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#541 melkor_morgoth75

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Posted 09 January 2012 - 06:04 AM

Ascension ... as u have LOT of stuff to take care of, i add some :D :P

Maybe it's not a TobEx feature, but i try to ask anyway what i'd like to create (time permitting) in future.

I'd like to create a mod that "checks" for ANY magical item in the game and temporary "transforms" it into a normal item, until magically detected and then identified.

Example: actually if my party finds a magical ring the inventory icon just reflects that it's something magic ad it needed to be identified. In RPG, usually you don't know WHEN an item is magic. So i'm asking if there's a chance to "set" temporarily an item as a normal item (in the example it could be a gold ring or other...), then it would be spoiled and "becomes" a "visible" magical item as per current game AFTER a spell (a Detect Magic spell for example, to be created as new spell) has been cast. I would assume "detect magic" just checks for ANY item in the party's inventory and "spoils" the magic ones. You then need to identify as normally.
An issue i see is that you can use a "magical" weapon for example in this manner without identify it ... is it possible to also "trasform" to a normal weapon that one and have back "the magical true one" AFTER the Detect Magic spell has been cast?

To be defined what level Detect Magic would be (both priest and mage) :P

Hope i was able to explain myself with my ugly english :D

If someone still remembers the old (but nice!) "Eye of the Beholder" game, he/she can understand easily what i mean here :)

Cheers!
mm75

Edited by melkor_morgoth75, 09 January 2012 - 06:05 AM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#542 Enkida

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Posted 09 January 2012 - 10:37 AM

I have no idea if this would fall in the scope of ToBEx, but so far no tweak, bugfix or even older version of ToBEx deals with the easy thieving exploit you can use to make quick cash. In essence, could stolen items be flagged at the shop they are sold at, so that particular shop would not re- buy a stolen item they had already purchased once before?

To be explicit: no more buying, stealing, and reselling, say, the plate of Baduran to the Shadow Thieves merchant to become a multi-millionare before chapter three of SoA.

#543 10th

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Posted 09 January 2012 - 10:55 AM

tweak, bugfix


That's where Rogue Rebalancing comes in. The steal from store option is removed if you install the Revised thievery component.

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#544 -Enkida-

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Posted 09 January 2012 - 01:08 PM

Well, that's kind of the point though - I think you should still be able to steal from a store. But not able to resell what you stole from that store at that same store. If you're with the normal merchants it works out fine because they won't buy stolen goods, full stop. But if you're with Roger the Fence or one of the other "stolen good" merchants, they will keep buying back their own stolen inventory without batting an eyelash. While it does amount to some kind of justice concerning the asking price the Shadow Thieves ask you for, ;-) , it would be better if there was a check on that.

If I understand you correctly, the RR mod just removes the steal from store option completely so you can't do it anymore at all? That's not what I was aiming for. :)

#545 Daulmakan

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Posted 09 January 2012 - 01:59 PM

Well, that's kind of the point though - I think you should still be able to steal from a store. But not able to resell what you stole from that store at that same store. If you're with the normal merchants it works out fine because they won't buy stolen goods, full stop. But if you're with Roger the Fence or one of the other "stolen good" merchants, they will keep buying back their own stolen inventory without batting an eyelash. While it does amount to some kind of justice concerning the asking price the Shadow Thieves ask you for, ;-) , it would be better if there was a check on that.

If I understand you correctly, the RR mod just removes the steal from store option completely so you can't do it anymore at all? That's not what I was aiming for. :)

No.

RR removes the steal option from just fences (which are the only ones who buy stolen stuff). You can still steal as much as you want from normal merchants and sell it to fences, but only once for each item, you can't resell the same stuff over and over anymore (as you can't steal from the fence you sold the items in the first place).

item_pack.jpg   Drows.jpg

 


#546 -Enkida-

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Posted 09 January 2012 - 02:41 PM

RR removes the steal option from just fences (which are the only ones who buy stolen stuff). You can still steal as much as you want from normal merchants and sell it to fences, but only once for each item, you can't resell the same stuff over and over anymore (as you can't steal from the fence you sold the items in the first place).


What an elegant solution! Though I wish it was a standard bug fix, the next time I load up a new game I'll take rogue rebalancing just for that alone. :) In any case, strike the wish list then, and thanks for the tip!

#547 Ascension64

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Posted 09 January 2012 - 03:04 PM

P.S. if it's possible, it would be really nice to be able to read that to-do list of yours.. maybe modders could start to think at how to implement those features!

That might be tricky. The To Do list itself is a database, and contains 68 files. The list itself contains over 100 items.

I'd like to create a mod that "checks" for ANY magical item in the game and temporary "transforms" it into a normal item, until magically detected and then identified.

Interesting idea. I'll have to think about how to implement. Doesn't sound easy.

Edited by Ascension64, 09 January 2012 - 03:04 PM.

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#548 cremo

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Posted 09 January 2012 - 03:39 PM

i like this idea of a tweak to unidentified magic items.

Albeith the "find magic" mechanism described would be surely nicer, I guess that a big improvement would be possible with just a simple tweak that would make unidentified items have not only - like in vanilla bg - a different description from their identified version, but also a different icon. It's in fact the peculiar icon of different magic items that makse them easily recognizable by those who have already played the game once, without the need of any "identify" spell.

No problem with the weapon animation and weapon capabilities instead imho.. since, without peculiar icons, anyone trying to discover the properties of a unidentified weapon would risk to find a cursed weapon (maybe the biggest issue would be to make the unidentified version of a weapon not posseed the activable powers of its identified counterpart when those require activation procedures and such).

Edited by cremo, 09 January 2012 - 03:58 PM.


#549 Lisandro

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Posted 09 January 2012 - 07:50 PM

I know this is a silly thing...

It would be possible on the head of the NPC always see his points like when we press Tab key? I think it would be useful to know as for killing the damn dragon and his allies!

#550 cremo

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Posted 09 January 2012 - 11:59 PM

Another thing that cam to my mind reasoning on adding more "replay value" to the game.

Would it be possible to add a % chance to appear on trap placed on the map? In this way there would be more randomness..

Also i would love if "detect traps" wouldn't broke "hide in shadows".. since I find this to be very annoying, up to the point that you simply go around with your rogue in stealth mode without detecting them and actually simply reloading the game when you find one (knowing that your didn't check for them just because it would take too much time to scout an area doing detect traps than hide in shadows than detect traps continuosly)..

#551 melkor_morgoth75

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Posted 10 January 2012 - 01:39 AM

I'd like to create a mod that "checks" for ANY magical item in the game and temporary "transforms" it into a normal item, until magically detected and then identified.

Interesting idea. I'll have to think about how to implement. Doesn't sound easy.


Yeah i can guess that it's not easy mate ... also we should take into consideration "particular" items as wands for example who doesn't have a "non magic" counterpart in the game currently. Scroll ... the same, so it would be nice )i can think about that) to add new "normal" items to be used and spread around ;)

Anyway, i know it's quite a kinda difficult job here :P

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#552 Ascension64

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Posted 10 January 2012 - 02:13 PM

I know this is a silly thing...

It would be possible on the head of the NPC always see his points like when we press Tab key? I think it would be useful to know as for killing the damn dragon and his allies!

Hey, that's cheating! There are % values attributed to the HP states though (Near Death, etc.), so you could work it out from there. I'll see if it is possible, though.

Would it be possible to add a % chance to appear on trap placed on the map? In this way there would be more randomness..

I think a standard mod can achieve this by % chance disabling the traps on area load.

Also i would love if "detect traps" wouldn't broke "hide in shadows".. since I find this to be very annoying, up to the point that you simply go around with your rogue in stealth mode without detecting them and actually simply reloading the game when you find one (knowing that your didn't check for them just because it would take too much time to scout an area doing detect traps than hide in shadows than detect traps continuosly)..

This is a bit tricky because a character can only have one modal state at a time. I might screw things up completely by allowing more than one.

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#553 Dakk

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Posted 11 January 2012 - 12:40 PM


In a somewhat similar vein to " -Added: Disable Force Inventory Pause", I seem to recall that when looking at the minimap no auto-pause functions works. So if I send the party on a long stroll and watch the progress on the minimap, the first hint that enemies are nearby is that a random character is severely damaged. Could this be fixed (unless it's just my local behaviour)? Addendum; will autopause work if the aforementioned tweak is installed, and I'm browsing the inventory while enemies attack?

I haven't had a good look at the auto-pause code, so I don't know. I suspect that getting hit in the inventory will behave exactly like the minimap. Why don't you test it out?

If it's the same behaviour, it means auto-pause won't work at all - I'll test it :new_thumbs:


Somewhat belated (hey, it's less than a year!), I've now tested this. ^_^ And yes, it didn't work.

No pause when in Map mode (or Inventory, with "Disable Force Inventory Pause" installed)

Description: When viewing the map, no Auto-Pause settings work.
Steps to reproduce:
1. Start a BG1 game (in BGT)
2. Make sure Auto-Pause are set for Attacked, Hit and Injured
3. Go the the bunk house with the puny assassin Shank
4. Enter Map mode
5. Wait to get injured (twice, so you know it's not paused)
Expected behaviour: When hit, the game should pause.
Actual behaviour: The game will not pause when enemy is sighted, when party is attacked, hit, injured or indeed for any Auto-Pause option.
Other: The mechanics are the very same when viewing Inventory if Disable Force Inventory Pause from TobEx is installed. The present behaviour also kind of negates the usability of that tweak (for me, at least) as the party can be knee deep in trouble without the user noticing, while happily rearranging inventory.
Request: An option to make sure Auto-Pause settings are always in effect.

Cheers!

Edited by Dakk, 11 January 2012 - 12:41 PM.


#554 melkor_morgoth75

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Posted 11 January 2012 - 11:42 PM

I also do have a new feature about "food and eating", but ... too much at this time for Ascension i believe :P

Let's wait a bit ;)

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#555 Ascension64

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Posted 11 January 2012 - 11:53 PM

Does auto-pause function in multiplayer at all? If so, does it do what you want when someone is in the inventory/map screens?

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#556 i30817

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Posted 12 January 2012 - 01:40 AM

Also i would love if "detect traps" wouldn't broke "hide in shadows".. since I find this to be very annoying, up to the point that you simply go around with your rogue in stealth mode without detecting them and actually simply reloading the game when you find one (knowing that your didn't check for them just because it would take too much time to scout an area doing detect traps than hide in shadows than detect traps continuosly)..


You can have the same effect by script since stealth mode doesn't immediatly turn visible (the time depends on your hide in shadows skill! Good job bioware) if you activate another mode (say, unlike accessing a container - bad job bioware).

My (unfinished, unworked for now) mod idea will have this cheating "feature".
I copied it from at least one existing AI mod. Maybe it was something in SCS player AI scripts.

Only small problem is that it is always repeating the hide in shadows char sound.

Which makes me request a feature... disable voice sounds in the next "n seconds". Would be nice to disable these sounds except the first time, without taking them out completly.

Edited by i30817, 12 January 2012 - 01:47 AM.


#557 Dakk

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Posted 12 January 2012 - 03:09 AM

Does auto-pause function in multiplayer at all? If so, does it do what you want when someone is in the inventory/map screens?

Will chase behaviour.


I also do have a new feature about "food and eating", but ... too much at this time for Ascension i believe :P
Let's wait a bit ;)
mm75

I'm not sure what you mean..? But I'm very confident that Ascension64 can choose and prioritise in his ToDo-list, without any Count Zero interrupt occurring. I hardly think giving feedback on year old request will make anything implode, least of all the mastermind behind TobEx.

#558 melkor_morgoth75

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Posted 12 January 2012 - 05:52 AM

I also do have a new feature about "food and eating", but ... too much at this time for Ascension i believe :P
Let's wait a bit ;)
mm75

I'm not sure what you mean..? But I'm very confident that Ascension64 can choose and prioritise in his ToDo-list, without any Count Zero interrupt occurring. I hardly think giving feedback on year old request will make anything implode, least of all the mastermind behind TobEx.


Eheheheh :)

Let's share what i'm doing when i have some spare time during these very evenings...

I'm playing a BGT game without quest mods, "balanced" by Item randomizer, Aurora's S&B and Hard Times. I've chosen a game in which really the crisis of the Sword Coast is true. Just as an example, i'm close to finish Bandit Camp now, the only magical item i have is a short sword +1 and a Staff +1 (apart some unidentified potions). The game is really really difficult (SCS and BGSpawn together are so challenging), but also SO real and close to the world i'd like to have.
Starting from that, an idea came to my mind ... why don't implement FOOD? Usually characters eat, so i'd like to implement something in the taverns apart "drinking". You should have the chance to eat. In game terms, we'd need a NEW variable/condition setting the "starving" of characters (something that could go together when your party is tired). Then we should set how it's supposed to change and alter the party's chanches of resting, etc...for example if you don't eat for "x" days u shouldn't be able to learn spells or rest, also you should lose for example constitution (permanently) and hit points maybe per/turns. Something to think about (just a table). Moreover, taverns should be able to sell some "goods" you can carry and Drink/eat like potions ... the food should "restore" to the starting point the new "fatigue" variable.

This is something new that can bring also something interesting to the best RPG ever ;) ;) ;)

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#559 Dakk

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Posted 12 January 2012 - 07:30 AM

My apologies mm75, I thought you shutting down my request. I'll blame it on the 1 hour of sleep I had tonight (working with people in a timezone 8 hours away is a pita)... :blush:

I like your vision of a hardcore, "real" Sword Coast.

#560 cremo

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Posted 12 January 2012 - 08:46 AM

Would it be possible to add a % chance to appear on trap placed on the map? In this way there would be more randomness..

I think a standard mod can achieve this by % chance disabling the traps on area load.


I don't understand one thing tough: could a mod like this have a chance to individually disable EACH trap on a map (meaning some could be disabled and others not) or, instead, it could only disable or not disable ALL of them?

The latter option would be quite limitant.. since if I don't find a trap where I remembered it to, I would know that there are no traps at all around.



Also, another thing came to my mind for dialogue.

would it be possible to implement a chance for dialogue options to have success/fail based on a true "saving throw" a la d&d 3e?

Currently, a modder can decide wether a dialogue option requires a certain amount of a certain stat..

Someone could even - i think - give an "identical looking" option for PC with a lower stat, in truth having this dialogue option a "negative" response..

However, i don't think (am I right?) that, currently, is possible to add some real randomness: it would be a lot more interesting if, even with a 18 charisma char, i knew that trying to ask for a discount could end up to affect negatively the merchant's disposition toward myself.

What i would like to have, as I said, would be the chance for modder to fix "difficulty class" to a certain dialogue option.. it could even be far simpler than the way it works in d&d 3e.. it could be like a "saving throw against your stat", roll 1d20 (or a 1d25?), if the number is lower or equal to your stat, success, otherwise failure.. in this way, even with a 18 cha/int whatever, i would know that just because i see a dialogue option it's not automatic for it to be succesfull.

Edited by cremo, 12 January 2012 - 08:51 AM.