Using Near Infinity to make items
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
In most cases, the unidentified description already exists in the unmodded game. How can we reference it instead of duplicating it unnecessarily?
So, you don't have to do anything special. You won't duplicate the string unnecessarily.
*Exact match includes more than just the text itself. It also includes associated material such as sounds. For example, BG2EE has more than ten instances of "Yes?" with different voices from various character soundsets; these wouldn't match each other.
For example, since every war hammer has the same unidentified description, it could be derived from the item's category.
One exception to this ... BGEE strings in EET. BG1 and BG2 use the same numbers for different strings*, so EET has to move one set. It does this by adding 200K to all of the string reference numbers from BGEE. Kivan's name is string #9491 in BGEE and 209491 in EET. So, then, if you're working with BG1 content and want to install the mod on EET, you need to account for this. An example from my own work, modifying Baeloth's ring: I built the item fully in NI. With the unchanged name and description, all I need to do in BGEE is copy it over. But when installing on EET, I have to add 200K to all of the string reference numbers. Four fields in the item's header block, plus one in an effect.
*Example: string #28283 is "Dorn" in BGEE and "I said nothing to you, Viconia! What brings this on?!" in BG2EE. Made me laugh when I was doing my playthrough with Dorn as the protagonist, and saw that on the import screen.