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#221 rajman

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Posted 08 March 2011 - 10:14 AM

Dont know, if it's already mentioned...


*coff*

Dual or Multi with Kits? More specific, dual into a specialist mage in bg2 such as in bg1?

#222 phordicus

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Posted 08 March 2011 - 05:03 PM

externalize weapon style effects.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#223 Ascension64

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Posted 09 March 2011 - 03:15 AM

[quote]I'm sure its been brought up before, but what's the possibility of making sorcs and monks kittable? [/quote]Really tricky. Sorcerers would have great problems with kits because a custom sorcerer kit would be erroneously detected as TRUECLASS with all existing engine code.

[quote]1. Could you repair the weather "fog" for areas?[/quote]Does fog do anything at the moment?
[quote]2. Bug (?): script-actions don't work in rumor-DLGs (in taverns for example).[/quote]So ActionOverride() don't work either? I don't know what the reference object is for this, but will have a look.
[quote]3. The action "AmbientActivate()" (which is for animations...) is a little bit buggy because it doesn't start at the first Frame.[/quote]Is this for a previously disabled ambient? And by ambient is that a sound, or an animation?
[quote]4. Not really important, but can you "outsource" the hardcoded Drinks in Taverns into a 2da?[/quote]If it's not really important, then I am not really inclined to do it. What is it for?
[quote]5. A new page for spell level 10?[/quote]No. Troubles abound.
[quote]6. Maybe a expanded race.ids?[/quote][/quote]No. Troubles abound.

[quote]Dual or Multi with Kits? More specific, dual into a specialist mage in bg2 such as in bg1? [/quote]No, the game will explode, particularly the fact that there is only one kit field. Question though: do gnomes dualling into mages end up being illusionist?

[quote]externalize weapon style effects. [/quote]What does this mean?

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#224 GeN1e

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Posted 09 March 2011 - 03:18 AM

externalize weapon style effects.

What does this mean?

Customization of four weapon styles - Single, Twohanded, Sword&Shield, Two weapons.

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#225 Miloch

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Posted 09 March 2011 - 03:43 AM

Really tricky. Sorcerers would have great problems with kits because a custom sorcerer kit would be erroneously detected as TRUECLASS with all existing engine code.

I thought the Geomantic Sorcerer mod actually kits sorcerers (I found out the hard way in L1NPCs) but I'm not aware of a mod nor a method that could kit monks. Though I would like to know if someone does make it possible, so I can avoid further monk issues in L1NPCs.

4. Not really important, but can you "outsource" the hardcoded Drinks in Taverns into a 2da?

AFAIK, this is not hardcoded. You can set the 'drink' strings in tavern .sto (store) files to whatever you like, including your own strings.

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#226 Galactygon

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Posted 09 March 2011 - 03:46 AM

Does fog do anything at the moment?

I don't think so.

Dual or Multi with Kits? More specific, dual into a specialist mage in bg2 such as in bg1?

No, the game will explode, particularly the fact that there is only one kit field. Question though: do gnomes dualling into mages end up being illusionist?

If space is an issue, there are unknowns/unused bytes at 0x0076 and 0x0084 of the .cre v1 header. I for one, miss being able to dual to a specialist.

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#227 Ascension64

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Posted 09 March 2011 - 04:00 AM


Dual or Multi with Kits? More specific, dual into a specialist mage in bg2 such as in bg1?

No, the game will explode, particularly the fact that there is only one kit field. Question though: do gnomes dualling into mages end up being illusionist?

If space is an issue, there are unknowns/unused bytes at 0x0076 and 0x0084 of the .cre v1 header. I for one, miss being able to dual to a specialist.

-Galactygon

Having a dual/multi to one kit might be doable, but the engine is going to have a very very hard time dealing with two kits at once.

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#228 Miloch

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Posted 09 March 2011 - 04:08 AM

Having a dual/multi to one kit might be doable, but the engine is going to have a very very hard time dealing with two kits at once.

In essence, it can't (and probably shouldn't) but Level 1 NPCs already lets you (or any NPC) dual or multi to any kit you like, provided that there is only one kit amongst your dual or multi choices.

I suppose maybe what's being discussed here is having two or more kits, which I would object to in principle, even though I wouldn't block it in practice (whatever floats one's boat, even if be 3e Toy Story-type rules :P).

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#229 Galactygon

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Posted 09 March 2011 - 04:10 AM

Perhaps something like a "secondary kit" field might be doable... it displays on the character record as a kit, gives abilities from CLAB/LU files as a kit, but in all respects the engine would use the primary kit field to handle stuff like unusabilities.

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#230 rajman

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Posted 09 March 2011 - 05:41 AM

I didn't want to suggest a double or triple kitted multi, but a way to start with a base class and dual that into a kit, bg1dualledmages-style.

Miloch, with lvl1npc I can have a kitted multi but what about duals?

Edit, another request: Is it possible to avoid stealthed/invisible characters to receive +4 to hit on the next attack, when attacking creatures with innate detection?

Edited by rajman, 09 March 2011 - 05:53 AM.


#231 Daulmakan

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Posted 09 March 2011 - 06:11 AM

Dual or Multi with Kits? More specific, dual into a specialist mage in bg2 such as in bg1?

No, the game will explode, particularly the fact that there is only one kit field. Question though: do gnomes dualling into mages end up being illusionist?

Only humans are legally allowed to dual class in vanilla. Gnomes can be thief/illusionist from the start though (as multi-class).

item_pack.jpg   Drows.jpg

 


#232 the bigg

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Posted 09 March 2011 - 06:16 AM

Only humans are legally allowed to dual class in vanilla. Gnomes can be thief/illusionist from the start though (as multi-class).

And ToBEx allows Humans to multi-class and non-humans to dual-class. Being able to dual-class a TRUECLASS into a kit (or start as a kitted multiclass) would be neat, although I can imagine that such a thing would require "too much" for in the context of ToBEx, and it would still be incompatible with Refinements :(

PS: Can I be a Gnomish Kensai/Swashbuckler/Enchanter :P ?

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
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Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#233 smeagolheart

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Posted 09 March 2011 - 10:20 AM

PS: Can I be a Gnomish Kensai/Swashbuckler/Enchanter :P ?


You can be one but only if you name him "McLovin'"

I'm interested in the multi (with one kit) idea as well. I don't need two kits one kit of a multi would be cool and still fairly "ungamebreakingly overpowered" (not sure if thats a word).

It would take some power away from dual classing for sure but would be different in that well one of the classes wouldn't gain anymore experience as opposed to be that AND one of the classes could have kits.

#234 JohnMoonlord

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Posted 09 March 2011 - 11:01 AM

I just had this "crazy" idea.

I don't know if anyone ever came up with it, but one of the things that has always annoyed me (as it does in my current playthrough) is equipping incompatibility of a two-handed weapon and an off-hand item in quick weapon slots.

For example: let's say I play a guy that uses a tower shield in his off-hand. If I want him to use a longbow for his quick ranged weapon, I can't because of the shield. And vice versa if I want to equip a shield while having a bow in a quick slot.

I find it tedious to change the quick weapons all the time like that, especially during combat. So I always end up either selecting only one-handed weapons for a character that usually uses an off-hand item, or ditch the shield or off-hand weapon entirely in favor of two-handed weapons only (well, mostly).

I don't know if this would be possible, but I'd like to be able to equip two-handed weapons in quick slots while having an off-hand item for when I select a one-handed weapon. It could look like this:

- Whenever I select a slot to equip a two-handed weapon, my off-hand item goes back to the backpack, leaving a dimmed version of its icon in the off-hand slot. This would still make backpack room matter in such a weapon switch; though having the off-hand still equipped, only dimmed, would be a nice option as well.
- When selecting back a one-handed weapon, the dimmed off-hand item reequips itself automatically.

OR

- The weapon slots are converted to be able to hold either a single two-handed item, or up to two items, one in each hand. I don't know if this mechanic if currently widely used in games, but Dungeon's & Dragons Online uses this gameplay feature, which I like.


I will let Minsc conclude the case:

"Though I am sad that Boo travels in my backpack now, I see his wisdom in letting me now make full use of my hands. But now, Minsc needs help with his hands again! Big swords are fun for evil butts-kicking, but big swords break all the time. Sometimes, Minsc even breaks his last big sword when Minsc most needs it! But Minsc remembers training with two-weapons, mostly with maces and morningstars for great evil skull-bashing! So next time Minsc breaks all his big swords, Minsc will use maces again!... but only if Minsc can draw them fast enough during a fight. Can you help Minsc? WILL you help Minsc. *Squeak.* ...Boo says you really should help Minsc."

Edited by JohnMoonlord, 09 March 2011 - 11:03 AM.

"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#235 the bigg

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Posted 09 March 2011 - 11:09 AM

This has been requested approximately 34366 times in this thread and Asc has always said that this is impossible to do.

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.


#236 JohnMoonlord

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Posted 09 March 2011 - 11:15 AM

This has been requested approximately 34366 times in this thread and Asc has always said that this is impossible to do.


Would've really surprised me otherwise if no one had; I just didn't find any of the previous requests with the search engine (or Google, for that matter).

Maybe with a 100 000 signature petition, things would change and Asc would find a way?... :blink:

Edited by JohnMoonlord, 09 March 2011 - 11:16 AM.

"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#237 the bigg

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Posted 09 March 2011 - 11:27 AM

Modding isn't a democracy. Asc accepts or refuses requests merely on technical backgrounds (otherwise, he would've already implemented extra party members and whatnot).

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.


#238 JohnMoonlord

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Posted 09 March 2011 - 11:42 AM

Modding isn't a democracy. Asc accepts or refuses requests merely on technical backgrounds (otherwise, he would've already implemented extra party members and whatnot).


T'was only a joke.
"Alright, but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what has the humans ever done for us!?"

#239 Daulmakan

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Posted 09 March 2011 - 12:05 PM

@JohnMoonlord, you might find this to be an acceptable substitute.

item_pack.jpg   Drows.jpg

 


#240 smeagolheart

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Posted 09 March 2011 - 04:33 PM

@JohnMoonlord, you might find this to be an acceptable substitute.



That sounds interesting. There are a lot of caveats and what-have-you's in the in "Things of Note" section.