I am not good at scripting or using toolset. So maybe saying something totally irrelevant. But can I somehow make .bic file of companions, maybe by converting .ros files with some tool?
It is just a random thought. But it will be fun if I can use, say, Construct as a PC for playing some modules.
Creating .bic file of companions?
Débuté par
Jugonshi
, févr. 22 2013 07:15
#1
Posté 22 février 2013 - 07:15
#2
Posté 22 février 2013 - 07:49
This might do what you want:
"...a player can select party members (whether PC or NPC) to add a database. Characters in this database can then be added to the party roster of any module you play. After this, they function in all ways as if they were NPCs from that module. NWN1 players may recognize this as similar to the OHS system."
Universal Companion Database v. 0.9
"...a player can select party members (whether PC or NPC) to add a database. Characters in this database can then be added to the party roster of any module you play. After this, they function in all ways as if they were NPCs from that module. NWN1 players may recognize this as similar to the OHS system."
Universal Companion Database v. 0.9
#3
Posté 22 février 2013 - 08:16
well.. i just copied Elanee from an old saved game and used a hex-editor to change "ROS" to "BIC" right at the very start of the file and, by renaming elanee.ros to elanee.bic, she showed up under Select Character, but the select button was labelled only as (LOCAL) -- no name but she showed up with her name in the Uninvited Guests module.
Then i used TlkEdit2 to give her a name (without having to reference Dialog.Tlk) and she shows up as "Elanee Elanee (LOCAL)"
so far it seems very possible to do. gLuck
Then i used TlkEdit2 to give her a name (without having to reference Dialog.Tlk) and she shows up as "Elanee Elanee (LOCAL)"
so far it seems very possible to do. gLuck
#4
Posté 22 février 2013 - 11:15
>Tchos
Thanks. But actually, I am already using that override and saved some companions from OC and MotB into the database. It works. I played Trial and Terror module with Construct, Kaelyn, Khelgar, & Neeshka as companions. The problem is, I can only use them as companions with that method, not as a main player character.
>kevL
So it seems that other than the name shown in the character selection menu, .roc and .bic are almost identical.
After reading your comment, I tried to convert some other companions into PCs. Unfortunately, in case of Construct, it's AC is largely lowered for unknown reason. It seems that some of the AC bonus (dodge bonus?) is lost.
Oh! And I found it is ........ She!
Thanks. But actually, I am already using that override and saved some companions from OC and MotB into the database. It works. I played Trial and Terror module with Construct, Kaelyn, Khelgar, & Neeshka as companions. The problem is, I can only use them as companions with that method, not as a main player character.
>kevL
So it seems that other than the name shown in the character selection menu, .roc and .bic are almost identical.
After reading your comment, I tried to convert some other companions into PCs. Unfortunately, in case of Construct, it's AC is largely lowered for unknown reason. It seems that some of the AC bonus (dodge bonus?) is lost.
Oh! And I found it is ........ She!
Modifié par Shin Okada, 22 février 2013 - 11:17 .
#6
Posté 14 octobre 2013 - 05:06
Sorry for resurrecting an old thread.
I am still struggling on giving appropriate AC bonus to Construct.
I found another guy uploaded his version of .bic files for OC companions.
http://nwvault.ign.c...rs.Detail&id=55
But that Construct also has AC of 11. Opening that file with Leto, there is"NaturalAC" entry and the value is set as 15. But Leto says,
This is the Armor Class (AC) a character has due to race, class, and other sources of natural AC. Changing this value will have no effect.
So, it seems the value in this entry is not actually applied when a character's AC is calculated. Is there any other way to give Construct an appropriate AC?
I am still struggling on giving appropriate AC bonus to Construct.
I found another guy uploaded his version of .bic files for OC companions.
http://nwvault.ign.c...rs.Detail&id=55
But that Construct also has AC of 11. Opening that file with Leto, there is"NaturalAC" entry and the value is set as 15. But Leto says,
This is the Armor Class (AC) a character has due to race, class, and other sources of natural AC. Changing this value will have no effect.
So, it seems the value in this entry is not actually applied when a character's AC is calculated. Is there any other way to give Construct an appropriate AC?
Modifié par Shin Okada, 14 octobre 2013 - 05:07 .
#7
Posté 14 octobre 2013 - 06:28
Give him the epic Armor Skin feats.
#8
Posté 14 octobre 2013 - 08:31
There's gotta be a dozen ways to increase AC
- give it a magical hide/carapice
- increase its Dex
- script in a supernatural +AC effect
and i don't see why increasing Natural armor wouldn't increase AC... (barring stacking rules & caps)
- give it a magical hide/carapice
- increase its Dex
- script in a supernatural +AC effect
and i don't see why increasing Natural armor wouldn't increase AC... (barring stacking rules & caps)
#9
Posté 31 octobre 2013 - 06:41
I have modified his equipped item (ne_it_creitem012) and added an entry for natural armor bonus. It worked.
#10
Posté 31 octobre 2013 - 10:28
i have an Iron Golem companion in one of my projects - but in my case i simply used the Iron Golem appearance, made a blueprint and edited the size/stats/abilities/etc manually so as not to overpower the party - worked great





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