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#581 Ascension64

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Posted 18 January 2012 - 12:07 AM

I was thinking just make it so you can move around stuff that isn't equipped (in those 16 inventory slots + 3 quick slots - Minsc's Boo and Haiass' Chewtoy etc) and undroppable :P Equipped and undroppable items (Edwin's amulet etc) imho shouldn't be touched :)

So you want to move Boo too?

As stated in that thread, I don't think anybody really know what the vanilla Bard song does - or, indeed, if it even works properly. The effects are not really consistent with what the manual says:
"Bard Song: This is possible by Bards ? the bard character will begin playing a song, which continues until any action other than movement is selected for that bard. While the song is playing, the party morale and luck is higher. The better the bard (higher level), the larger the morale and luck improvement for the party. (Luck decreases attack rolls and damage caused by enemies)."

This is just research, right? Relating to that thread, I've seen luck thrown around a lot of places, but can't remember exactly where.

Soundset is normally tied to a creatures' animation (MOGN.2DA - ogrillon and shared by flesh golem in BG1), but you can overwrite it in the cre. file if you want them to sound like a regular golem.

Not quite. It has been a while since I looked at that code, but the creature's animation sounds are tied to the animation sequence, so they place in addition to the soundset. Now you could possibly fix this by removing the 'I will crush...!' reference from MOGN.2DA and patching all flesh golems to use that sound on attack.

About this charm issue, is there a difference between charm, dire charm, mental domination or other "charm" spells?
I recall in most of my megamod installs sometimes my charmed characters would stand there doing nothing and other times they would at least engage my other members in melee.

They all use the same opcode, so the 'charm' part of the spell should act the same if the charm is successful.

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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)


#582 aVENGER

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Posted 18 January 2012 - 12:21 AM

They all use the same opcode, so the 'charm' part of the spell should act the same if the charm is successful.


In theory yes, but in practice there is an odd exception when opcode #5 with param2 = 0,1,1000 or 1001 is used by enemies.

Edited by aVENGER, 18 January 2012 - 12:27 AM.


#583 Lollorian

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Posted 18 January 2012 - 12:53 AM

I was thinking just make it so you can move around stuff that isn't equipped (in those 16 inventory slots + 3 quick slots - Minsc's Boo and Haiass' Chewtoy etc) and undroppable :P Equipped and undroppable items (Edwin's amulet etc) imho shouldn't be touched :)

So you want to move Boo too?

If possible :P

I mean if Boo is in quickslot #2, would it be possible to move him to quickslot #1/#3? :D (but not into the inventory or dropped)
Similarly, some mods make Boo go into the inventory, so it would be awesome to be able to move Boo into any of the 16 slots in the inventory ;) (but not into the quickslots or dropped)
Items that are already equipped shouldn't be moveable :P

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#584 aigleborgne

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Posted 18 January 2012 - 04:18 AM

There is a difference in P&P:
- level 1 charm spell : charmed' creature can't be forced to do something it doesn't want to do (like harming friends). Thus, level 1 charm is a just a disabler, no script should be assigned
- all other spells : caster has full control over his charmed' creature


About this charm issue, is there a difference between charm, dire charm, mental domination or other "charm" spells?
I recall in most of my megamod installs sometimes my charmed characters would stand there doing nothing and other times they would at least engage my other members in melee.
Anyway I second (third or more?) that request as it feels really unbalanced that you have full control of charmed enemies but they don't when they charm one of your teammates.



#585 William Imm

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Posted 18 January 2012 - 07:46 AM

I don't know how much this has been asked, or if you are even going to do it, but I think TobEX should support the Mac Baldur's Gate version - you never know how much of them are there, and it allows mods that use TobEX to support Macintosh systems.

(not that I use Mac - but Leo does, anyway)
At this point, I'm not really doing much Baldur's Gate related. More focused on Skyrim modding and the Born of Legend tabletop roleplaying game. Don't expect much activity here.

#586 Dakk

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Posted 18 January 2012 - 11:29 AM

As stated in that thread, I don't think anybody really know what the vanilla Bard song does - or, indeed, if it even works properly. The effects are not really consistent with what the manual says:
"Bard Song: This is possible by Bards ? the bard character will begin playing a song, which continues until any action other than movement is selected for that bard. While the song is playing, the party morale and luck is higher. The better the bard (higher level), the larger the morale and luck improvement for the party. (Luck decreases attack rolls and damage caused by enemies)."

This is just research, right? Relating to that thread, I've seen luck thrown around a lot of places, but can't remember exactly where.

Ah. Yes, it's research indeed. Seems I forgot to actually use a question mark or the word "request" anywhere... :doh:

Yes the manual states that the Bard song uses Luck. But it seems like it doesn't. I believe aVENGER said that all he'd ever been able to quantify was that it gave a morale boost - which is pretty lame. So if you could look into the code and see if it does something really hidden (and we'd then know) or - more likely - that there's some broken effects it'd be great. :)

#587 aVENGER

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Posted 18 January 2012 - 12:10 PM

Just to clarify, we are talking about the song of the kitless (plain) bard in the original game.

Contrary to the skald and jester, the battlesong of the plain bard isn't referenced in any .SPL file that we know of. Its effect and whether or not it improves with levels remains a mystery to this day. As Dakk said, the only thing I could gather from in-game testing was a slight increase in morale of the bard's allies (i.e. it can bring them out of a moral failure state). It would be great if you could find out what the song really does, but I presume it's not an easy task.

#588 Ascension64

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Posted 19 January 2012 - 12:08 AM

I don't know how much this has been asked, or if you are even going to do it, but I think TobEX should support the Mac Baldur's Gate version - you never know how much of them are there, and it allows mods that use TobEX to support Macintosh systems.

(not that I use Mac - but Leo does, anyway)

I can't program for Mac, so this is an outright no go.

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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)


#589 William Imm

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Posted 19 January 2012 - 07:11 AM

I can't program for Mac, so this is an outright no go.

Well, can someone who uses the Mac version give a dump of the BGMain program and make a specific version written for Mac?
At this point, I'm not really doing much Baldur's Gate related. More focused on Skyrim modding and the Born of Legend tabletop roleplaying game. Don't expect much activity here.

#590 i30817

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Posted 19 January 2012 - 03:05 PM

Just use wine.

#591 Suslik

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Posted 21 January 2012 - 10:04 AM

Question about setting display resolution. Of course we know that there's widescreen mod which allows to set any imaginable resolution. But the problem is the resolution cannot be changed after the mod is installed without reinstalling it, which may be sometimes pretty impossible.

And sometime changing resolution is needed(for example when sharing the same BWP setup among laptop/desctop/friends). Using standard resolutions(up to 2048x1536 which is still a very good resolution) may be called more or less acceptable, but some of those resolutions seem to have been developed as a next-gen for their age, and now resolution 1280x960(which can be chosen in bgconfig) is almost fully replaced by 1280x1024. But BGConfig only allows to choose 1280x960 instead of 1280x1024.

So my question is: is it possible just to override screen resolution settings without stretching gui or anything else as does widescreen mod? Or maybe there's another way to make more screen resolutions available?

#592 Dakk

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Posted 21 January 2012 - 10:11 AM

Question about setting display resolution. Of course we know that there's widescreen mod which allows to set any imaginable resolution. But the problem is the resolution cannot be changed after the mod is installed without reinstalling it, which may be sometimes pretty impossible.

Contrary to a popular advice ("Your resolution is not going to change") I always install WSM dead last. Admittedly though, the main reason is because I switch between playing on the laptop screen (1600x900) and an external monitor (1280x1024). It works great however, I must have changed my resolution on this playthrough alone like 20 times. :)

Edited by Dakk, 21 January 2012 - 10:11 AM.


#593 Suslik

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Posted 21 January 2012 - 02:15 PM

So is it possible to install-reinstall widescreen mod after the whole BWP installation is done? I have excluded widescreen mod from BWS.

#594 hook71

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Posted 21 January 2012 - 02:32 PM

Yes that works fine. I biff my installation and as the last step I install W_GUI and the Widescreen mod for easy uninstall/reinstall if needed.

#595 Dakk

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Posted 21 January 2012 - 02:45 PM

So is it possible to install-reinstall widescreen mod after the whole BWP installation is done? I have excluded widescreen mod from BWS.

Yes that works fine. I biff my installation and as the last step I install W_GUI and the Widescreen mod for easy uninstall/reinstall if needed.

Yes, hook71 is correct. It's a very widespread misconception that WSM is only for actual widescreen monitors, and that it can't be installed after biffing - and if you install it before biffing you're screwed if you want to change resolution.

So if you've got the install that you want Suslik, pop WSM (and W_GUI, if you want) in at the end. :)

#596 Suslik

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Posted 21 January 2012 - 04:21 PM

So if you've got the install that you want Suslik, pop WSM (and W_GUI, if you want) in at the end.

yep, that's what I am planning to do right after I make a backup of my freshly-installed BWP 10.3 ^__^

Edited by Suslik, 21 January 2012 - 04:22 PM.


#597 Galactygon

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Posted 22 January 2012 - 08:39 AM

I'm mentioning this because the MoveBetweenAreas stuff is still hot on your mind. If this was mentioned earlier, forgive me:

RunAway() actions became very annoying if the .cre in question moved between areas. Once they are shunted to the other area they remain standing at the entrance instead of continuing their way to run away. When the player is in pursuit, the .cre then moves back to the previous area because the engine figures it's better for them to switch areas because they were standing in the previous area. The result is they perpetually switch back and forth between the areas, and you never get hold of them.

Also an interesting exploit, mainly when you face (demi)lich in small area xyz: Switching between areas breaks enemy spellcasting and projectiles. What if projectiles would be able to use the entrances/exits, like a .cre? If we're really nitpicky, it would be very interesting to see projectile explosions spread through the exits/entry points by calculating the difference between the exit the and point of explosion, subtracting that from the projectile radius, and then reapplying the explosion in the second said area.

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#598 Ascension64

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Posted 22 January 2012 - 11:17 PM

RunAway() actions became very annoying if the .cre in question moved between areas. Once they are shunted to the other area they remain standing at the entrance instead of continuing their way to run away. When the player is in pursuit, the .cre then moves back to the previous area because the engine figures it's better for them to switch areas because they were standing in the previous area. The result is they perpetually switch back and forth between the areas, and you never get hold of them.

What would be an alternative, they dance in a little circle before they switch back/get a penalty time before switching back?

Also an interesting exploit, mainly when you face (demi)lich in small area xyz: Switching between areas breaks enemy spellcasting and projectiles. What if projectiles would be able to use the entrances/exits, like a .cre? If we're really nitpicky, it would be very interesting to see projectile explosions spread through the exits/entry points by calculating the difference between the exit the and point of explosion, subtracting that from the projectile radius, and then reapplying the explosion in the second said area.

This would be extremely tough I believe because they don't get saved in areas or in saved games.

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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)


#599 DavidWallace

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Posted 23 January 2012 - 12:08 AM

RunAway() actions became very annoying if the .cre in question moved between areas. Once they are shunted to the other area they remain standing at the entrance instead of continuing their way to run away. When the player is in pursuit, the .cre then moves back to the previous area because the engine figures it's better for them to switch areas because they were standing in the previous area. The result is they perpetually switch back and forth between the areas, and you never get hold of them.

What would be an alternative, they dance in a little circle before they switch back/get a penalty time before switching back?


Would a RunAwayNoLeaveArea() command be viable?

#600 Galactygon

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Posted 23 January 2012 - 12:22 AM

What would be an alternative, they dance in a little circle before they switch back/get a penalty time before switching back?

I'd vote for both. They don't remain standing there, but instead walk/run some distance before stopping. Could the both the distance run and the penalty time be enforced via the expanded stats?

This would be extremely tough I believe because they don't get saved in areas or in saved games.


I can't even start to comment on this because my lack of understanding in how flying projectiles are handled in the game. This is not an issue for spells that do not use projectiles; the effects are transported correctly through areas.

edit: For the projectile-in-next-door-area, there are plenty of empty fields in the .pro area explosion header that can be used as kind of a "true projectile radius". Some of the empty fields are used by GemRB.

-Galactygon

Edited by Galactygon, 23 January 2012 - 12:26 AM.

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