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Public test release feedback


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#201 Beleg33

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Posted 27 August 2012 - 08:16 AM

It is 0 for disabled and 1 for enabled to modify the Backstab every hit effect opcode (#303)

Then you modify the type field of this opcode in your item/spell (like the thief HLA) using it, based on values found TobEx_ini.txt. 1 is the regular behaviour, TobEx adds the 3 others.

Well 0 makes it not work at all (requires regular backstab conditions) so maybe that was the regular behaviour too. 3 and 4 are 100% added by TobEx.

Edited by Beleg33, 27 August 2012 - 08:18 AM.

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#202 DrAzTiK

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Posted 27 August 2012 - 08:54 AM

Thank you;

Ok I have added the opcode to my weapon with near infinity but where exactly should I modify the value to 4 ?

I have :

Type : Backstaab every hit (303)
Targettype : Unknow (0)
Power : 0
Unknown : 00 00 00 00 h
Must be 1? : 0 (very strange field ?)
duration : instant/limited (0)
dispel/resistance : No dispel/bypass resistance
Time : 0
probability 1 : 0
probability 2 : 0
UNknow : 00 0 0 00 00 0 0 h
etc...

Sorry I am not familiar with opcode, can you tell me if the values or correct and where I should modify something coz I have made some tests but nothing works

Edited by DrAzTiK, 27 August 2012 - 08:57 AM.


#203 Beleg33

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Posted 27 August 2012 - 09:14 AM

You might wanna grab the latest NI. Here's what I get when looking up Assassination HLA (SPCL916) from vanilla BG2:ToB

opcode303.JPG

It's the stat value you want to change.

Of course make the target Self, probability 100 and the timing Instant/While equipped if you want it for an equipped ability up all the time. Duration 0 also (doesn't matter I think for While equipped timing anyway)

Edited by Beleg33, 27 August 2012 - 09:16 AM.

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#204 DrAzTiK

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Posted 27 August 2012 - 11:28 AM

It's works very well. Thank you Beleg ;)

#205 dannyb1166

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Posted 01 September 2012 - 05:47 PM

I have no idea how to make build 0.25.7.18. Do you have one allready made?

#206 Ascension64

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Posted 02 September 2012 - 05:29 AM

Wait for one of the public test releases. One is coming soon. I have made further changes that are yet to be pushed to the repository.

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#207 dannyb1166

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Posted 02 September 2012 - 06:09 AM

Ok. Thanks

#208 Daulmakan

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Posted 26 September 2012 - 05:39 PM

Love the genuine attacks addition, thanks. :hug:

With latest beta, stoneskin/ironskin seems to block all spell damage attacks as well as regular attacks. :huh:

item_pack.jpg   Drows.jpg

 


#209 Ascension64

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Posted 27 September 2012 - 02:37 AM

Thanks for the find, I had some bad logic when I reversed the saving throw code. Should be fixed now.

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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)


#210 -Demivrgvs-

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Posted 27 September 2012 - 09:25 AM

May I ask what "-Added: Clone Creature Fix" is? :) I looked into the readme with no success.

#211 Daulmakan

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Posted 27 September 2012 - 02:47 PM

May I ask what "-Added: Clone Creature Fix" is? :) I looked into the readme with no success.

-----1580 Clone Creature Fix [F]
Fixed a bug where a character who transitions between areas can cause a hostile creature chasing them through the area transition to clone


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#212 Ascension64

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Posted 27 September 2012 - 11:36 PM

From TobEx reference HTML

TobEx also fixes a bug where creatures chasing targets through an area transition can be cloned because the creature was not removed from the previous area.


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#213 -Demivrgvs-

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Posted 27 September 2012 - 11:50 PM

Ops...sorry. I Swear I used "search" with Clone with no results. :( Thanks!

#214 Ascension64

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Posted 28 September 2012 - 05:18 AM

The TobEx reference often doesn't have exact correlates to the names listed in the TobEx_ini.txt or changelog to make it more readable, so it can be a little harder to find things.

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#215 DavidWallace

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Posted 07 October 2012 - 11:48 PM

1) Many many thanks for the DIFFMOD change.

2) Can you expand on this rather gnomic note?

TobEx optimises the code used for setting and finding variables. The variable map hash function uses the djb2 algorithm.


3) I take it you'd still advise only the official (albeit beta) releases to be included in released mods, so I should hold off including this version for now?

Edited by DavidWallace, 07 October 2012 - 11:50 PM.


#216 i30817

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Posted 07 October 2012 - 11:59 PM

Not to put words in Asc64 mouth, but it's probably the hashmap/table optimization for globals that was discussed a while ago (proudly think i was the first one to suggest a hashcode collision - my comp sci degree was not wasted finally)

#217 Son of Imoen

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Posted 08 October 2012 - 01:50 AM

Oops, I think this was the problem...

creTarget.cdsCurrent.stateFlags &= STATE_POISONED;
Which cleared the STATE_DEAD flag. Should have been |=
There was a similar typo in the disease fix actually if the Slow effect was applied.


I encountered this poison bug in my install of an already heavily modded game, so updating ToBEX is not really an option. Is there any way I can correct that typo myself in my current install? In what file can I find the faulty line and how do I edit it?

Thanks.

Edited by Son of Imoen, 08 October 2012 - 01:51 AM.


#218 Ascension64

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Posted 09 October 2012 - 04:58 AM

1) Many many thanks for the DIFFMOD change.

I also discovered that the EASIEST difficulty also gives all party characters a +6 bonus to luck. I will externalise this too.

TobEx optimises the code used for setting and finding variables. The variable map hash function uses the djb2 algorithm.

You can google the djb2 algorithm. It just uses a better method of calculating the hash for each variable name and increases the number of buckets available before things get full a bit earlier, which reduces the amount of overhead, particularly when there are too many variables. There is a topic I think here where Suslik did most of the work.

3) I take it you'd still advise only the official (albeit beta) releases to be included in released mods, so I should hold off including this version for now?

We are getting to an official release. I need confirmation that I haven't broken anything, which is usually based on time.

I encountered this poison bug in my install of an already heavily modded game, so updating ToBEX is not really an option. Is there any way I can correct that typo myself in my current install? In what file can I find the faulty line and how do I edit it?

You can chuck the most recent test release TobEx.dll in to your install directory. You computer might explode though... :o j/k

Edited by Ascension64, 09 October 2012 - 04:59 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)


#219 i30817

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Posted 29 December 2012 - 01:04 PM

Asc64 did you see this?

http://www.shsforums...quest/?p=552280



#220 Ascension64

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Posted 29 December 2012 - 02:36 PM

Thanks for the heads up.


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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)