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TobEx Wish list


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#161 Kwiat_W

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Posted 10 February 2011 - 11:16 AM

I'm wishing for scrollable HLA selection menu. :Bow: I hope this one isn't difficult as there are already similar hacks.

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#162 Jarno Mikkola

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Posted 10 February 2011 - 01:06 PM

I'm wishing for scrollable HLA selection menu. :Bow: I hope this one isn't difficult as there are already similar hacks.

It's in the Beta 0013's "-Scrollable Level Up Mage Spell Selection: Fixed a bug with selecting high-level abilities" already...

Edited by Jarno Mikkola, 10 February 2011 - 01:07 PM.

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#163 Ascension64

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Posted 10 February 2011 - 02:00 PM

I'm wishing for scrollable HLA selection menu. :Bow: I hope this one isn't difficult as there are already similar hacks.

It's in the Beta 0013's "-Scrollable Level Up Mage Spell Selection: Fixed a bug with selecting high-level abilities" already...

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?

P.S. Does the pack mule walking sounds work with the recent test version of TobEx?

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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 Kwiat_W

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Posted 10 February 2011 - 03:43 PM

I just checked and unfortunately it still doesn't work. (and I'm sure I have done everything right)

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


icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#165 -@vGur-

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Posted 10 February 2011 - 04:33 PM

:cheers: I've used items with 4 headers, and haven't noticed anything wrong, so it's very interesting for me how this works!

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 the bigg

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Posted 10 February 2011 - 04:39 PM

IIRC, the rangers get the extra proficiency via CLAB, so there's no need to alter the exe.

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 Ascension64

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Posted 11 February 2011 - 03:59 AM

I just checked and unfortunately it still doesn't work. (and I'm sure I have done everything right)

I am sure you have as well. Can you try once more with the latest test release?
http://www.shsforums...post__p__508018

Edited by Ascension64, 11 February 2011 - 03:59 AM.

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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)


#168 Kwiat_W

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Posted 11 February 2011 - 04:29 AM

It works now. Thanks.

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#169 Miloch

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Posted 11 February 2011 - 05:23 AM

I just checked and unfortunately it still doesn't work. (and I'm sure I have done everything right)

I am sure you have as well. Can you try once more with the latest test release?
http://www.shsforums...post__p__508018

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.)?

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
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Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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#170 Ascension64

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Posted 11 February 2011 - 02:19 PM

Any animIDs not in ANIWKSND.2DA and you plan to use will need to have a specific line in the .2DA if you want them to have any walking sounds at all.
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.

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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)


#171 phordicus

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Posted 14 February 2011 - 02:14 PM

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)
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#172 DavidWallace

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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 Kulyok

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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.

#174 Ascension64

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Posted 15 February 2011 - 01:47 AM

Thanks, Kulyok. It's on my to-do list (which is getting ever-larger). :)

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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)


#175 the bigg

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Posted 15 February 2011 - 03:59 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.

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.

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.


#176 Daulmakan

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Posted 16 February 2011 - 12:24 AM

Is it possible to make imported characters retain their HLAs (assuming they had any when they were exported)?

item_pack.jpg   Drows.jpg

 


#177 the bigg

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Posted 16 February 2011 - 03:37 PM

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)

.. 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:

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 GeN1e

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Posted 16 February 2011 - 04:44 PM

If it is indeed feasible, I'd retain the action format - TriggerOverride(Object,Trigger()). More intuitive and stable.

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#179 the bigg

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Posted 16 February 2011 - 04:58 PM

If it is indeed feasible, I'd retain the action format - TriggerOverride(Object,Trigger()). More intuitive and stable.

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).

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 phordicus

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Posted 17 February 2011 - 02:33 PM

yes, i couldn't give a rat's ass about this re:dialogs. this is more about setting up tactics and kit options for individual creatures.

also, is it possible to "activate" the Class and Race scripts on in-party creatures?
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)