Jump to content


Photo

TobEx Wish list


  • Please log in to reply
821 replies to this topic

#241 JohnMoonlord

JohnMoonlord
  • Member
  • 165 posts

Posted 09 March 2011 - 08:16 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.


Ah, that could be interesting. Gonna check it out more thoroughly tomorrow. Thanks!
"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!?"

#242 Casublett

Casublett
  • Member
  • 8 posts

Posted 10 March 2011 - 09:58 AM

Might be a stupid wish, but having a few Journal tools would be amazing to me. Frequently the game doesn't clear completed quests from chapter entries (example below) if you do something out of the "expected" order...

Example 1: Save Prism from Greywolf, but don't talk to him until later, collect the bounty in Nashkel, go back to Prism (MUCH later) after killing Drizz to get the rep gain, but the game has "closed" the quest and moved to completed, but still updates the quest journal with something about Prism.

Example 2: Talk to Safana about the pirate cave treasure horde, sneak in without her, loot and exit the cave, go back to Safana where she is safely waiting outside, but unless she was inside the cave with you, the entry never gets cleared.

Maybe a "Delete", small "X" or "Completed" button of some sort.

This may take WAY too much work for the limited payoff, but it's always bothered me, all the way back to when the game was 1st released.

#243 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 10 March 2011 - 10:00 AM

Double click the text of the journal entry, delete everything, press 'Done'.

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.


#244 Casublett

Casublett
  • Member
  • 8 posts

Posted 10 March 2011 - 10:01 AM

Double click the text of the journal entry, delete everything, press 'Done'.


I tried (again today) and it only lets me with user entered entries...

EDIT:

I'll try again right now :) BRB...

EDIT AGAIN:

Nope, official entries won't delete, only user entries...

EDIT AGAIN AGAIN!!!!

Ok, I'm a 10 year tard... If you cursor selkect the whole text entry AFTER double clicking, press delete on the KEYBOARD, then "Done" it deletes it... :(

Edited by Casublett, 10 March 2011 - 10:06 AM.


#245 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 11 March 2011 - 02:18 AM

Go and play Dragon Age II already... :)

--------------
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)


#246 Dakk

Dakk
  • Member
  • 398 posts

Posted 11 March 2011 - 05:02 AM

Don't send us away, we luvz you! :crying:

Edited by Dakk, 11 March 2011 - 05:03 AM.


#247 -Guestx-

-Guestx-
  • Guest

Posted 13 March 2011 - 10:11 AM

Request
Use bit 17 (directly after 'Not in combat') in the spell header flags (at 0x0018) to determine custom spell casting conditions:

If bit 17 is set, when the caster attempts to cast the spell, the spell should only be cast if the caster has an appropriate LOCALS variable set (matching the spell RESREF). If the variable is not set, display a strref specified by another LOCALS variable (RESREF_UNSET). If this variable is not set, display a standard fall-back resref.

Benefit
This would allow modders to determine exact conditions for when a spell may (or may not) be cast, e.g. a spell can only be cast during daylight hours, or in the Underdark, or a maximum of 8 times.


Examples
e.g. 1
caster is wanting to cast SPWI203, which has bit 17 set.
engine reads LOCALS SPWI203 on the caster
It's set to 1, so the spell casts normally

e.g. 2
caster is wanting to cast SPWI203, which has bit 17 set.
engine reads LOCALS SPWI203 on the caster
It's not set to 1
engine reads LOCALS SPWI203_UNSET
It's set to 12345
Engine displays strref 12345

e.g. 3
caster is wanting to cast SPWI203, which has bit 17 set.
engine reads LOCALS SPWI203 on the caster
It's not set to 1
engine reads LOCALS SPWI203_UNSET
It's not set
Engine displays default strref of 902354 (or whatever, specified at installation)





Request
Amend opcode #261 (0x105) Spell: Restore Lost Spells [261]. If the upper word of param 1 is set to 1, re-memorise the spell specified in the RESOURCE field, and ignore the other parameters.

Benefit
This would allow modders to be able to refresh a single spell (e.g. the one just cast) rather than having to refresh an entirely un-related spell.

#248 GeN1e

GeN1e

    A very GAR character

  • Modder
  • 1604 posts

Posted 13 March 2011 - 02:04 PM

Request
Use bit 17 (directly after 'Not in combat') in the spell header flags (at 0x0018) to determine custom spell casting conditions:

If bit 17 is set, when the caster attempts to cast the spell, the spell should only be cast if the caster has an appropriate LOCALS variable set (matching the spell RESREF).

Will require party AI turned on. Maybe calling a script instead? SPWI303.BCS:

IF
Trigger()
THEN
RESPONSE #100
Continue()
END

Edited by GeN1e, 13 March 2011 - 02:05 PM.

Retired from modding.


#249 -Guestx-

-Guestx-
  • Guest

Posted 13 March 2011 - 02:17 PM

Will require party AI turned on.


Checking the variable at spell casting under this scheme would not require party AI.
Setting the variable might require party AI (assuming it's not done through dialog, or effects).
Even so, running with party AI turned on is not a bad thing.

Maybe calling a script instead?


I'm not convinced firing up a script every time a spell is cast is the best idea. Also, it seems to solve a different problem

#250 GeN1e

GeN1e

    A very GAR character

  • Modder
  • 1604 posts

Posted 13 March 2011 - 03:27 PM

I'm not convinced firing up a script every time a spell is cast is the best idea. Also, it seems to solve a different problem

*cough* NWN *cough*

Retired from modding.


#251 GeN1e

GeN1e

    A very GAR character

  • Modder
  • 1604 posts

Posted 13 March 2011 - 05:32 PM

Some more thought-ups.

1) Disable the hardcoded AC limit (-20 + DEX + Single Weapon Style)

2) Allow the invisibility state to inhibit graphics overlay (215th opcode), so that invisible creatures can't be spotted when they use Fireshield/various spell protections.

3) Add a subparam to the 'spell deflection' family of opcodes to disable the associated graphics effect. Mainly concerns Cloak of Mirroring (203th/205th) and Reflection Shield (197th).

3.5) Also, perhaps externalize the opcode-animation table. On practice, however, it probably is not as useful, since Spell Deflection can be distinguished from Spell Immunity via the hardcoded overlay negation as per 3). Demi, Galc?

Here's what I've found within the executable.

// Spell: Bounce Projectile [197] Physical Mirror, Reflection Shield
// Spell: Bounce Opcode [198] n/a
// Spell: Decrementing Bounce Spells [200] Spell Turning, Minor Spell Turning
// Spell: Bounce Spell School [202] n/a
// Spell: Bounce Secondary Type [203] SoA's Cloak of Mirroring
// Spell: Bounce Specified Spell [207] n/a
// Spell: Immunity Secondary Type Decrement [226] Spell Shield
// Spell: Bounce School Decrement [227] n/a
// Spell: Bounce Secondary Type Decrement [228] n/a
offset = 0x75860c
string = ~spturni2~

// Spell: Decrementing Spell Immunity [201] Spell Deflection, Minor Spell Deflection, Shield of Archons
// Spell: Protection from Spell (School) [204] Spell Immunity
// Spell: Protection from Spell (Secondary Type) [205] ToB's Cloak of Mirroring
// Spell Effect: Immunity School Decrement [223] n/a
offset = 0x758618
string = ~spmagglo~

// Protection: Spell Trap [259] Spell Trap
offset = 0x758624
string = ~spmagglo~


Edited by GeN1e, 13 March 2011 - 05:35 PM.

Retired from modding.


#252 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 13 March 2011 - 07:54 PM

Request
Use bit 17 (directly after 'Not in combat') in the spell header flags (at 0x0018) to determine custom spell casting conditions:

If bit 17 is set, when the caster attempts to cast the spell, the spell should only be cast if the caster has an appropriate LOCALS variable set (matching the spell RESREF). If the variable is not set, display a strref specified by another LOCALS variable (RESREF_UNSET). If this variable is not set, display a standard fall-back resref.

Have you tried to achieve anything similar to this using vanilla scripting? While I appreciate you don't want to use scripts, I don't think that is a rational excuse if it solves the problem.

--------------
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)


#253 GeN1e

GeN1e

    A very GAR character

  • Modder
  • 1604 posts

Posted 13 March 2011 - 08:18 PM

Now that I think of it, for the most part it can be done using 146 + 206 from casting features to disrupt the spellcasting, and an outer script check to enable that disruption.
Problem is, can only set casting failure for a specified duration, which may not match modified casting speed...

Retired from modding.


#254 Galactygon

Galactygon

    Modding since 2002

  • Member
  • 938 posts

Posted 13 March 2011 - 09:21 PM

Request
Use bit 17 (directly after 'Not in combat') in the spell header flags (at 0x0018) to determine custom spell casting conditions:

If bit 17 is set, when the caster attempts to cast the spell, the spell should only be cast if the caster has an appropriate LOCALS variable set (matching the spell RESREF). If the variable is not set, display a strref specified by another LOCALS variable (RESREF_UNSET). If this variable is not set, display a standard fall-back resref.

An expansion of opcodes 60 and 145 to allow the inclusion of custom resource types with custom strings (needs param3+) could do this. You'd then have to edit baldur.bcs, or arxxxx.bcs to apply another .spl that has this effect. If this is general so as to prevent spell x from being cast during the day or during rain, then a bunch of flags is more than good.

Your idea is still a really good one (and shouldn't require any scripting); I'll think about this some more.

2) Allow the invisibility state to inhibit graphics overlay (215th opcode), so that invisible creatures can't be spotted when they use Fireshield/various spell protections.

This one is a biggie (also for opcode 141); I'd exclude overlays based on param2 of opcode 215 [=0,1] and param1 of opcode 141 [=1], and create additional values which do not hide animations. I can think of instances where this is useful, like Resilient Sphere, which turns the .cre invisible but we want to see the animation play.

3) Add a subparam to the 'spell deflection' family of opcodes to disable the associated graphics effect. Mainly concerns Cloak of Mirroring (203th/205th) and Reflection Shield (197th).

3.5) Also, perhaps externalize the opcode-animation table. On practice, however, it probably is not as useful, since Spell Deflection can be distinguished from Spell Immunity via the hardcoded overlay negation as per 3). Demi, Galc?

I might've posted this earlier to: remove all the associated graphics from these opcodes, and have extended uses of resources 1, 2, and 3 (external effects).

Resource1 would contain the external .eff that the .cre carries while the given decrementing opcode is active - since many such spells use one instance of the same opcode for different levels, and the same level can be used over and over again (non-cumulatively), this could mean we can embed any number of effects.
Resource2 would contain the external .eff file that's applied by the protected .cre onto the target specified in param3 (which can also be the target that cast the turned/deflected spell) when the effect deflects/turns a spell.
Resource3 would contain the external .eff file that's applied by the protected .cre onto the target specified in param4 when the effect is purged by a deflected/turned spell. Becuse external .effs can use opcode 146, the possibilities are limitless.

For example, I can make a specialized Spell Deflection that heals the caster 2 hit points per absorbed spell level, or mimick the effects of spell trap (through opcode 261) without using the spell trap opcode.

-Galactygon
Posted Image

#255 pacek

pacek
  • Member
  • 34 posts

Posted 17 March 2011 - 04:37 PM

I'd like to see NPCs make reputation-based comments appropriate to whether Rep is going up or down. IE a group with low rep does a good deed, and the good aligned chatracters respond positively.

#256 Chevalier

Chevalier

    Knight of the Realms

  • Modder
  • 2405 posts

Posted 21 March 2011 - 12:18 AM

Keep the fires burning during combat.

I Ride for the King!


a.k.a. Chev


#257 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 21 March 2011 - 03:17 AM

Keep the fires burning during combat.

Which fires ? The statistical fires? Or... as there should be a setting in the game that adjustes those. Or...

But, but.
Is there a separate list of the fixes that were already included in the ToBEx - Core component of the mod ? See I got a PM asking what I meant in my mod description ... and there was no mention of the Kit limit and selectability 'fix' you have in the main component in the ToB Ex readme.

Deactivated account. The user today is known as The Imp.


#258 Chevalier

Chevalier

    Knight of the Realms

  • Modder
  • 2405 posts

Posted 21 March 2011 - 04:01 AM

I mean the touches, fireplaces, and other fires in a game during combat.

I Ride for the King!


a.k.a. Chev


#259 joshuar9476

joshuar9476
  • Member
  • 128 posts

Posted 21 March 2011 - 05:52 AM

I mean the touches, fireplaces, and other fires in a game during combat.


i never even noticed ... <runs off to fire up last current save> ...
i have a witty signature thought up, i just haven't posted it yet.

#260 phordicus

phordicus
  • Member
  • 212 posts

Posted 21 March 2011 - 04:23 PM

I mean the touches, fireplaces, and other fires in a game during combat.

that's a graphic setting. run BGConfig.exe in your root and make adjustments, unless your computer is a relic in which case those animations are shut off for lag reasons.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)