TobEx Wish list
#341
Posted 24 July 2011 - 02:07 AM
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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)
#342
Posted 24 July 2011 - 02:35 AM
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.
-Galactygon
#343
Posted 24 July 2011 - 08:28 PM
Celestials' gender is BOTH (5), and Spell Revisions make fallen ones female. By setting gender, sure, but it may lead to AI inconsistency.So it looks like the best option is "If gender is 1-4, use gender; else, use sex, else be silent".
Retired from modding.
#344 -Mhek-
Posted 28 July 2011 - 12:57 PM
#345
Posted 03 August 2011 - 02:07 AM
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
Posted 04 August 2011 - 12:58 PM
greetings!
#347
Posted 06 August 2011 - 04:42 PM
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.Celestials' gender is BOTH (5), and Spell Revisions make fallen ones female. By setting gender, sure, but it may lead to AI inconsistency.So it looks like the best option is "If gender is 1-4, use gender; else, use sex, else be silent".
Suggested before, too difficult.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.
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?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.
Previously suggested and not very doable. The prestige class approach probably works better here (look for relevant mods).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?
Edited by Ascension64, 06 August 2011 - 04:44 PM.
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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)
#348
Posted 06 August 2011 - 07:59 PM
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).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?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.
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
#349
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 LOL
#350
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
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#351
Posted 07 August 2011 - 01:06 PM
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.Do you think Erephine could ever be lobbied into working that out?
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).@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
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
Posted 09 August 2011 - 08:12 AM
Yes, new stats for elemental damage modifiers are definitely needed.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.
#353 -Asc64_offline-
Posted 09 August 2011 - 03:17 PM
This is already implemented.Yes, new stats for elemental damage modifiers are definitely needed.
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.
#354
Posted 09 August 2011 - 07:15 PM
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.This is already implemented.
Yes, new stats for elemental damage modifiers are definitely needed.
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.
#355 -Asc64_offline-
Posted 10 August 2011 - 05:29 AM
http://www.shsforums...dder-reference/
#356
Posted 11 August 2011 - 10:38 AM
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
Posted 14 August 2011 - 01:04 AM
That would allow more itemtypes without crashing on autoequip.
(excuse me, if this was also implemented)
#358 -guest-
Posted 15 August 2011 - 05:20 AM
Any chance the latter issue could be fixed somehow with TobEx?
#359
Posted 17 August 2011 - 12:43 AM
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
Edited by Aranthys, 19 August 2011 - 03:36 PM.
#360 -CrossedSabres-
Posted 20 August 2011 - 03:44 PM
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.