TobEx Wish list
#182
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.
#184
Posted 25 February 2011 - 10:57 AM
Another wish, possibility to equip a buckler with a two handed weapon (bow, crossbow, staff..) as stated in the description.
#185
Posted 25 February 2011 - 12:04 PM
Very dangerous - if PC isn't raised in due time, all manner of script glitches may (and will) arise.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.
Edited by GeN1e, 25 February 2011 - 12:06 PM.
Retired from modding.
#186
Posted 25 February 2011 - 12:23 PM
IWD NPC, Xan, The Sellswords, Back to Brynnlaw, Assassinations, Dungeon Crawl, Reunion, Branwen, Coran, Tiax, Xan BG1 Friendship
BG1 NPC, Romantic Encounters
#187
Posted 25 February 2011 - 11:40 PM
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.Very dangerous - if PC isn't raised in due time, all manner of script glitches may (and will) arise.
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
Posted 26 February 2011 - 04:04 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)
#189
Posted 26 February 2011 - 05:29 AM
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.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.
How much does this limit what you want to do with ITEMANIM.2DA. Is it still worth separating abilities out?
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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)
#190
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.
Game Over Only on Party Dead (BGT/EasyTuTu/BG2)
WTP Familiars(BGT/BG2)
#191
Posted 26 February 2011 - 07:49 AM
But for the "Charname death"... =>
#192
Posted 26 February 2011 - 10:06 AM
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?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.
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.How much does this limit what you want to do with ITEMANIM.2DA. Is it still worth separating abilities out?
-Galactygon
#193
Posted 26 February 2011 - 10:32 AM
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
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.
-Galactygon
#195
Posted 26 February 2011 - 11:36 AM
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 .
Details :
http://www.shsforums...91
#196
Posted 26 February 2011 - 11:43 AM
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.
Retired from modding.
#197
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.
Game Over Only on Party Dead (BGT/EasyTuTu/BG2)
WTP Familiars(BGT/BG2)
#198
Posted 26 February 2011 - 10:59 PM
Could you explain me please the general concept of this mod (TobEx)?
Someone skipped a few pinned topics.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.
Deactivated account. The user today is known as The Imp.
#199
Posted 27 February 2011 - 05:46 AM
#200
Posted 27 February 2011 - 11:15 AM