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PST NPC creation


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#1 Barren Fischa

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Posted 17 May 2004 - 06:18 AM

Is it possible to code NPC mods for Torment? I tried, but the game froze when the NPC agreed to join...
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#2 The Amazing Maurice

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Posted 17 May 2004 - 06:36 AM

Er... I don't know. You could try asking Darkside X

#3 Platter

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Posted 18 May 2004 - 02:45 PM

the game froze when the NPC agreed to join...

Giving it a small and large portrait will prevent the crashing.

#4 Barren Fischa

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Posted 18 May 2004 - 03:41 PM

That's it? Wow... Thanks Platter ^^
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#5 Barren Fischa

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Posted 18 May 2004 - 07:37 PM

Hm... It still crashes....
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#6 Platter

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Posted 18 May 2004 - 09:02 PM

Did you try giving it the exact same values for the two portraits as an existing party member (like Annah's or something)? They have to be the right size/number of animations/all that stuff.

The easiest way would probably be to take an existing party member's CRE and make the necessary changes. You need to use an existing party member's death variable and Specific value anyway. And if it's Vhailor you're replacing, the CRE name must also be VHAIL.CRE.

Edited by Platter, 18 May 2004 - 09:17 PM.


#7 Barren Fischa

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Posted 19 May 2004 - 07:44 AM

So if I want to add a party mamber, I have to remove one?
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#8 Platter

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Posted 19 May 2004 - 08:29 AM

Yes, if you want it to be fully functional.

And only a party member using Annah's death variable can have Thief abilities in their Special Abilities menu, because which party members can have what Special Abilities is hard-coded.

Edited by Platter, 19 May 2004 - 08:33 AM.


#9 hlidskialf

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Posted 19 May 2004 - 12:02 PM

Moved it to it's own thread instead of leaving it tagged it to the PST mod list. B)

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#10 Barren Fischa

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Posted 19 May 2004 - 12:26 PM

But couldn't you edit the 2da file for party members to add another one, like you could for BG2?


(Thanks hlidskialf!)
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#11 -boobc-

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Posted 19 May 2004 - 05:16 PM

so is it possible to cre8 npc's on pst? can you make a link so i can donwload them?? plzzzz.. :D

#12 Barren Fischa

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Posted 19 May 2004 - 05:55 PM

I don't think anyone did it so far. I might make an attempt if it's possible, though.
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#13 Platter

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Posted 19 May 2004 - 06:15 PM

But couldn't you edit the 2da file for party members to add another one, like you could for BG2?

No. A lot of the stuff for the party members is hard coded. If you don't give the party member the death variable (and sometimes Specific value) of an existing party member, it will not even have equipment slots. Whoever's death variable you give it, their inventory will look like the inventory of the party member whose death variable it is using (which slots are available, what the default weapon is, etc.).

And some (but not all) of the sounds (voice clips) that the party members make are also hard-coded, not set in the CRE file. So you'll have to find each one that is hard-coded and rename the sound file you want to replace it with to the same name.

Edited by Platter, 19 May 2004 - 06:44 PM.


#14 Rastor

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Posted 19 May 2004 - 06:27 PM

But couldn't you edit the 2da file for party members to add another one, like you could for BG2?

No. A lot of the stuff for the party members is hard coded. If you don't give the party member the death variable (and sometimes Specific value) of an existing party member, it will not even have equipment slots. Whoever's death variable you give it, their inventory will look like the inventory of the party member whose death variable it is using (which slots are available, what the default weapon is, etc.).

And that NPC won't be present in the game anymore.
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#15 Platter

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Posted 19 May 2004 - 06:35 PM

And that NPC won't be present in the game anymore.

You'd have to make it impossible for that NPC to join anymore, yes. Otherwise the two would be sharing a death variable, default weapon, various sounds (imagine putting a ring on your male bariaur party member only to hear him say in Grace's voice "Does this mean we are engaged?"), critical hit animations...

Edited by Platter, 19 May 2004 - 06:41 PM.


#16 Xaositect_Crayon

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Posted 19 May 2004 - 09:01 PM

Everyone has there own paper doll in pst... that might have something to do with it...
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#17 Barren Fischa

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Posted 19 May 2004 - 09:32 PM

The paper doll is a mere image file AFAIK, so that shouldn't be the issue. But if it's a death variables thing, there's not much anyone can do... Isn't there a workaround? On the Virtue forums, Sim said you could get around some hardcoded stuff (in his case, reputation).
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#18 Xaositect_Crayon

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Posted 19 May 2004 - 10:32 PM

That sucks... I was wanting to add Arale (because Dr. Slump > j00) and a yard sale golem (a bunch of animated rags) to spice the thing up.... but alas, I have to get around something hardcoded


I wish bioware would release this engine in a more mod friendly form....
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#19 SimDing0

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Posted 20 May 2004 - 01:50 AM

On the Virtue forums, Sim said you could get around some hardcoded stuff (in his case, reputation).

A lot of stuff can be hacked around in various ways, yes. But if Platter hasn't found a way to do this with PST NPCs, it's fairly likely it can't be done. :)
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#20 Platter

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Posted 20 May 2004 - 05:40 AM

The paper dolls are not linked to the death variable. How it works is each animation/avatar can have its own paper doll (there is a naming convention).

It's completely possible to make a new party member for Torment (though more work is required than for BG), you just have to be willing to give up an existing one for it.

Edited by Platter, 20 May 2004 - 05:40 AM.