custom AI script vs Launcher
Brett_Ryland
Member Posts: 3
Hi, I've added a custom AI script using the instructions found here: http://www.teambg.org/tutorials/indexb021b021.html?page=opentut&tutID=36, which modifies the dialog.tlk file and adds a SCRPDESC.2DA file to the override directory. However, now the launcher (rightly) detects that there are local changes and gives me the option to either restore or launch the game.
Is there a better way of adding a custom AI script (perhaps to a local override or scripts directory) that allows the launcher to continue to do its update thing without complaining about local changes?
Best regards,
Brett.
Is there a better way of adding a custom AI script (perhaps to a local override or scripts directory) that allows the launcher to continue to do its update thing without complaining about local changes?
Best regards,
Brett.
0
Comments
I was, however, hoping that it would be possible to put the script and required additions to SCRPDESC.2DA and dialog.tlk somewhere in the /Users/$USER/Documents/Baldur's Gate - Enhanced Edition directory so that they could be read in and merged when the game starts (kinda like conf.d folders in linux) and avoid touching the main BG:EE game folder.
On a side note: the modifications to dialog.tlk actually caused the game to freeze whenever I entered a buy/sell or rumours screen (and probably elsewhere too), so I've put back the original dialog.tlk. The script still works and I can see the script name in the character's "Record" screen, however the script shows up in the "Pick Script" screen as "Missing String [#32150]".
I've since removed the SCRPDESC.2DA file in the override directory (since the script description wasn't working) and now I get "CUSTOM (MAGEMM)" at the bottom of the "Pick Script" screen and the launcher doesn't complain about local changes even though there is an extra script in the scripts directory.