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-   -   Questions re: Importing Files (http://www.ironworksforum.com/forum/showthread.php?t=53438)

Azred 05-18-2001 03:29 PM

Ok. I must have just crawled out of the hive because I feel like a "new bee" http://www.tgeweb.com/cgi-bin/ubb/no...es/biggrin.gif but I haven't been able to figure out how to import my own new items/spells into BG2. http://www.tgeweb.com/cgi-bin/ubb/no...les/ponder.gif um...any tips/pointers out there? (how embarrassing....)

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An intelligent mind is the key to the universe.

The most distressing thing about practicing magic is the fact that even the most learned sorcerers cannot accurately describe what magic *is*....

Accord 05-18-2001 03:32 PM

Put the files into the override folder, that should do the trick.

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Long live H22A1!!!!!

white heron 05-18-2001 04:05 PM

*Throws bucket of cold water over Azred*

Open Infinity Engine Editor
Open Infinity addon patcher
Browse to TBG/IAP file to import
hit the button
Open game
open console
Type: CLUAConsole:CreateItem("xxxx")
Remember? http://www.tgeweb.com/cgi-bin/ubb/no...miles/wink.gif

Azred 05-18-2001 04:15 PM

Quote:

Originally posted by Accord:
Put the files into the override folder, that should do the trick.


Thanks, Accord, but I have tried that. If you look through the spells in IE, you'll see that the mage spells jump from spwi224 to spwi298. What I'm trying to do is create a new spell spwi230 (the detect/disarm traps spell that Dutkanator (sp) was wanting); if I put that into the override folder it is not properly imported into the game. Thoughts, anyone?

------------------
An intelligent mind is the key to the universe.

The most distressing thing about practicing magic is the fact that even the most learned sorcerers cannot accurately describe what magic *is*....

Azred 05-18-2001 04:39 PM

Quote:

Originally posted by white heron:
*Throws bucket of cold water over Azred*


ayup. You and a lot of other people. http://www.tgeweb.com/cgi-bin/ubb/no...miles/hihi.gif http://www.tgeweb.com/cgi-bin/ubb/no...es/FRblush.gif

------------------
An intelligent mind is the key to the universe.

The most distressing thing about practicing magic is the fact that even the most learned sorcerers cannot accurately describe what magic *is*....

Vaskez 05-18-2001 09:16 PM

You don't actually have to follow the Bioware naming convention for spells unless u wanna use them in a script. By not properly importing, do u mean that u can't choose it at the beginning of the game as a mage spell?
Otherwise if u made it u should just put it in the override directory, or make a scroll with the spell and edit a .STO file to add it to a store or just use cluaconsole to give it to yourself.
BTW The only reason the .TBG format was invented was to automatically put the spell text (name and description) into the dialog.tlk and set the correct references up to the strings. U can still use other ppl's spells and items without importing them u just won;t get the ingame text.

Oh yeah, I wonder how u are making that spell? Are u good with scripts? There is no spell effect for disarming traps...

[This message has been edited by Vaskez (edited 05-18-2001).]

white heron 05-19-2001 08:21 AM

*BUMP* -keepin me i on this one!

Azred 05-19-2001 06:43 PM

Well, I'm about 3/4 through creating the "Trap Zap" spell. You were right, Vaskez--my spell was waiting for me to choose when creating a new mage character. The fastest way I found around the trap scripts was to have the spell create an innate ability; when you use the innate ability on a container it 1) unlocks the container for you and 2) gives the caster 1 stoneskin which will soak up any damage caused by the trap. I need to add 100%MR to that effect for 1 round, in case the trap is magical. You still see "Trap Srpung" over the character's head, but the container is now available. My problem now is to allow the spell to be cast on a trap that is not also a container....


------------------
An intelligent mind is the key to the universe.

The most distressing thing about practicing magic is the fact that even the most learned sorcerers cannot accurately describe what magic *is*....


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