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How to change a NPC name?


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Hiyas!

 

Well, I've been editing some characters in the party recruiting mod for a while now. http://www.dragonagenexus.com/downloads/file.php?id=740

I can change just about everything about them, except for the the name that displays for them. For instance, my Ser Cauthrien clone STILL shows up in the game named as King Cailan.

 

I've cracked the .dazip file the mod is in, and cannot find ANY file that has the list of their names in it. I've found some .ncs files, but I dunno how to open them.

I've hunted thru EVERY .nss, .utc and .uti file in the mod. There is no talktable file in the mod, so I can't check that.

I've even hunted thru a savegame file, and couldnt find a listing (at least not one that I recognized) that displayed the name of the character.

 

Anybody have any ideas or leads?

 

Thanks so much in advance!

-DW

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From what Ive learned of the toolset ( as far as my knowledge goes however ) Its not really possible to "open" a DAZIP in the toolset but lets presume you can , then I would say that you would be searching for the creature files ( the characters and how they are when they start , what inventory , etc ).

 

In the creature files you should be able to change their names...for the rest , can you tell me if he used custom skills for his characters ? if so they might be refering to his names as well ...

 

Greetz,

-Thomas

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Thomas- you're correct that the TS can't read dazips. In order to read their contents I create a copy of them, then rename the extension on the copy to whatevermodname.zip and then extract the contents. At which point I can then open them up in the toolset. :wink:

Its also possible to open the files once they have been extracted into the override or addins folders, but in some cases, I prefer to crack the dazip to make sure that I'm looking at every file that is in the mod, rather than possibly miss one that got installed to a location that I'm not aware of :wink:

 

Creature files.... ? the mod has got .utc files, which only contain the tag and template resref, I dont see anything in them in regards to the displayed name.

its got some .nss files, but those are predominantly just the scripts to recruit them and spawn them at player location.

some .ncs files, which I know are script files that the TS generates, but I dont know what's in them. I cant get anything to open them.

there's some .utp files, but those are all map locations. some .are and .lst files, but those seem to be for the character stage and the map area where they are originally located.

.dlg files but those are just the conversations.

some uti and utp files, but thats a suit of armor.

 

 

I definitely appreciate the input! :thumbsup:

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Thomas- you're correct that the TS can't read dazips. In order to read their contents I create a copy of them, then rename the extension on the copy to whatevermodname.zip and then extract the contents. At which point I can then open them up in the toolset. :wink:

Its also possible to open the files once they have been extracted into the override or addins folders, but in some cases, I prefer to crack the dazip to make sure that I'm looking at every file that is in the mod, rather than possibly miss one that got installed to a location that I'm not aware of :wink:

 

Creature files.... ? the mod has got .utc files, which only contain the tag and template resref, I dont see anything in them in regards to the displayed name.

its got some .nss files, but those are predominantly just the scripts to recruit them and spawn them at player location.

some .ncs files, which I know are script files that the TS generates, but I dont know what's in them. I cant get anything to open them.

there's some .utp files, but those are all map locations. some .are and .lst files, but those seem to be for the character stage and the map area where they are originally located.

.dlg files but those are just the conversations.

some uti and utp files, but thats a suit of armor.

 

The creature files I think that is being referred to is the selection in the pallette window. It gives the stats of the character as to name, morph used, skin texture, basline clothing/armor, etc. I think this is a combination of the utc and nss files. Much like cutscenes are a combination of cut and cub files.

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Ohhhhhhhh Are you talking about .chr files?

If so this mod has none :confused:

Hrm. After my brain rests a bit perhaps I'll try creating one, and see if that works.

 

If it helps, Firinneach made a builder to builder file of his More Options at the Pearl. In that he created a new character, and that might help figuring what files you need to look for in the toolset. Her name is Amber, and she's the one in his mod you talk to near the bar. Since he created her from scratch, just thought it might help to look in her file to see what you need to find to fix your Ser Cauthrien clone problem.

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hmm , I think I wasnt very clear :p let me try and explain it a bit better.

What I meant with creature file was the .utc files. if you can open those files , you should be able to find a spot where to insert the name , or a spot thats defined by a string and has the current name of the character , thats where you have to change it :)

 

Greetz,

-Thomas

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Ok, yeah.... the utc files is what I've been editing. There's no name space there. Just the names that the game recognizes them by. To add the line... which option do you choose to add? Theres a list in the drop box that opens up.

 

How do you open the dadbdata file in that pearl mod?

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You open the dadbdata by going in your toolset , then choosing builder to builder package load , then select the file and it will install the file into the database so you can use it.

and about the other stuff , im very sorry but if the name/string entry cant be found then I cant help you , unless I should take some spare time to look it up myself ... ill do that but cant say when ill have an answer :)

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Ahhh ok. I'll try that, changing to builder to builder. Much thanks!

 

Hahaha Now you're starting to see the issue :wink:

Yeah, the .utc files on these characters aren't as well-rounded as some of the vanilla characters are. And some of the lines arent there. But, it was the modders first big project, so I'm not going to complain, especially since its a really good mod otherwise!

 

Appreciate the help that you have given me. Both you, and Dan. Thanks much guys!

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