Jump to content


Photo

TobEx Wish list


  • Please log in to reply
821 replies to this topic

#281 -Anac-

-Anac-
  • Guest

Posted 04 April 2011 - 06:59 AM

A new damage-type "sonic" could be interesting for new spells, according effects like "sonic resistance" would be necessary too :)

#282 Illasera The Quick

Illasera The Quick
  • Member
  • 8 posts

Posted 05 April 2011 - 10:28 AM

A new damage-type "sonic" could be interesting for new spells, according effects like "sonic resistance" would be necessary too :)


I'm fully for adding such but I think it would require dozens of appropriate spells, items etc. Too much work on the maps and items themselves. I'd like to force some kind of another issue. There aren't any Monk, Barbarian nor Sorcerer's kits I think it's determining factor of not using these classes at all by an average player and avoiding them by 95% of modders. It's a pity. Of course fact that monks suck is essential too (on of Bigg's commponents fixes it though), but with some proper items from mods Barbarian can grow really strong so as Sorcerer would if we gave him a chance to get kits, provide items for bonus spells remembering? But I think the possibility of adding kits is fairly enough decent job for one person also very exclusive would it make ur mod in my opinion.

#283 prune1

prune1
  • Member
  • 74 posts

Posted 06 April 2011 - 04:07 AM

First of all I want to offer belated congratulations on this amazing thing you've got here. Adds some great features, and I hope you do keep working on it.

Secondly, would it be possible to have the game display the following in the combat log:

CreatureName - Save vs death (item/spell/effect in relation to): Failed
CreatureName - Save vs death (item/spell/effect in relation to): Successful

as opposed to, i think, just

CreatureName - Save vs death

By which it means the save was successful, and simply does not display anything on a failed save I believe?
Also, i'm pretty sure the game, as it stands, does not tell you what the save was for exactly?

I want to just say, this is something I seem to remember from some time ago and, not having the game installed to check extensively, it may be outrightly false and perhaps the combat log does do this already?

Going on the premise it does not; I realise you can figure out someone failing a save quite easily, but this just makes it easier to track.
The main thing would be if the messages could be modified to display what the save was for, as this is the sort of thing you can quickly lose track of in a large battle over a long period.

Hope i've not said anything too silly there; my coding knowledge is near to non-existant so I don't know if this is possible, nor the ramifications of such a change.
I haven't picked the game up in some time as well, so anyone feel free to let me know if i'm talking crazy.
Oh, and, have NOT read all 15 pages or so, and if this has been mentioned, sorry and just ignore!

#284 phordicus

phordicus
  • Member
  • 212 posts

Posted 11 April 2011 - 12:13 AM

a new effect that adjusts an item's weight by % up or down. WhileEquipped would be enough though other timings would make it more versatile.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#285 JustMe

JustMe
  • Member
  • 47 posts

Posted 11 April 2011 - 05:07 AM

This may be "pie in the sky", but would it be possible to make starting BG2 automatically skip the three animated logos (Black Isle, Bioware, and TSR) and load the most recently saved game? So double-clicking the BG2 icon would take you straight into the action.

#286 -pacek-

-pacek-
  • Guest

Posted 12 April 2011 - 09:30 PM

Is it possible for a tweak that allows a thief to remain hidden if he switches weapons? Current behaviour is quite annoying really!

#287 smeagolheart

smeagolheart
  • Member
  • 278 posts

Posted 14 April 2011 - 05:37 AM

Is it possible for a tweak that allows a thief to remain hidden if he switches weapons? Current behaviour is quite annoying really!


can do that already with invisibility not sneaking

#288 pacek

pacek
  • Member
  • 34 posts

Posted 14 April 2011 - 04:00 PM


Is it possible for a tweak that allows a thief to remain hidden if he switches weapons? Current behaviour is quite annoying really!


can do that already with invisibility not sneaking


I know, that's why it'd be nice if Hide in Shadows worked similar to invisibility in this regard.

Edited by pacek, 14 April 2011 - 04:02 PM.


#289 sotona

sotona
  • Member
  • 58 posts

Posted 15 April 2011 - 04:16 AM



Is it possible for a tweak that allows a thief to remain hidden if he switches weapons? Current behaviour is quite annoying really!


can do that already with invisibility not sneaking


I know, that's why it'd be nice if Hide in Shadows worked similar to invisibility in this regard.

+1
I also want to remain hidden in shadows while entering areas (like entering some building) and performing simple actions (like opening the door). The current game behavior is vastly annoying.
Whoa lord, it's hard to be humble, when you're perfect in every way.

Altered Knock Spell

#290 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 15 April 2011 - 04:40 AM

This may be "pie in the sky", but would it be possible to make starting BG2 automatically skip the three animated logos (Black Isle, Bioware, and TSR) and load the most recently saved game? So double-clicking the BG2 icon would take you straight into the action.

Ascension64 is (historically) opposed to this, but there is an existing tweak in Mix-Mod that does the movie-skipping (or a revised version here). I'm not sure loading the most recent save is a good idea, as you may want to load an alternate save or start a new game, etc.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#291 JohnMoonlord

JohnMoonlord
  • Member
  • 165 posts

Posted 15 April 2011 - 11:13 AM




Is it possible for a tweak that allows a thief to remain hidden if he switches weapons? Current behaviour is quite annoying really!


can do that already with invisibility not sneaking


I know, that's why it'd be nice if Hide in Shadows worked similar to invisibility in this regard.

+1
I also want to remain hidden in shadows while entering areas (like entering some building) and performing simple actions (like opening the door). The current game behavior is vastly annoying.



Make that +2: that would be so sweet!
"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!?"

#292 JustMe

JustMe
  • Member
  • 47 posts

Posted 17 April 2011 - 05:51 AM

Ascension64 is (historically) opposed to this, but there is an existing tweak in Mix-Mod that does the movie-skipping (or a revised version here).


Hey, thanks! That option does not show up in the BWS, so it's maybe not so discoverable. But I just appended it to my mega-install, and it works as advertised. Great! (I've added it to my own mega-install files, but I would seriously advise adding this as a MixMod option in BWS.)

I do think changing the EXE would be a superior alternative, since it wouldn't require deleting any files from the original install, but the MixMod component is certainly a viable alternative.

I'm not sure loading the most recent save is a good idea, as you may want to load an alternate save or start a new game, etc.


Yes, I did consider that before I posted. But if it auto-loaded a savegame on start, subsequently loading a different save, or even starting a new game, wouldn't take any more time than currently. And generally speaking, it would speed up getting into the game. It's only a wild idea, though. :woot:

#293 10th

10th
  • Member
  • 621 posts

Posted 19 April 2011 - 01:15 PM

Would it be possible to change the way XP for traps and locks are arwarded? Under the existing system a level 13/13/16 Fighter/Mage/Thief gets trap/lock XP as if if he were a level 13 thief, instead of correctly gaining XP like a level 16 thief.

I guess that bgmain.exe simply takes the first level instead of checking for the thief level.

10th

Edited by 10th, 19 April 2011 - 01:16 PM.

Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#294 GeN1e

GeN1e

    A very GAR character

  • Modder
  • 1604 posts

Posted 20 April 2011 - 07:12 AM

I guess that bgmain.exe simply takes the first level instead of checking for the thief level.

It's the arithmetic mean of levels. I.e. Imoen, despite growing only in wizard class, still receives higher XP reward that a 7th thief should.

Retired from modding.


#295 10th

10th
  • Member
  • 621 posts

Posted 20 April 2011 - 08:12 AM

@arithmetic meam
Thanks for the information :)

10th

Edited by 10th, 20 April 2011 - 08:12 AM.

Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#296 Kalindor

Kalindor

    Nerd of Lordly Calibur

  • Member
  • 142 posts

Posted 20 April 2011 - 10:14 AM

I know that I've already requested a new opcode (increased % elemental damage dealt), but I would also like to suggest a true damage reduction effect. The effect would reduce all damage taken from a specified damage type by X. For example, damage reduction 5 against fire damage would reduce all fire damage directed at the target by 5. This would also make mods that rely on less AC but more resistances on heavy armor the opportunity to use damage reduction instead of a % resistance.
  There is still the question on how this would interact with the damage resistance opcodes in terms of order of application.

#297 EarthquakeDamage

EarthquakeDamage
  • Member
  • 10 posts

Posted 20 April 2011 - 04:28 PM

I know that I've already requested a new opcode (increased % elemental damage dealt), but I would also like to suggest a true damage reduction effect. The effect would reduce all damage taken from a specified damage type by X. For example, damage reduction 5 against fire damage would reduce all fire damage directed at the target by 5. This would also make mods that rely on less AC but more resistances on heavy armor the opportunity to use damage reduction instead of a % resistance.
There is still the question on how this would interact with the damage resistance opcodes in terms of order of application.


So, basically you want an opcode that works like IWD2 (i.e. 3rd ed) DR. I suspect that'd be easier to do with GemRB than ToBEx. Still, it could be a nice addition so long as modders make good use of it.

Also, suggestions:
  • IIRC there are a few damage types available to the Damage opcode (#12) that can crash the game. For example, I'm pretty sure killing something with the Soul Eater damage type causes a crash. I'm guessing it's due to missing animations for that type. I don't know how those odd damage types work (esp. regarding resistances), but if they have interesting/unusual behavior they might be worth fixing.
  • Would it be possible to expand the damage types available to weapons? A flametongue sword, for example, could deal Fire damage, complete with Melee + Strength bonuses. As opposed to the current situation where those bonuses can only affect physical damage, since the elemental damage must be added with an on-hit Damage effect.


#298 sotona

sotona
  • Member
  • 58 posts

Posted 12 May 2011 - 09:16 PM

It'd be cool if whenever PC is shadowed (positioned under area region that 'casts shadow') he receives some bonus to Sneak skill. I actually thought that the game engine works that way already, but obviously it isn't true:)
Whoa lord, it's hard to be humble, when you're perfect in every way.

Altered Knock Spell

#299 -Omega22-

-Omega22-
  • Guest

Posted 19 May 2011 - 01:47 PM

I would like to see the engine modded so that it accepts more than 24 HLA spell slots on the HLA window (this would also require the HLA window to be made into a scrolling one since it currently only has 25 slots). This could add a lot of possibilities, minimum levels when you start getting HLAs can be changed by modders in the 2DA files along with the spells that you can choose, this system could be very easily adjusted to create a very slick looking and simple to use feat system for baldurs gate 2, which could solve the problem of unkittable classes, i.e. you define your own character not by choosing a kit but by choosing certain class feats, using unique abilities applied at the start of the game dependant on class / race selection (a simple script to check the class / race and apply an AP_SPL ability) and then performing a check for these abilities as prerequisites to define what abilities you can then choose. I have no idea how easy this might be but hey, might as well ask.

By the way what you have managed to do with this hack is pretty impressive, I really hope you keep up the good work.

#300 -Omega22-

-Omega22-
  • Guest

Posted 22 May 2011 - 10:06 AM

Also a couple more thoughts:

If possible add an option to remove dwarf and gnome saving throw bonuses based on constitution, with them now being able to dual / choose any class i think an option to stop the bonuses from being applied would be great to prevent them being overpowered, I understand this can be done with scripts to check race / stats and spells but using tobex would just make it much easier.

Add a possibility to give each class a set number of points at character creation, so ((sum of all minimum stat points) + spare points) is always the same value for all classes and races (while still allowing higher maximums / minumums for different races), saves having to roll at the character creation screen and doesn't negatively bias people who choose less minimum stat heavy classes (e.g fighter) over very minimum stat heavy classes (e.g. paladin) and to some extent helps with balance, maybe an option to set total point balance value in the ini file.

And finally, I know its a long shot and probably impossible, but add in new races, e.g Drow, Aasimar, Deep Gnome with the option to adjust the stats in external files.

I have no idea how plausible any of these might be, but hey thats why its a wishlist :)