Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Sir_Carnifex

Pages: [1] 2
Armin Kasun / Temporary Absence
« on: October 18, 2012, 12:23:08 AM »
Because I know I've got a few thousand folks out there just drooling in anticipation of Armin being finished, I feel it's only fair to inform the dedicated fans that I will be absent until November starting this coming Friday (the 19th).  During that time, Armin will be vacationing, too, since I don't intend on working on him during my vacation.   Fact is, I won't have my computer with me, so even if I wanted to, I couldn't edit the files I've started.  Sure, I could hand write ideas on a notepad, scrap of paper, or a napkin, but that sounds a lot like work!  So until then, I guess.

I will be posting one more progress report tomorrow, if I find the time to do so.   

Scripting & Dialog Editing / Planar Bounty Hunter
« on: October 16, 2012, 02:15:55 PM »
I want the dialogue file of the bounty hunter who speaks to Raelis Shai in the playhouse, but I've no idea what it is.  I did a check of the area in Infinity Explorer, but no such NPC is listed.  I can always search through the dialogue files manually to find it, but I figured if someone knows it off the top of their head here, it's worth asking.  Don't go searching through all the files just to answer this if you don't know it, though!  I don't want to trouble anyone that much.

Armin Kasun / Minor Dilemma
« on: October 12, 2012, 01:14:38 PM »
So I had a couple of ideas for the mod but they now seems to clash a little bit and I need to find a way to keep them both in.   The first is that Armin will like/dislike the PC more based on decisions during certain portions of the game.  Originally, I figured that I could just add in an interjection by him and use that opportunity to increment a global.   However, that clashes with the other feature I had:  the option to ask him to keep quiet about his opinions (which really decreases his interjections).  

I'm looking at ways to get around this.  One that I could see is to have a separate check for globals set by the original game that will adjust Armin's global if such-and-such is true.  This is like doing double work though, so I wonder if there's a possible way to have the check on the interjection itself, and still have that check go through even if the interjection is turned off.   Would that be feasible?  Or is there another way that would be simpler?   It's been awhile since I've tried anything other than copy/paste coding, so I'm not quite up to par on this stuff.

Armin Kasun / Does anyone ever go through the Underdark peacefully?
« on: October 01, 2012, 01:37:39 AM »
I was about to write something which would assume that the player fought the drow, and then I realized that while I may kill the lot of them every time, there probably are people that don't.   I remember reading somewhere about being able to get out of the UD without even entering Ust Natha, but I don't remember how and I've certainly never done it.   Also, is it possible to get away without fighting any of them once you DO enter the city?  I've never gotten the eggs without causing an alarm and I'm not sure if there's a method for that.   I think that no matter what, the drow will be hostile at some point.

So the question, in short, is:  do people actually try to get through with as little killing as possible (to the extent of no drow killed) or would it be safe to assume that at some point some drow were killed?  I tend to think the latter, but since after ten plus years I've still yet to do MANY things in the game, I wouldn't exactly be surprised if people have found ways around it.


Armin Kasun / Ideas: Payment
« on: September 28, 2012, 03:01:28 PM »
I'd like to get opinions on methods of making a mercenary get his pay.   My current idea is to have him be paid on a weekly basis, but before I do that, I'd like a little feedback on some thoughts I had regarding that.

1.  How long does it take you (in game time) to finish BG2 without the expansion?  I'm a somewhat slow player, so I'd end up paying him quite a bit of gold because the game drags on and on.   I think I was at thirty some days near the end of the UD, and that was rushing to get there as fast as I can.  Am I just slow, or do a lot of people take so much time to get through?

2.  What's the average person going to take in as far as gold?   I know that I tend to pick up every spare item I can and sell it/stash it so that I can have as much coin as possible.   Because of my method, I typically have plenty of gold available for purchasing anything I want.  However, I want to make the NPC's price reasonable for players who don't necessarily try to get every gold piece.   I realize that as the game goes on, money is really no longer a problem, but it can be short at the very beginning.  Knowing this can help set a price.

3.  Someone in another thread mentioned that there should be a way to have him in the party without having to pay him.  This is ONE reason why I decided to do the romance because it was the most practical way I could see accomplishing this.  I have a couple more ideas to which would bind him to the party without pay for some time (like the Underdark area makes sense) without sprinkling gold before his eyes.   Any other ideas on this?

Though I have a general plan for this, I'm open to ideas to all of the above and would appreciate feedback on it.   Thanks!

Armin Kasun / Work Progress
« on: September 27, 2012, 11:50:42 AM »
What?  Were you expecting a long list of achievements from a first post?  I barely got started!    ;D

That said, I might as well report what I have done so far:

-11 banter rough drafts (partially coded, not refined)
  • 3 Aerie
  • 2 Anomen
  • 2 Imoen
  • 1 Jan
  • 1 Keldorn
  • 1 Korgan
  • 1 Nalia

-Other dialogue (partially coded)
  • Join/Depart dialogue
  • 2 PC-NPC talks

-Portrait.  See the mod information thread.

-Icons for custom items.

Not too bad.  I only need 14 - 20 more LTs, 34 more banters, and then some interjections!

Armin Kasun / FAQ
« on: September 27, 2012, 11:38:34 AM »
Who is Armin Kasun?

He's an NPC I am working on, a mercenary character for BG2 and, later, ToB.

So does that mean I have to pay him to join?

Yes, it does.  Think of him as a hired hand instead of a friend, though there is a possibility that he might work without pay at some point.

Does that mean that he's romanceable?

Correct.  The PC can try to romance him if she wishes to.   Don't expect a mushy romance novel though!

Will Armin banter with the other NPCs?

Sure will.  That's one of the things that people expect with an NPC, I think.

Will he have any custom items?

A few.  Nothing overpowered.  He will also be able to make some items, but not in the nature of an inventor.

Does he have any special quest?

I have one planned.  I've not done quest modding before, so I expect it will be the last thing to go into the mod.

Does he have a custom kit?

Sorry, but he's a plain vanilla fighter.   Maybe that's boring for some people, but I always enjoyed someone who whacks things with a sword.

Will there be crossmod content?

Most likely some once I finish the actual mod.

Will he be voiced?

Any volunteers?   ;D

Didn't you have another project going?

Yes, I did, but after spending four years without modding, it's hard for me to get back to that project.  Someday I will finish it, but for now Armin is my focus.

Armin Kasun / Mod Information
« on: September 27, 2012, 11:27:26 AM »
So why yet another mod NPC?  Don't we have enough of those already?  Well, for one, it's something I already know how to do, I've had the basic character concept in mind for awhile, I particularly enjoy new NPCs, sometimes just to switch up the party's abilities, sometimes for the extra dialogue, and I've also some new ideas to try out on him, particularly in tinkering around with "romance" coding.   I want to try using a system in which various responses can make his liking for the PC go up or down by differing degrees rather than just "move on" or "fail" as I seem to remember with the original three (I didn't play Anomen's!).  In other words saying a few less-than-tactful things won't immediately break of chances.   Also, I want to see if I can have player actions over the course of the game affect the romance so it's not just what's in the talks that would affect it.  I know in some cases (Aerie for example) certain actions in the game could break (if I remember right) the romance, but I don't think they were many and again, they were "fail" and "don't fail" options.   Finally, something that seemed kind of strange in the original is that the NPC is always pursuing the player.  While that may be true in some cases, and is also much easier to do based on how the NPC always starts the conversation, I wanted to let the PC be the relentless pursuer as well, even to the point of being WAY too forward if they want.   Maybe it's been done, I don't know, but it wasn't as far as the original romances go.  Hopefully I can pull it off!


Armin Kasun is a warrior from north of Amn who offers his services to anyone willing to pay him enough.  He does not bother to hide the fact that gold is his primary motivation, but once paid, he claims to be completely loyal as a member.   Armin is typically good-natured, able to work (on his part) amiably with most anyone, intelligent, and reserved, though he sometimes may be a bit more friendly towards female characters (employer excepted) than he should be.  He will also have the ability to make some items, though certainly not in the bizarre style of Jan.  He can be romanced, if the PC tries hard enough, yet doesn't overly annoy him.  Armin can be found in Athkatla shortly after you exit Chateau Irenicus.

Race: Human
Class: Fighter
Alignment: Lawful Evil

Stats (not 100% until tested):
  • Strength: 16
  • Dexterity: 13
  • Constitution: 15
  • Intelligence: 14
  • Wisdom: 12
  • Charisma: 13

Total: 83

Portrait (at the moment):

Intended features of the NPC:
  • Banters with all the other NPCs.   I'm trying for three each, at least.
  • Interjections with non-joinable NPCs.
  • A romance of sorts.   I'll shoot for player-initiated-dialogue, a flexible "point" system for success or failure, and other things.  Read above for more details on this.
  • The ability to make items.  Nothing overpowering.
  • Some custom starting equipment.
  • A quest (if I can fit it in)
  • Allows for future translations (uses tra. files)

Disclaimer:  I in no way make claims to being a professional writer or coder.  I do this purely for the fun of it.  Hopefully others will enjoy it as well.   ;D

Note:  The above disclaimer doesn't mean I don't like constructive criticism.  I do.  So comments, encouragement, tips, hints, or other kinds of help are always appreciated.


Other Games / Project: Eternity
« on: September 22, 2012, 04:16:11 PM »
Anyone looking at this?  Obsidian is doing an isometric game that they say draws inspiration from PS:T, BG1/2, and IWD1/2.   It's being funded through Kickstarter since, I'm guessing, no major publisher would fund such a project.  I'll admit I'm curious what's going to come of it, but I've not offered any backing on it.   I don't like to put money into something until I know exactly what is going into it, etc., and usually that means waiting quite awhile. 

Here's a link:

Item, spell and store editing / Making Custom Items...
« on: September 16, 2012, 11:37:57 PM »
So I did this years ago and I entirely forgot how.   I think I just made the BAMS and a custom file name and stuck it in the game.   No special effects or anything on the item.   What I want to do now is make two (to start) special items, but I'm not sure how to do it because I feel it may require a new script for it.   

1.  Armor with damage reduction.  Like -1 damage per hit.  Nothing major.

2.  Caltrops.   Throw objects (we'll say usable so many times per day) that can possibly cause those in the area of effect to fall down.  Non-magical, so protection spells wouldn't help at all. 

Would those two be possible?

BG1 NPCs for SoA / Moving Fast
« on: September 09, 2012, 03:57:57 PM »
I've been noticing a lot of updates on this and let me just say that you make me feel lazy.  Really lazy.  Shame on you!   :D

Actually, no, it's nice to see someone working so hard on a project for such an old game.  Keep it going!

Noobers Dwarven Hammer / Labor Day
« on: September 03, 2012, 12:32:29 AM »
Cooking out?  Modding?  Cooking out and modding?   :lilly

Anyway, have a happy Labor Day.  Enjoy the day!  And if you aren't American, you've got my permission to enjoy the day anyway.  :D

Scripting & Dialog Editing / Adding a New Reaction to an Old NPC
« on: August 23, 2012, 12:20:04 AM »
Okay, I know how I can put an interjection into an official NPCs conversation, and I know how to add additional player responses, but I was wondering about adding a line at the very beginning, then redirect the conversation back to where it originally would go, but bypass a couple lines (they don't make sense considering a certain condition) and replace them with slightly modified ones.   Would it be a simple use of APPEND ~NPC~ AddNewLine and then put a weight on it so it will always be selected assuming a certain variable is right? 

Okay, assume that doesn't work for some reason... would it also be possible to have an NPC interject his own line, and then add the PC responses to the interjection?  I'm trying to figure out the best way of going about this and minimize the amount I'd have to alter.   The less I have to change, the better.

And not quite related to the topic title, but since I'm already posting... If a creature is marked as dead, can you respawn that creature and keep using the old dialogue file?  Would that creature still be marked as dead? 

Ye Gate House / The Charm Spell
« on: August 22, 2012, 09:45:40 AM »
In all the times I've been playing BG1 and BG2, I can't remember trying charm much.  I think the few times I did attempt to use it, I found it mostly worthless.  So, naturally, charm was a never a spell I'd keep ready in the spell book.  But now that I've been reading through dialogues in Infiinity Explorer, I've noticed that there are a lot of uses for charm outside of combat.   Sometimes it just makes the NPC say something new, but there's at least one (haven't looked through many) in which you can get a person to give you gold.   Hah, now I have to go try it out. 

Scripting & Dialog Editing / Writing then Coding, or Writing and Coding?
« on: August 21, 2012, 02:44:22 PM »
Since I've gotten back into this and started working on some NPC-PC dialogue (something I'd not done before) I've found that the conversations become much, much more complicated.  With NPC-NPC, it's easy, right?  One NPC says this, the other responds, and so on -- just one large chain of strings.  But the PC-NPC dialogue branches out more, and more, and more, before you finally bring it to a close either by directing various options back to a few endings or by having a large variety of endings.  Looking at the script can be fairly confusing.

So, the question is... what method do other people use when writing dialogue?  Do you write it out separately (and if so, how do you keep the answers, etc., linked?) and then code it, or do the code as you write (what I currently do)?  Either way it would be a chore, but I've been thinking that it might be a better idea to write everything out without code so I can focus on one thing, and THEN go into the coding process.  The main problem I see with that is you still have to spend time organizing the dialogues and marking which one goes where ... unless there's some sort of program that will automatically "tree" it for you.   Any tips?

Pages: [1] 2