TobEx Wish list
#701
Posted 24 April 2012 - 03:39 AM
Not sure about this 'schism' thing. I just keep chipping away at the massive to do list...
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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)
#702
Posted 24 April 2012 - 09:52 PM
I had a .bat file I found around here that could take any font you have installed and convert it to whatever .bam you needed. I'll see if I can find it; if I do, I'll just edit this post with an attachment.
#703
Posted 24 April 2012 - 11:17 PM
I don't know about a .bat, but there is a nifty Font BAM Generator utility here.I had a .bat file I found around here that could take any font you have installed and convert it to whatever .bam you needed. I'll see if I can find it; if I do, I'll just edit this post with an attachment.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
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___________Old pen and paper modules of the 70s and 80s.___________
#704
Posted 24 April 2012 - 11:48 PM
which comes out to 79x59 tiles. For reference:Each area bitmap can be no bigger than 5056 pixels wide by 3776 pixels tall.
PoRGiant.rar 856.08K 157 downloads
What do you think, is it even something worth looking into? Something that would fall into the realm of BGEE?
Edited by Sam., 25 April 2012 - 12:01 AM.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
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___________Old pen and paper modules of the 70s and 80s.___________
#705
Posted 25 April 2012 - 04:10 AM
Yes I tried that. It takes a while to get working and once you do, not all fonts have all the symbols needed. I've yet to find one that has the TM symbol for trademark. Also when using that tool for the few bams we know are for fonts, not all text is modified. imho, It would be much simpler to see if font size in general can be adjusted.I don't know about a .bat, but there is a nifty Font BAM Generator utility here.I had a .bat file I found around here that could take any font you have installed and convert it to whatever .bam you needed. I'll see if I can find it; if I do, I'll just edit this post with an attachment.
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
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My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
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My website: http://sasha-altheri...s.com/index.htm
#706
Posted 04 May 2012 - 01:04 AM
Opcode #219 (0x0DB) Stat: AC vs. Creature Type Modifier [219]
This opcode is supposed to grant +2 to AC and saves vs. specified creature type (e.g. Protection from Evil spell uses it), but it seems the +2 to saves wasn't implemented in the BG2 version of the Infinity Engine. Is it possible to restore the intended behaviour?
Opcode #5 (0x005) Charm: Charm Specific Creature [5]
Is it possible to make the various forms of charm work as they should? Currently when Charm Person is used by the AI against PC players it correctly doesn't make the affected creature to fight against his old allies, but when used by players a charmed target is fully controllable (spellcasting included) as if it was the Domination version of this opcode.
Hide feedback text when a spell is cast
This is probably something you'll put at the bottom of your to do list (understandable), and many players may actually like to have a text line saying "who cast what" everytime a spell is cast, but one spell in particular is in dire need of this tweak: Mislead (removing the feedback text would make Mislead really misleading, and not just II on steroids).
Is any of the above doable? I hope for at least the 1st one, because else I would have to face 2 broken spells (ProEvil) and tons of items not working as they should.
Cheers
Demi
#707
Posted 04 May 2012 - 05:03 AM
The charm issue was discussed before. I still have yet to determine what happens when AI charms players, particularly if the charmed player gets assigned some generic 'hack something' script.
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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)
#708
Posted 04 May 2012 - 05:08 AM
1. AC bonus (actually a thac0 penalty on the creature type)
2. save bonus
3. both
There are uses for the AC bonus that have nothing to do with a fixed +2, nor Protection from Evil.
#709
Posted 05 May 2012 - 02:36 AM
Cool! If fixing opcode #219 is easier than the rest as I hope (wasn't it fine in BG1?) I hope you can make it relatively soon...that thing is screwing my life as a modder.They are all doable, just a matter of when.
The charm issue was discussed before. I still have yet to determine what happens when AI charms players, particularly if the charmed player gets assigned some generic 'hack something' script.
Well, that would be utterly cool. I can already imagine quite a few things I'd be able to do with it within Revisions mods.For #1, maybe even a way to designate
1. AC bonus (actually a thac0 penalty on the creature type)
2. save bonus
3. both
#710
Posted 05 May 2012 - 02:51 AM
Cool! If fixing opcode #219 is easier than the rest as I hope (wasn't it fine in BG1?) I hope you can make it relatively soon...that thing is screwing my life as a modder.
Opcodes only went up to #190 in BG1:TotSC.
The Protection from Evil spell used generic AC and save bonuses in that game. It also conferred protection from charm.
#711
Posted 05 May 2012 - 03:03 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)
#712
Posted 05 May 2012 - 03:14 AM
Does any mod fix ProtEvil in BG2 so that it works just like the BG1:TotSC version?
Not to my knowledge.
BTW, in case it matters, the charm immunity is only supposed to work against charm spells cast by evil creatures in PnP.
#713
Posted 05 May 2012 - 04:33 AM
I can still learn a lot of things. Well, I guess that making ProEvil work like that is not an option, as its name would pretty much makes no sense (though the AI could use it as a sort of ProGood version), don't you agree?Opcodes only went up to #190 in BG1:TotSC.
Cool! If fixing opcode #219 is easier than the rest as I hope (wasn't it fine in BG1?) I hope you can make it relatively soon...that thing is screwing my life as a modder.
The Protection from Evil spell used generic AC and save bonuses in that game.
I do thought about adding it, but I never did because I was unable to make it work only against evil aligned opponents. What do you think? Should I add it regardless of alignment? I'm sure BG1 players would love to have at least one counter to charm spells.It also conferred protection from charm.
#714
Posted 05 May 2012 - 05:09 AM
Of course, it would be even nicer if there would be a way of expanding opcode 177 to allow the checking of the alignment of the caster (and not the target!) so that the shell spell (via 146) is guaranteed to fire off if the caster is of, say evil alignment.
-Galactygon
#715
Posted 05 May 2012 - 12:30 PM
Imo this is just too much hackery...Of course, it would be even nicer if there would be a way of expanding opcode 177 to allow the checking of the alignment of the caster (and not the target!) so that the shell spell (via 146) is guaranteed to fire off if the caster is of, say evil alignment.
Better go for something more robust, like NWN's model, where each spell invokes a script, allowing conditioning of any complexity. It would cover a much wider field than a single 177 can.
Retired from modding.
#716 -wise grimwald-
Posted 21 June 2012 - 11:03 PM
Two things.
1) I am hoping that a lot of the changes will be optional.
2) I am hoping that this program can be used for Tutu in the same way that BG2 Tweaks can.
If it can, please could you place that information in a place where it will be found as it is quite important.
#717 -wise grimwald-
Posted 21 June 2012 - 11:24 PM
What would be involved in making it so that the game could handle much larger area tilesets? I seem to recall (although I can't find it documented anywhere ATM) that although BGII can theoretically handle areas with 60x60 tiles, problems are experienced at that size, and so we are really limited to 59x59 tiles. I bring this up because the next set of modules that Classic Adventures is working on and is set to include is the Giant series (G1-3), and we are finding out that in order to scale areas large enough to accommodate/be appropriate for giants, the areas become much larger than BGII can handle, and they are so large that it isn't practical to split them up into separate areas. EDIT: I just found where SBB said
which comes out to 79x59 tiles. For reference:Each area bitmap can be no bigger than 5056 pixels wide by 3776 pixels tall.
PoRGiant.rar 856.08K 157 downloads
What do you think, is it even something worth looking into? Something that would fall into the realm of BGEE?
I don't know if you are aware of it, but killing a giant whose circle is not visible causes crashes in the Drizzt Saga. Not a critiscism of that mod, just something to consider when doing anything concerning giants.
#718
Posted 23 June 2012 - 04:23 PM
Fixes and modder extensions are, by default, enabled. Tweaks are all optional.1) I am hoping that a lot of the changes will be optional.
The program will work with any installation of Throne of Bhaal patched to version 26498.2) I am hoping that this program can be used for Tutu in the same way that BG2 Tweaks can.
Do a search within the archive for the readme file. The download itself is only around 1 MB.If it can, please could you place that information in a place where it will be found as it is quite important.
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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)
#719 -veyn-
Posted 26 June 2012 - 02:03 PM
This switches "talk" and "thieving" buttons for C/T (the reasons are 1) this requires least changes; 2) "talk" is the least useful button on C/T hotbar imo). Also note that there is probably a bug there if C/T has exactly 12 innates - last one will probably not be shown - I didn't touch that.
I've also been recently looking at extending the hotbar - on higher resolutions there is plenty of empty space on screen - but it looks to be much more tricky, even without increasing max amount of quick weapons/spells/items and/or allowing customization. Ascension64, did you by chance consider making a similar tweak in future?
#720 -veyn-
Posted 02 July 2012 - 11:14 AM
I've seen a bunch of bugs in contingency list (wizard spellbook screen):
1. If character has "non-contingency" conditional spells (i.e. direct #232's on items - for instance, Item Revisions mod uses a bunch of these), the contingency list is corrupted (either empty rows are shown, or some rows look duplicated) - basically, when building rows for screen and encountering non-contingency spell, engine simply skips one row without cleaning it - so user will either a gap (empty row), or a row containing some junk.
2. "First displayed contingency id" field has inconsistent meaning in row building function and dispel button click handler: in former it means "num of contingencies to skip", in second it means "num of any conditional spells to skip". This means that pressing dispel button often dispels something unexpected.
3. Even if correct contingency iterator for dispel is found, incorrect effect can be removed from character, because non-exact match is used (parent resource reference isn't matched). This is easy to reproduce: set up two contingencies for a character (i.e. 6th level "Contingency" spell and 9th level "Chain Contingency" spell), and try to remove one of them. In one situation everything will work as expected, but in another one incorrect effect will be removed (you have to force stats refresh to see that in game; but you can also save game to disk and check which contingency remains on character).
I've fixed that locally; my changes are below. Only basic testing was done, so maybe I've still missed something.