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[BG2:ToB] TobEx Release Thread


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#321 Turambar

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Posted 29 November 2010 - 11:23 AM

V.0012 affects 232 opcode (cast spell on condition) in a bad way, seeming to work every AI update instead of every round. Try casting Blade Barrier and then walking near somebody.

I actually tried it with my mod and it caused huge lags, so I used opcode 282 (? use effect on condition) instead. I'll try putting it to 0; and see what happens...

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#322 Milamber

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Posted 06 December 2010 - 11:16 AM

Would it be doable, to add a second scroll bar to the other side of the mage spellbook, as it is possible to gain more spell-slots, than the twelve that can be displayed?

#323 Ascension64

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Posted 06 December 2010 - 10:48 PM

Is it?

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#324 Wisp

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Posted 06 December 2010 - 10:59 PM

Is it?

Sure, just bump up the numbers in mxspl*.2da.

#325 Jarno Mikkola

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Posted 07 December 2010 - 02:51 AM

Is it?

Sure, just bump up the numbers in mxspl*.2da .

Especially if you have items that double the spells on the level... I just yesterday made a character that had 40 magic missiles(9 from table, +1 from kit(mage type specialation), and 2 rings that double)... I think the limit was 32(or 24) in BG1, but the BG2 - ToB seems not to have that limit.

Edited by Jarno Mikkola, 09 December 2010 - 08:41 AM.

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#326 Igneous

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Posted 07 December 2010 - 08:09 AM

Another couple of naive and shamelessly primitive ideas/requests. Would it be possible to...

  • Fix Protection from Magic Energy's portrait icon?
  • Open dual-classing to non-humans, in the same vein as 'Externalise Class-Race Restrictions'?
  • Extend the length of the combat log?
Thanks.

[Edit: Oops. PfME, not Spell Shield.]

Edited by Igneous, 07 December 2010 - 08:25 AM.


#327 Ascension64

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Posted 09 December 2010 - 05:08 AM

Fix Protection from Magic Energy's portrait icon?

Can you explain what the original problem is?

Open dual-classing to non-humans, in the same vein as 'Externalise Class-Race Restrictions'?

Will have a look, should be easier than the class-race restrictions. Some of you may have noticed that certain paper dolls are missing in certain combinations... not sure if it crashes the game though.

Extend the length of the combat log?

Do you mean the size of the buffer, or the space that the log has?

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#328 Igneous

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Posted 09 December 2010 - 08:37 AM

Fix Protection from Magic Energy's portrait icon?

Can you explain what the original problem is?

Protection from Magic Energy displays the Spell Shield portrait icon, as opposed to its own, and I recall reading across several threads the behaviour is hardcoded.

Hopefully others more versed can provide some insight on this matter.


Oh, sorry. I've done some research and apparently it's Spell Shield that's hardcoded to display portrait icon #73 (PfME). The Fixpack remedies this by swapping the icons in statdesc.2da, and amending PfME accordingly. (I got confused because one of my installed mods evidently overwrote PfME with its old attributes, so I've got some digging to do.)

Long story short, no fix needed.

Open dual-classing to non-humans, in the same vein as 'Externalise Class-Race Restrictions'?

Will have a look, should be easier than the class-race restrictions.

If you could, nothing would make my life more complete. :cheers:

Extend the length of the combat log?

Do you mean the size of the buffer, or the space that the log has?

[Edited for clarity.] The amount of feedback retained. So the 'buffer', I guess, not the size of the box. For longer battles, the present length is woefully inadequate.

Edited by Igneous, 09 December 2010 - 02:03 PM.


#329 GeN1e

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Posted 09 December 2010 - 04:28 PM

[Edited for clarity.] The amount of feedback retained. So the 'buffer', I guess, not the size of the box. For longer battles, the present length is woefully inadequate.

Indeed, 100 lines, especially with heavy use of pause, only cover about one minute of combat.

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#330 Ascension64

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Posted 13 December 2010 - 03:44 PM

Done and done.

Dual-class can made available to all races (you still have to be level > 1, not level drained, can dual class via DUALCLAS.2DA, and meet the source and destination class requirements AbDCScRq.2DA and AbDCDsRq.2DA).

I let you customise how many lines you want in the dialog/log bar (up to the signed short limit 32767 lines). Would it be useful to allow an option to log everything that shows up in this bar so you gloat that you did 256 damage to Demogorgon?

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#331 the bigg

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Posted 13 December 2010 - 03:51 PM

Would it be useful to allow an option to log everything that shows up in this bar so you gloat that you did 256 damage to Demogorgon?

I reckon it could also be useful when debugging some scripts or receiving bug reports.

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#332 -steve-

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Posted 13 December 2010 - 04:36 PM

Hi, I just found a minor bug: My Dwarf and Gnome multiclasses were switched at Character creation screen. IE Dwarves could be mage/Thief and so on, Gnomes only F/T ot F/C. Disabled Externalise Class/Race Restrictions and the problem is gone. Thought you might like to know!

#333 Miloch

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Posted 14 December 2010 - 02:14 AM

Hi, I just found a minor bug: My Dwarf and Gnome multiclasses were switched at Character creation screen. IE Dwarves could be mage/Thief and so on, Gnomes only F/T ot F/C. Disabled Externalise Class/Race Restrictions and the problem is gone. Thought you might like to know!

Pretty sure I can confirm this. It used to be a bug in Taimon's racetext.2da hack where the actual dwarf and gnome labels were swapped in character creation. It appears Ascension64 "corrected" this by swapping the labels back; however, dwarves and gnomes are confused in the game (for example if you use the <PRO_RACE> label in dialogue and your character is a gnome, it'll return "dwarf").

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#334 Ascension64

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Posted 15 December 2010 - 06:29 AM

Fixed the multi-class issue, just got the restrictions in the 2DA swapped over.

The PRO_RACE issue I cannot confirm. Tested locally and works correctly with TobEx.

I only correct the 'gnome' and 'dwarf' labels as seen in the race selection screen. All other instances of text I copy the game code.

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#335 spanyam

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Posted 15 December 2010 - 07:33 AM

Ahh, good to know I wasn't the only one having this issue. How do I go about fixing it on my machine? Assuming that you have uploaded the fix to a new ToBex release, do I need to rerun the entire megamod installation (with an updated tobex), "soft" upgrade tobex, or uninstall and reinstall just tobex? If ToBex itself hasn't been updated with the fix, can I simply edit a file on my machine (2da or ini) to fix the problem? If it's the latter, what values do I edit? Thanks :)

Edited by spanyam, 15 December 2010 - 05:29 PM.


#336 Ascension64

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Posted 15 December 2010 - 06:31 PM

Please just wait. Release is not far off. If you know the rules, edit ClsRcReq.2DA in override directory (open as txt file). It is self-explanatory. Otherwise, disable the Externalise Class-Race Restrictions hack, since you probably aren't using it anyway (unless you happen to be using Turambar's fixes).

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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.

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#337 Hoppy

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Posted 15 December 2010 - 06:34 PM

Please just wait. Release is not far off. If you know the rules, edit ClsRcReq.2DA in override directory (open as txt file). It is self-explanatory. Otherwise, disable the Externalise Class-Race Restrictions hack, since you probably aren't using it anyway (unless you happen to be using Turambar's fixes).


Ascension64,

Good to see you're still picking away at these babies :new_thumbs:

Edited by Hoppy, 15 December 2010 - 06:34 PM.

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#338 spanyam

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Posted 15 December 2010 - 09:32 PM

Please just wait. Release is not far off. If you know the rules, edit ClsRcReq.2DA in override directory (open as txt file). It is self-explanatory. Otherwise, disable the Externalise Class-Race Restrictions hack, since you probably aren't using it anyway (unless you happen to be using Turambar's fixes).


I'm not able to find a ClsRcReq.2da in the override directory. There are 2 other ones: one inside the ToBex directory and one inside one of the generalized biffing subdirectories (neither of which seem to have any effect when I change them). The 2da file does seem rather straightforward. I swapped out the 1's and 0's for Dwarf and Gnome multiclasses (leaving the straight classes untouched). But yeah, I'm guessing those 2 are likely not the ClsRcReq.2da I'm looking for.

I DO have Turambar's fixes installed, so I don't know if simply disabling the Externalise Class-Race Restrictions hack will be advisable. However, since this is only an issue with the initial character creation phase, will it work if I disable the hack, create a character, and re-enable it?

Otherwise, you can very firmly tell me to quiet down and just wait for the next release. ;)

EDIT: Just tried disabling the hack just for the char creation phase. I was successfully able to create a char and get back into the game after reenabling the hack. Let's hope I haven't opened Pandora's box.

Edited by spanyam, 15 December 2010 - 10:01 PM.


#339 Ascension64

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Posted 16 December 2010 - 02:44 AM

No, you haven't. Pandora's Box remains closed. That's should be fine.

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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)


#340 spanyam

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Posted 16 December 2010 - 06:59 AM

Okay great, thank you very much :)