, etc. ...


Edited by rapsam2003, 01 April 2016 - 03:29 AM.


#13 rapsam2003

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Posted 01 April 2016 - 10:59 PM

Well, I was able to get tieflings to present on the CC. However, the game treats them as elfs. Eh. 

 

https://forums.beamd...iwd1-wip#latest

 

http://s611.photobuc...ow/Planetouched



#14 Avenger_teambg

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Posted 07 July 2016 - 08:38 AM

EE added only the race name support (your npc race name can be displayed correctly on the character sheet). See, Racetext.2da 


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#15 Fiann of the Silver Hand

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Posted 07 July 2016 - 04:10 PM

While you're here, could you state what things are hardcoded to the races?  I know a few.

 

thac0 bonuses for specific weapons (externalized in EE)

infravision (missing for half-orcs, fixed by Fixpack (and thus EE) or Tweaks)

saving throw bonuses (dwarf, gnome, halfling(?))



#16 subtledoctor

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Posted 07 July 2016 - 04:44 PM

Save bonuses are not hard-coded (in EE at least - been a while since I looked at pre-EE in NI)

#17 Fiann of the Silver Hand

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Posted 07 July 2016 - 06:30 PM

Sure, the bonuses themselves are external in 2DAs, but which races get pointed to which 2DAs is still hardcoded, no?  I can't just make RACE:Human get save bonuses and invent a 2DA for it.



#18 subtledoctor

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Posted 08 July 2016 - 05:42 AM

Ah. True. But some fancy footwork with the new opcode 326 could let you simulate that. (I haven't got it working just yet, but the potential is there.)

#19 Fiann of the Silver Hand

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Posted 09 July 2016 - 01:30 AM

Race bonuses are easy to mimic because they're typically applied just once, and tend not to change over the course of the character's career, with rare and almost inconsequential exceptions.



#20 The Imp

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Posted 09 July 2016 - 01:48 AM

Exactly... which is why the race mods do that, exactly... the only problem... they Fup the romance requirements. Although if you are silly enough to create drow porn... then you better believe it's for drow only and not dræw ... aka those requirements are BS anyways.

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