SoD joinable NPC CRE files - where are they?
AndreaColombo
Member Posts: 5,530
I'd like to make a mod component that makes Dorn and Baeloth use their SoD sound set in BG:EE. However, I can't seem to find their SoD CRE files. All I can find is their BG:EE CREs with their BG:EE soundset. Could anybody help me locate them?
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dorn7.CRE
baelot7.CRE
they both start with 64 000 xp and have items that aren't in BG 1
although, at least in NI their SoD creature files don't have their SoD sound files ( didn't know they were different between games )
...
actually their creature files do have different soundsets ( who would have known? ) although NI doesn't seem to recognize them, since the stref references are over 68000
so anyway TLDR;
dorn7.CRE
baelot7.CRE
is what you are looking for
I'd say they should be mixed though. Excluding the selection and the battlecry responses, all of the BG1 responses can be integrated to the IWD slots 2.6 provided. Example on Baeloth:
That's an odd limitation. @argent77 ?
I'll need find the string references for the SoD soundset to make this work (which is what I was hoping to retrieve from the CRE file.)
Never mind, they're there.
Inexplicably, my favorite line from the entire SoD soundset for Baeloth ("Zap! Kapow! Pew, pew, pew! Pew, pew!") does not show up in his CRE. I'll assign it to one of the rare slots, I guess.
@GraionDilach would you be interested in testing it?
You can disregard the rest of the mod; I just need to know whether the SoD soundsets component works. I put in two options: pure SoD soundset and mixed BG:EE/SoD soundset. I need to know whether both install and do what they're supposed to.
Overlooking the above, the tphs fail to install, because of a good amount of issues.
- You placed the BUT_ONLY after then ENDs. BUT_ONLY closes COPY, ENDS close the ACTION_IFs. (You also missed one END at Dorn).
- This one's on me being hasty in the morning, but SAY can't be used with fixed dialog numbers, so we need to use WRITE_LONGs and abandon the @ marker since these are exact values and not resolvable text.
- The Dorn block did nothing, because you applied the extension twice. (%dorn% in dorn.cre... and then using ~%dorn%.cre~ in the block).
- The mixed mode should also update the SoD CREs, with the BGEE set afterall.
- EET was left out. Added to both blocks, with moving the rare-selects (and the actions in the mixed mode) appropriately.
- The "Zap! Kapow! Pew, pew, pew! Pew, pew!" is Edwin's line in SoD and not Baeloth's, that's why it's missing from him. I've removed this one.
I've attached the fixed tphs but I didn't edited the tp2 though, so you need to update that with allowing EET in atleast.
EDIT: Apparently I forgot to save one of the fixes to the pure file. Reuploaded.
EET was left out purposefully because I did not know what the string references would end up being. Your adding it was much appreciated
I do not possess the means to test my mods on non-Windows platforms and I do not know how the package needs changing to ensure compatibility, so my mods are Windows-only. Is that what the case inconsistencies are problematic for? Cause the installer isn't case sensitive so I'll fix them, but I don't think that's going to make much of a difference.
That's disappointing. This entire enterprise was to get that one line. I see no other option but to expand this component to all characters in common between BG:EE and SoD.
EDIT:
On a related note, shouldn't this:
Do without the ".cre" in COPY_EXISTING?