You might as well be requesting this: [CUT]
Hi Galactygon,
yes, it really looks like something that could easily achieve what I was asking for
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Posted 27 February 2011 - 12:31 PM
You might as well be requesting this: [CUT]
Posted 28 February 2011 - 04:37 AM
Similar was requested before. Not happening, because the engine relies too much on checking the shield slot.Another wish, possibility to equip a buckler with a two handed weapon (bow, crossbow, staff..) as stated in the description.
Oh, if SOMEITM.itm was a weapon then it would use the attack for SOMEITM.ITM. However, if SOMEITM.itm was an amulet with a charge ability that forced SEQ_ATTACK, and you had a BOW01.ITM equipped, the engine will try to look for an attack (not shoot) animation for the bow, which doesn't exist.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?
This is very dangerous to change, because the engine actually relies on the correct animation sequence to play during attacks to work out things like which part of the round it is in, etc, when actions are processed, etc. Knowing this, are separating ability indices in ITEMANIM.2DA still useful if restricted to non-attack abilities?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.
Perhaps a modding-only tweak. I imagine something similar operates in the Arenas game type.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.
Could you explain what you mean by "on up" in the text in bold?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.
Edited by Ascension64, 28 February 2011 - 04:48 AM.
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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
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Posted 28 February 2011 - 05:17 AM
Yeah, so finally had a look at this. The saving throws are pre-rolled every time the creature is "refreshed" or "AIUpdate" (every tick), which is completely separate from effect application itself. While you can still give on-the-fly saving throw bonuses (did not look at luck), the same roll is used against it. This isn't really an engine inconsistency per se because the engine needs the saving throw values before an effect is applied, whereas something like magic resistance is conditional, and has effect-specific application.Here's one I'm keen on:
The engine rolls saving throws and calculates luck bonuses before the first feature block of the extended header is applied, rather than before the first feature block where the saving throw or damage reduction is calculated. This prevents us from applying effects that give bonuses to saving throws and luck bonuses on the fly (ie. in the same extended header). This is not the case with damage/magic resistances, where they are calculated when first looked for, so this is some engine inconsistency.
If the engine could take saving throw modifiers/luck modifiers into account when placed in the same feature block, but right before the order in which the rest of the effects are applied, then it would be possible to implement AD&D saving throws vs. damage types / wisdom modifiers to saving throws against charm-related effects.
-Galactygon
Edited by Ascension64, 28 February 2011 - 05:18 AM.
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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
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)
Posted 28 February 2011 - 09:09 AM
Got it. This could be circumvented by disabling all the weapon animations while the animation in ITEMANIM.2da is playing. Just like when characters cast their spells, the weapon animations disappear temporarily.Oh, if SOMEITM.itm was a weapon then it would use the attack for SOMEITM.ITM. However, if SOMEITM.itm was an amulet with a charge ability that forced SEQ_ATTACK, and you had a BOW01.ITM equipped, the engine will try to look for an attack (not shoot) animation for the bow, which doesn't exist.
Whenever activating an item with a special ability, doesn't the activation animation in ITEMANIM.2da interrupt and override the previous animation without regard for which frame it's at?This is very dangerous to change, because the engine actually relies on the correct animation sequence to play during attacks to work out things like which part of the round it is in, etc, when actions are processed, etc.
Yes.Knowing this, are separating ability indices in ITEMANIM.2DA still useful if restricted to non-attack abilities?
Got it.Yeah, so finally had a look at this. The saving throws are pre-rolled every time the creature is "refreshed" or "AIUpdate" (every tick), which is completely separate from effect application itself.
Fair enough. But the on-the-fly bonuses/penalties are not applied to that roll, so that succeeding effects compare with the character's original saving throw rather than the modified one. I have tested this by giving horrendous bonuses/penalties at ranges of +-50.While you can still give on-the-fly saving throw bonuses (did not look at luck), the same roll is used against it.
How so? Isn't the magic resistance roll rolled at every AI update, just like saving throws? How is MR effect specific when saving throws are not, even if the preceding effects do not require saving throws?This isn't really an engine inconsistency per se because the engine needs the saving throw values before an effect is applied, whereas something like magic resistance is conditional, and has effect-specific application.
Perhaps it's just me, but I can't seem to understand how this theoretically prevents the saving throw from being updated.So, for example, you have a block that applies -2 save vs death penalty and then instant death if not save vs death. The target's current save vs death is 13. The target rolls 15. The target won't die because 13 + 2 >= 15.
Posted 28 February 2011 - 09:37 AM
Here you go:Could you explain what you mean by "on up" in the text in bold?
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.
Edited by smeagolheart, 28 February 2011 - 09:41 AM.
Posted 28 February 2011 - 10:51 AM
Edited by DrAzTiK, 28 February 2011 - 10:55 AM.
Posted 28 February 2011 - 04:38 PM
I would have guessed the CONTINGX was made to store 'abnormal' spells, those that couldn't fit into the only three available contingency targeting options. Not vice versa.Looking at the code, BioWare never meant for things like Spell Immunity to be contingency-able (see CONTINGX.2DA).
Retired from modding.
Posted 28 February 2011 - 05:02 PM
COPY_EXISTING ~amul04.itm~ ~override~ FOR (i = 0; i < 101; ++i) BEGIN FOR (j = 0; j < 3; ++j) BEGIN LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 139 // display string target = 1 timing = 2 parameter1 = RESOLVE_STR_REF ( ~Result %i%, run %j%~ ) probability1 = i + 1 probability2 = i END END END COPY_EXISTING ~amul05.itm~ ~override~ FOR (j = 0; j < 3; ++j) BEGIN FOR (i = 0; i < 101; ++i) BEGIN LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 139 target = 1 timing = 2 parameter1 = RESOLVE_STR_REF ( ~Result %i%, run %j%~ ) probability1 = i + 1 probability2 = i END END END
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
Posted 28 February 2011 - 05:29 PM
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
Posted 28 February 2011 - 05:30 PM
Oops, I accidentally deleted my original post because I clicked the wrong button. Anyway, I am actually in error and have a plan to implement this - not easy, but doable and easier than I thought it would be.I would have guessed the CONTINGX was made to store 'abnormal' spells, those that couldn't fit into the only three available contingency targeting options. Not vice versa.Looking at the code, BioWare never meant for things like Spell Immunity to be contingency-able (see CONTINGX.2DA).
But if you say it's too much work, then so be it.
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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
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)
Posted 28 February 2011 - 05:40 PM
I believe so, but I still say it's dangerous and deserves a WeiDU equivalent of DO NOT USE posted all over it.Whenever activating an item with a special ability, doesn't the activation animation in ITEMANIM.2da interrupt and override the previous animation without regard for which frame it's at?
I don't think the engine likes radical saving throws and tries to limit it. I seem to recall the engine just gives a -20 if a spurious number is given for a saving throw. Have you tried something more rational, like set to 0 or 20?Fair enough. But the on-the-fly bonuses/penalties are not applied to that roll, so that succeeding effects compare with the character's original saving throw rather than the modified one. I have tested this by giving horrendous bonuses/penalties at ranges of +-50.
Sorry, I'll clarify my muddliness. The following are calculated every AI update.How so? Isn't the magic resistance roll rolled at every AI update, just like saving throws? How is MR effect specific when saving throws are not, even if the preceding effects do not require saving throws?
char rndEffSaveDeath; //6282h, 1D20 char rndEffSaveWand; //6283h, 1D20 char rndEffSavePolymorph; //6284h, 1D20 char rndEffSaveBreath; //6285h, 1D20 char rndEffSaveSpell; //6286h, 1D20 char rndEffResistMagic; //6287h, 1D100 char rndDoEff; //6288h, 1D100, test against effect prob1 and prob2
Effect application occurs between an AI update. Therefore, while an effect is being applied, the saving throw itself is always the same (so if the last AI udpate rolled a 15, the throw will always be 15 until the next update). The target throw to beat can change though using effect 32-37 or whichever they were. (so you can have a base target of 13, and get a -2 penalty, making the target a 15). But the actual roll of 15 will always stay the same.Perhaps it's just me, but I can't seem to understand how this theoretically prevents the saving throw from being updated.
Edited by Ascension64, 28 February 2011 - 05:42 PM.
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Baldur's Gate Trilogy-WeiDU and Mods
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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)
Posted 01 March 2011 - 01:50 PM
What I've described is carrying vanilla behaviour (ie spellcasting) over to attack animations. I'm only intending to use this to disable the attacking animation of select items.I believe so, but I still say it's dangerous and deserves a WeiDU equivalent of DO NOT USE posted all over it.
I haven't tested setting saving throws to 20, but this isn't the issue - I was able to get +-50 to work with other timing modes. So this purely has to do with the timing of the effect application, so that the .cre's saving throw stat is updated to the new value before the next effect in the effects list is applied.I don't think the engine likes radical saving throws and tries to limit it. I seem to recall the engine just gives a -20 if a spurious number is given for a saving throw. Have you tried something more rational, like set to 0 or 20?
char rndEffSaveDeath; //6282h, 1D20 char rndEffSaveWand; //6283h, 1D20 char rndEffSavePolymorph; //6284h, 1D20 char rndEffSaveBreath; //6285h, 1D20 char rndEffSaveSpell; //6286h, 1D20 char rndEffResistMagic; //6287h, 1D100 char rndDoEff; //6288h, 1D100, test against effect prob1 and prob2
What you're describing is what behavior I'm desiring. I'm trying to change the saving throw to beat. Attached is a copy of SPWI304 (Fireball) with 2 effects with a duration of zero: A save vs spells modifier of -50 and a luck modifier of -50. The intended behavior: all .cres always fail their saving throws, and always suffer 60 points of damage. I was unable to get either part to work.Effect application occurs between an AI update. Therefore, while an effect is being applied, the saving throw itself is always the same (so if the last AI udpate rolled a 15, the throw will always be 15 until the next update). The target throw to beat can change though using effect 32-37 or whichever they were. (so you can have a base target of 13, and get a -2 penalty, making the target a 15). But the actual roll of 15 will always stay the same.
Posted 02 March 2011 - 03:51 PM
Posted 02 March 2011 - 10:52 PM
Edited by Salk, 02 March 2011 - 10:53 PM.
Posted 02 March 2011 - 11:58 PM
I think this is, but you don't need TobEx for that. Someone would just need to edit the RNDBASE*.BMP files and change the various pixels denoting the round.It's very possible I am suggesting something silly (it wouldn't be the first time) but I would like to ask: would it be possible to sync the attack animations so that they are played only when a real blow is landed?
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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
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)
Posted 03 March 2011 - 01:39 AM
As a dream request, I'd like to know if there's any way to make the party's sight go totally dark when in places unlitted as Ulcaster School or Bodhi's Lair and wilderness areas at Underdark. This would make it much more thrilling and could make room to spells that deal with light/darkness, and would make infravision and divination spells much more useful. This could grant advantage to drows and creatures able to cast darkness spells, as well as kitted priests of Shar. Also, non-living or cold blooded cratures would be undetectable when at complete dark. Torches could be made available items, and they could grant some limited range of sight. On the other hand, carrying a torch would introduce new concerns, as the use of the off-hand to hold it instead of a shield or a second weapon, and the very fact that the party could run out of torches when in a deep dungeon. Well, that's an idea, don't know if it's even possible...
Posted 05 March 2011 - 02:08 PM
I think it's feasible. I'm still nutting through the contingency/select spell stuff to be able to mind anything else at the moment.I trust you also saw my request here? I know you tend to keep track of everything, Ascension64 - just wondering if it's feasible.
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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
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)
Posted 05 March 2011 - 05:39 PM
Yep, I see. The incremental changes are applied to a sum CDerivedStats that is applied to the main CDerivedStats after all the effects are applied. This is to prevent order of operations issues. It is possible to make the changes directly onto the main CDerivedStats at the disadvantage that order of operations issues would be present (so, a set or % applied after +/- will overwrite the latter)What you're describing is what behavior I'm desiring. I'm trying to change the saving throw to beat. Attached is a copy of SPWI304 (Fireball) with 2 effects with a duration of zero: A save vs spells modifier of -50 and a luck modifier of -50. The intended behavior: all .cres always fail their saving throws, and always suffer 60 points of damage. I was unable to get either part to work.Effect application occurs between an AI update. Therefore, while an effect is being applied, the saving throw itself is always the same (so if the last AI udpate rolled a 15, the throw will always be 15 until the next update). The target throw to beat can change though using effect 32-37 or whichever they were. (so you can have a base target of 13, and get a -2 penalty, making the target a 15). But the actual roll of 15 will always stay the same.
-Galactygon
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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)
Posted 07 March 2011 - 04:21 AM
Posted 08 March 2011 - 05:07 AM