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[BG2:ToB] TobEx Release Thread


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#241 Turambar

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Posted 25 September 2010 - 12:52 AM

Nope,
the character remains only 4-8 seconds shaded although the pickpocket was succesful. But that's normal vanilla behaviour.
I tried severals installations by the way, the 'stay invisible when pickpocket succesful' hack never works for me how it should do.
What can i do, post or upload to solve this?

~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0010


I don't know if that can be the problem, but the newest version is beta 11, not beta 10

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#242 coolraft

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Posted 25 September 2010 - 04:41 AM

It should work already with Beta 10 and previous versions.
I've tried it with Beta 11 too, but the same result.
All the other hacks work for me except for the pickpocket issue.

Edited by coolraft, 25 September 2010 - 06:53 AM.


#243 Ascension64

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Posted 25 September 2010 - 07:33 AM

That is because you actually do leave shadows, so the shadows only last for the remainder of the round.

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Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#244 coolraft

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Posted 25 September 2010 - 09:58 AM

That is because you actually do leave shadows, so the shadows only last for the remainder of the round.


Yeah i know that I actually leave shadows but with your hack I should remain in shadows if pickpocketing was succesful or should i remain in shadows only till the round ends?
Then how can I pickpocket without leaving the shadows. Clicking on the thieving button when the character is in shadow automatic means leaving shadow. :WTF:


I think this was the same problem after all:
My link

Ok, I have compared the vanilla BG and BG with Tobex default again.
I think i have missunderstood this hack. Am I right when I say that in Vanilla if you pickpocketing out of shadows you get visible imediately and with tobex you still remain in shadows until the round ends if the pickpocket was succesful ?

Edited by coolraft, 25 September 2010 - 10:38 AM.


#245 Jarno Mikkola

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Posted 25 September 2010 - 10:37 AM

Yeah i know that I actually leave shadows but with your hack I should remain in shadows if pickpocketing was succesful or should i remain in shadows only till the round ends?
Then how can I pickpocket without leaving the shadows. Clicking on the thieving button when the character is in shadow automatic means leaving shadow. :WTF:

By sneaking close, pausing and pickpocketing the target and going behind a cover fast before you are noticed. :doh:
The shadows won't protect you in the sun light... :lol:

I think i have misunderstood this hack. Am I right if I say that in Vanilla if you pickpocketing out of shadows you get visible immediately and with tobex you still remain in shadows until the round ends if the pickpocket was successful ?

Yep.

Edited by Jarno Mikkola, 25 September 2010 - 10:38 AM.

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#246 Ascension64

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Posted 25 September 2010 - 05:04 PM

You are correct. The most benefit from the hack is if you use a Potion of Invisibility or some other item that makes you invisible.

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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#247 Ascension64

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Posted 26 September 2010 - 06:18 AM


Can you explain a bit more what happens in the normal and your changed circumstances? I am not too familiar with the current rules.

Assume a level 10 Thief that dual classes to Mage. Under the normal rules, he will regain the old thief abilities once he hits Mage 11 (1 over the levels he had in the old class). With my hack, he will regain the old thief abilities as soon as he hits Mage 2.

I would suggest popping it in your own mod, as I think that sort of change is an actual 'mod'.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#248 the bigg

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Posted 26 September 2010 - 06:33 AM

Right now I have no trouble keeping it in tb#tweaks, but I think that merging this in TobEx is good future-proofing in case you have to alter other things in the same code region in the future. Regarding the fact that is a pretty subjective hack, it's possible to disable it by default in the .ini (and, in fact, I'd suggest doing so for this and other potential subjective hacks).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#249 Turambar

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Posted 26 September 2010 - 06:53 AM

Are there any particular order requirements for this mod? I haven't seen anything in the readme, but how does that work with other mods which patch the .exe, such as aurora? And with any other mod?

Turambar

Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


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#250 Ascension64

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Posted 26 September 2010 - 03:23 PM

Right now I have no trouble keeping it in tb#tweaks, but I think that merging this in TobEx is good future-proofing in case you have to alter other things in the same code region in the future. Regarding the fact that is a pretty subjective hack, it's possible to disable it by default in the .ini (and, in fact, I'd suggest doing so for this and other potential subjective hacks).

Point noted. I am happy with being aware of what mods modify the exe at the moment. There are already a number of other mods out there that modify the executable, and I am aware I need to be careful around Widescreen mod code and Infinity Animations code, since they change quite a few bits of code.

In future, I will eventually add a [Tweak] section for changes that are a bit like 'mods'. At this point in time, I can add these sorts of things, but it may lead to considerable delay of the release of said 'mod' depending on the todo list. Popping your changes in your own mod gives you better control over what to release and when to release it.

Are there any particular order requirements for this mod? I haven't seen anything in the readme, but how does that work with other mods which patch the .exe, such as aurora? And with any other mod?

You can theoretically put it anywhere - my default advice it put at the end because it is an active mod that is continually adding more WeiDU components that could facilitate a re-install if you don't want your TP2 component orders mixed up. However, I am still in the process of working out what mods modify the executable. If we can work together to provide a list, that would be fantastic. Aurora I did not know about.

In the future, I may add some TP2 code that if you put TobEx at the very end, certain hacks will be disabled on install. Some of the existing compatibility info can be found in TobEx_ini.txt.

Here is my current working list (feel free to add to it)
-tob_hacks
-Spell Revisions
-Widescreen mod
-Infinity Animations
-BGT (XP cap patch)
-A6CharmPatch
-A6XPPatch
-Various other XP cap patches
-Aurora
-Taimon's restore extra combat info dllinject thing
-tb#tweaks (counting the above)

Edited by Ascension64, 26 September 2010 - 03:25 PM.

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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#251 Mike1072

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Posted 26 September 2010 - 04:06 PM

Are there any particular order requirements for this mod? I haven't seen anything in the readme, but how does that work with other mods which patch the .exe, such as aurora? And with any other mod?

You can theoretically put it anywhere - my default advice it put at the end because it is an active mod that is continually adding more WeiDU components that could facilitate a re-install if you don't want your TP2 component orders mixed up.

You might consider moving this to the very beginning if you want mods to be able to take advantage of new functionality you provide. As a small example, if you add your "remove backstabbing limitation" flag, IR could detect that it is installed and if so, have its More Weapons Usable for Backstabbing code set the flag on the items instead of making the items usable by thieves.

However, I am still in the process of working out what mods modify the executable. If we can work together to provide a list, that would be fantastic. Aurora I did not know about.

Here is my current working list (feel free to add to it)
-tob_hacks
-Spell Revisions
-Widescreen mod
-Infinity Animations
-BGT (XP cap patch)
-A6CharmPatch
-A6XPPatch
-Various other XP cap patches
-Aurora
-Taimon's restore extra combat info dllinject thing
-tb#tweaks (counting the above)

1PP Female Dwarves
1PP Thieves Galore
SCS
SCS II

#252 Ascension64

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Posted 26 September 2010 - 07:21 PM

You might consider moving this to the very beginning if you want mods to be able to take advantage of new functionality you provide. As a small example, if you add your "remove backstabbing limitation" flag, IR could detect that it is installed and if so, have its More Weapons Usable for Backstabbing code set the flag on the items instead of making the items usable by thieves.

Perhaps it would be better then to split the core tp2 from the supplemental tp2, allowing mods to make use of detection of installation of the core component to implement new features. The user can install the supplement as required for each hack.
A little trickier, but doable.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#253 Turambar

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Posted 27 September 2010 - 01:51 AM

Aurora I did not know about.


I think it applies exactly the same patch as IA (when you install them both, it says it's already patched during the installation).

Anyway, as Mike said, thanks to the externalize-patches :Bow: , many new post-TOBex mods could (and will probably) come out (I've already written something which requires it)

Edited by Turambar, 27 September 2010 - 01:52 AM.

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Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


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#254 Lamey

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Posted 27 September 2010 - 02:34 AM

I'm getting this error message when I start up ToBex:

[Mon 27 Sep 2010 05:16:28] ---------------------Start Logging Session---------------------
-----TobEx: Throne of Bhaal Extender (Mon 27 Sep 2010 05:17:23)
[Mon 27 Sep 2010 05:18:06] CRuleTablesEx::Init(): ANIWKSND.2DA not found. Did you install the required WeiDU component?
[Mon 27 Sep 2010 05:18:06] CRuleTablesEx::Init(): ANITNSND.2DA not found. Did you install the required WeiDU component?

However in TobEx.ini I have Externalise Animation Walking Sounds=0 - so it should not be checking for this. That's the only thing I've changed from the default ini.

#255 Ascension64

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Posted 27 September 2010 - 03:45 AM

Ah, poo. Checking the wrong ini value for those. Just ignore. Will fix up, thanks.
If you want to use the externalised animation walking sounds, make sure you also enable the externalise class-race restrictions in bgeta 0011.

Edited by Ascension64, 27 September 2010 - 03:46 AM.

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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#256 -erik-

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Posted 27 September 2010 - 09:24 AM

-Taimon's restore extra combat info dllinject thing

tob_inject. I've got it stashed somewhere.

#257 -Xi-

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Posted 29 September 2010 - 06:47 PM

I don't know if this has been mentioned already, but the feature that allows scrolling through kits doesn't seem to work in 0011. I can't see classes such as Dirgesinger using tobEX anymore.

#258 -Xi-

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Posted 29 September 2010 - 07:04 PM

I don't know if this has been mentioned already, but the feature that allows scrolling through kits doesn't seem to work in 0011. I can't see classes such as Dirgesinger using tobEX anymore.


Ok, to clarify, I can see Dirgesinger, but only on the Elf class. Kits available to each class range from race to race, but I used to be able to see more kits. Now I don't see the "Disciple of <color> Dragon" kits anymore which used to be there.

#259 Era

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Posted 29 September 2010 - 07:16 PM


I don't know if this has been mentioned already, but the feature that allows scrolling through kits doesn't seem to work in 0011. I can't see classes such as Dirgesinger using tobEX anymore.


Ok, to clarify, I can see Dirgesinger, but only on the Elf class. Kits available to each class range from race to race, but I used to be able to see more kits. Now I don't see the "Disciple of <color> Dragon" kits anymore which used to be there.


Ok, I got tired of not being able to edit posts so I just registered. Anyway, by saying 'now' I meant that I've never been able to see them in the first place since installing 0011. I was able to see them when I was using 0008 and 0007.

Edited by Era, 29 September 2010 - 07:17 PM.


#260 Jarno Mikkola

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Posted 29 September 2010 - 07:24 PM

I don't know if this has been mentioned already, but the feature that allows scrolling through kits doesn't seem to work in 0011. I can't see classes such as Dirgesinger using tobEX anymore.

Ok, to clarify, I can see Dirgesinger, but only on the Elf class. Kits available to each class range from race to race, but I used to be able to see more kits. Now I don't see the "Disciple of <color> Dragon" kits anymore which used to be there.

Ok, I got tired of not being able to edit posts so I just registered. Anyway, by saying 'now' I meant that I've never been able to see them in the first place since installing 0011. I was able to see them when I was using 0008 and 0007.

Welcome, now the reason why the "Disciple of <color> Dragon" kits aren't on the Elf's selection is simple, the mod that installs them, the v2 Prestige_Kitpack, doesn't allow them for Elves, it does for the Half-Elves and Humans, but that's different.

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