Using Near Infinity to make items
extremeragnarok
Member Posts: 23
Ages ago, I did extensive modding for Baldur's Gate II using the old Team BG tools. Never released them, just made them for personal use. Lost them when my old computer crashed. I don't want to really get back into modding, but there are some of my old items I'd like to remake. However, I can't get DLTCEP or any other old program to work. I've tried using Near Infinity to make an item, but I can't seem to figure it out. Any tips?
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If you want your item to have special effects/abilities and you do not want to start from scratch, NI allows you to copy stuff from other items you find suitable to your own as well.
If you want to keep your item locally, this is about it. Otherwise you export your new item to keep it save and (maybe) create yourself a mini-mod, weidu based, to import your item selection into any new game you may want to install some day.
Example for a tp2 entry
COPY ~Chloe/Items/SLNOTECR.itm~ ~override/SLNOTECR.itm~
SAY NAME1 ~text~
SAY NAME2 ~text~
SAY UNIDENTIFIED_DESC ~text~
SAY DESC ~text~
Avoid dealing with dialog.tlk directly in NI. It is possible but not recommended.
What you have done is probably to modify existing strings via NI. Now every component that used the string will have your modified text. What you want to do is to create new strings that your new items use. Above weidu procedure is the save way to do it. The other way is to actually create new strings in NI, note down their reference numbers and update the fields in your item file with the new numbers (this however means you directly manipulate dialog.tlk).
- You create a folder in your BG directory, e.g MyItemMod. In this folder a subdirectory Itm.
- You export your item, say FirstItm.itm to MyItemMod/itm
- You create a text file in your folder and name it MyItemMod.tp2 (make sure it has ending tp2 not txt or whatever.)
- In the text file put a header like this
BACKUP ~MyItemMod/backup~
AUTHOR ~extremeragnarok~
VERSION ~0.1~
BEGIN ~My new items for BG~
//Now put in the stuff you want to add to the game
COPY ~MyItemMod/itm/FirstItm.itm~ ~override~
SAY NAME1 ~MyNewItem~
SAY NAME2 ~MyNewItem~
SAY UNIDENTIFIED_DESC ~something new~ //You need this only if your item needs identification in game
SAY DESC ~A useful new item created by extremeragnarok~
you can add more items, more cretures dialogues or whatever.
You can add a new mod component with BEGIN ~A second mod component~
Look here at what weidu can do http://www.weidu.org/~thebigg/README-WeiDU.html#hevea_default444
- Now look if you have a Weidu.exe or a setup-Modxxxx.exe already in your game directory.
- Make a copy of it and name it setup-MyItemMod.exe
- If you now start your setup.exe you should get a mod install window asking you if you want to install *My new items for BG*
- Afterwards you should have a new item with the name/description in your game
Sounds like a little bit of effort at first, but once you have this running, you can go ahead an simply keep adding stuff to your mini-mod.
Maybe you can post what is in your tp2 here?
Further things to check:
- you successfully installed other mods in this game already?
- your tp2 does not have any hidden extension from the program you used to create it (e.g. TRIP.tp2.txt)?
- try to put the tp2 in the main folder where the exe is as well.
https://forums.beamdog.com/discussion/65208/weidu-wont-compile-anything#latest
- your tp2 does not have any hidden extension from the program you used to create it (e.g. TRIP.tp2.txt)?
- try to put the tp2 in the main folder where the exe is as well.
If nothing helps, you may put your files in a zip or rar folder like the mods do and post it here. Four eyes may see more than two.
"Cannot find setup-TRIP.tp2." Do you notice the dot after tp2? is there a typo in the name of your setup?
setup-TRIP.exe