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U7 content patching
Posted: Sat Mar 30, 2013 1:22 am
by Jets Connor
Hi there,
I know this isn't strictly related to Exult, but I thought you guys would probably be as aware of the legalities of this stuff as anybody, not to mention how far content can be pushed before the game explodes.
I was just wondering if it would be legal to create expanded content for games like The Black Gate and Serpent Isle - one of the things about Serpent Isle in particular is that while a lot of the linear narrative was absolutely awesomely scripted, it traded away a lot of the general interactivity and "People Doing Stuff"ness that The Black Gate had. It feels like the world could be filled up a little bit. So, would it actually be feasible and legal for fans to create content like this?
Thanks!
Re: U7 content patching
Posted: Sat Mar 30, 2013 2:14 am
by Pegbyter
In other words you are looking to create a fully non-linear version of SI? It sounds like something like that would probably require a serious code patch to allow you BG like full world access without the game checking to see if you've completed the required subplots first.. After all, as of now if you cheat teleport your way into the White castle where the three banes are housed then you'll see your possessed companions even though you have them in your party... Avoiding the teleport storms may let you keep your items; but mess up the game mechanics later.... Try teleporting to MoonShade and you wont be able to do the mountains of freedom/Frigidazzi subplot because the game thinks you haven't gotten a spellbook yet from the mage school; even if you have your original one on you.. Thoxa wont be able to ask you the copy protection questions and give you the hourglass; monk isle will be empty; etc.. Need I go on?
If you can untangle all those messes; more power to you my friend.. If EA was worried about people modifying the code, we wouldn't have the keyring mod... EA is your last concern IMHO.
Peg
Re: U7 content patching
Posted: Sat Mar 30, 2013 4:14 am
by Jets Connor
I wasn't intending to make it fully non-linear - I think the story-ness is part of the charm of Serpent Isle (I actually prefer SI to the Black Gate). No, I would merely like to introduce -additional- content into the cities to make the place feel more populated. By and large, people have more interesting scenes in SI but had more interesting lives in BG. And to be able to bake bread again, because of course baking bread was the reason any of us played Ultima VII to begin with. Just a thought.
Re: U7 content patching
Posted: Sat Mar 30, 2013 4:14 am
by Jets Connor
Although you set a very interesting challenge!
Re: U7 content patching
Posted: Sat Mar 30, 2013 10:58 am
by Dominus
Look at the BG keyring and SIfixes mod. A lot is possible
Re: U7 content patching
Posted: Sat Mar 30, 2013 1:47 pm
by Dominus
To clarify, since the mods do not come with copyrighted material of EA, there is not much they could do. If you were however to distribute a fully patched U7 with the original files you'd do a big copyright violation which we couldn't tolerate here...
Re: U7 content patching
Posted: Sat Mar 30, 2013 2:30 pm
by Pegbyter
Jets;
That would be an awesome challenge create a fully non linear version! That's something I've always dreamt about.. If it's legal, then good luck if you should decide to accept this mission! LOL! (insert Mission Impossible music here)
But... Dom is right. i'm not sure what the copyright violations would be...
Peg.
Re: U7 content patching
Posted: Sat Mar 30, 2013 3:11 pm
by Jaesun
Yeah I will second a Non-linear Serpent Isle. That could be most interesting.
Re: U7 content patching
Posted: Sun Mar 31, 2013 11:09 am
by Jets Connor
Dom is certainly right about releasing a full distribution containing content from the original games. I'm not sure that there would be any problem (legally, at least) inserting new content into usecode etc files from the original games (so you'd need to own the game and then install the patch on top of it). Are there any resources you guys could recommend which explain how U7 content is structured? It's fine if it gets technical.
Of course, as Pegbyter says, it would be a formidable challenge. I'm not actually sure what non-linear serpent isle would actually look like...
Re: U7 content patching
Posted: Sun Mar 31, 2013 11:40 am
by Dominus
Best start Exult Studio to get an overview of the graphic files.
Then to change stuff use Exult Studio as well.
To change usecode use the example of SI Fixes and BG Keyring mods.
Exult already supports most needs for changing the original and provide a mod/patch for it.
Re: U7 content patching
Posted: Sun Mar 31, 2013 11:45 am
by Jets Connor
Ah, thank you!
Re: U7 content patching
Posted: Sun Mar 31, 2013 1:13 pm
by Pegbyter
I have a feeling that making SI non-linear would involve removing and replacing most if not all of the subplot trigger points.. And removing/replacing certain character timing/positions..
For example..
1.Gorlab swamp..
Right now, unless you complete the required plot items you cant pass through it without entering the dreamworld. Normally this is fine because for example... The three banes are by default preprogrammed to always be in the white castle waiting for your arrival even from the very beginning of the game because the devs knew you wouldn't be able to encounter them until AFTER you tried to stop Batlin from entering the wall of lights, and therefore infecting your companions in the process, in which case THEN they presumedly wipe out most life in SI and take refuge in the castle.. Reworking things so that the game checks to see if the Batlin death scene has been triggered before the banes are allowed to appear in the castle would be necessary.
As a secondary solution you could make the game give you a 3 in 10 chance of going to the Dreamworld when sleeping normally (on a bedroll for example) Whereupon our hero can get down to brass tacks.. Just a suggestion though...
2. Monk isle...
There's a small problem with it.. Until the game THINKS you have advanced enough in the plot to make traveling there a necessity, it will be completely unpopulated.. Telling the game to populate the island from the beginning would be necessary.
Currently it seems that the game holds these unused characters in the "land of the dead" until they are needed that is.. If you haven't been there, it's in the upper left hand corner of the cheat teleport map. (Look for a funny rectangular structure at the very top left end of the map bordering the north edge of the map itself. Go there and you'll find ALL the monks including Xenka herself along with a huge host of other characters (Gwenno) being one for example... Where the game is patiently waiting to insert/teleport them into their respective places.. That should give you a good starting point as to whom is supposed to be where in a non linear world...
In certain circumstances even the Avatar's companions will appear there lined up outside the buildings in formation. (presumedly because of possession/death)
You get the idea... A non linear world generally keeps most of it's npc's in the game map because it quite frankly doesn't know when you will encounter them... Some are duplicates of themselves in other areas (such as having 3 Batlins in the game world..) The first one in Britian, another false set of complete fellowship leaders including Batlin in the void in a house) (Alagnar also has a doppelganger void house) though none of them will talk to you; ... And of course, the whole fellowship crew prepositioned in the Black Gate room that does acknowledge your party. (it's kind of funny to teleport between the BG room and Britian. (having one Batlin trying to kill you while the other is asking you to join the fellowship while exuding kindness.. (assuming you dont have the cube in your possession that is..)
Figured I'd just give you a heads up... (Mission Impossible music keeps playing) This message will automatically self destruct in 5 seconds.
Peg.
Re: U7 content patching
Posted: Sun Mar 31, 2013 3:22 pm
by Dominus
Don't let that stop you
Maybe aim for a smaller goal first, though...
Anyway, I'm not sure I'd want SI any less linear. Extended plot with more of the cut stuff would be something I'd like more
Re: U7 content patching
Posted: Sun Mar 31, 2013 6:27 pm
by Pegbyter
Re: U7 content patching
Posted: Mon Apr 01, 2013 8:02 am
by paulo
I think a major mod that would make things better in this respect would be to make certain loot locations randomized (but in locations that still make sense).
So for instance, you'd not get magebane always in the swamp but ... uh... somewhere else that makes sense on a new game.
Like this BG mod:
http://www.gibberlings3.net/item_rand/index.php
Re: U7 content patching
Posted: Mon Apr 01, 2013 8:10 am
by Dominus
Hey, you cannot use BG for Baldurs Gate in our forum!!!