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> Howdo you create a spell?, Similar to Find Familiar
blackdevil0742
post Feb 8 2008, 11:21 PM
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Hi

Like lots of people I've been playing Badlur's Gate 2 for so long and I still ove it. I've downloaded mods but now I want to do stuff I want in the game. So what I wish is to create a spell similar to the Find Familiar but I want it to summon a Winter Wolf(and make it stay/follow me like the other do). I have NI (didn't find a working link to the other tool) and I've exported some of the files that the Find Familiar(based on the cat) spell uses.

FAMCAT.BAM <cat img
FAMCAT.CRE
SPWI123.SPL <find familiar spell
SPWI123C.BAM <spell icon

Now I have no clue how and what to edit in those files.

I tried though. What I did first was to copy some of the stuff the FAMCAT.CRE into a copy of the winter wolf .CRE file(I think I managed to do it right).

Now how do I get a spell to summon this creature and also how do I export/import the images in the .BAM file?

This post has been edited by blackdevil0742: Feb 8 2008, 11:26 PM
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Rabain
post Feb 9 2008, 02:03 AM
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Oh and just a note: Familiars aren't set up in the baldur.gam file. They exist there after they join the party of course...but before that the files themselves can be edited to your hearts content. baldur.gam is also editable after that of course too..but can lead to more issues its best not to get into here.

The Familiar spell is hardcoded to alignment, in the game exe. It is this that makes it very difficult to change but editing the creatures directly is open to any player who chooses to do so.

This I think is the difference between a player doing something for themselves and a modder wishing to release something to the public. More is possible if you do it for yourself because you don't have to worry about compatibility etc.
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WizWom
post Feb 9 2008, 12:52 PM
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QUOTE(Rabain @ Feb 8 2008, 08:03 PM) *
Oh and just a note: Familiars aren't set up in the baldur.gam file. They exist there after they join the party of course...but before that the files themselves can be edited to your hearts content. baldur.gam is also editable after that of course too..but can lead to more issues its best not to get into here.

The Familiar spell is hardcoded to alignment, in the game exe. It is this that makes it very difficult to change but editing the creatures directly is open to any player who chooses to do so.

Good point; the BALDUR.GAM just has the creature resource names and a placeholder zero-filled.
Still - I would say the Better behavior is to have the spell make a summoned crature which acts like a familiar rather than change the existing familiars.

Also, remember, the familiars are "updated" in ToB to more powerful versions.

QUOTE
If you have converted a summons spell then you are not going to like your requirement...which will be to cast it in every area you move to...because a summons won't follow you from area to area and it will unsummon eventually (though you could extend the duration of the spell). Extending the duration will not change the need to summon it in every area you move to.

there is no reason a summoned creature cannot be permanent. And, I already said that you need to MakeGlobal and script it to follow you across areas.
CODE
IF
    !InMyArea(Player1)
THEN
    RESPONSE #100
        MoveGlobalObject(Myself,Player1)
END

IF
    !See([PC])
    ActionListEmpty()
THEN
    RESPONSE #100
        FollowObjectFormation(Player1,9,5)
END


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blackdevil0742   Howdo you create a spell?   Feb 8 2008, 11:21 PM
WizWom   the familiars are set up in the baldur.gam file, a...   Feb 9 2008, 01:17 AM
blackdevil0742   OK, thanks. I'll try and make a summon spell t...   Feb 9 2008, 01:28 AM
Rabain   I think it is easier for what you want to do if yo...   Feb 9 2008, 01:56 AM
Rabain   Oh and just a note: Familiars aren't set up in...   Feb 9 2008, 02:03 AM
WizWom   Oh and just a note: Familiars aren't set up in...   Feb 9 2008, 12:52 PM
blackdevil0742   I'd prefer if it wouldn't mess with the ga...   Feb 9 2008, 02:32 AM
Rabain   Yeah thats the bit that is hardcoded! It...   Feb 9 2008, 08:29 AM
blackdevil0742   I'll guess that I'll have to wait for the ...   Feb 9 2008, 08:33 AM
Rabain   Actually I can save you a lot of work. Download m...   Feb 9 2008, 08:37 AM
blackdevil0742   So i dowloaded the thing. There a re lots of files...   Feb 9 2008, 09:21 AM
Rabain   In the tp2 just search for entries with *cat* and ...   Feb 9 2008, 09:59 AM
blackdevil0742   I've manged to get the winter wolf into the ga...   Feb 9 2008, 11:27 AM
Rabain   Well my version is like a normal familiar....it do...   Feb 9 2008, 12:13 PM
blackdevil0742   huh. It's very complicated and confusing indee...   Feb 9 2008, 12:43 PM
Rabain   Yes...my suggestion was to just replace one of the...   Feb 9 2008, 01:04 PM
WizWom   Another thing you have to think of with the script...   Feb 10 2008, 06:26 AM
blackdevil0742   I think that I'll stick to other peoples mods ...   Feb 9 2008, 02:44 PM
Rabain   I believe the drow armor thing is done via script....   Feb 9 2008, 03:31 PM
blackdevil0742   OK, tanks ;)   Feb 9 2008, 03:38 PM
Rabain   Are you sure about that? Creature scripts don...   Feb 10 2008, 07:07 AM


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