[quote name='guest' date='15 August 2011 - 11:20 PM' timestamp='1313414458' post='520755']
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?
[/quote]If there already is an effect for this, it would be fairly simple, but alas I don't think there is... Alterenatively, can you slowly apply a colour change effect when the creatures die?
[quote]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)[/quote]TobEx recapitulates this hack as well, but is disabled by default and needs another mod to activate it.
[quote]Surely already proposed but could it be possible to equip a one handed ranged weapon (sling, darts, throwing axe etc...) when a an off-handed weapon is equiped ?
Even in vanilla, fighter/mage can throw Melf's Minute Meteors even if they fight with 2 weapons. (but they loose 1 attack per round) so...
It would a nice fix for non fighter character (bard,thief and many multiclassed characters) who want to stay at the back most of the time while keeping a decent chance to fight in melee. (futhermore, shields are rarely appealing for them) .
Right now, I play a Swashbuckler, oriented in dual weapons fighting style obvisously. Ii is a litle bit sick not be able to twrow projectile and only play this character like a Tank.[/quote]This hack requires quite an overhaul because of the way that the engine checks all inventory all the time when applying effects, determining what to attack with, etc. This would be a remote possibility at best.
[quote]Anyway, to sum it up, DrAzTiK wish is as follow :
- Since it is possible to have 1h throwing weapon + Shield, is it possible to have 1h throwing weapon + offhand weapon.
- Benefit : No need to go to the inventory to equip a 1h throwing weapon if you're dual wielding[/quote]Yeah, I would say too much effort for a few extra mouse clicks. Sorry, I won't turn your protagonist into the next Orlando Bloom. I will see if anything further can be done about the bigg's code though.
[quote]Has any progress been made toward implementing this fix? re: wrapping of thieving skills[/quote]None to date, sorry. It's incredible how long these hacks take to understand and program.
[quote]* Stats: Stop stats, thief skills, etc. wrapping to zero when they exceed their maximum values (25 or 255).[/quote]
Yep, it's on the list.
[quote]* Inventory: Option to automatically deposit loot, or loot of specific types, into specific containers, such as a Bag of Holding or Gem Bag.[/quote]This is a bit hard because when you click on loot in the container menu (e.g. when opening drawers, etc.) you don't pick up and put down. It looks like many of these convenience tweaks are much to do about little (not 'nothing').
[quote]* Inventory: Or, allow player to select multiple items on the main inventory screen and drag them to a container. Instead of dragging, it might be simpler to allow the player to select multiple items and click on the target container. Or a "fill container" option could be added to the container menu.[/quote]Again very tricky because of the existing game structures.
[quote]* Inventory: Sort items within containers by name.[/quote]This would be a nice feature, but again may be too much work for what it's worth. Sorry to those bottomless bags of holding with a million items in them.
[quote]* Run/Walk/Sprint Toggles: Run (default), walk, and sprint would simply have different movement speeds.[/quote]That's kinda game-breaking isn't it? The AI won't be toggling their movement speeds.
[quote]* Resting: Possible to have only specific PCs rest?[/quote]It is possible. The resting algorithm is a fairly straightforward loop of all current party members. I'm not sure why you would want this though.
[quote]Add a similar buttons to scroll spells cast a day, not just spells kowns. [/quote]
Have it on a list now.
[quote]It would be nice if Nearest and See() worked with traps and locked things (heck objects in general) as well as npcs.[/quote]In what way? The AI doesn't trigger traps.
NPC-detected traps are indicated with the magic wand sound and the visual indicator, and you can even set the game to autopause when this occurs. What would you do by Nearest() locked thing?
[quote]Also actually getting the object under the cursor and being able to test "is it a trap" or is it a
npc" would be cool.[/quote]I don't quite understand this. I thought the difference between a trap and an
NPC is obvious.
[quote]And finally:
Remove the class checks from the game native gui shortcuts - this wouldn't allow me to automate trapdisarming, but it would allow the user to use skills from a class he is not supposed to in a pseudo class. Say by a item that grants lockpick+20 regardless of class.
If the exec checks didn't check for class of the current creature before allowing it to show the thieving cursor by hotkey but ability score > 0, and suddenly some pseudo-classes are playable.[/quote]I have something on the to-do list regarding extending the functionality of the buttons. It will be massive work if I ever get around to it.
[quote]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.
I believe that this should be possible to do.
(Re-posted, since this seemed to get lost in the shuffle...) [/quote]Yep, yep. I did read it earlier. I'm skimming the pages and pages of stuff I haven't read, but will provide a better answer in time.
[quote]Hi!
Take a look on the Non-interactive-Demo of
BG1 at 03:50.
This Kobold is been frozen by a mage's spell (STATE_FROZEN_DEATH) and after getting hit he explodes to icy chunks. As far as i know there is no effect in the final game, that could do that. Kaldran the bear in Durlag's Tower uses normal HELD + some colour-changes.
Could you restore such an effect? Then the Effect #14 DEFROST would make much more sense too.
EDIT: I forgot: When a creature with STATE_FROZEN_DEATH is hit, then this icy explosion should be shown, but it's this normal death-sequence with blood and so on...[/quote]I don't know. Chunks is a specific animation ID, so if Bioware didn't include icy chunks, or the ability to recolor those chunks, then it may be a forlorn hope. Worth a look though.
[quote]Talking about graphics.. could it be possible to switch the
bg2 fireball spell with that of
bg1? i actually liked a lot more that "fire wave" effect than that exploding-comet like animation of
bg2[/quote]When I get around to externalising projectiles like GemRB has done, yes, it could be possible. Alternatively, maybe you could just use GemRB.
[quote]Make the level drain effect not remove spells from the selection list, only prevent them from being casted (even if you rest while you're level drained).
Being level drained, restored and then finding out your spell buffs or contingencies went *puff* is highly irritating.
I've resorted to keeping these "essential" spells at the beginning of the spell level list to minimize the chance of this happening, but it's not exactly a good solution.[/quote]Has been requested before. I don't know about possibility either. The level drain opcode is massive and I haven't had a chance to look at all the code. Will pop it on the list though. If Bioware had simply implemented the spells with a flag for 'deactivated by level drain', would make things easier.
[quote]this message when clicking on Boo in Minsc's inventory is hard-coded. Now, i've found out, that there were similar messages planned by bioware for other
NPC-items. Could re-implement them by exe-hacking?
These are (
BG1) Strrefs:
10219 for Alora's item
10222 for Edwin's amulet
(10220 for Xan's Blade - doesn't make sense, if you wish him to change the weapon)
(10221 for Eldoth's arrows - same problem)[/quote[Already possible, although the implementation differs from GemRB and I may need to revise for compatibility reasons. Look at ITCREXCL.2DA in TobEx.
[quote]Now, you might say this was intended to not disrupt the current character orders, but there is also another option "center on character" (that are the origin of these events) that is possible to select. If it is selected, "center on character" already disrupts things.
I'd ask you to augment this setting to "center on character and select it" so we can give orders with less clicks.
Great for spellcasters. [/quote]This might have been a design decision with exactly the reasoning you proposed; that current character orders are disrupted. It might be quite tricky to implement, especially if you paused while you were about to select a target for a spell to be cast by your current character and that needs to be cancelled because the game needs to select a different character. Not impossible, just hard and I'm not sure if it is worth the effort.
[quote]And if you could add another two pause options
"on item used" (like spell cast but also for scrolls , potions, wands etc) or extend the spellcast one to this and
action failed (like when a spell got disrupted). would be cool too.
And if possible to spell casting only pause if in combat? CombatCounter(0) or whatever it is in the scrips.
Pausing when casting healing spells after combat or pre fight buffs is annoying.
If there was a option to set a hotkey to disable and reenable these options (realtime<->pausewhen) (to deal with easy, boring spawns), then that would be nice too.
[/quote]I believe the extra autopause features are possible. Keymapping is als possible, but I will need to be careful not to overlap things with keymap.ini. However, changing the GUI such as the options screen makes the job a lot harder.
[quote]I have a request, can the visual range penalty for blindness be made configurable (rather than always 2)? Opcode 262 can also set visual range, but it doesn't set STATE_BLIND for AI purposes.
I ask because the visual range penalty from blindness leaves AI controlled creatures basically helpless, and prevents them responding to things which they should be aware of, even when b;ind - they don't react to calls for help for instance.[/quote]Do you mean configurable globally, or you want to make varied 'levels of blindness', configurable via opcode. I'm sure it is doable.