Seeking help with custom spells
Sarevokok
Member Posts: 172
Hello all, hope you're doing well and having fun in BG!
I want to create some custom spells and need abit of assistance with DLTCP. I can get the basics going, but I'm new to modding. I want to create some more complex, flashy spells, items and summons for fun.
If anyone is interested, I'd love the help.
Disc; thaxx8508
I want to create some custom spells and need abit of assistance with DLTCP. I can get the basics going, but I'm new to modding. I want to create some more complex, flashy spells, items and summons for fun.
If anyone is interested, I'd love the help.
Disc; thaxx8508
0
Comments
Yo.
I have never used DLTCP, but you can use theese programs:
- Nearinfinity = Build spells/items/browse resources etc. Dont alter text, dialog texts such as names and descriptions are not local. They are a string number.
- Weidu, allows installment of code. I use notpad stuff. I export the file type i need from nearinfinity(or kit libaries for .TP2 or .tra files.)
- Notepad or more fancy program.
- You may use online drawing programs to alter .bam files and make animations. Photopea etc... You build pictures, then make .bam file in nearinfinity.
So by making a kit mod you will learn loads of features.
Here is a libary to use for kit mods.
So when using a weidu install you need to make a mod folder, and a setup-yourmodfolder from a kopied weidu file.
IESDP pages are great for archieves, seeing what functions actually exists.
Weidu-readme pages is also important.
And NearInfinity can be browsed for IDS and 2da etc...
There are youtube videos and there are guides on the forums.
I would start on youtube. How to make a kit tutorial, there is a great but simple serie there explaining everything from:
Items, spells, dialogs, scripts, implementing, programs, npc, creatures etc...
Very great "new mod maker guide"
More specific on what you need:
A summon needs:
- A spell to summon it, or item. (.itm or .spl)
- A .cre file
- A valid INI
- Animation Bams (.bam file)
- Ideally sounds
- Spells to use, items to use.
- Script to handle.
All this can be made from nearinfinity.
- Copy a spell simular to what you want. Make or copy effects. Set time, levels, power, type etc. Then export to mod folder for weidu install which can actually name it and make description with new dialog inputs.
- Do the same for items.
- Do the same for creatures.
- For scripts you need to copy source(.baf, not .bcs), and in mod you use Compile function instead of copy function.
- Projectiles can be made as well. Copy a .pro, modify it and then you have to add and name it with weidu. Its different how you add between spell and item, and where you add it.. Can be a little tricky.
I can give you better examples when im on a pc i can actually open and check my kits xD