Thank you very much! This will make testing much easier! I'm putting scripting for the mod on hold until I get mapping, skill balancing, and repeat items in chests cabinets sorted out first.

I'll play around with it from time to time, but I'm thinking I would be wise to eventually find someone good at scripting to take care of that.


As for rewriting the editor, sounds tough so best of luck. Don't forget to take a break now and than so you don't hit burnout. I was experiencing that editing wastelands, lucky I am halfway done. I took a break and feel better now, so don't forget to take time for yourself.

Edit: not to pile on but eventually a program that could edit dialog.000 would be ideal. I believe all the conversations and choices are in there. Between that and scripting, new NPC's and dialog can be injected into the game. My thoughts being adding some background, backstory and lore through dialog in the wastelands to fill the gaps in the story.

Getting NPCs' to work is tricky. Some areas don't allow any, some allow certain types, it's really limited. NPCs' seem to be tied to the data file just like items. Putting the following in Aleroth in the beginning caused issues:

Butterflies morph sometimes into guards
Bunnies sometimes turn into skeleton warriors
Frogs sometimes turned into asp snakes
Dog turned into an orc warrior
Waitresses are fine
Vendors morph into random people or creatures


Seems the game almost insists that if you add NPCs than they must be in certain areas and be similar to each other with a few exceptions to the rule. Add an NPC in a wrong area and it can cause data corruption and crash, requiring you to copy over a clean install and try again.

None of this is your program, the game just has weird rules that must be learned.

Last edited by ArsTheBright; 26/07/24 02:01 PM. Reason: Dialog.000