Towards a new version of NTotSC
#1
Posted 11 December 2011 - 03:24 AM
Since there are still some bugs and other issues which IMO need to be fixed, especially in NTotSC, I've asked to support this mod myself.
As a temporary solution, while waiting for some news from the mainteiners, I had already written some components for that; I think, though, that it's quite confusing if you need to install three mods in order to have one fully working mod, so, I'll try to fix the mod itself, now.
If there's anyone whom I have omitted to contact, and who is a maintainer of NT, please tell me: I don't want to steal your job, but only to make this mod easier to install and play.
The aim of this topic is to collect any suggestions, questions, bug reports,... so that I can implement them into the next version.
I especially encourage you to contribute to this topic concerning overpowered items, since I plan to introduce the possibility to choose between original (sometimes overpowered) items (it will still be possible to install the original mod, with just some bugfixes) and nerfed items.
I'll also need some translators for most languages NT is already translated into: Spanish (Castillan), German, French, Chinese (simplified), Polish, Russian (no need for Italian translators since I'm Italian myself; if some English native speaker wants to check the English version, that would be great).
Of course, any new language is welcome.
Another thing I'd need to know is how many mods interact with NTotSC. I'd need someone with a mega-mod installation to change-log all NT areas (which are all called AR[0-9][0-9]PB.are).
Turambar
Currently supporting: DSotSC for BGT, NTotSC - forum
Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!
Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)
#2
Posted 11 December 2011 - 04:56 AM
Custom manual BWP-like installation, see attached WeiDU.log.
Results of change-logging:
Nothing apart from your fixes and the fix area creature references from IA and Aurora. Generalized Biffing acted upon some in an undetectable manner, but I put those down to them being in the override when it was biffed (I changed some things in those areas prior to biffing).
@bugs in general
I assume you already had a look at the bug report thread?
If yes, I have the following to report:
1. Unfortunately, simply using deathkni.bcs doesn't fix the problem, as deathkni.bcs has a startdialogue() action. Moreover, even if startdialogue() would be removed, all those GLOBALs are already set, which means that they proceed straight to melee. I propose a cloned script, minus the startdialogue() bit, and with GLOBAL replaced by LOCALS.
2. Consider the replacement of GLOBAL with LOCALS for ghotale.baf and ntgghota.baf. Currently only the first Ghotal does his fight routine, the second one simply attacks.
3. Consider changing the behaviour of ntspectr.baf - only used by the three Torqions - regarding Blur and Haste casting. Currently all three Torqions spam both, when neutral, which fills the dialogue bar. I added an Allegiance(Myself,ENEMY) to the if conditions of both blocks and changed ForceSpell() to ApplySpell(). Another option would be to assign them FIGHTER_MAGE or MAGE as class, which would extend the duration of Haste and Blur somewhat.
10th
Attached Files
Edited by 10th, 11 December 2011 - 05:25 AM.
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#3
Posted 11 December 2011 - 06:37 AM
Regards
Matt
I wanted infravison like the elves...But 'tis more than just taking their eyes
-Xzar
#4
Posted 11 December 2011 - 07:03 AM
I have, and i do thank you very much for your accurate reports.@bugs in general
I assume you already had a look at the bug report thread?
I just copy-pasted the scripts from vanilla bg2, in my fix. I'll think of something better. Anyway, I think that, since there's already Ghotal who initiates dialogue, they only have to attack, not to talk.If yes, I have the following to report:
1. Unfortunately, simply using deathkni.bcs doesn't fix the problem, as deathkni.bcs has a startdialogue() action. Moreover, even if startdialogue() would be removed, all those GLOBALs are already set, which means that they proceed straight to melee. I propose a cloned script, minus the startdialogue() bit, and with GLOBAL replaced by LOCALS.
Good catch, fixed.2. Consider the replacement of GLOBAL with LOCALS for ghotale.baf and ntgghota.baf. Currently only the first Ghotal does his fight routine, the second one simply attacks.
I think it can be considered a bug, and thus changed in the main component itself.
BTW, it turns out that those two scripts are identical. I'll remove the non-prefixed one.
How about a permanent blur and haste effect for all of them, for example using a special ring or something like that?3. Consider changing the behaviour of ntspectr.baf - only used by the three Torqions - regarding Blur and Haste casting. Currently all three Torqions spam both, when neutral, which fills the dialogue bar. I added an Allegiance(Myself,ENEMY) to the if conditions of both blocks and changed ForceSpell() to ApplySpell(). Another option would be to assign them FIGHTER_MAGE or MAGE as class, which would extend the duration of Haste and Blur somewhat.
Turambar
Currently supporting: DSotSC for BGT, NTotSC - forum
Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!
Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)
#5
Posted 11 December 2011 - 07:35 AM
@ 1. to elaborate:
With "as deathkni.bcs has a startdialogue() action" I meant, that due to no dlg-file they stand there doing nothing.
"Moreover, even if startdialogue() would be removed, all those GLOBALs are already set, which means that they proceed straight to melee" refers to the problem that those scripts use the same GLOBALs as the Durlag's Tower Demon Knight. As you'll have to complete the Durlag's Tower/Demon cultist quest line those GLOBALs are already set.
Are you also planning to do a new version DSotSC?
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#6
Posted 11 December 2011 - 08:19 AM
I've found the issue. I thought the script I was assigning was the one from the Demon Knights in the underdark, but that's uddeath. I'll use that, then; it does use LOCALS, and does not force dialogues.@ 1. to elaborate:
With "as deathkni.bcs has a startdialogue() action" I meant, that due to no dlg-file they stand there doing nothing.
"Moreover, even if startdialogue() would be removed, all those GLOBALs are already set, which means that they proceed straight to melee" refers to the problem that those scripts use the same GLOBALs as the Durlag's Tower Demon Knight. As you'll have to complete the Durlag's Tower/Demon cultist quest line those GLOBALs are already set.
Later, perhaps, if I manage to do it. DS is not as buggy as NT, yet its code is quite old as well. I'd like to use for DS the new biffing method, reduce batch scripts, use ADD_SPELL, and so on... But that will also require some new TobEX features to be implemented completely.Are you also planning to do a new version DSotSC?
PS: I must get used to the buttons provided to moderators; I was about to edit your previous post instead of replying XD
Turambar
Currently supporting: DSotSC for BGT, NTotSC - forum
Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!
Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)
#7
Posted 11 December 2011 - 11:02 AM
Well, is the creature a Lich or a dragon type monster that automatically has extra ordinary abilities... The haste and blur are quite over powered abilities as permanent ... the spell "slow" never gets applied to them for example.How about a permanent blur and haste effect for all of them, for example using a special ring or something like that?
Edit... this doesn't meant that I don't give my thumbs up for this project of yours Turambar, quite the opposite.
Edited by Jarno Mikkola, 12 December 2011 - 08:53 AM.
Deactivated account. The user today is known as The Imp.
#8
Posted 11 December 2011 - 03:55 PM
ar12pb - the cave in the fields of the dead (ar10pb) - where you'll free Reedrig, contains ogrema_D.cre. This Ogre Mage is a unique creature, as it's the leader of the Ogre Mage assassination group waiting for you in a building in the harbour of Baldur's Gate. With SCS and its relocated bounty hunters component they hunt you down instead.
By being in ar12pb and encountering it during normal gameplay you'll get duplicate journal entries and duplicate plot loot.
Therefore I'd like it replaced with one of the normal Ogre Mages.
What also annoyed me, was that some traps were undetectable due to a missing detectable flag, despite being assigned trap detection and trap removal difficulties. Most egregious offender is ar34pb.are, with the final encounter in the Northern Citadel area.
10th
Edited by 10th, 12 December 2011 - 11:06 AM.
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#9
Posted 14 December 2011 - 09:45 AM
#10
Posted 14 December 2011 - 10:09 AM
Fixes for NTotSC are only in Turambar's Tweaks.
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board