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EEditing existing NPCs / items and replacing them in the game.

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abelcaine
EEditing existing NPCs / items and replacing them in the game.

Hello. I'm trying to work with the module editor. I do not want to build new modules from scratch, but as part of the fun I want to modify the existing elements of the installed campaign a bit. Specifically, I mean Baldurs Gate Reloaded. I try to modify the appearance (faces, hair, clothes) of existing characters and their stats, classes etc. I also try to change the appearance of the armor in the game using the models and textures available in the editor. I used the guides and basically understand what and how to do it. The problem I have is that I do not know how to add / overwritting the modified characters / objects in the game. In addition to the fact that the changes visible in the editor after reload modified module but they are not implemented into the game, they also break down the scripts. For example, after modifying Imoen (look, stats), the modified character appears in the editor, but in the game looks unchanged. In addition, Imoen does not appear after leaving Candlekeep (after the scene with Gorion and Sarevok), so I say that my actions spoiled the scripts, although I did not touch scripts in any way. I do not know where my mistake lies, I would be grateful for suggestions on what to do. Or, perfectly, instruction how to edit exsisting content and placing it in game. I will be grateful for any help.

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rjshae

You're kind of jumping in the deep end there trying to modify a pretty large campaign. My guess is you modified one of the ResRef/Resource/Tag ID fields of Imoen, so the game doesn't recognize the revised character. But I couldn't say for sure.

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kevL's

also, it's a big subject. an exact example of something you'd like to modify - what you've done, who you'd like it done to, etc - would be better,

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abelcaine

Yup, a bit deep water actually.
I intentionally did not change anything except stats and appearance. I used blueprints and a universal palette changer (also appearance wizard). I wrote changes in the BG_A module and utc. files. According to the manual, I wrote and reloaded changed module again to update changes in it. Changes in the utc. files I saved for both palette verions of edited character.

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kevL's

if you're making changes to a saved game, they may have to be made to the files in the saved game folder ...

that is, if you're changing stuff in the module-folder it won't show up when loading a save. Unless perhaps you drop it in the /Override folder, but even that depends: stuff about companions is stored in .Ros files in the save folder (etc.)

ie, when a save is made, a whackload of stuff gets "hardcoded" into the save.

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abelcaine

I'm not intend to do changes in  saved game, but change companions in campaign. By "Loading a save" i meant reopened module what i edited before. My changes are visible in tool, byt not showed in game - no matter if I start new game, or load saved game. Additionaly, after my try of editing Imoen she doesn't appear after leave Candlekeep.

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WC_Sumpton

Imoen is placed on the map in BG_A.  So you have to change the character placed on the map.  Changing the blueprint will not effect items already place.  Also changing the place item will not effect the blueprint, so a item/character created by script will not be the same as an item already placed.

So to change Imoen in BG_A(Candlekeep), you must change the Imoen placed by the wall on the map.  To change Imoen in BG_B(Lions Way) you would need the change the blueprint for the character.

Hope this is helpfull.  BGR is a remarkable mod, and the creaters put a lot of time, effort and love in.  Making changes requires a lot ot patient.

Cheers...

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abelcaine

Of course, BGR is great piece of work, no doubt. Whatever I'm trying to do is only for fun. To be honest, BGR is only one thing that keep me with NVN2.
About Imoen in Candleekeep - I'll try to edit her as you said. But, since I changed Imoen in blueprint, what could I spoil that she did not show up after Gorion-Sarevok cutscene? Except blueprint and appearance wizard I did not dig in anything else. 

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WC_Sumpton

The one thing I can think of is that the 'campaign' Imoen blueprint has been deleted.  With one of the modules open in the toolset, find the Imoen blueprint under the creatures tab with 'All' selected One of these blueprints should be underlined, the rest are bold.  If one is not underlined the the 'campaign' blueprint has been deleted.  To copy a blueprint to the campaign select the 'IMOEN' tag blueprint, right-click and select copy to 'Compaign'.  The campaign Imoen must be tag "IMOEN', resref 'imoen' with no numbers or dashes.

Hope this helps...

Cheers...

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abelcaine

It helped. In fact, I must accidentaly deleted oryginal imoen campaign blueprint and made another with number in name. I restored all the oryginal files of the mod, modified blueprints as you said, and modified Imoen on Candlekeep map. I wrote and reload, and changes appeared in game - Imoen came after Gorion-Sarevok duel and started conversation normally. Now i'll try with Montaron and Xzar.

When map of stone circle was loaded, Xzar, Montaron or anyone else on the map not be visible - except of their starting locations markers (triangle flags). I think, these characters are programmed to appear after the duel cut-scene. Will the changes introduced in blueprints appear themselves in character, if I don't modified them directly from area? As I understand, the changes of blueprint must be overwritten and applied to "all areas", it's correct?

P.S there's no any MONTARON file in blueprint editor, but three versions of undelined montaron: MONTARold, MONTAR and montarold. But montaron appear and work normally in game, is there MONTARON file necessary?

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WC_Sumpton

So happy you found the problem.

The Montaron information is stored in the MONTAR tag, montar resref.  The 'MONTARON' file is not used because the game code references the shorter name.

If you were to remove the MONTAR tag, montar resref and replace it with MONTARON tag montaron resref, then Montaron would not appear in game.  And a MONTARON tag montar resref would appear, but other bugs would appear also.

Changing things and seeing their effect is a good way to learn, but using BGR as a learning platform can be very confusing.  I am not going to tell you not to try something, I am just going to say that with BGR you have to have a lot of patience.

Cheers...

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abelcaine

For now, everything is going ok. Next part I'll try to change will be items appearance - armors, helmets, etc.

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WC_Sumpton

LOL!

Ok, using BGR there are over 9,000 items within the modules and another 700 in the canpaing. Also the items that are placed directly in the areas. So take you time and ask if you need some help!

Cheers..

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abelcaine

I just want to replace only a few basic items, "banded mail" for example. Other items are scimitar, because it's look horrible, a few other basic armors, waraxe etc. Using a blueprint editor with open BG_A module, I changed several armor visual elements.Then, using the 'overwritte' and 'apply to all areas' options saved the changes in Banded Mail file, replacing it. After that, I applied the changes to the banded mail file, also replacing it. Result: using console I am able to add my version of armor to inventory. However, npc's and shopkeepers do not have my armor version, but the default one. I'm using "All" icon in Universal Blueprint Changer main window. Additional, even if I used "apply to all areas", I'm able to add my version of armor (via console) only in Candlekeep area. I'm confused, because when I changed several npc's using BG_A module, and using 'overwritte' and 'apply to all areas', my changes was applied to edited characters. I need to replace my version of armor on npc's using them all around, and in shops. In blueprints changer my version of armor is visible on items list in 'campaign' windows. Any sugestions?

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WC_Sumpton

Lets step back a minute.  Remember your Imoen problem?  To change Imoen in Candlekeep, you had to change the Imoen that was place on the map.  To change Imoen in the campaign you had to re-add the changed Imoen to the campaign.  The same is true for Items, if the item is in a shop and the shop is already on the map, then changing the shops blueprint has no effect, you would have to change the item in the shop on the map.  Candlekeep Inn shop as an example, you would need to open module BG_A, open area ar2616, then under the 'Area Contents' (Left side of the screen by default) look under the 'Stores' tab and select Candlekeep Inn Tag INN2616, remove the item from its stores and re-add the new item.  To add the item to an NPC, a Watcher at Candlekeep for example.  You must open the area that contains the NPC ar2600.  Find the NPC on the map or in 'Area Contants', then change that NPC inventory.

So you are looking for a quick way to change the banded mail through out the whole campaign, while using the toolkit, there is not one.  But you can code a script the runs when a area first opens while playing the game that could search the area for NPC and shops and chest and etc.. to check the items inventory for the old item and replace it with the new item.  The same type of script would also need to be added to the spawn in script used by NPC to check their inventory after spawning in.

I really hope you understand the task that you are undertaking, because it could take a lot of time to make small change.  But keep at it!!  You learn a lot by doing!!

Cheers...

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abelcaine

I understand, that's a lot of work. But as long the snow does not melt and my works break is over, I have a lot of time. As I understand that either I have to make the script, or one by one change each character/store/container in the every module and area. But why is the console command not working outside the Candlekeep area?

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WC_Sumpton

I am not sure why the console command did not work.  I don't use the console commands that much.  Maybe its pulling the item from the local module and not the campaign.  A quick way to test is to make a copy of the item in the testing module from the campaign, or you could delete the item from the testing module, and see if the console command can find it.  I would start by placing all the item into the campaign and remove all their copies for all the modules, so that there is only one copy to work with.

I did this with my copy of BGR, moved all uti files into the campaign.  (I also move all dlgs, utcs, etc... etc...)

Hope this answers your question.  But I really don't know why with out playing around with command console.

Cheers...

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