TobEx Wish list
#161
Posted 10 February 2011 - 11:16 AM
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#162
Posted 10 February 2011 - 01:06 PM
It's in the Beta 0013's "-Scrollable Level Up Mage Spell Selection: Fixed a bug with selecting high-level abilities" already...I'm wishing for scrollable HLA selection menu. I hope this one isn't difficult as there are already similar hacks.
Edited by Jarno Mikkola, 10 February 2011 - 01:07 PM.
Deactivated account. The user today is known as The Imp.
#163
Posted 10 February 2011 - 02:00 PM
I'm wishing for scrollable HLA selection menu. I hope this one isn't difficult as there are already similar hacks.
Well, no it is not. The 'fix' for the HLA selection was to disable the scroll bar entirely for HLA. Which mods overload the HLA screen so I can play around with?It's in the Beta 0013's "-Scrollable Level Up Mage Spell Selection: Fixed a bug with selecting high-level abilities" already...
P.S. Does the pack mule walking sounds work with the recent test version of TobEx?
--------------
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)
#164
Posted 10 February 2011 - 03:43 PM
There are no mods that overflow HLA selection screen for now, but I'm working on a mod that allows player to select one of about 100 abilities every level and currently it's done via dialog menu, using HLA screen would be much more elegant solution. (the mod will be released soon, it just needs proofreading)
If you are wiling to look into this then I'm attaching a modified HLA table for mage that has 30 abilities listed (it's filled with lvl 1 mage spells), so scrolling would be needed to see all of them.
Attached Files
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#165 -@vGur-
Posted 10 February 2011 - 04:33 PM
Another request, ranger has 2 stars in 2 weapon style from start, it;s ok, but how we can get some amount of profs from start with others?
What i mean is profs divided in groups as in D&D3+ (military,exotic,simple) so every warrior get 1 star with all simple & military weapons at 1 level. Maeby it could be externalised table with kit/class list and adjustable profs. Additional table with races would be great too (elves=+1 bow, +1long sword)
bow_long bow_short spear ....
class 1 1 1
class 0 0 0
class 0 0 0
race 1 1 0
race 0 0 0
race 0 0 0
....
Thanks!
#166
Posted 10 February 2011 - 04:39 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.
#167
Posted 11 February 2011 - 03:59 AM
I am sure you have as well. Can you try once more with the latest test release?I just checked and unfortunately it still doesn't work. (and I'm sure I have done everything right)
http://www.shsforums...post__p__508018
Edited by Ascension64, 11 February 2011 - 03:59 AM.
--------------
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)
#168
Posted 11 February 2011 - 04:29 AM
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#169
Posted 11 February 2011 - 05:23 AM
So now that this works apparently, would Infinity Animations have to go through and append aniwlk or whatever with all the animations it adds? What about BG2 slots that exist in the unmodded game but don't have animations by default (things like MCYC cyclops etc.)?I am sure you have as well. Can you try once more with the latest test release?I just checked and unfortunately it still doesn't work. (and I'm sure I have done everything right)
http://www.shsforums...post__p__508018
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#170
Posted 11 February 2011 - 02:19 PM
So If I don't have a line for the cyclops animID (I can't check at the moment) you will need to add one.
Edited by Ascension64, 11 February 2011 - 02:20 PM.
--------------
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)
#171
Posted 14 February 2011 - 02:14 PM
Global(S:Name,O:Object,I:Value)
#172
Posted 15 February 2011 - 12:00 AM
is it within ToBEX's ability to add a new scripting trigger? if so, it'd be amazing to be able to check a LOCAL on another creature.
Global(S:Name,O:Object,I:Value)
This feels like something that would be convenient rather than needed (you can always avoid needing to use this by setting GLOBALs instead). I think other things being equal there's a lot to be said for only modifying the engine when something can't be done at all within the existing engine.
#173
Posted 15 February 2011 - 01:38 AM
Fake-Talk Exploit
Attribute Drains Can Cause Scores to 'Wrap Around' To Max Values
Bags of Holding Recharge Items
I would like to second these three, because it's something really, really easy to exploit and is almost as distracting as "drink a few potions of Master Thievery and sell and buy stolen items non-stop"(which has thankfully been tweaked via other mods). If you could tweak at least one out of three, that'd be a huge help.
IWD NPC, Xan, The Sellswords, Back to Brynnlaw, Assassinations, Dungeon Crawl, Reunion, Branwen, Coran, Tiax, Xan BG1 Friendship
BG1 NPC, Romantic Encounters
#174
Posted 15 February 2011 - 01:47 AM
--------------
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)
#175
Posted 15 February 2011 - 03:59 AM
Actually, it's somewhat useful if you're writing an NPC that wants to acknowledge a certain banter you had between two other party members - since these are usually tracked via LOCALS, without the proposed extension to Global{,GT,LT,TimerExpired,TimerNotExpired} you usually have to ADD_TRANS_TRIGGER into the original dialogue to set a GLOBAL you can check. Somebody might even want to write a group of enemies that can check each other's variables to better coordinate their actions. Of course, you'd have to either drop support for Mac PPC users (Mac Intel users can use a Windows bgmain.exe and run it via Wine, thus having access to EXE patching/extending goodness) or use softcode alternatives to preserve compatibility.
is it within ToBEX's ability to add a new scripting trigger? if so, it'd be amazing to be able to check a LOCAL on another creature.
Global(S:Name,O:Object,I:Value)
This feels like something that would be convenient rather than needed (you can always avoid needing to use this by setting GLOBALs instead). I think other things being equal there's a lot to be said for only modifying the engine when something can't be done at all within the existing engine.
Edited by the bigg, 15 February 2011 - 04:02 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.
#177
Posted 16 February 2011 - 03:37 PM
.. After actually thinking about this a bit more, TriggerOverride(O:Object*) would be better if feasible; it evaluates to True (taking up an extra slot in OR()) and makes the next trigger be evaluated on the given target:is it within ToBEX's ability to add a new scripting trigger? if so, it'd be amazing to be able to check a LOCAL on another creature.
Global(S:Name,O:Object,I:Value)
IF TriggerOverride("Aerie") HasSpell(CLERIC_CURE_LIGHT_WOUNDS) THEN <...> IF OR(3) HasSpell(CCLW) !TriggerOverride("Aerie") // negated to avoid falsifying the OR()'s return value HasSpell(CCLW) THEN <...>
Edited by the bigg, 16 February 2011 - 03:43 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.
#178
Posted 16 February 2011 - 04:44 PM
Retired from modding.
#179
Posted 16 February 2011 - 04:58 PM
This would be better in theory; in practice, the BCS format doesn't have the space to add the TriggerOverride object; moreover, even if it did, modding tools wouldn't be able to operate on it (at least without being altered to do so).If it is indeed feasible, I'd retain the action format - TriggerOverride(Object,Trigger()). More intuitive and stable.
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.
#180
Posted 17 February 2011 - 02:33 PM
also, is it possible to "activate" the Class and Race scripts on in-party creatures?