Jump to content


Photo

Creatures' strings messd up


  • Please log in to reply
30 replies to this topic

#21 Intox

Intox
  • Member
  • 32 posts

Posted 08 May 2006 - 02:34 AM

The procedure: You have to compare the unmodded ToB-patched version of the file with the one in the BP/CRE folder. If it doesn't exist in ToB-patched, try and track down where it came from. All files that exist in ToB-patched and BP need to be hex-patched.

Just want to ensure I've got the right cre files for what you refer to as "ToB-patched". Is this the cre's from the "Black Isle\BGII - SoA\data\Creature.bif" as well as those in the override folder just after installing a fresh patched SOA-TOB?

EDIT: I've just realised this doesn't account fot the TOB creatures, so I definately need some help :doh:

Edited by Intox, 08 May 2006 - 03:05 AM.


#22 horred the plague

horred the plague

    Scourge of the Seven Seas

  • Modder
  • 1899 posts

Posted 08 May 2006 - 04:22 AM


The procedure: You have to compare the unmodded ToB-patched version of the file with the one in the BP/CRE folder. If it doesn't exist in ToB-patched, try and track down where it came from. All files that exist in ToB-patched and BP need to be hex-patched.

Just want to ensure I've got the right cre files for what you refer to as "ToB-patched". Is this the cre's from the "Black Isle\BGII - SoA\data\Creature.bif" as well as those in the override folder just after installing a fresh patched SOA-TOB?

EDIT: I've just realised this doesn't account fot the TOB creatures, so I definately need some help :doh:


data/25Creatures.bif, plus override creatures. Every CRE you'd see listed in an editor after installing SoA plus ToB plus patch.

#23 Intox

Intox
  • Member
  • 32 posts

Posted 09 May 2006 - 06:02 AM

Thanks. I've included Creature.bif, 25Creatures.bif, plus override creatures and it seems to be working ^_^

Now another question if I may? about 26 creatures in BP's bare files have had their effect Flag (byte 0x33) changed from ~1~ to ~0~ and none of these 26 creatures are given any new effects. The only change at all in effects within these 26 creatures is for ~JELLGR.CRE~ ~SCHLUM.CRE~ ~JELLOC.CRE~ and ~JELLMU.CRE~ who all lose effect 292 (immunity to backstab). Just wondering if there's a need to hex-patch these 26 changes in effects flags? Also as a kind of separate question is it necessary for these creatures to lose their immunity to backstab? :unsure:

Edited by Intox, 10 May 2006 - 05:09 PM.


#24 Intox

Intox
  • Member
  • 32 posts

Posted 11 May 2006 - 07:25 AM

Horred, no need to respond to my previous post unless you think those creatures were important.

The proper script would actually be BPWDASGT. You can find the changed script referrences in BPv176/BPSCRIPT.2DA file. Most are done automatically, with the exception of any of the "W" series (I made nine version out of 3 scripts, these have to be dealt with specially).

My new question: Is there any way to know which BP-weidu "W" series script a creature should have? If not, then maybe please name the 3 "W" series scripts and the 9 they translate to. Thanks.

#25 horred the plague

horred the plague

    Scourge of the Seven Seas

  • Modder
  • 1899 posts

Posted 12 May 2006 - 03:00 AM

All creatures were manually set up to run the proper "W" script (barring errors). You shouldn't have to consider this issue.

They were set according to the items they possess, and spells/abilities they cast.

#26 horred the plague

horred the plague

    Scourge of the Seven Seas

  • Modder
  • 1899 posts

Posted 27 May 2006 - 03:34 PM

Just to bring things up to date on this topic:

I went through the output file, extremely useful stuff!!! Thanks again, Intox! :cheers:

This, and a German translation by Leonardo Watson, have been fully implemented into BP. All those "please patch manually" issues have been addressed, and to boot I also got another 180 leftover TDD and TS cre files out of the mix. My BP/CRE folder now has only 343 files in it! :o

Still working out some minor "per creature" details; it didn't do everything perfect, but damn! close enough! :D Biggest example: removing and adding the same effects and items-it's better to just alter the existing entry instead. Also, I had to hand convert the scripts over to the BP scripting system. No biggie, just thought I'd mention it to be thorough in my report. ;)

I'm highly tempted to make a release of this, and put off the scripting until a BPv180 version (skipping over v178 and 179). This is major stuff here, ladies and gents. B)

But, on the bright side: the Scriptable Stats package isn't "that" far from completion. After that, the scripting begins. Hopefully, in a couple of weeks, I'll be able to allocate more time to modding. Caught up in some mandatory home improvements ATM. :angry:

#27 Intox

Intox
  • Member
  • 32 posts

Posted 28 May 2006 - 12:25 AM

I'm very glad the results of my work will be of use to you :D And I really can't wait to have a look at the hand tweaked code to see where I could have been smarter about my methods! I'll be looking out for that new release! nudge nudge

In regard to removing and adding the same effects I suppose this needs to be done by patching the individual components of the item/effects tables that have differences, using WRITE_LONG etc? where as what I did was compare and if they weren't exactly the same I was removing/replacing.

I know there are a lot of cases where this has applied, so if you want me to attempt to rectify this in another round of output just let me know. Then again, if you're happy to "hand convert" because you've started then that's fine too -_-

I'd like to get around to releasing the code so that it can be used by any modder who wants to convert an old mod to WeiDU. "Tools for WeiDU" or something. Problem is it only deals with CRE files atm, not every kind of game file it could, and my source code isn't pretty yet either :( .

But ideally, I would really like to impress on the guys working on WeiDU that the kind of procedure I've used to compare non-weidu files to the original to output WeiDU code should be made part of future WeiDU releases (I notice WeiDU already has a "-automate" command line function that is along pretty similar lines). It kinda becomes redundant when all the mods are fully-WeiDU, yet it would allow modders to mod the old way and run a command to convert to WeiDU at the end or at any time during their modding process :)

A side note:

I've been playing a multiplayer lan BGT game (slowly, savoring like a fine wine) since I posted the last results - so for about a month now.. and I'm happy to say that it's been working almost perfectly fine for me, still playing the BG1 part.

I'm pretty sure all the new battle cries are a result of your work. So, one comment regarding them is that a group of opponents with the same scripts will all yell out the same thing at the same time... this is a bit robotic, so it would be great if there was some kind of random element to how they say what they're saying, such as a random choice of 5 different ways of saying "YOU'RE USING A RANGED WEAPON TO ATTACK ME", etc, etc.

Edited by Intox, 28 May 2006 - 12:29 AM.


#28 horred the plague

horred the plague

    Scourge of the Seven Seas

  • Modder
  • 1899 posts

Posted 28 May 2006 - 03:57 AM

I'm pretty sure all the new battle cries are a result of your work. So, one comment regarding them is that a group of opponents with the same scripts will all yell out the same thing at the same time... this is a bit robotic, so it would be great if there was some kind of random element to how they say what they're saying, such as a random choice of 5 different ways of saying "YOU'RE USING A RANGED WEAPON TO ATTACK ME", etc, etc.


Good point, but bad example. Ranged weapon attacks have 4-5 random responses, and at least 3 different reactions. :P Basically, I avoided this because of potential lag. But I suppose a string of RESPONSE#(xx) actions wouldn't cause that.

P.S: The hand editting is not started; it is finished. I did proper workarounds for effects, but items I just deleted both remove's and add's. I see the collateral damage in this case as minimal.

Edited by horred the plague, 28 May 2006 - 03:59 AM.


#29 radish_hoedown

radish_hoedown
  • Member
  • 201 posts

Posted 01 June 2006 - 09:58 AM

oh, forever waiting for that elusive 'next version' before I do a reinstall... woe is me...
ps hey, horred, how long until you make an appearance on TheWizard's radio show? you should totally do it. :P

#30 Intox

Intox
  • Member
  • 32 posts

Posted 10 June 2006 - 07:15 PM

oh, forever waiting for that elusive 'next version' before I do a reinstall... woe is me...
ps hey, horred, how long until you make an appearance on TheWizard's radio show? you should totally do it. :P

After listening to The Wizard's latest show, sounds like that's soon going to happen. Can't wait :cheers:

#31 radish_hoedown

radish_hoedown
  • Member
  • 201 posts

Posted 11 June 2006 - 01:01 PM

yaaaaay Horred! you're in demand, mate. 'several people' emailed and asked for YOU! *accusing pointing*