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#721 Galactygon

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Posted 02 July 2012 - 12:06 PM

Hello Ascension,

I've suggested an alternative fix for the dispellable magical items at the BG:EE forums here. This makes use of unused bytes at the inventory item header of the .cre in such a way as to allow magical items to be dispellable even if not created in the magical weapons slot and allows for the caster's level to be stored.

Also bundled with the suggestion is a proposal for a fix for magical items to be removed directly from the inventory (see opcode 255) rather than through a remove item opcode applied with a delay that most other opcodes use. The problem is, I do not completely understand how the game effectively uses 2 bytes (0x08 and 0x09 of inventory header of .cre) to determine the exact moment the item is removed when (as I understand it) game time is stored in dword.

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#722 Lollorian

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Posted 04 July 2012 - 08:47 PM

I was wondering whether the engine gives any kind of special treatment to the item MISC3P (Glasses of Identification). Even just copying the item and renaming it to MISC3P2.ITM causes it to behave differently from the original MISC3P :unsure:

This is probably what's been causing Finch's Glasses (FIGLAS.ITM - basically a direct copy of MISC3P.ITM with different strings) to not work in a BGT/BWP game :(

Basically:
- MISC3P's Identify ability shows up when you right-click any unidentified item but no copy/rename/mod of MISC3P has its Identify ability usable
- MISC3P cannot be equipped on tne the character at all while every copy/rename/mod of MISC3P can be equipped into the quick slots

I did a text search for MISC3P in the BGMain.exe and it shows up 4 times so the engine does seem to give special consideration to this item.

Would it be possible to externalize whatever special treatment this is so that other items may be given the same treatment? (FIGLAS.ITM for instance :P)

EDIT: Also noticed that having 2 MISC3P's in the inventory still allow only 3 ID's per rest (instead of the 3 + 3 ID's they should give) - Wow this item is special or what eh? ^_^

Edited by Lollorian, 05 July 2012 - 10:16 AM.

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#723 Ascension64

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Posted 07 July 2012 - 07:33 PM

I've been recently browsing through this thread and seen the request to move "thieving" ability for C/Ts from innates menu. Not sure if it is relevant anymore (didn't see such thing done by tobex, in any case), but anyway here's the simple hack that should do that - maybe someone will find it helpful (all offsets are in file, so changes can be done with any hex editor):
<code>
This switches "talk" and "thieving" buttons for C/T (the reasons are 1) this requires least changes; 2) "talk" is the least useful button on C/T hotbar imo). Also note that there is probably a bug there if C/T has exactly 12 innates - last one will probably not be shown - I didn't touch that.

I've also been recently looking at extending the hotbar - on higher resolutions there is plenty of empty space on screen - but it looks to be much more tricky, even without increasing max amount of quick weapons/spells/items and/or allowing customization. Ascension64, did you by chance consider making a similar tweak in future?

Thanks, that is a simple hack. The plan is still to do a more extensive UI overhaul. However, as this appears to be something that will be massively changed in BG:EE, and a decent overhaul takes some time to code up, it is on the list but not high priority.

Ascension64, do you by chance accept contributions for tobex?

I've seen a bunch of bugs in contingency list (wizard spellbook screen):

Thanks, veyn. I am always happy to review contributions. Will pop on my list.

I've suggested an alternative fix for the dispellable magical items at the BG:EE forums here. This makes use of unused bytes at the inventory item header of the .cre in such a way as to allow magical items to be dispellable even if not created in the magical weapons slot and allows for the caster's level to be stored.

Also bundled with the suggestion is a proposal for a fix for magical items to be removed directly from the inventory (see opcode 255) rather than through a remove item opcode applied with a delay that most other opcodes use. The problem is, I do not completely understand how the game effectively uses 2 bytes (0x08 and 0x09 of inventory header of .cre) to determine the exact moment the item is removed when (as I understand it) game time is stored in dword.

Will review.

I was wondering whether the engine gives any kind of special treatment to the item MISC3P (Glasses of Identification). Even just copying the item and renaming it to MISC3P2.ITM causes it to behave differently from the original MISC3P :unsure:

This is probably what's been causing Finch's Glasses (FIGLAS.ITM - basically a direct copy of MISC3P.ITM with different strings) to not work in a BGT/BWP game :(

Basically:
- MISC3P's Identify ability shows up when you right-click any unidentified item but no copy/rename/mod of MISC3P has its Identify ability usable
- MISC3P cannot be equipped on tne the character at all while every copy/rename/mod of MISC3P can be equipped into the quick slots

I did a text search for MISC3P in the BGMain.exe and it shows up 4 times so the engine does seem to give special consideration to this item.

Would it be possible to externalize whatever special treatment this is so that other items may be given the same treatment? (FIGLAS.ITM for instance :P)

EDIT: Also noticed that having 2 MISC3P's in the inventory still allow only 3 ID's per rest (instead of the 3 + 3 ID's they should give) - Wow this item is special or what eh?

I'm not surprised - there are numerous special cases hard-coded in. I'll put it on a list.

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#724 -veyn-

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Posted 08 July 2012 - 12:23 AM

There's another bug that I'd wish to have resolved - it is described in details in http://forums.gibber...dpost&p=202448.

Basically, when spell sequencer UI started by opcode #257 is finished, the engine applies two effects to character - #256 with timing 1 and #171 (grant innate) with irrelevant timing (the effect is applied and removed immediately). When the character dies and is raised, #256 is removed due to timing, however the innate remains.

I can see at least three possible solutions here:
1. Apply #256 with timing 9 - this is simplest, just 1-byte hack.
2. Override on-remove callback for #256 to remove the innate.
3. Solution 2 + instead of hardcoding timing of #256, make it equal to timing of original #257 - this is more like a tweak to allow more customization.

#725 Suslik

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Posted 07 August 2012 - 09:51 PM

veyn
I suppose it's easier to make all sequencer effects to be permanent until death - otherwise contingency spells might act unpredictably when contingency fires on a dead creature. Just a suggestion.

#726 Hoo

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Posted 12 August 2012 - 06:48 AM

Hello, I have a small request.

That is weapon styles' modification. Since BG engine doesn't allow the modding/modification of weapon styles one-handed fighting style is hardly useful (its unique feature, i.e., +5% critical hits/AC bonus, can be obtainable by off-hand weapons in a few mods such as IRv3).

#727 Beleg33

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Posted 28 August 2012 - 01:46 AM

If possible, change the order in which items (and their effects) are applied when loading a savegame. Specifically #42 and #62 opcodes (bonus spell slots, wizard/priest). Currently the order seems to be based on slots. so if you have a ring that double spells at level 1 and a necklace that adds 1 level 1 spell, the ring effect is loaded first (doubling your base number of spell slots) then the necklace (adding 1 slot to the doubled slots) whereas any smart player would do the opposite. This behaviour results in memorized spell out of slots (and slot unaccessible until both re-equipped) when loading game.

Bottom line : Change effect #42 and #62 loading order depending on param2. Always param2 != 0 (or 512, as added by tobex, nifty feature btw) first.

EDIT : Might want to consider effect #49 (Wisdom modifier) as well for priest spells, always before effect #62 param2 = 0/512

Edited by Beleg33, 28 August 2012 - 01:59 AM.

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#728 Ascension64

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Posted 29 August 2012 - 12:22 AM

Ordering is a huge can of worms awaiting to be opened. By changing the order, you change the way the game applies effects every single time. It is very risky to change the current behaviour. There can be a lot of 'exceptions to the rule' applied to the way effects are applied - that would have to be a case-by-case thing. Tedious, to say the least.

Edited by Ascension64, 29 August 2012 - 12:23 AM.

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#729 melkor_morgoth75

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Posted 29 August 2012 - 02:39 AM

Ascension ... as u have LOT of stuff to take care of, i add some Posted Image Posted Image

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) Posted Image

Hope i was able to explain myself with my ugly english Posted Image

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

Cheers!
mm75


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

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 Posted Image Posted Image Posted Image

mm75



Ciao Asc :)

I'm bumbing up my 2 old requests ... just in case you don't know what to do as new features for Tobex or you won the lottery and have lot of spare time :P :P :P

Joking, but really. .. if ever in the future we could add a sort of those options, it would give a great DEEP to the game ;)

Cheers and keep it up, u rock!

mm75

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


#730 Dakk

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Posted 29 August 2012 - 10:28 AM

A, hopefully pretty simple, feature that I'd love to see:
- the possibility to remove the annoying "hints" that the game spews out all the time in the main feedback window. Like "talk to monks", "there is a dwarf that upgrades weapons" and all kind of fourth-wall and immersion breaking things. They spam the window all too much (at every save/load/transition?), and it irks me badly.

Is it possible?

EDIT: As illustrated:
annoyingtext.jpg

Edited by Dakk, 29 August 2012 - 10:45 AM.


#731 ScuD

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Posted 29 August 2012 - 11:25 AM

There are hints files, clearing which will resolve your issue. IIRC W_GUI does that. File names are loadh25.2DA and loadhint.2DA.

#732 Dakk

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Posted 29 August 2012 - 11:59 AM

There are hints files, clearing which will resolve your issue. IIRC W_GUI does that. File names are loadh25.2DA and loadhint.2DA.

Oh really? Just clearing them totally or deleting the res_ref and below? It would be nice to have that functionality as a component in a mod, but if it's doable manually it's not TobEx.

Btw, I can't find any mention of it in the W_GUI readme, you sure?

And thanks! :)

Edited by Dakk, 29 August 2012 - 12:00 PM.


#733 ScuD

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Posted 29 August 2012 - 03:13 PM

Look up W_GUI\copy, there are 2 2DA files in there, already cleaned.
No mention in the readme, true.

Edited by ScuD, 29 August 2012 - 03:26 PM.


#734 Dakk

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Posted 30 August 2012 - 04:39 AM

Look up W_GUI\copy, there are 2 2DA files in there, already cleaned.
No mention in the readme, true.

Again, thanks ScuD! Much appreciated.

#735 phordicus

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Posted 01 September 2012 - 05:58 PM

Wish: To be able to alter the starting thief skill points and points per level for the base class and kits. Thanks.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#736 Lollorian

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Posted 27 September 2012 - 05:16 AM

Sorry if this was already requested/discussed before but is Opcode #173 broken like this thread implies? :unsure:

SHLD31.ITM (Darksteel Shield +4) in the vanilla game uses that opcode with a value 10 when the description specifically says a +10% Poison Resist... and there's probably a million items from mods that use the opcode better :ROFL:

EDIT: Typoed item code :doh:

Edited by Lollorian, 27 September 2012 - 05:19 AM.

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#737 DavidWallace

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Posted 27 September 2012 - 02:51 PM

Is it possible to remove or externalise the damage multiplier associated to the difficulty slider? It would be nice to use it as part of SCS, but the hard coded damage increase on Hard and above is unattractive.

#738 Ascension64

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Posted 27 September 2012 - 11:44 PM

Sorry if this was already requested/discussed before but is Opcode #173 broken like this thread implies? :unsure:
...

It's not broken, just rather limited in function.
BOOL_CEffectPoisonResistMod::ApplyEffect(cre) {
  cre.cdsCurrent.resistPoison = eff.nParam1;
  return TRUE;
}

Is it possible to remove or externalise the damage multiplier associated to the difficulty slider? It would be nice to use it as part of SCS, but the hard coded damage increase on Hard and above is unattractive.

Yes, this is on my to-do list.

Edited by Ascension64, 27 September 2012 - 11:45 PM.

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#739 tatterdemalion

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Posted 30 September 2012 - 12:45 AM

I don't know if anyone else has suggested this yet (I skimmed a lot of the thread, but it's long; sorry if I'm duplicating suggestions) but there are a couple of hardcoded things which I would LOVE to see changes in, if it's possible...

One: Enable dual-classing to a kit, rather than strictly from a kit, as is currently the case.

Two: Allow non-thief kits to have thief skills... I would greatly appreciate able to make a non-thief kit which disarms traps as it would open up party balance options immensely. After all, it doesn't seem too far-fetched that there would be some kind of ranger or other class which could do this...

#740 Lollorian

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Posted 30 September 2012 - 06:39 AM

It's not broken, just rather limited in function.

So any chance it could use Param2 like the other Bonus opcodes? :D

I dunno how that works in-game though :unsure: 50% Poison resist halves your chance to take poison damage every round? Halves poison damage itself? Halves the chance to acquire poison in the first place? :ermm:

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