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[BG2:ToB] TobEx Release Thread


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#261 Era

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Posted 29 September 2010 - 07:42 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.



Well, yeah, but I meant that, as you know, I can't see it at all. I don't see it on Half-Elves and Humans. The scrollbar is broken.

Edited by Era, 29 September 2010 - 07:43 PM.


#262 Ascension64

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Posted 30 September 2010 - 08:11 PM

The scrollbar is broken.

Is the scroll bar visible?
These kits you cannot see, are they beyond the limit of the normal list if you ran it by bgmaine.exe? For any other kit beyond this limit, can you use the scrollbar at all?
Kits do not disappear for no reason. This could be a mod installation issue.

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#263 Era

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Posted 30 September 2010 - 09:16 PM

I can see the scroll bar, but I cannot scroll. The kits are there, since I'm playing as one of them. I just can't see them since the scroll bar doesn't work. Pressing the down arrow does nothing and manually scrolling by clicking and holding on the bar doesn't do anything either. I can only see the classes that are limited by the normal list in bgmaine.exe. So, yeah, only the scroll bar is broken.

Edited by Era, 30 September 2010 - 09:18 PM.


#264 Ascension64

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Posted 01 October 2010 - 01:52 AM

Appears to work OK locally. Can anyone else confirm?

Well, this could be that there are only 11 kits available for that race-class combination. I trust you are removing all race-class restrictions for the normal kits, but this does not apply to mod-added kits depending on their settings (this is because you are trying to play Bard kits using an Elf, a race that normally does not have access to Bard class). The number of kits available will obviously vary between each combination. Can you convince me that for every single race-class combination you are using, there are none of them that have more than 11 kits and allow you to scroll because of it?

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#265 Era

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Posted 01 October 2010 - 05:36 AM

Hmm... Well, I didn't remove class-based restrictions the first time and it didn't work. I'll try different settings next time. In the mean time, I'll just upload a picture. Maybe that will help solve this problem.

http://img338.images...9553/whatwa.jpg

Last I checked, Paladins had a billion(not really) kits available.

* Yeah, nothing's working. I just reinstalled it a bunch of times using different settings and it's still broken.

Edited by Era, 01 October 2010 - 06:09 AM.


#266 Ascension64

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Posted 01 October 2010 - 03:55 PM

What happens if you try to select that kit with no name (11th button?)

Can you also post some serial screenshots of each slider value?
So, say pick Paladin as a class.
Take a screenshot in the Class Kit section.
Then click the down button on the scroll bar once.
Take another screenshot.
Do that twice more.
Then click the up button on the scroll bar once.
Take another screenshot.
Do twice more.

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#267 Era

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Posted 01 October 2010 - 04:20 PM

1. It selects Dark Paladin

And... your request is impossible. The up and down buttons don't work. I can only manually slide it by clicking on the bar itself.

#268 Ascension64

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Posted 01 October 2010 - 08:58 PM

Not sure if you have BIFFed, but can you post your KITLIST.2DA file? (normally would be in your override directory)

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#269 Era

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Posted 01 October 2010 - 10:59 PM

I didn't find it in Override, so I just took the one out of \generalized_biffing\prod\0\biffs\89

http://www.mediafire...taoc3x3hx1vat19

Edited by Era, 01 October 2010 - 11:00 PM.


#270 Ascension64

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Posted 01 October 2010 - 11:09 PM

TobEx beta 0012 released. Changes:
-Class/structure updates
-Some more code revision
-Added: Attacks Per Round Mod Fix
-Added: Configurable Backstab Every Hit
-Added: Configurable Backstab Restrictions
-Added: Configurable Critial Hit Aversion
-Added: Configurable Damage Effect Bypasses Mirror Images
-Added: Configurable Magical Item Dispel Behaviour
-Added: Custom Contingency Trigger Check Delay
-Added: Forbid Item Type Fix
-Added: Regeneration Fix
-Added: Repeating Effect Fix
-Added: Restore Extra Combat Info Text
-[WeiDU] Recommended component for Soundset Subtitles: optimised component installation (thanks to the bigg)
-Enable 99 Random Treasure Rows: Fixed a bug where this hack could never be enabled due to incorrect hack category
-Externalise Animation Walking Sounds/Externalise Class-Race Restrictions: Fixed a bug where the animation walking sound 2DA files were loaded under the wrong hack
-Scroll bar hacks: Scroll bars are now automatically hidden from view if not required
-Updated compatibility and troubleshooting information in the readme (which is also the first post of this topic)

For mods who want to make use of TobEx features, I have now advised to all install TobEx first in their list of mods.

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#271 Ascension64

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Posted 01 October 2010 - 11:11 PM

I didn't find it in Override, so I just took the one out of \generalized_biffing\prod\0\biffs\89

Thanks. Well you aren't breaking the banks with having too many kits, so I'm not really sure what is going on. Beta 0012 probably doesn't fix it for you, either. I'll keep thinking...

Edited by Ascension64, 01 October 2010 - 11:11 PM.

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#272 Jarno Mikkola

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Posted 02 October 2010 - 12:45 AM

Not sure if you have BIFFed, but can you post your KITLIST.2DA file? (normally would be in your override directory)

Wouldn't you actually need the K_P_<race>.2da'es like the "K_P_E.2da" for the elven paladin kit selection, and not the Kitlist.2da file, as the mods insert the kits to them in the install process.

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#273 Ascension64

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Posted 02 October 2010 - 01:57 AM

I wanted to see whether there were simply too many kits. The Kit_Race_Class.2da files wouldn't have helped. Anyway, the standard kits were already displaying, so the problem wouldn't be there.

From the screenshot, it appears that the scrollbar and the extra button load ok, and the extra button functionality is present despite no button label, but something isn't quite working.

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#274 Miloch

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Posted 03 October 2010 - 02:31 AM

Apparently, the engine's *Kit() actions only read kit as a word (2-byte) value on .cre files, when it is really a dword (4-byte) value. Actually, it's only the upper half of the dword or something, not a proper word. This leads to glitches (like described here, here and here) - one noted being barbarian, wildmage and in some cases, no kit or trueclass all get interpreted as "0" thus there's no way to distinguish amongst them. Is it fixable (without breaking existing behaviour, when it works)?

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#275 Jarno Mikkola

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Posted 03 October 2010 - 02:56 AM

Apparently, the engine's *Kit() actions only read kit as a word (2-byte) value on .cre files ...

Which is why the kit limit is the 256 +/- a few(16^2=256), in the normal game.

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#276 the bigg

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Posted 03 October 2010 - 01:50 PM

Miscellaneous requests (if they are possible, don't take too much time, etc):
for Refinements:
  • having a way to check for barbarian and/or wild mage kit (as Miloch said two posts above).
  • giving penalties to thieving skills even when the unusability doesn't exactly match the Assassin / Bounty Hunter ones. Current behavior (I don't know how the code actually is, but this is the end effect):
    points = 25; if (cre.unusability == KIT_ASSASSIN) points = 20; if (cre.unusability == KIT_BOUNTY_HUNTER) points = 15;
    Desired behavior:
    points = 25; if (cre.unusability & KIT_ASSASSIN) points = 20; if (cre.unusability & KIT_BOUNTY_HUNTER) points = 15;

Not mod-related:
  • A way to log something to baldur.log. A Debug(I:LogLevel*,I:Strref*) BCS action would be perfect (where LogLevel is checked against a value in tobex.ini and Strref is an index into dialog.tlk).
  • Forcing a full window redraw every tick, to avoid problems with external overlays. The problem is easier to spot than to describe: see the attached .avi - notice how I have to mouse over the Steam overlay to remove it from the GUI, while it is automatically removed from the game view.

Attached Files


Edited by the bigg, 03 October 2010 - 01:50 PM.

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.


#277 Marvin

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Posted 04 October 2010 - 06:31 AM

I'm sorry if this might be a little bit off topic, but I was wandering if it is possoble with ToBEx to increase the party size. I'm dieing to see a mod that can do this and everybody's always saying the .exe would have to be patched and that this it not easy. But now a lot of years have passed and TobEx seems to be doing exactly what everyone was saying wouldn't be possible.

So my question is whether it can be done with tobex or not.
Thanks,

Marvin

#278 Miloch

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Posted 04 October 2010 - 07:57 AM

Apparently, the engine's *Kit() actions only read kit as a word (2-byte) value on .cre files ...

Which is why the kit limit is the 256 +/- a few(16^2=256), in the normal game.

You're thinking of a single byte field (if you're thinking of anything :P.) A two-byte field can have 65536 (256^2) values (though whether the engine or TobEx can address them all is a different story).

@Marvin: it would need to modify the GUI too to display more than 6 portraits, but I guess it already messes with the GUI for spellbooks...

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#279 Lollorian

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Posted 04 October 2010 - 08:43 AM

Wasn't it infeasible to add Player7 and above just cause it'd seriously f-up in-game dialogue/banter/scripts and other freaky stuff?? :unsure:

Also, in case ToBEx does manage to add a Player7, all existing (and mod) scripts would have to be updated to account for the extra party member(s) ... quite an achievement if done though :coolthumb:

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#280 Marvin

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Posted 04 October 2010 - 08:53 AM

Well, just having the NPCs join your Party would be a start. I intend them to work as the wulf in the Haiass-Mod or as a familiar. I don't know the game mechanics, so I can just guess, but why is it so difficult adding Player 7? Could the script not be altered as in: Whenever happens something to player 6 (changing area and so on) the same happens for player 7 if present. Kind of making any additional NPC dependant on NPC 6. Like this all the scripts could be altered automatically in the same way. Like "if there is a player 6, move also additional players.

Am I just getting something horrably wrong or would this be possible?


Marvin

Edited by Marvin, 04 October 2010 - 08:53 AM.