I use ProtoEd to edit protos.tab but all the changes i make to NPCs dont show when i start a game. When i load protos.tab again it shows my changes still exist but game does not incorporate them. HELP!!!!
Where are the files you are editing? If you copy protos.tab to a different directory to edit (like I do -- I edit in the ProtoEd directory), you have to copy the files back out to the ToEE folders. --thearioch
NPCs in the game can be mobile objects with their own stats, gear etc: they may be based on the prototypes in protos.tab but they may also have a lot of their own stuff that won't change. Anything that is spawned as you go - like the monsters in a random encounter - come direct from protos.tab but anything that is already there, like the NPCs of Hommlet, Nulb and the Temple etc, are their own objects that only refer partially to protos.tab. What changes were you trying to make?
If you are going to do protos changes, do it before you start a new game and don't make any mistakes,(typos,etc). Use the console for hp. There's a thread for console commands you can print-out for future reference. the command for hp is: game.party[x].stat_base_set(stat_hp_max,xx). With x being the # in party 0rder from left to right starting with 0, and xx the value you want. Protos changes are very touchey,flakey and have a tendency not to take effect. Good luck.
Yeah I figured that out, but problem is I always chose max hp from HD and Class levels for NPCs but that works only for opponents not normal NPCs. Spugnoir has crappy 8 hp and Pishela has 14, almost double due to maxed health and high CON.
I think maxhp doesn't kick in for npc's until first level-up. The monsters max has been set in temple.dll with only 70% xp anyway. All the named badguys and monsters hp is set much higher to make the game more challenging. You need to use the console to increase npc hp on the fly. For Spugnoir, 8hp is okay for a 2nd level wizard.
Is there a way to make, say Spugnoir, a Conjurer (block Enchantment & Evocation, for example). I don't see any fields for Specialization but, then again, I'm a newbie.
Despite the generic title of the thread, your question is more specific -- you will probably get more on-point answers if you start a new thread entitled something like "NPC Specialist Wizards". I searche don "specialization" That said, using ToEE World Builder shows that COl 118 in protos.tab is Specialization School. I did not see any fields for disallowed schools. For console usage, there appear to be two fields (stat_school_specialization and stat_school_prohibited) relevant to this, but I haven't played with them. If you don't get anywhere with that, I would change Spugnoir from Wizard 2 to anything else 1 and then console him XP and then multiclass him to Wizard 1 and see if you can Specialize him with the levelup interface. Again, I haven't tried any of this, and I didn't see anything on topic after a few searches. --thearioch
I have used Proto Editor to change Pishella into a gnome, but she is still tall. She does have +2 Listen, moves at 20', and hopefully casts color spray with +1 DC. Thanks. I am also trying to make it so that my PC can keep pestering Cavanaugh to pay his dues, even after he has agreed to talk to Calmert. Am I right that == means not equal to, as in the condition to get to the intimidating dialog (line 70?) requires that the quest has not been accepted? I tried to change it to <= accepted, but no change. What am I doing wrong? The difference between == and = may be one of my bigger problems. I have also been trying to figure out how to add dialog choices with the carpenter's brother, Marek, regarding his scheme to convert. I'd like a choice to be open to squeal to Terjon about this plan, but only when it is status - mentioned. I tried scripting conditionals with flags and quests but I must be doing it wrong: the dialog line either always shows or never shows.
@ Basil Here's a few tips, hope they help: '==' tests for equality. '=' assigns a value to a variable. '!=" tests for 'not equal' ''<=' tests for 'less than or equal' Examples: (4 == 2+2) is TRUE because 2+2 equals four (4 = 2+2) is an error because 4 is a number, not a variable. (FIVE = 2+2) is allowable (and more than likely TRUE in a programming sense, but you're probably not ready for that yet). (4 != 2+2) is FALSE, because 2+2 equals four. Assuming you already assigned FIVE = 2+2, (FIVE == 4) is true. for a generic quest X, testing for not accepted is: ...quests[X] != qs_accepted ...quests[X] <= qs_accepted will always give the same result as just ...quests[X] == qs_accepted -- but NOT The reverse. Welcome to my life --thearioch
Huh??? Thanks, arioch. It'll take me a while to wrap my head around this. I'll plug away on the editor again tonight. Where can I find a list of all the quest and flag numbers? I have also tried game.party[x].stat_base_set(stat_school_specialization,Y) I was thinking 0=none, 1=abjuration, etc.... The result in console was 0. I have no idea what to console for TWO variable of prohibited schools. Please tell me what I am (obviously) doing wrong. oh, and one more thing, what do I do to change Pishella's height?
1) My bad. This should have been ...quests[X] <= qs_accepted will always give the same result as just ...quests[X] == qs_accepted -- but NOT The reverse. I just corrected it in my previous post. In layman's terms, "less than or equal" will always be true if "is equal" is true. That is why you changing "==" to "<=" didn't have an affect. You want to change "==" to "!=" to change "is equal" to "is not equal." 2) Based on some testing I did, I don't think the console codes work. I was just providing the syntax that likely would work it had been implemented. I don't know enough myself at this time to add that functionality in. I suspect hex-editing save games and player files is necessary at this time. 3) I have no experience changing models. This thread may help. --thearioch
The quests are in gamequestlog.mes in the mes folder. To change Pishella's height, look at col 6 in protos.tab, model size': you'll actually be maker her bigger, not just taller, but it'll have the desired effect. As with any changes to NPCs, if there is a model size over-ride in her mob, it won't have an effect: but you can only try.
Ok, it worked. The original number in Col 6 was 102, now I made it 50. What does that number mean - her weight in pounds, or is there some other scale?