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8 Big Questions using Near Infinity to modify my Mega Install.


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#1 Demtrek

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Posted 02 March 2017 - 03:44 PM



1ST QUESTION


  I want to go through the 14,000 creatures in my mega mod using Near Infinity. I'm looking to edit them to make them harder as I progress through the game. Once I am finnished, in about 1-2 weeks, I see there is a mass export option.  

So lets say I finnish modifying all of them.  I export a copy of all 14,000+ using the mass export option, then I decide to re-install my entire Mega Mod.

  (I always use Big World Setup and always pick the Tactics option...changing a few mods Im not interested in.)

 Lets say that in between installs someone has added new content to the BWS Tactics list that includes new creatures.  With my fresh up to date install....Do I simply import my previously exported modified creatures?

I guess what Im wondering is... will they try to overwrite the CRE file slot or will they overwrite based on the CRE script name.

So for example...

Lets say in my current installation, I open the CRE list with Near Infinity and the very first creature listed is #aa1gob.  A 4hp goblin with 1gp.  I change it to 9hp with 2gp, save and then export.

6 Months later new mods are availible, but it requires me to re-install my entire Mega Mod.

I re-install, open Near Infinity and see the first creature in the list is now #aa2orc and the second creature in the list is #aa1gob (4hp with 1gp).  I import my modified #aa1gob (9hp with 2gp), formerly in slot 1 now in slot two, will it overwrite #aa2orc? or #aa1gob?



2ND QUESTION

I see there is a option to load a creature for editing and then save it under a different CRE script name.  So I was thinking of making some new creatures and adding them inplace of current creatures in some of the mods where the same creature is used twice.

For example the Mod "Bone Hill" uses some of the same Hobgoblins you encounter outside of the Friendly Arms Inn.  However by the time I get to "Bone Hill" I am like 3rd level with some really cool stuff.  Which means I blow through a awesome mod with very few hard fights.

If I modify the Hobgoblins using Near Infinity then when I replay the game my party will get squished outside the F-Arms Inn.  

So how do I do this?  

Is this method correct?
1- Find CRE file I want to modify, modify it, save under anyname I pick.
2- Open the Bone Hill areas with Near Infinity that have the creatures I want to replace.  Open the spawn script and simply replace the CRE script name with my new one?

 



3RD QUESTION

In relation to the first two questions.  Now my Near Infinity is modified the way I "wish". I have adjusted original CRE files.  I have made new CRE files using exsisting ones (modified stats) and saving them under a new CRE script name to make a new CRE file,so the originals were still untouched.

Finnally I have gone through some of the areas replacing spawns with the new CRE script names.

I have exported the entire CRE files to easially add it back to a newer "up to date" Mega Mod, using BWS "tactics".

a- Assuming my modified CRE files that didn't change the script name will just overwrite.

b- My modified CRE files that I made a new copy and saved using a "made up" script name brought my total creature count up.  

So in other words, if I originally had 14,000 creatures and made 100 modified copies to bring it up to 14,100 total.  Then I re-install and look and find new content has added 200 more creatures.  When I import my former 14,100 Near Infinity CRE, will it automatically adjust to make it 14,300?

 



4TH QUESTION

Is there a easier way to do this?

I love this game, and I dont want what Im saying to come across insulting to modders.  In fact you Modders have given me hours and hours of awesome memories from when BG first came out.  I cannot believe how awesome this game is now with all these mods. 

 

But I would like to change the following.


1st- I want random encounters with be a little more diverse.  For example, Im not happy with a random encounter that is 9 Hobgoblins that 4 are captains, 2 spell casters, 3 Elite/Slayers.

I would like to change it to 1 Captain (who I beef up), 1 Cleric, 1 Wizzard, 2 Archers, 4 Foot Soldiers, and then ad 4 war dogs/or goblins to be used as disrupting skirmishers.

Let me use AR3200 Tradeway South for my example.

So the easiest way that my, non-modding self, can think of is to use Near Infinity to bring up AR3200.  Then look at the Points of Interest box and pick the random encounter trigger FW43000.  I double click it and it brings up its stat page.  Toward the bottom of the list is Script - FW43000.BCS, so I click once and in a box below it lists a bunch of .BCS scripts with FW3000 highlighted.  Next to the box is a edit button.  I click it and it brings up a huge script that lists all creatures that will spawn with that trigger mostly depending on two things...party size and time of day.  A spawning creature script looks like this...

RESPONSE #3
        SetGlobal("SpawnReset666467","AR3200",1)
        CreateCreature("HOBCAP01",[1037.450],0) // Hobgoblin Captain
        CreateCreature("HOBCAP01",[1037.450],0) // Hobgoblin Captain
        CreateCreature("HOBCAP01",[1037.450],0) // Hobgoblin Captain
        CreateCreature("HOBCAP01",[1037.450],0) // Hobgoblin Captain
        CreateCreature("HOBELITE",[1037.450],0) // Hobgoblin Elite
        CreateCreature("HOBELITE",[1037.450],0) // Hobgoblin Elite
        CreateCreature("SHOBSL01",[1037.450],0) // Hobgoblin Slayer
        CreateCreature("HOBSHA01",[1037.450],0) // Hobgoblin Shaman
        CreateCreature("HOBWIZ01",[1037.450],0) // Hobgoblin Wizard
        SetGlobalTimer("43001037450","AR3200",EIGHT_HOURS)

So to change out the hobgoblins would I just change the CRE script names  (example "HOBCAP01")?

And to add the disrupting skirmishers would I have to manually type and add to the list?

Like this......


"CreateCreature("MyGoblin", ect....

2ND- I want to change the creatures that are used too often in various mods to be different.  But Im thinking creating a new creature from scratch is beyond my abilities.  So is creating a copy and modifying it and then saving it under a new "made up name" the easiest way to do this?


5TH QUESTION.

I see when I modify a creature there is a color palette to change clothing, leather, metal, ect....but when Ive tried to use it in the past it doesnt change them on the creature until the creature is a corpse.  Does this actually work?

6TH QUESTION.

Adding or changing spells....Ive tried this and can't seem to get it to work...

7TH QUESTION.
Adding items...seems something is broke...maybe I'm broke.  Can't get the creature to save with the items.

8th QUESTION

Protection from Undead Items.  I wanted to change these, as I found like 3 of these items which makes undead a non-factor from that point on.  I was thinking instead of the Undead ignoring me, where even the most vile of Liches I can walk right up to and slaughter, I could just get them to still attack me but I would have a +8 to AC.

Undead Disruption Weapons...again too easy..would like to change it to +10 to hit +20 damage.  Still nasty to undead but gives them at least a chance to fight back.
 
 



#2 Argent77

Argent77
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Posted 04 March 2017 - 02:53 AM

The majority of questions are more aimed at modding in general.

Without going into the details I would suggest to use WeiDU if you want to modify more than a couple of game resources. It can process whole batches of files with relatively few lines of code. In NI you would have to modify every single file manually. Moreover, changes made by NI are not registered by WeiDU, so uninstalling (or reinstalling) mods will also remove files that have been modified by NI.

>> 5TH QUESTION
Creature colors are usually overridden by equipment colors. Equipment is automatically dropped on death, so you will see creature colors in that state.

>> 7TH QUESTION
That's also more suitable for WeiDU (see ADD_CRE_ITEM). In NI you would have to add the item and assign the right item index to the desired inventory slot. Creatures are included in savegames when you enter the area where they will appear. In this case you have to modify the creatures embedded in the area files of your savegame.

>> 8th QUESTION
That can be realized with the right effects. See this list of available opcodes (look for the "vs. creature types" effects).