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How to remove the armor breaking feature?


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#1 -Guest-

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Posted 04 February 2006 - 03:44 PM

Hello,

Thanks for this great mod, currently loving it except for this new "feature" introduced by the mod: armor breaking.
It is IMHO completely ridiculous and is certainly seriously reducing my enjoyement of the game.

It is so bad that I have been forced to play my main character as a kensei simply because my armor was breaking every 5 minutes otherwise!

The fact that it never stops happening (contrary to the way it worked for weapons) is also a huge annoyance (durlag's tower without armor ... NOT pretty).

Could somebody please let me know how to disable it?
Thanks in advance!

Regards,
F

#2 Ascension64

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Posted 04 February 2006 - 04:56 PM

Hello,

Thanks for this great mod, currently loving it except for this new "feature" introduced by the mod: armor breaking.
It is IMHO completely ridiculous and is certainly seriously reducing my enjoyement of the game.

It is so bad that I have been forced to play my main character as a kensei simply because my armor was breaking every 5 minutes otherwise!

The fact that it never stops happening (contrary to the way it worked for weapons) is also a huge annoyance (durlag's tower without armor ... NOT pretty).

Could somebody please let me know how to disable it?
Thanks in advance!

Regards,
F

OK, you can do it the manual way and open up DPLAYER2.BCS and DPLAYER2.BCS in a script editor, delete all the appropriate lines...otherwise, look for this component in the next version of BGT Tweak. Is it just the armor, or would you like shields and weapons to not shatter as well?

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#3 -Guest-

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Posted 05 February 2006 - 05:28 AM


Hello,

Thanks for this great mod, currently loving it except for this new "feature" introduced by the mod: armor breaking.
It is IMHO completely ridiculous and is certainly seriously reducing my enjoyement of the game.

It is so bad that I have been forced to play my main character as a kensei simply because my armor was breaking every 5 minutes otherwise!

The fact that it never stops happening (contrary to the way it worked for weapons) is also a huge annoyance (durlag's tower without armor ... NOT pretty).

Could somebody please let me know how to disable it?
Thanks in advance!

Regards,
F

OK, you can do it the manual way and open up DPLAYER2.BCS and DPLAYER2.BCS in a script editor, delete all the appropriate lines...otherwise, look for this component in the next version of BGT Tweak. Is it just the armor, or would you like shields and weapons to not shatter as well?


Thank you for your reply, again thanks for this great mod.

Was not aware the weapons + shields shattered sine I am using magical versions of these.
Personnally, I think the breakage should stop once you have cleaned up the Naskel mines (as in the original BG1).

That way, it does add a story element but without becoming the complete PITA it becomes if it never stops breaking. I don't mind losing a low level non-magical armor or weapon at the beginning, feels it is part of the story. However, losing a supposedly particularly well-crafted full plate mail 6 months after I have sorted the iron supply just doesn't seem normal.

Regards,
F

#4 -Guest-

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Posted 05 February 2006 - 05:38 AM

me again.

Did a search over my entire BG2 directory but could not find the DPLAYER2.BCS and DPLAYER2.BCS files you mentioned.
Where should they be located?

FYI, the only thing installed on my machine is the BGT 0.99 weidu mode. Nothing else.

Sorry if I am missing something obvious and thanks for your help.

Regards,
F

#5 horred the plague

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Posted 05 February 2006 - 06:29 AM

me again.

Did a search over my entire BG2 directory but could not find the DPLAYER2.BCS and DPLAYER2.BCS files you mentioned.
Where should they be located?

FYI, the only thing installed on my machine is the BGT 0.99 weidu mode. Nothing else.

Sorry if I am missing something obvious and thanks for your help.

Regards,
F


That's because it's in the biff files (a compressed format to orgnize the gazillion+1 files). Get yourself an editor, like near infinity or dltcep, and you'll find the files right away. ;)

#6 King Diamond

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Posted 05 February 2006 - 07:19 AM

Was not aware the weapons + shields shattered sine I am using magical versions of these.
Personnally, I think the breakage should stop once you have cleaned up the Naskel mines (as in the original BG1).

That way, it does add a story element but without becoming the complete PITA it becomes if it never stops breaking. I don't mind losing a low level non-magical armor or weapon at the beginning, feels it is part of the story. However, losing a supposedly particularly well-crafted full plate mail 6 months after I have sorted the iron supply just doesn't seem normal.


If something was already crafted from a shitty iron it will remain in such state forever not depending on your possible progress. It's absolutely obvious.

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#7 -Guest-

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Posted 05 February 2006 - 07:27 AM


me again.

Did a search over my entire BG2 directory but could not find the DPLAYER2.BCS and DPLAYER2.BCS files you mentioned.
Where should they be located?

FYI, the only thing installed on my machine is the BGT 0.99 weidu mode. Nothing else.

Sorry if I am missing something obvious and thanks for your help.

Regards,
F


That's because it's in the biff files (a compressed format to orgnize the gazillion+1 files). Get yourself an editor, like near infinity or dltcep, and you'll find the files right away. ;)


Thanks for the reply, as you'll have gathered I am rather new at the whole modding thing :P
Using near infinity as suggested I removed the offending lines and it seems to work!

Finally, being able to use my full plate! :wub:

Now, I guess the next step is to understand how to keep my equipment + party members (I find the whole "Oh, you have lost all your party + equip" thing at the beginning of BG2 unfortunate) ...

Something else would be how to repack everything back into the Biff file, instead of having files in the override directory (heard it was hurting performances).

Regards,
F

#8 Anakashar

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Posted 05 February 2006 - 08:57 AM

Also, if I remember correctly, there's still ore being made from the Cloakwood Mines that's being "tainted" by the ore poison, so almost really every single bit of ore used on the Sword Coast is weakened for a long time to come. What I found frustrating was my Ankheg Plate broke in the gnoll stronghold..

#9 -Guest-

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Posted 05 February 2006 - 09:25 AM

Also, if I remember correctly, there's still ore being made from the Cloakwood Mines that's being "tainted" by the ore poison, so almost really every single bit of ore used on the Sword Coast is weakened for a long time to come. What I found frustrating was my Ankheg Plate broke in the gnoll stronghold..


Hum, nope, Iron from the Cloakwood was produced by the bad guys, precisely as an alternative to the iron from Nashkel.
Therefore iron from the cloakwood was clean

#10 -Guest-

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Posted 05 February 2006 - 09:27 AM


Was not aware the weapons + shields shattered sine I am using magical versions of these.
Personnally, I think the breakage should stop once you have cleaned up the Naskel mines (as in the original BG1).

That way, it does add a story element but without becoming the complete PITA it becomes if it never stops breaking. I don't mind losing a low level non-magical armor or weapon at the beginning, feels it is part of the story. However, losing a supposedly particularly well-crafted full plate mail 6 months after I have sorted the iron supply just doesn't seem normal.


If something was already crafted from a shitty iron it will remain in such state forever not depending on your possible progress. It's absolutely obvious.


Certainly, however, if the item was crafted after ... and how many full plate mail can you craft in 6 months?
and anyway, my character only uses the services of the best armorers, no way they would use some inferior material! :P

#11 King Diamond

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Posted 05 February 2006 - 10:37 AM

What I found frustrating was my Ankheg Plate broke in the gnoll stronghold..

You're a real faerytaler...

Edited by King Diamond, 05 February 2006 - 10:39 AM.

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#12 Promilus

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Posted 05 February 2006 - 10:47 AM

Hahahaha...to those who don't know from what we're laughing:
Ankheg Plate Mail is treated as MAGICAL (+1 or +2...don't remember well) and as such it can't be broken due iron shortage :)
Find a discussion about decreasing shattering...some half year ago (??), you'll find the story of iron crisis...it lasts many months before and after charname story beginns :)

#13 Ascension64

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Posted 05 February 2006 - 03:23 PM

I would think that upon saving the Nashkel mines, and destroying Cloakwood mines (!), there would be a latent period of 'no iron' before anything got back to normal. Amn certainly wouldn't want to continue importing iron into the Sword Coast (and also, Nashkel is part of Amn!), so unless Baldur's Gate receives imports from an offshore island, I would think that there would be an 'iron outage' for a period of time, longer that it takes for the player to progress from the defeat of Mulahey to the defeat of Sarevok (unless you are a compulsive rester and hit the Z button too many times??!? :devil: ).

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#14 Anakashar

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Posted 05 February 2006 - 06:07 PM

I'm certain my ankheg broke on Minsc. It wasn't the ankheg from thunderhammer, but was the one found in the field in nashkel.

#15 seanas

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Posted 06 February 2006 - 02:51 AM

I'm certain my ankheg broke on Minsc. It wasn't the ankheg from thunderhammer, but was the one found in the field in nashkel.


Anakashar is in fact correct: PLAT06.itm (Ankheg Plate Mail +2) does not have the 'Magical' flag set: thus, it can break. i suggest this should be moved to (or noted in) the BGT-Zeta bug thread, unless it is not supposed to count as magical armour - in which case i can smell an addition to the BGT Tweakpack...

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#16 CamDawg

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Posted 06 February 2006 - 04:02 AM

The armor breakage is controlled by the dplayer scripts, n'est pas? I don't see it referenced anywhere in them, which makes me suspect that it doesn't matter how it's flagged. As an aside, I don't see any helm references in there either--are these unbreakable? Aside #2: can enemy armor/shields/weapons break?

edit: doubled my post

Edited by CamDawg, 06 February 2006 - 07:17 AM.

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#17 King Diamond

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Posted 06 February 2006 - 05:19 AM

I'm certain my ankheg broke on Minsc. It wasn't the ankheg from thunderhammer, but was the one found in the field in nashkel.

Look at what CamDawg wrote - there's no reference to Ankheg Plate in the script so it just can't be broken.
But feel free to tell that once again... :P

Btw, during my BGT run I had several broken armor, very few broken shields and NONE of the broken weapon. And I must admit that despite Ascension's heavy research current stuff-breaking system doesn't work well. That's a pity.... I guess it could be reversed to some more simple and reliable version....

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#18 seanas

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Posted 06 February 2006 - 05:34 AM


I'm certain my ankheg broke on Minsc. It wasn't the ankheg from thunderhammer, but was the one found in the field in nashkel.

Look at what CamDawg wrote - there's no reference to Ankheg Plate in the script so it just can't be broken.
But feel free to tell that once again... :P

Btw, during my BGT run I had several broken armor, very few broken shields and NONE of the broken weapon. And I must admit that despite Ascension's heavy research current stuff-breaking system doesn't work well. That's a pity.... I guess it could be reversed to some more simple and reliable version....


ha! consider me told! :crying: that's what happens when i decide to check the item, not the scripting. and just when i deign to break my 2006 resolution ("to bring more of the flavour of TeamBG to SHS"), and actually be helpful, too.

as it happens, i didnt experience any breakages on my BGT runthru, altho whether that was down to good luck, a refusal to melee, or extensive CLUA-ing, i couldnt say.

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#19 horred the plague

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Posted 06 February 2006 - 05:37 AM

As an aside, I don't see any helm references in there either--are these unbreakable? Aside #2: can enemy armor/shields/weapons break?


Very good points here. Difficult to script, but not impossible. Maybe the TakeItemListPartyNum (and a 2DA with all helms, one with shields, one with armors) system could be incorporated. Dragon Magazine (in the 80's) rated head hit ratio at 1:6 if wearing a helm (1:2 if not). Shields will really be the trickiest to do right--they technically are only used if the to-hit roll is one lower than the needed roll (for non-magic shields).

Edited by horred the plague, 06 February 2006 - 05:40 AM.


#20 CamDawg

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Posted 06 February 2006 - 07:17 AM

If I may offer a humble suggestion--steal the Tutu Tweaks breakable stuff code. :) It works for party and enemy alike and doesn't rely upon dplayer scripts (so it can't be disabled by AI being off). The one complication is that since BGT runs into BG2 (where iron is good again) you'll need to find some way to disable these effects midway through the game.

One possibility would be to simply grant immunities to the breakage spells to world+dog via script once the NotInBG variable (or whatever it is :) ) is set.

Another possible way would be to give every BG creature an immunity to a special eff file. The eff file would, in turn, grant immunity to the item breaking spells. To breakable items, you would add two effects--one invokes the eff file followed by the breaking code. Since BG creatures are immune to the eff, their items break. Since no other creatures are immune to the eff, they are (in turn) immune to breakage.

At any rate, I think moving the effects directly into the item files is probably a more reliable (and extensible) method. :)

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