[BG2:ToB] TobEx Release Thread
#141
Posted 09 June 2010 - 12:37 AM
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Retired Modder
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)
#142
Posted 20 June 2010 - 03:15 AM
Changes:
-Class/structure updates
-Added components: ExistSound, NoCrashAlphaRender, MoreLog, BrightenNo3dFix, AttackSounds
Notes:
-ExistSound: fixes an engine bug where EXISTANCE sounds included PICKED_POCKET but not EXISTANCE5
-NoCrashAlphaRender: for VVC modders, using the alpha animation no longer crashes the game
-MoreLog: just some more logging for when 'Logging On = 1'
-BrightenNo3dFix: fixes implementation of the 'Disable Brighten' option for no 3d acceleration users
-AttackSounds: enables the slash, backslash, and jab animations from the animation 2da files
--------------
Retired Modder
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)
#143
Posted 20 June 2010 - 04:06 AM
Nifty. What sort of additional info does it provide?-MoreLog: just some more logging for when 'Logging On = 1'
Well I guess I didn't port and fill in all those sequences in the Infinity Animations 2das for nothing .-AttackSounds: enables the slash, backslash, and jab animations from the animation 2da files
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#144
Posted 20 June 2010 - 04:06 PM
Unfortunately, BioWare didn't provide much extra. Most of the extra logging is related manipulating creatures in areas. And there are the 'Save Game', 'Load Game', and 'New Game' messages. So really, not much.Nifty. What sort of additional info does it provide?-MoreLog: just some more logging for when 'Logging On = 1'
I kinda mucked up this release a bit, since I left my own debug function enabled at startup, which you will see on the console.
--------------
Retired Modder
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)
#145
Posted 20 June 2010 - 06:52 PM
-AttackSounds: enables the slash, backslash, and jab animations from the animation 2da files
Wait a second... Does this mean that after more than a decade, we will finally get to hear creature soundsets as they were originally designed ? If yes, then
Also, during a BWP install, there are several of your patches being applied at the beginning of the setup : ?A6XPPatch? and ?A6CharmPatch?. Are they now redundant with ToBEx or should they be installed anyway ?
#146
Posted 21 June 2010 - 12:41 AM
--------------
Retired Modder
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)
#147
Posted 24 June 2010 - 06:44 PM
If I may jump on the "Me wants more features" bandwagon... How about a scrollbar for the sorcerer level-up spell selection screen. This would make me (and several others I'm sure) insanely happy and, combined with your Mage Book extender, almost completely remove the limitation on spells per level introduce by mods. *Dons Imoen voice: Pretty pretty please, with a big shiny cherry on top? With whipped cream and chocolate fudge? Pleeeease?
#148
Posted 01 July 2010 - 07:13 AM
I ask this because the game has Kit lists(K_C*_R**) for those classes* for all races**, but it doesn't allow to use any of them.
Yes, this allowing would need refining on other stuff(items etc.) but those are minor problems...
Deactivated account. The user today is known as The Imp.
#149
Posted 03 July 2010 - 03:42 AM
Incidentally, if you come across any hardcoded references to walking sounds (such as, apparently, the hardcoded dragon stomp associated with IWD-style animation slots) it'd be cool if you could change that somehow. Maybe either by externalising to the 2da WALK soundclip or perhaps to an unused sound slot in the CRE files (there are tons of these after the EXISTENCE slots).AttackSounds: enables the slash, backslash, and jab animations from the animation 2da files
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#150 -Larloch-
Posted 03 July 2010 - 11:15 AM
For some reason if I enable "scrollable mage spells" my game won't boot/crashes right away. Oddly "scrollable priest spells" works. I have the required files installed of course and have tested this on modded and clean installs. Using patch 2498 of course and my bgmain.exe is 2.5.0.2
The error from windows I receive is below:
Sometimes I get a runtime error "This application has requested the Runtime terminate in an unusual way.
Then the close details:
Exception code 40000015
Exception offset 0001715a
Additional Information 1: dca7
Additional Information 2: dca7a83e8500e6a3f528017b5e96c236
Additional Information 3: 50f2
Additional Information 4: 50f2f5ac8026fa84d10a0fa99ede8458
I guess Ascension is gone right now but I hope this helps in the future. If anyone can help me it would be much appreciated thanks.
#151 -Larloch-
Posted 03 July 2010 - 11:17 AM
Inject DLL failed, access denied. I forget the whole message.
#152
Posted 04 July 2010 - 03:58 AM
If I run TobEx the following DOS screen appears.
It stays this way without giving errors.
I'm running WinXP SP 3 and I did all the correct steps (right ToB patch, BWP install went piece of cake also).
Thanks for any input.
Edit: Problem solved, that's how awesome I am .
It turns out that afking in Guild Wars while installing BWP is not so wise. Memory leaks had generalized biffing fail midway process thus reverting back to a clean state, of course nor ToBex nor BGmain could hook off the needed files to start the game.
Solution: Reboot and rebiff.
Edited by Vonburen, 04 July 2010 - 08:49 AM.
#153
Posted 11 July 2010 - 02:48 PM
In any case, I have attached the diff files for the code and ini options in case Ascension64 decides to take a peek and (hopefully) include it in TobEx. The modified opcodes are:
#97 (0x061) Stat: Strength-Bonus Modifier [97]
Added IWD1 type 3 (strength spell) and modified type 1 to work as IWD1 (that is, strength increases go in the progression 17 -> 18 -> 18/01 -> 18/51 -> 18/76 -> 18/91 -> 18/00 -> 19).
#15 (0x00F) Stat: Dexterity Modifier [15]
Added IWD1 type 3 (cat's grace spell).
#42 (0x02A) Spell: Wizard Spell Slots Modifier [42]
#62 (0x03E) Spell: Priest Spell Slots Modifier [62]
A 'Spell Level' of 512 for either opcode doubles the amount of spells for the level specified by 'Slot Amount Modifier' (whereas standard doubling does for 'Slot Amount Modifier' and all spell levels below it).
Edit: I almost forgot: TobEx works perfectly in Linux with Wine. I don't know if anyone reported it yet, but here it is.
Attached Files
Edited by FlameWing, 11 July 2010 - 02:56 PM.
#154
Posted 12 July 2010 - 09:42 AM
#97 (0x061) Stat: Strength-Bonus Modifier [97]
Added IWD1 type 3 (strength spell) and modified type 1 to work as IWD1 (that is, strength increases go in the progression 17 -> 18 -> 18/01 -> 18/51 -> 18/76 -> 18/91 -> 18/00 -> 19).
#15 (0x00F) Stat: Dexterity Modifier [15]
Added IWD1 type 3 (cat's grace spell).
Very good stuff, how are these IWD types 3 different from what we see in BG2?
-Galactygon
#155
Posted 12 July 2010 - 12:34 PM
#156
Posted 12 July 2010 - 01:12 PM
a.) making the bonuses non-cumulative and overlapping (ie you can refresh their durations without their effects stacking and you don't have to resort to "Protection from spell")
b.) preventing the bonuses from going past a specific value
c.) strength progressing to 18/10 instead of 19
Can s.) and b.) be controlled with parameters, or are they set to being hardcoded? Could I still have an effect go from 18 STR to 19 STR if I wanted to?
-Galactygon
#157
Posted 13 July 2010 - 04:38 AM
@-Larloch-: That sounds like something is preventing the DLL from being injected. Perhaps try again with any background running programs disabled, User Account Control disabled."This application has requested the Runtime terminate in an unusual way.
...
Inject DLL failed, access denied.
@FlameWing Icon: Oh, I forgot to include the .def file in the source. It's just a placeholder anyway, since the DLL does not export any functions, so you can remove the reference to that file from the Project Settings. Otherwise, the .def file looks like:I have been toying with TobEx, having gone as far as modifying four opcodes to copy some IWD1 behavior. The code compiles, but TobEx is failing to link because the linker can't find the 'TobEx.def' file. If I eliminate the file from the configuration, the linker goes through, but I haven't been able to make the compiled TobEx work. Looking back, the def file has never been included in the posted files. I haven't yet tried to dig my ancient MSVC 6 CDs, being using instead MFC80 from VC2005; but I first decided to ask if anyone other than Ascension64 ever tried (and managed) to compile it or I am the first one.
; TobEx.def : Declares the module parameters for the DLL. ; ;LIBRARY "TobEx" ; ;EXPORTS ; Explicit exports can go here ; test @1which doesn't do anything. I would strongly advise against compiling with MFC80, because some of the MFC structures are very different from MFC42, especially CString. I admit the coding of TobEx is not very modern and very clunky.
Otherwise, I will definitely have a look at putting your code in. I have been refraining from adding too many features, including all of Taimon's tob hacks additions to opcodes, particularly since there has been no discussion on how to standardise any new features in light of GemRB development. But if the use of these additional features becomes mainstream, and GemRB developers incorporate these features in the same ways (e.g. your opcode #97 (0x061) Stat: Strength-Bonus Modifier [97] type 3 has the same meaning between TobEx and GemRB), then there shouldn't be a problem.
Good news about TobEx working on Wine.Edit: I almost forgot: TobEx works perfectly in Linux with Wine. I don't know if anyone reported it yet, but here it is.
I remember Taimon originally had a look at this. Did he release a test hack for tob hacks?a.) making the bonuses non-cumulative and overlapping (ie you can refresh their durations without their effects stacking and you don't have to resort to "Protection from spell")
The other ones need research, I suppose.
--------------
Retired Modder
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)
#158
Posted 14 July 2010 - 05:18 PM
After I close that, this pops up:
Restarting my computer doesn't help, and I closed all my background programs, (Diskeeper, Steam, Pidgin).
#159
Posted 14 July 2010 - 10:15 PM
If you revert to the TobEx.dll from Beta 0005 (just dump the .dll for that version into the BGII installation directory), does the error still occur?
You can also try renaming the TobEx.log.
--------------
Retired Modder
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)
#160
Posted 15 July 2010 - 03:16 AM
Otherwise, I will definitely have a look at putting your code in. I have been refraining from adding too many features, including all of Taimon's tob hacks additions to opcodes, particularly since there has been no discussion on how to standardise any new features in light of GemRB development. But if the use of these additional features becomes mainstream, and GemRB developers incorporate these features in the same ways (e.g. your opcode #97 (0x061) Stat: Strength-Bonus Modifier [97] type 3 has the same meaning between TobEx and GemRB), then there shouldn't be a problem.
We ought to open up a discussion and trade ideas before we get into coding. Duplicating IWD options might not be the best way to improve opcodes, since they have their limits as well.
I don't know where GemRB is at implementing opcodes, there was some brainstorming in this topic.
-Galactygon