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#101 Jarno Mikkola

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Posted 27 January 2011 - 12:37 AM

Is it possible extend mage kitlist, to be able to add new kits for mages?

Not sure, perhaps. I imagine the kits would have to conform to TRUECLASS rules or a specific school to be in line with the unusabilities.

Or one could make a kit that actually is from another classes list and then make a spell that makes a script(via invisible character) to change the characters class/kit. The useablility is covered in this too. But as usual, the excluded spell schools are another matter, as the useability of an item doesn't make you able or unable to learn spells from the scrolls for example, as the spells themselves do that, which isn't optimal for mage kit editing.

Hmm, a little related stuff, can you extend/fix the opcode #233 so we can set proficiencies to zero, or to numbers that are less than the current one the character possesses.

Edited by Jarno Mikkola, 27 January 2011 - 12:43 AM.

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#102 Dakk

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Posted 27 January 2011 - 03:13 AM


Let me re-state that it's an option in TB#Tweaks. The currently uploaded version is similar to what you ask, while the version in Git has an option to work like you asked.


So, to clarify, the version in the git repository has an option to grant the extra attacks from proficiencies to all classes rather than granting them the extra attacks normally given to fighter-types at levels 7 and 13? For example, if I had a Cleric kit with 5 stars in Maces and 1 in War Hammer, he'd be granted extra attacks with all Mace-proficiency weapons, but not War Hammers?


I'd recommend to take this discussion to the Bigg Tweak forums, as that component is already coded.

#103 Mike1072

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Posted 27 January 2011 - 03:57 PM


Is it possible extend mage kitlist, to be able to add new kits for mages?

Not sure, perhaps. I imagine the kits would have to conform to TRUECLASS rules or a specific school to be in line with the unusabilities.

IIRC, the game is hardcoded to display Wild Mages and the specialty schools and no other mage kits, ignoring any K_M_*.2DA files present. If you decided to change this, perhaps it would function well as an expansion to the Scrollable Kit Selection component.

Regarding HP per level, if the HP table associations could be relegated to a .2da, say HPLEVEL.2DA, that pointed classes and kits to individual HP tables, it would be easy to give barbarians or any other classes or kits custom HP tables. A default HPLEVEL.2DA could look something like:

HP_TABLE
MAGE		HPWIZ
FIGHTER 	HPWAR
CLERIC		HPPRS
THIEF		HPROG
BARD		HPROG
PALADIN 	HPWAR
DRUID		HPPRS
RANGER		HPWAR
SORCERER	HPWIZ
MONK		HPMONK
BARBARIAN	HPBARB

Edited by Mike1072, 27 January 2011 - 04:00 PM.


#104 GeN1e

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Posted 27 January 2011 - 04:30 PM

Regarding HP per level, if the HP table associations could be relegated to a .2da, say HPLEVEL.2DA, that pointed classes and kits to individual HP tables, it would be easy to give barbarians or any other classes or kits custom HP tables. A default HPLEVEL.2DA could look something like:

That would be good. Rangers could use d8 die, and so on.

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#105 the bigg

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Posted 28 January 2011 - 04:46 AM

I'm writing a spellbook component for tb#tweaks, and have a few requests for effect 147 (Learn Spell):

Bug: The party is granted XP when 'learning' via effect 147 a spell you already knew (this is impossible with normal scrolls, but will happen if you use apply effect 147 with an item like the attached one).

If possible, I'd also like if effect 147 enforced spell school restrictions and didn't work on Sorcerors (either by default or by setting a parameter). Again, you can use the attached item on, respectively, a Enchanter or a Sorceror to see if they learn Magic Missile.

Attached Files


Edited by the bigg, 28 January 2011 - 09:52 AM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#106 GeN1e

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Posted 28 January 2011 - 05:22 PM

I'm dead sure you can learn new spells without gaining XP bonus. Yarpen had asked me something very similar year ago, and I had an answer...

Ok, think I found it - #171 (0x0AB) Spell: Give Ability [171]

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#107 the bigg

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Posted 28 January 2011 - 05:45 PM

I'm dead sure you can learn new spells without gaining XP bonus. Yarpen had asked me something very similar year ago, and I had an answer...

Ok, think I found it - #171 (0x0AB) Spell: Give Ability [171]

Yes, but I actually want to give XP if the spell is learned - just not give it if the spell is learned a second time. Besides, once an OPCode is decompiled, adding further tweaks to it takes some minutes in ToBEx.

Edited by the bigg, 28 January 2011 - 05:46 PM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#108 Lisandro

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Posted 28 January 2011 - 06:51 PM

I've seen it, but I can't remember where and I think is here.

How can I summon more than 5 creatures?

Is with TobEx or is a Mod?

#109 Ascension64

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Posted 29 January 2011 - 04:30 AM

Must be a mod, since I haven't changed anything in this department.

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#110 Ascension64

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Posted 29 January 2011 - 04:32 AM


I'm dead sure you can learn new spells without gaining XP bonus. Yarpen had asked me something very similar year ago, and I had an answer...

Ok, think I found it - #171 (0x0AB) Spell: Give Ability [171]

Yes, but I actually want to give XP if the spell is learned - just not give it if the spell is learned a second time. Besides, once an OPCode is decompiled, adding further tweaks to it takes some minutes in ToBEx.

Is this a manually learnt spell, or a scripted learn? I just want to make sure that you simply cannot fix this by using some scripting and Use EFF File stuff.

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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)


#111 the bigg

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Posted 29 January 2011 - 04:58 AM

It's a .itm (not unlike the one I posted above) that applies a single do_nothing opcode and then applies a (possibly) long list of Learn Spell opcodes. As such, I can't use scripting to avoid teaching duplicate spells, and I can't use EFF targeting to skip forbidden schools (although I could use it to skip Sorcerors).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#112 -awaiting reg-

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Posted 29 January 2011 - 09:15 AM

Hi id like to wish for a difficulty slider not affecting the amount of received damage. IIRC even Ascension makers were annoyed by this hardcoded limitation.

#113 the bigg

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Posted 29 January 2011 - 09:20 AM

'improved difficulty system' in tb#tweaks does what you ask.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#114 Ascension64

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Posted 29 January 2011 - 03:43 PM

Hi id like to wish for a difficulty slider not affecting the amount of received damage. IIRC even Ascension makers were annoyed by this hardcoded limitation.

There is a Difficulty() trigger. Anyway, why can't you just set the difficulty slider to the 'correct' level that Ascension requires?

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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)


#115 the bigg

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Posted 29 January 2011 - 03:49 PM

Ascension (the mod) uses the Difficulty() trigger to make enemies use different scripts and be smarter/cheesier at the higher difficulties; however, you can't fight the cheesier enemies without also having to endure 200% damage. The component of tb#tweaks I mentioned replaces Difficulty() checks in scripts and dialogues to use an ad-hoc variable instead (thus enabling you to fight cheesy scripts without facing the doubled damage).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#116 GeN1e

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Posted 29 January 2011 - 03:53 PM

Ascension uses it continiously. Setting difficulty to max, waiting for everybody to spawn, then moving the slider back and fighting them on normal won't work.

While indeed it's fixable via softcode methods, I think it ideally still better as an exe modification, mainly because it leaves things intact, thus reducing the amount of compatibility problems. But apparently there always will be more important, not bypassable otherwise, things to attend...

Edited by GeN1e, 29 January 2011 - 03:54 PM.

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#117 DavidWallace

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Posted 29 January 2011 - 04:14 PM

While indeed it's fixable via softcode methods, I think it ideally still better as an exe modification, mainly because it leaves things intact, thus reducing the amount of compatibility problems.


I'm not much moved by that rationale. Well-coded modifications of the game resources are not obviously any more or less compatibility-problematic than well-coded modifications of the engine.

#118 ydfhdsfh

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Posted 29 January 2011 - 04:22 PM

He, didnt know it was being handled already. The bigg, your mod also mentions Imprisonments fixes. Does it fix the HLA bard song disappearing from an imprisoned&freed bard? (saw it being mentioned on g3 site) If not that would be my wish then. Although tbh Imprisonment is so messy i tend to reload anyway if any party member is imprisoned, bard or not.

#119 the bigg

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Posted 29 January 2011 - 04:34 PM

My Imprisonment "fix" changes Imprisonment to "permanent" maze, so it should fix that problem.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#120 ydfhdsfh

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Posted 29 January 2011 - 04:40 PM

Thanks, looks like its time to install another great mod for me. Too bad im already past tactics Improved Irenicus. xD Was hell of a challenge on normal.