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Is there a relatively easy way to add last names for NPCs?

If I use Shadowkeeper, I can edit in a last name for CHARNAME, but if you want to edit names of NPCs, it seems there is a button and its calling to an Str Reference for long and short names. Just wondering if there's a way to edit these without totally jacking up the install. For example, if I want to replace "Edwin" with "Edwin Odesseiron" so it appears when he's selected and in his character screen.

Comments

  • KidCarnivalKidCarnival Member Posts: 3,747
    Oh I'd like that, too. Haven't tried in EEKeeper, I just changed charname's name once... to remove the last name, because it looked weird that he was the only one with a last name.
  • DJKajuruDJKajuru Member Posts: 3,300
    Well, I haven't tried that yet, but through Near Infinity you could make the character file exportable, export it as if it were a custom character , rename it and then override it back. (override files usually don't mess with dialogue.tlk)
  • HaHaCharadeHaHaCharade Member Posts: 1,644
    edited March 2013
    Upon reflection it would probably even be cooler to have the last name appear only in the character record screen... Selecting them would just show their first name... Ala BG2. Is there a file that only effects the Character Record screen? It looks like BG2 had that built in (the short and long Str Reference I mentioned in my original post) but I'm not sure.
  • HaHaCharadeHaHaCharade Member Posts: 1,644
    @Erg - You're a mod guru. Are you aware of any existing mods out there designed to change NPC names in BG1? I would have thought someone thought of it before... but perhaps not.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    There is not. The names, unlike player-created characters, are stored in dialog.tlk, which I don't think SK can update.
  • ErgErg Member Posts: 1,756

    @Erg - You're a mod guru. Are you aware of any existing mods out there designed to change NPC names in BG1? I would have thought someone thought of it before... but perhaps not.

    @HaHaCharade

    I'm flattered, but I would not consider myself a mod guru. I'm merely a beginner who did few very simple mods.

    @CamDawg is a real guru :-)
  • ErgErg Member Posts: 1,756
    edited March 2013
    CamDawg said:

    There is not. The names, unlike player-created characters, are stored in dialog.tlk, which I don't think SK can update.

    I agree, that's not feasible with SK.

    A WeiDU mod can change NPCs names but it would require starting a new game, if they have already spawned, as it would not affect the savegames.

    @CamDawg
    Just out of curiosity, is it possible to pass a custom string, provided by the user during mod installation, to a WeiDU tp2 script? If possible, that would be quite handy!
    Post edited by Erg on
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Erg said:

    CamDawg said:

    There is not. The names, unlike player-created characters, are stored in dialog.tlk, which I don't think SK can update.

    I agree, that's not feasible with SK.

    A WeiDU mod can change NPCs names but it would require starting a new game, if they have already spawned, as it would not affect the savegames.
    In this case, actually you can. While the strrefs are assigned to the joinable cre files in the save games, they still refer out to the dialog.tlk. STRING_SET 6132 ~Viconia deVir~ and STRING_SET 9489 ~Viconia deVir~ would update her name and tooltip just fine.
    Erg said:

    @CamDawg
    Just out of curiosity, is it possible to pass a custom string, provided by the user during mod installation, to a WeiDU tp2 script? If possible, that would be quite handy!

    ACTION_READLN lets you take user input into a variable, which you can then use in STRING_SET_EVALUTE, SAY, etc.
  • ErgErg Member Posts: 1,756
    @CamDawg
    CamDawg said:

    In this case, actually you can. While the strrefs are assigned to the joinable cre files in the save games, they still refer out to the dialog.tlk. STRING_SET 6132 ~Viconia deVir~ and STRING_SET 9489 ~Viconia deVir~ would update her name and tooltip just fine.

    Of course, /facepalm.

    I've used SAY instead of STRING_SET, that's why it didn't work for the savegames.
    CamDawg said:

    ACTION_READLN lets you take user input into a variable, which you can then use in STRING_SET_EVALUTE, SAY, etc.

    Thanks.
  • HaHaCharadeHaHaCharade Member Posts: 1,644
    @CamDawg @Erg

    You guys are speaking your own language, I need Rosetta Stone lol :P

    I figured ShadowKeeper might not do it. Ah well.
  • ErgErg Member Posts: 1,756
    @HaHaCharade

    Using the information provided by @CamDawg in this discussion, I managed to create a small and simple WeiDU mod that allows you to rename NPCs. More information and the actual download can be found here.
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  • HaHaCharadeHaHaCharade Member Posts: 1,644
    Erg said:

    @HaHaCharade

    Using the information provided by @CamDawg in this discussion, I managed to create a small and simple WeiDU mod that allows you to rename NPCs. More information and the actual download can be found here.

    @Erg - You are my hero. I will try it out tonight!!! Many thanks
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