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TobEx Wish list


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#181 Daulmakan

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Posted 18 February 2011 - 07:01 AM

Is it possible to have a component that configurates backstabbing options for non-party characters (ie. enemies) to only backstab when behind a character instead of from any point near? Would this break the AI mods out there?

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#182 DavidWallace

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Posted 18 February 2011 - 07:05 AM

Is it possible to have a component that configurates backstabbing options for non-party characters (ie. enemies) to only backstab when behind a character instead of from any point near? Would this break the AI mods out there?


Yes.

#183 Daulmakan

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Posted 18 February 2011 - 07:07 AM


Is it possible to have a component that configurates backstabbing options for non-party characters (ie. enemies) to only backstab when behind a character instead of from any point near? Would this break the AI mods out there?

Yes.

Nevermind, then.

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#184 Viktor

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Posted 25 February 2011 - 10:57 AM

A tweak, but I don't know if it's possible... When CHARNAME die the game is not over, the companions resurect CHARNAME after the battle (spell, scroll, temple...) like in Icewind Dale.

Another wish, possibility to equip a buckler with a two handed weapon (bow, crossbow, staff..) as stated in the description.

#185 GeN1e

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Posted 25 February 2011 - 12:04 PM

A tweak, but I don't know if it's possible... When CHARNAME die the game is not over, the companions resurect CHARNAME after the battle (spell, scroll, temple...) like in Icewind Dale.

Very dangerous - if PC isn't raised in due time, all manner of script glitches may (and will) arise.

Edited by GeN1e, 25 February 2011 - 12:06 PM.

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#186 Kulyok

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Posted 25 February 2011 - 12:23 PM

That could be useful for conversions like IWD-in-BG2 engine, though.

#187 Viktor

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Posted 25 February 2011 - 11:40 PM

Very dangerous - if PC isn't raised in due time, all manner of script glitches may (and will) arise.

Must be used with care... But I don't think it's too dangerous, player1 is used very rarely, most of the time it's PC.

That can be fun for the harder battles, no need to protect charname. There is a defeat only if all party members are dead.

#188 Ascension64

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Posted 26 February 2011 - 04:04 AM

Probably for a total conversion, but I agree with GeN1e here, one main plot glitch and that's the whole game.

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#189 Ascension64

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Posted 26 February 2011 - 05:29 AM

ITEMANIM.2da specifies (in a single column) what character sequence plays when activating an item's special ability. Right now that sequence plays whenever activating any ability for some item (for items with multiple abilities), and does not allow for attack animations to be overridden. Perhaps this could be fine-tuned (by adding more columns) to allow variations between extension headers, and allow attack animations to be overridden.

I don't think the latter can be done without crashing the game for missing animations. For example, if a character with an equipped bow is forced to use SEQ_ATTACK because SOMEITEM.ITM ability had an entry in in ITEMANIM.2DA, the game would crash because there is no attack animation for an equipped bow.

How much does this limit what you want to do with ITEMANIM.2DA. Is it still worth separating abilities out?

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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.

Baldur's Gate Trilogy-WeiDU and Mods
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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)


#190 Salk

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Posted 26 February 2011 - 05:42 AM

A tweak, but I don't know if it's possible... When CHARNAME die the game is not over, the companions resurect CHARNAME after the battle (spell, scroll, temple...) like in Icewind Dale.

Another wish, possibility to equip a buckler with a two handed weapon (bow, crossbow, staff..) as stated in the description.


I'd second both these requests. Especially the first.

#191 Viktor

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Posted 26 February 2011 - 07:49 AM

No problem for the buckler, it doesn't matter.

But for the "Charname death"... => :crying:

#192 Galactygon

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Posted 26 February 2011 - 10:06 AM

ITEMANIM.2da specifies (in a single column) what character sequence plays when activating an item's special ability. Right now that sequence plays whenever activating any ability for some item (for items with multiple abilities), and does not allow for attack animations to be overridden. Perhaps this could be fine-tuned (by adding more columns) to allow variations between extension headers, and allow attack animations to be overridden.


I don't think the latter can be done without crashing the game for missing animations. For example, if a character with an equipped bow is forced to use SEQ_ATTACK because SOMEITEM.ITM ability had an entry in in ITEMANIM.2DA, the game would crash because there is no attack animation for an equipped bow.

Can you clarify this? If for example SOMEITM.itm has 1 melee attack ability and 2 abilities that use charges, how does this impact the attack animation for BOW01.itm?

How much does this limit what you want to do with ITEMANIM.2DA. Is it still worth separating abilities out?

This came up when I wanted the modified ranged Spiritual Hammer/Mordenkainen's Sword/Black Blade of Disaster to use the SEQ_READY animation to reflect that the spiritual hammer was telekinetically wielded as per AD&D. Even if I remove the hammer animation from the paperdoll, zero out the hack/thrust/backhand animations, and add the relevant lines to ITEMANIM.2da, the character still swings in the air.

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#193 Andrea C.

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Posted 26 February 2011 - 10:32 AM

Hi Asc64,

this might be a little out there (I remember Cam saying it would require lots of coding) but since this is a request thread, I thought I'd give it a try. Do you think you could mod stat bonuses so that they work exactly as in PnP AD&D? Including spell- and illusion immunities for high INT/WIS scores, affecting ALL creatures in the game when appropriate (on top of CHARNAME and joinable NPCs, obviously).

#194 Galactygon

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Posted 26 February 2011 - 11:10 AM

Hi Asc64,

this might be a little out there (I remember Cam saying it would require lots of coding) but since this is a request thread, I thought I'd give it a try. Do you think you could mod stat bonuses so that they work exactly as in PnP AD&D? Including spell- and illusion immunities for high INT/WIS scores, affecting ALL creatures in the game when appropriate (on top of CHARNAME and joinable NPCs, obviously).


You might as well be requesting this:

For WIS, INT, etc. modifiers a better idea would be to build tables of .effs or .spls that are applied whenever the character has a certain value for a certain stat, and then stripped/reapplied when the stat changes. These .effs/.spls could carry a whole slew of effects, including a concentration stat modifier. This will satisfy many modmakers, who might be looking for something like, bards/sorcerers gaining additional spell slots based on high charisma. And it's less work for you too, since you don't have to bother on implementing every single stat dependant request.

This table would look like this:

         1        2        3        4        5     ...     25
EFFECT1  MODEFF11 MODEFF21
EFFECT2  MODEFF12 MODEFF22
EFFECT3  MODEFF13 MODEFF23
...
So a character with 2 WIS will carry effects MODEFF21.eff, MODEFF22.eff, and MODEFF23.eff, which could be anything.


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#195 salomonkane

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Posted 26 February 2011 - 11:36 AM

Hello Everyone,

Could you explain me please the general concept of this mod (TobEx)?

And among the wishes expressed here:

Mod Idea 1) Special Ability : Defence
Mod Idea 2) Special Ability : Soft Knock
Mod Idea 3) Special Ability : Fatality
Mod Idea 4) Weapon Proficiency : Unarmed Attack Style
Mod Idea 5) Multiclass Option : Fighter/Cleric/Thief
Mod Idea 6) Expanded Weapons Slots
Mod Idea 7) Expanded GUI
Mod Idea 8 ) Realms fighting styles
Mod Idea 9 ) Non-Weapons Proficiencies
Mod Idea 10 ) Socketed Items
Mod Idea 11 ) Expanded Sound Set/ Expanded Ambiant Sound
Mod Idea 12 ) Expanded Team
Mod Idea 13 ) Optionnal Feature: Race/Faction
Mod Idea 14 ) Custom Humanoid CRE
Mod Idea 15 ) Throwing Weapon Switch
Mod Idea 16 ) Alignement Compass
Mod Idea 17) Localized Damage

What might be workable ideas ? ...

Thank You .

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http://www.shsforums...91
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#196 GeN1e

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Posted 26 February 2011 - 11:43 AM

Charname's death can be handled by manually adjusting all plot cutscenes, etc. And indeed, I'd love it too. But - there're mods, that may have their own Player1 action references. In other words, it'll be white-, not blacklisting compatible mods.
Still, if it doesn't take much work, I suppose it could work out for expert users, well familiar with game and tools. Or TCs.

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#197 Salk

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Posted 26 February 2011 - 10:41 PM

Charname's death can be handled by manually adjusting all plot cutscenes, etc. And indeed, I'd love it too. But - there're mods, that may have their own Player1 action references. In other words, it'll be white-, not blacklisting compatible mods.
Still, if it doesn't take much work, I suppose it could work out for expert users, well familiar with game and tools. Or TCs.


Granted. It's a "dangerous" tweak but it shouldn't be a big problem for more experienced users. I do hope Ascension64 will take a look at this.

Edited by Salk, 26 February 2011 - 10:41 PM.


#198 Jarno Mikkola

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Posted 26 February 2011 - 10:59 PM

Could you explain me please the general concept of this mod (TobEx)?

Summary
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TobEx (Throne of Bhaal Extender) is a dynamic link library (DLL) written in C++ that fixes game engine bugs and extends the game engine by modifying the virtual image of the Throne of Bhaal BGMain.exe in memory.

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#199 Viktor

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Posted 27 February 2011 - 05:46 AM

No more need a "charname death" tweak, I've made a alternative. Need more test, but for this time it work in BG1/BGT. ^_^

Spoiler


#200 smeagolheart

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Posted 27 February 2011 - 11:15 AM

Is it possible to get sneak attack like in 3E (and the option in IWD) where thief's attack from side or back is 1d6 (on up) depending on level.