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#341 Ascension64

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Posted 24 July 2011 - 02:07 AM

'asexual' = silent. Note that this is just the magic sounds minus the chanting.

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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)


#342 Galactygon

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Posted 24 July 2011 - 02:35 AM

The .wav© files for the various chant sounds use the following format:

CHA_xy0z

  • x can be F for female, M for male, S for silent (or genderless). This is chosen according to the gender of the .cre (BYTE_AT 0x275 of the .cre header). Note that if the casting time of the .spl is 1 or 2, S (as in silent) is used regardless of gender. If the casting time is 0, then no sound is used.
  • y can be M for mage or P for priest. This is chosen according to the spell type of the .spl (SHORT_AT 0x1c of the .spl header)
  • z is some number from one to eight, this identifies the spell school. This is chosen according to the casting graphics of the .spl (SHORT_AT 0x22 of the .spl header)

For example CHA_SP01 is the genderless casting sound for an illusion priest spell.

Note that there is a bug when the casting time is adjusted through the stat "77 MENTALSPEED" (used by items like Robe of Vecna). The .exe will not take the casting time modifier into account when determining whether M/F, S, or whether no sound should be used. The same applies when the .exe determines the length the casting graphics should be played, which are predetermined at the start of the spell, and is based on only the casting time of the header.

In fact, this isn't the only bug. If the header of the .spl uses targettype 7 (cast instantly during pause), or a spell is launched through a trigger/contingency/opcode232 the casting graphics/sounds are still played normally, so they linger if the character moves away.

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#343 GeN1e

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Posted 24 July 2011 - 08:28 PM

So it looks like the best option is "If gender is 1-4, use gender; else, use sex, else be silent".

Celestials' gender is BOTH (5), and Spell Revisions make fallen ones female. By setting gender, sure, but it may lead to AI inconsistency.

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#344 -Mhek-

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Posted 28 July 2011 - 12:57 PM

Is there anything that can be done to make weapon switching from 1h-weapon/shield or dual-wielding weapons to 2h-weapons more convenient? It`s always a pain to have to manually switch from e.g. dual-wielded swords to a bow or from sling/shield to a 2h-staff in the inventory.

#345 Andrea C.

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Posted 03 August 2011 - 02:07 AM

Hi Asc64,

I apologize in advance if this has already been asked. Would it be possible to add a component that prevents Rangers from automatically getting stars in "Two weapons fighting" style on Tutu/EasyTutu installations? It would assist in making them more Infinity Animations friendly, since BG1 Animations don't support dual-wielding and some characters don't get patched if they're dual-wielding or have stars in the "Two weapons fighting" style.

#346 Jarl2

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Posted 04 August 2011 - 12:58 PM

What's about expandable + scrollable Mage-Classes/Kits? They are still hardcoded like in BG1, is there a way to get them into the 2da-based system like the other classkits?

greetings!

#347 Ascension64

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Posted 06 August 2011 - 04:42 PM

So it looks like the best option is "If gender is 1-4, use gender; else, use sex, else be silent".

Celestials' gender is BOTH (5), and Spell Revisions make fallen ones female. By setting gender, sure, but it may lead to AI inconsistency.

TobEx won't modify any GENDER fields, only the SEX field. Since scripting can't do anything about the SEX field anyway, it won't affect how OBJECT.IDS targetting is handled.

Is there anything that can be done to make weapon switching from 1h-weapon/shield or dual-wielding weapons to 2h-weapons more convenient? It`s always a pain to have to manually switch from e.g. dual-wielded swords to a bow or from sling/shield to a 2h-staff in the inventory.

Suggested before, too difficult.

I apologize in advance if this has already been asked. Would it be possible to add a component that prevents Rangers from automatically getting stars in "Two weapons fighting" style on Tutu/EasyTutu installations? It would assist in making them more Infinity Animations friendly, since BG1 Animations don't support dual-wielding and some characters don't get patched if they're dual-wielding or have stars in the "Two weapons fighting" style.

Not suggested before, I think. I don't understand how this has got to do with IA. It's more a class-specific rule thing, is it not?

What's about expandable + scrollable Mage-Classes/Kits? They are still hardcoded like in BG1, is there a way to get them into the 2da-based system like the other classkits?

Previously suggested and not very doable. The prestige class approach probably works better here (look for relevant mods).

Edited by Ascension64, 06 August 2011 - 04:44 PM.

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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)


#348 Miloch

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Posted 06 August 2011 - 07:59 PM

I apologize in advance if this has already been asked. Would it be possible to add a component that prevents Rangers from automatically getting stars in "Two weapons fighting" style on Tutu/EasyTutu installations? It would assist in making them more Infinity Animations friendly, since BG1 Animations don't support dual-wielding and some characters don't get patched if they're dual-wielding or have stars in the "Two weapons fighting" style.

Not suggested before, I think. I don't understand how this has got to do with IA. It's more a class-specific rule thing, is it not?

BG1 animations (that IA provides) cannot currently dual-wield (because BG1 didn't have that). This could probably be achieved via starting area script and applied spell (the way you did it in Lost Items for the monk tweak) but it also makes some sense in general to externalise to a 2da the assignment of bonus proficiency stars (currently hardcoded somewhere in the .exe for rangers).

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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"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


#349 Andrea C.

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Posted 06 August 2011 - 11:46 PM

BG1 animations (that IA provides) cannot currently dual-wield (because BG1 didn't have that).


Do you think Erephine could ever be lobbied into working that out? I don't think anyone else on the planet would have the necessary skills - maybe not even Bioware employees :ph34r: LOL

#350 10th

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Posted 07 August 2011 - 04:11 AM


BG1 animations (that IA provides) cannot currently dual-wield (because BG1 didn't have that).


Do you think Erephine could ever be lobbied into working that out?


@vgur claimed a while ago, that he did it, but I couldn't find posts of him concerning this modification.

For more information see this thread

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#351 Miloch

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Posted 07 August 2011 - 01:06 PM

Do you think Erephine could ever be lobbied into working that out?

She's aware of it, but like I said, it'd be a lot of work. Anyway, that'd be something for IA not TobEx, though your other request is reasonable enough for TobEx.

@vgur claimed a while ago, that he did it, but I couldn't find posts of him concerning this modification.

For more information see this thread

That has to do with katanas and scimitars (which IA has had for BG1 animations for some time) and walking speeds (which is different and apparently he has some code for that but I don't know if it's finished).

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


#352 Avenger_teambg

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Posted 09 August 2011 - 08:12 AM

An effect to grant a percentage increase to all damage dealt of a selected type would be nice. Ex: Aqua Mortis and the like from IWD2.

Yes, new stats for elemental damage modifiers are definitely needed.
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#353 -Asc64_offline-

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Posted 09 August 2011 - 03:17 PM


An effect to grant a percentage increase to all damage dealt of a selected type would be nice. Ex: Aqua Mortis and the like from IWD2.

Yes, new stats for elemental damage modifiers are definitely needed.

This is already implemented.

#354 Daulmakan

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Posted 09 August 2011 - 07:15 PM



An effect to grant a percentage increase to all damage dealt of a selected type would be nice. Ex: Aqua Mortis and the like from IWD2.

Yes, new stats for elemental damage modifiers are definitely needed.

This is already implemented.

I must've missed that, as well. Can you point to the relevant post/instructions? I'd be interested in adding some items with this ability to my mod.

item_pack.jpg   Drows.jpg

 


#355 -Asc64_offline-

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Posted 10 August 2011 - 05:29 AM

There is the modder reference. Look under scripting stats section.
http://www.shsforums...dder-reference/

#356 aVENGER

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Posted 11 August 2011 - 10:38 AM

Request: Fix the SpellCastInnateRES() trigger

In the unmodded game, trigger 0x00A7 SpellCastInnateRES(S:Spell*,O:Object*) is broken. The spell field is never actually checked so casting any innate spell will return true. See this thread for more details. If possible, it would be nice if the trigger worked as intended i.e. so that we can have things like this in AI scripts:

IF
	HaveSpell(CLERIC_ZONE_OF_SWEET_AIR)
        SpellCastInnateRES("RR#WI502",[ANYONE]) // Wand of Cloudkill (RR/aTweaks)
	!GlobalTimerNotExpired("RR#Cast","LOCALS")
THEN
	RESPONSE #100
		SetGlobalTimer("RR#Cast","LOCALS",6)
		Spell(Myself,CLERIC_ZONE_OF_SWEET_AIR)
END


#357 Avenger_teambg

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Posted 14 August 2011 - 01:04 AM

What about disabling the assertion in CScreenInventory::SwapWithAppearance (0x074F11A) ?
That would allow more itemtypes without crashing on autoequip.

(excuse me, if this was also implemented)
Avenger

#358 -guest-

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Posted 15 August 2011 - 05:20 AM

No idea if this is possible, but quest pack has a component, Creature & Area Improvements, with the following change: 'Shadows fizzle away when killed. (I attempted to prevent them chunking, since this always looked bad, but this seems impossible within the confines of the engine.)'

Any chance the latter issue could be fixed somehow with TobEx?

#359 Aranthys

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Posted 17 August 2011 - 12:43 AM

There's one option that I've always wanted, but that is hardcoded :
Having every class be granted bonus attacks for specializing in a weapon (IE : 0,5 attack for 2 profs)

Edit.: Not the same as the existing "every class is granted bonus attacks by leveling up"

Edit.: Alright, I'm stupid, TBTweaks already does that. Sorry :doh:

Edited by Aranthys, 19 August 2011 - 03:36 PM.


#360 -CrossedSabres-

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Posted 20 August 2011 - 03:44 PM

How about either externalizing the Con bonus levels for the classes to a .2DA file, or alternatively, having the Con bonus code check the HP---.2DA files, and only apply to those levels that have a hitdice > 0.

I ask, because by default, the Con bonus is hardcoded - fighters and clerics get it for 9 levels, and mages and rogues for 10, regardless of what the 2DA files say. For example, you can change the 2DA so that Clerics to get 1d8 HP at level 10 (instead of 2 HP), and the Con bonus isn't applied.