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TobEx Wish list


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#401 Picollo

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Posted 24 October 2011 - 03:44 AM

Is it possible, to externalise specialisation bonuses? Especially it would be cool, to be able, to change weapon styles (and make one handed weapon style usefull), but also beeing able to set bonuses for each style separately could be quite cool.

#402 Turambar

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Posted 24 October 2011 - 05:29 AM

Could you please add spwi938 to hidespl.2da?
From what I've understood, that file is used to indicate spells that should not be displayed at spell selection.
SPWI938 is not playable, but it can be chosen by sorcerers, and has no effects if used.

Moreover, is it possible to view 99 spells per level in the spell selection screen, instead of 50? There are many mods which add spells, and unfortunately, for that reason, not many can be accessible to sorcerers. (I am currently writing another mod which should clear some space for extra spells by moving some existing, non-playable ones; having the possibility to chose more spells would be great)

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#403 Pol

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Posted 24 October 2011 - 05:59 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?

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?

Opcode 295 supposedly does this, but I'm not sure it works - certainly not for creatures outside the party.

I've noticed some creature animations are immune to "gibbing" through physical damage, dragons and golems for instance, I suspect this is coded into their animation much like wing-buffet immunity.

Do you mean configurable globally, or you want to make varied 'levels of blindness', configurable via opcode. I'm sure it is doable.

I think it would be enough to allow opcode 262 to adjust the visual range of blinded creatures upward (since opinions may differ on how much reduction in sight range is needed). Blinded creatures appear to be immune to 262, although I'm not sure if it can even adjust visual range upward (the default range of 14 also seems to be the maximum range). That would be great.

Interesting find, setting a creature's state flags to STATE_BLIND applies the visual range penalty, but not the THAC0 penalty.

#404 GeN1e

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Posted 24 October 2011 - 07:50 AM

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.

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.

Rather than meddling with level drain itself, couldn't a "disabled due to insufficient spellslot amount" flag be added? Draining isn't the only source of memorized spells disappearing, same happens when character has CRE-attached slot penalty and wears a ring with bonus slots. Loading a game yields the loss of spells.

CRE format seems to have enough space - 4 bytes - for the flag bit.

It can be exploited by deleting already used up memorized spells, to move extras to fit within the limit, but since it's a pure "don't do this" cheat/exploit, I think it's ok.

Edited by GeN1e, 24 October 2011 - 07:51 AM.

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#405 Ascension64

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Posted 26 October 2011 - 05:27 AM

[quote name='i30817' date='24 October 2011 - 04:53 PM' timestamp='1319439231' post='525427']
Well, that nearest and traps thing: it's just that scripts that currently work around not having a thief in the party (like altered knock), need to currently find out all the traps in the game (that can be any name, they need to parse all the scripts looking for ~trapped~ somewhere), and then create a creature with this:

[quote]IF
Range("AASUMLOL",2)
!Disarmed("AASUMLOL")
THEN
RESPONSE #100
RemoveTraps("AASUMLOL")
Continue()
END
[/quote]

etc.
If traps could be made to integrate with the EA [] system, this could all go way.

IF
See([TRAP])
Range(LastSeenByMyself(),2)
!Disarmed(LastSeenByMyself())
THEN
RESPONSE #100
RemoveTraps("Aa02cn01")
Continue()[/quote]

Granted, maybe it's worthless considering there is a workaround - disabling the check for classes in the buttons would be much better than both options anyway.
[/quote]
I do wonder whether you can currently catch a trap with object identifiers. Is it possible with the vanilla engine?

[quote]Is it possible, to externalise specialisation bonuses? Especially it would be cool, to be able, to change weapon styles (and make one handed weapon style usefull), but also beeing able to set bonuses for each style separately could be quite cool.[/quote]I am not sure if it is possible. I haven't fully looked at the code. It would take some handling, though.

[quote]Could you please add spwi938 to hidespl.2da?
From what I've understood, that file is used to indicate spells that should not be displayed at spell selection.
SPWI938 is not playable, but it can be chosen by sorcerers, and has no effects if used.[/quote]Your request is a bit strange. There are a whole bunch of level 9 wizard spells that are worse than SPWI938, including some with no name. Can you clarify how you are getting to choose these spells, as well as what vanilla BG2:ToB behaviour is?

[quote]Moreover, is it possible to view 99 spells per level in the spell selection screen, instead of 50? There are many mods which add spells, and unfortunately, for that reason, not many can be accessible to sorcerers. (I am currently writing another mod which should clear some space for extra spells by moving some existing, non-playable ones; having the possibility to chose more spells would be great)[/quote]This would be bad design, because wizard spells are a mess compared to priest spells. Take, for example SPWI853, which completely mucks up a system of having many more than 50 spells to choose from. Also, as with priest spells, there is an issue with other mods using spells with SPWI prefix never intended for player use. This hasn't been as much of an issue for priest spells, it seems, but I'm not so confident about wizard spells.

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#406 i30817

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Posted 26 October 2011 - 10:28 AM

I do wonder whether you can currently catch a trap with object identifiers. Is it possible with the vanilla engine?


I do not think so - it's not in the EA identifiers (though there is:
"NearestDoor
Returns the nearest closed door (does not detect secret doors, or locked doors"
that is useless obviously
).

Actually, you can forget about that request - the workaround sorta works, and as i said, making the buttons shortcuts work for all classes, checking for ability instead would be much better (or not checking at all)).

#407 Turambar

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Posted 26 October 2011 - 12:17 PM

Could you please add spwi938 to hidespl.2da?
From what I've understood, that file is used to indicate spells that should not be displayed at spell selection.
SPWI938 is not playable, but it can be chosen by sorcerers, and has no effects if used.

Your request is a bit strange. There are a whole bunch of level 9 wizard spells that are worse than SPWI938, including some with no name. Can you clarify how you are getting to choose these spells, as well as what vanilla BG2:ToB behaviour is?

This happens when I level up a sorcerer to levels 18+. I have to choose one (or more, depending on the level) level 9 mage spells. Among the spells, I can choose that spell. It has the icon and name of "Lightning bolt", but no description; I can learn it, but not use it. In vanilla BG2, I don't see it; installing TobEX, I do.
There are many other false level 9 spells, but their level is not really 9, or they are marked as priest spells; perhaps, that's what prevents them from being displayed.

Moreover, is it possible to view 99 spells per level in the spell selection screen, instead of 50? There are many mods which add spells, and unfortunately, for that reason, not many can be accessible to sorcerers. (I am currently writing another mod which should clear some space for extra spells by moving some existing, non-playable ones; having the possibility to chose more spells would be great)

This would be bad design, because wizard spells are a mess compared to priest spells. Take, for example SPWI853, which completely mucks up a system of having many more than 50 spells to choose from. Also, as with priest spells, there is an issue with other mods using spells with SPWI prefix never intended for player use. This hasn't been as much of an issue for priest spells, it seems, but I'm not so confident about wizard spells.

I have seen that there are plenty of not playable spells there. That's why I would ask for a feature which is disabled by default, and that other mods can enable. I would write a mod that first renames all non-playable spells (and fixes references to them), so that they don't end up between the selectable ones, and thus gives the possibility to select more mod-added spells; after renaming problematic spells, allowing to select spells 501-99 should not be a problem.

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#408 Ascension64

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Posted 26 October 2011 - 04:19 PM

I have seen that there are plenty of not playable spells there. That's why I would ask for a feature which is disabled by default, and that other mods can enable. I would write a mod that first renames all non-playable spells (and fixes references to them), so that they don't end up between the selectable ones, and thus gives the possibility to select more mod-added spells; after renaming problematic spells, allowing to select spells 501-99 should not be a problem.

What I may be able to do for you is to make the counting of spells depend on SPELLS.2DA, since currently BG2 does not do this. Then you can adjust SPELLS.2DA to your liking.

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#409 Turambar

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Posted 27 October 2011 - 05:05 AM

I have seen that there are plenty of not playable spells there. That's why I would ask for a feature which is disabled by default, and that other mods can enable. I would write a mod that first renames all non-playable spells (and fixes references to them), so that they don't end up between the selectable ones, and thus gives the possibility to select more mod-added spells; after renaming problematic spells, allowing to select spells 501-99 should not be a problem.

What I may be able to do for you is to make the counting of spells depend on SPELLS.2DA, since currently BG2 does not do this. Then you can adjust SPELLS.2DA to your liking.

That would be perfect, thanks! I didn't know about that file..

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#410 Ascension64

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Posted 27 October 2011 - 08:25 PM

Could you please add spwi938 to hidespl.2da?
From what I've understood, that file is used to indicate spells that should not be displayed at spell selection.
SPWI938 is not playable, but it can be chosen by sorcerers, and has no effects if used.

It turns out that I missed the fact that spell checking at level 9 is terminated at SPWI926 in the original code. Therefore, I have added all of SPWI927-949 to HIDESPL.2DA to emulate original engine behaviour.

Edited by Ascension64, 27 October 2011 - 08:25 PM.

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#411 Galactygon

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Posted 28 October 2011 - 06:42 AM

Is there any way to have level 9 spells wrap around to SPWI0xx? At the moment this is the best solution I can think of without deleting/replacing the original spells and worrying about mod compatibility. This would mean some SPWI0xx spells would need to be added to HIDESPL.2da

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#412 i30817

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Posted 28 October 2011 - 11:20 AM

Yeah, about mod spells... would you (Galactygon) please consider a component that removes them (except SR naturally).

Of course, if you're not thinking of it already.

#413 Ascension64

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Posted 28 October 2011 - 02:15 PM

Is there any way to have level 9 spells wrap around to SPWI0xx? At the moment this is the best solution I can think of without deleting/replacing the original spells and worrying about mod compatibility. This would mean some SPWI0xx spells would need to be added to HIDESPL.2da

-Galactygon

Yeah, possibly. The hack itself would be rather hacky, since the spell selection operates by a loop, but deriving the SPWIxyz is controlled by a single procedure so should be doable.

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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
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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)


#414 i30817

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Posted 28 October 2011 - 03:27 PM

There is a part on the "How to avoid lags" section of the Faq for megamods that looks like a straight optimization bug:

http://www.shsforums...post__p__504047


2. Put the ambient sounds off from the BGConfig.exe, as some of the areas might have no ambient sounds and so the game tries to start them many time continuously, and so looses processing power. So the baldur.ini should have these:

Low Mem Sounds 1=0
Low Mem Sounds 2=1


Couldn't this be avoided in code by finding out if the file exists, and if so, early stopping it's attempt to play (or play silence or something).

BTW, did you lift the multi-class race limitations like with dual class?

Oh yeah, if you do decide to remove the buttons shortcuts class restrictions for ability restrictions, there is another case in the steal menu on stores.

Pretty please about the select char on "pause when" options request?

Sorry about swamping you with requests >_>
it's just so ... liberating to have the opportunity to suggest change about the parts i dislike.

Edited by i30817, 30 October 2011 - 03:47 PM.


#415 -pacek-

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Posted 30 October 2011 - 06:20 PM

I'd like to request wisdom-based XP bonus a la Pst. Gem Rb can already do this.

#416 sotona

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Posted 03 November 2011 - 09:58 AM

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:)

It would be cool. I will leave it at that. :)

Eh, well, I request the trigger then, something like IsShadowed(O:Object*) to tell if the pc is standing over the shadow region :) Can it be done?
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#417 i30817

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Posted 03 November 2011 - 12:36 PM

I think those more complex requests might fit with gemrb better.

BTW sotona, i'm trying to do something similar to your altered knock spells, but essentially for all non-modal thief skills.

http://www.shsforums...s-in-characters

I want to more or less replace thieves (almost) completely.

Edited by i30817, 03 November 2011 - 12:39 PM.


#418 GeN1e

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Posted 03 November 2011 - 12:39 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:)

Avenger (or Taimon?) said it does behave so in vanilla. From my playing experience, that's true. The thread is somewhere in IESDP section on G3.

PS Hell, G3 is spammed to death again.

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#419 Pol

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Posted 03 November 2011 - 05:40 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:)

Avenger (or Taimon?) said it does behave so in vanilla. From my playing experience, that's true. The thread is somewhere in IESDP section on G3.

Definitely, at least for outdoor areas in the daytime - I'm not sure how large the bonus/penalty is though.

Edited by Pol, 03 November 2011 - 05:40 PM.


#420 i30817

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Posted 03 November 2011 - 08:12 PM

It's true that thieves skills beyond 100 are useless?
What about "Trap detection difficulty (%)" in container, doors or trigger regions. Does it behave the same as "Trap removal difficulty (%)" and "Lock difficulty" (100% is impossible?

Edited by i30817, 04 November 2011 - 02:44 AM.