Posting the file ahead of time will be appreciated. Thank you very much Horred.
BP Series for BGEE, BG2 and BG2EE
#141
Posted 20 November 2013 - 01:09 PM
#142
Posted 21 November 2013 - 04:22 AM
Hello.
How to make translation ? I can translate BP to polish language.
#143
Posted 22 November 2013 - 03:31 PM
Hello,
I experience a problem in BGEE - BP-Mage script hotkey V is not working for me at all, charracter only says: "Invalid: 999980" then "Invalid: 999979".
Other bugs/feature requests:
- Somtimes character changes weapon to less effective if have it equiped in different equip slot
- Charracters ignore sleeping enemies.
Thanks for this great scripts!!
I'll check the string entries for the sequencing system. Is it just those strings playing wrong, or does the whole system fail (not letting you make sequencers/triggers/etc)? It was designed for BG2:ToB originally. Sorry, that's one I don't personally use, so it has less testing. It is one of the few nearly-pure survivors of the older scripts these started from. But you did answer a question of mine, as well...I wondered if anybody actually used those, or if I should use the hotkey for something else.
Weird that characters are ignoring sleeping enemies. I actually made a point of allowing checks for the three nearest disabled enemies, by request. You still take preference w/ active enemies first, but you shouldn't ignore them. Here's a piece of the added script I mention (from the sighting blocks for melee attack). I added a space around the relevant line:
IF NumCreatureGT([EVILCUTOFF],0) !InParty(NearestEnemyOf(Myself)) HPGT(NearestEnemyOf(Myself),0) !StateCheck(NearestEnemyOf(Myself),STATE_CHARMED) OR(3) !StateCheck(NearestEnemyOf(Myself),STATE_NOT_VISIBLE) CheckStatGT(Myself,0,SEEINVISIBLE) CheckStatGT(Myself,0,TRUE_SIGHT) StateCheck(NearestEnemyOf(Myself),STATE_SLEEPING | STATE_STUNNED | STATE_HELPLESS | STATE_FEEBLEMINDED | STATE_CONFUSED) !Class(NearestEnemyOf(Myself),INNOCENT) OR(3) !Race(NearestEnemyOf(Myself),MORNINGSTAR) !Class(NearestEnemyOf(Myself),FAIRY_NYMPH) !Specifics(NearestEnemyOf(Myself),65) See(NearestEnemyOf(Myself)) False() THEN RESPONSE #100 Continue() END
This suggests possibly a bug with STATE_SLEEPING, the sleep spell itself, or (maybe) that sleeping victims are suddenyl considered INNOCENT class. (The OR(3) below it is just a check, so you don't attack a "cloud spell" invisible creature). I'm still not sure how to proceed on this one. It might begin with a simple test script for STATE_SLEEPING.
Can you give me more specific information on this? Was it a sleep spell, or a power word sleep, or something else? Stun, hold, something of that nature instead (or also)? Were they possibly under a charm spell first? The STATE_CHARMED check could cause an oversight, though not having it might cause you to attack a sleeping party member.
#144
Posted 25 November 2013 - 07:49 AM
First, I use game in polish language, with unofficial dubbing in override (only wav (ie. ogg, I re-encoded orginal wav's to save some space, EE seems to use ogg files renamed to wav) files so it should not cause problems). TLK file is BGEE orginal.
I used LVL2 Mage Sleep spell, casted by Neera. Also Hokey V ("Invalid: 999980" then "Invalid: 999979") was tested using Neera. Maybe DLC character is causing some bugs ?
Hokey V seems to not work at all.
PS: I'm autor of post #140 (guest nickname "Virus").
EDIT:
Found new bug: BP-Paladin (Ajantis) - hotkey B work fine but says incorrect strings (in polish: Miecz Długi, Tarcza Średnia, Miecz Krótki, in english: Long sword, Medium shield, Short sword).
Edited by virusek, 25 November 2013 - 07:56 AM.
#145
Posted 25 November 2013 - 09:36 AM
Edited by horred the plague, 25 November 2013 - 10:23 AM.
#146
Posted 25 November 2013 - 02:03 PM
Re-tested sleep issue, seems it works fine, characters after some time attack such enemies, but time is quite long.
#147
Posted 25 November 2013 - 03:55 PM
Re-tested sleep issue, seems it works fine, characters after some time attack such enemies, but time is quite long.
It was a choice on my part, to target active enemies first and disabled enemies last (actually, opposite order in the script blocks). Some players would disagree wth this tactic, but there's not enough hotkeys to please every style unfortunately. I'm also only checking the three nearest enemies, instead of the ten nearest for active enemies. Too many targetting blocks can clog down a script quickly. But it might take it a bit longer to recognize them, as a drawback. Some times you just have to click the mouse...
Speaking of hotkeys, may as well share what I had in mind for the old spell trigger keys...Currently the spell casters ration their spells according to a threat level check. This is so they don't throw the precious meteor swarm at a single kobold, e.g. --they try to cast according to the threat presented, saving the good spells for the tougher enemies. This also doesn't always meet everybody's preferences, so I was thinking of some "threat-free" modes. Where, if you toggle a key, a certain type of spell would be cast w/o regard for enemy threat level. An attack, or "Spellblaster" mode, a defensive or "Blocker" mode, and maybe a "Power Caster" mode that just raises all threat values one notch on the 1-4 scale to 2-5 (w/ 5 = 4). 4 is what brings out the Time Stop, the Meteor Swarm, the Spell Trap, the precious bottle of Storm Giant Strength, and so on. 1 is where you see Magic Missile, Color Spray, Bless spell, and other low-level spells & items. You could have one or both of Spellblaster/Blocker set by choice, but setting Power Caster would override them both (if not, it would be messy scripting).
It will be a few weeks before I have a block of time for creating new systems like that, but I thought I'd give you all a taste of what's to come, and time to voice your opinions before it's a done deal. e.g., if a bunch of people wrote in to protest taking out the spell trigger system, I'd probably keep it instead. I think the above plan might be more fun, more useful, and used by a lot more players. Any thoughts?
#148
Posted 27 November 2013 - 03:00 PM
Can you also for add for Wild Mages that they will cast Chaos Shield before casting any other spell ? Maybe as a option (hotkey ), or new script ?
Edited by virusek, 27 November 2013 - 03:01 PM.
#149
Posted 28 November 2013 - 09:41 AM
Can you also for add for Wild Mages that they will cast Chaos Shield before casting any other spell ? Maybe as a option (hotkey ), or new script ?
Currently they should be casting it before a Nahal's...at the least it has high preference in casting. The buff hotkey should also bring this one up (medium ot short duration can't remember offhand).
It would take a separate script to do this otherwise, because of the hotkey shortages.
Edited by horred the plague, 28 November 2013 - 09:41 AM.
#150
Posted 05 December 2013 - 10:43 AM
My installation was successful and the scripts seem to be working, but I'm getting invalid strings in the descriptions. I'd be grateful if someone could shed some light on this. Here's the installation procedure I used:
1) copied dialog.tlk from lang/en_US to 00766
2) created an override folder in 00766
3) installed bpseries
4) copied dialog.tlk from 00766 to lang/en_US
About step four, I tested first without copying, then copying, and the strings appear invalid in both cases. Am I doing something wrong?
namida de nijimu yuuyake iro
#151
Posted 06 December 2013 - 03:00 PM
With the newest versions of the mod, which includes updated version of WeiDU, you don't need steps 1, 2 and 4.
Actually the combination of 1 and 4 is likely to be the cause of your problem as:
- step 3 added the texts in lang\en_US\dialog.tlk
- step 4 overwrote the properly updated dialog.tlk by its former version without the new BP Series texts
Here are up to date instructions to install mods on BGEE/BG2EE, it's as simple as "install the mod normally" provided you make sure you update the setup-XXX.exe with the latest version of WeiDU.
I believe you have to uninstall at least BP Series (and subsequent mods if you installed more) and reinstall it (them), this time without doing anything by hand to the dialog.tlk.
Edited by Isaya, 06 December 2013 - 03:01 PM.
#152
Posted 06 December 2013 - 03:54 PM
Sorry, I suppose I should have clarified this in the read-me file. Installation is very easy now, just as Isaya said. No tlk file copying required, though you might for prudence' sake want to make a safe backup of your vanilla tlk file before installing ANY mods?
Isya's fix is also correct. Just uninstall and reinstall w/o the copy-overs, and you should be back in business. Fortunately, it's a short install process by mod standards.
#153
Posted 06 December 2013 - 05:06 PM
Heh, worked like a charm, thanks!
namida de nijimu yuuyake iro
#154
Posted 06 December 2013 - 07:49 PM
Heh, worked like a charm, thanks!
Awesome, thanks for letting me know.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
I was in a scripting mood tonight, so I went about a new mage script I talked about. In the end, I decided to keep the sequencing but fix the strings, and make a brand new script for my plans. This script will be found in all games:
// New in v0.3110 @3127 = ~BP-BMage: ~ @3128 = ~(Battle Mage) This script is designed for use with single-class wizards and specialist mages. It has spell support for Arcane spells up to level 9 including wild wizardry and Bhaalspawn powers. Instead of Spell Triggers, this script allows you to adopt "Spellblaster" modes. What these do is bypass the normal Threat System to allow you to cast spells w/o concern for opponent strength. The Aggressive mode reduces Threat Level by 1 (on scale of 1-4), meaning you target more opponents with same spell. Aggressive Mode overrides the other 2 modes if active. These only override the Threat System, not other circumstantial checks. This script leans towards ranged over melee combat but not as much as other specialty scripts. HOTKEYS: D-Enable/Disable AI (Self) E-Toggle Item Use K-Toggle Ranged/Melee S-Summons B-Buff (Toggle Long-Medium-Short Duration) V-Toggle Spellblaster (Attack) F-Toggle Spellblaster (Defensive) N-Toggle Aggressive Casting Mode~
Attack Spells include both damaging and disabling. Defensive include both buffing and summoning. You can have either, or both, active or not at any time--except when in Aggressive Mode. There is absolutely no throttling w/ these settings. Casting starts at the top (most potent), and works its way down. The ordering design is necessary to prioritize a "normal" mode. So, w/ Attack Mode On you could cast meteor swarm at a single kobold before the (ample) magic missile* . Overkill at its finest.
* Other restrictions apply, see script source for details.
Agressive Mode gives a power boost to the threat level itself, boosting it up by 1 tier. This means what normally counts as Tier 3 now counts as Tier 4, Tier 2 as Tier 3, etc. A zero (no enemy/no threat) naturally untouched.
For perspective--
- Tier 1 could be even a single kobold--"any" enemy.
- Tier 2 is a single enemy of 50HP or better (30 or better if player is < level 7), 3 or more enemies where at least 1 is 35(25) HP+, 5 enemies where at least 1 is 20(15) HP+. Or, at least one enemy is a doppleganger/lycanthrope/spider/spectre/wraith/mist. If you're under level 7, a single spellcaster also qualifies.
- Tier 3 is a single enemy of 75(50) HP+, and then similar to tier 2. Special enemies like basilisks, golems, umber hulks, et. al.
- Tier 4 is a single enemy of 100(75) HP+, and then similar to tier 2. Special enemies like vampires, mind flayers, beholders, liches et. al.
Note that the special enemies were watered down a bit for bgee, because many of the highest ones didn't exist. But you can see how "bumping up a tier" can really widen the range of spells chosen. Even your single kobold is considered a level 2 threat w/ Aggressive Mode set. But there's at least some measure
I haven't done any testing yet, just finished writing them up. This wasn't all I had planned for the next release, but it's a promising start.
Edited by horred the plague, 06 December 2013 - 07:50 PM.
#155
Posted 06 December 2013 - 11:57 PM
I can't believe my eyes. When I was back here a little over a year ago everyone was pretty angry at how BGEE was put together. I'm not super happy to see there is development here. Thank you guys for all your hard work. Year after year I come back to visit and spend hours playing again. Thanks!
#156
Posted 10 December 2013 - 10:38 AM
v3110:
New script: Battle Mage . Essentially it overrides the Threat checks in various ways, making it more likely that spells are cast. Fixes to the casting system--finally found the cause of mages entering into combat loops. Fixes to the shapeshifting/polymorph system--still needs some work on druids, but basically aim to get them to revert after combat is concluded.
Added new toggles to the weapon switching mode, by request:
Melee -- Intuitive (same as now)
Ranged -- Intuitive
Melee -- Locked (won't switch, will switch back after combat if manually switched)
Ranged -- Locked
No Weapon Switching
Added support for a Blade Barrier spell to weapon switching (also backs away if too close) unless Locked
More cleanups to the backstabbing system -- also added check for new Ranged -- Locked setting
Added a check to the Shout for Party system, to help keep stealthed scouts from calling in the posse
Added a new subcategory to the Item Use system -- Healing Disposables Only (also by request)
A bunch of cleanups to "melee-oriented" special attacks. I discovered that several weren't mean for melee alone, and in conjunction w/ the new "Locked" system changed their conditions to reflect this.
Re-ordering of the attack blocks for disabled enemies, because they were still being ignored too much. Active enemies still have the preference, but the gap is closed somewhat.
Fixes to Mac OSX installer; should work fine for BGEE and BG2EE now
Translators:
I've got enough together in content; with a little more testing it should be able to release.
Note that this is not all I had planned--I had some requests come through I catered to. I still plan adding a bunch of item support in the next few weeks, and that will have at least twice (prob more) the additional strings as now. A big chunk of what is now "new" is actually old. I restored all the strings for the sequencing/spell trigger code, that mysteriously vanished some versions ago.
So, how do you wish to handle this? Do you want a tra for the current changes, and then another w/ the other changes in a few weeks?
That means you use the file posted, and whatever is done in a few days' time goes into this release (in a few days' time).
Or, would you rather handle all the incoming strings as one lump sum, in a few weeks? That would mean I release now (a couple days--say this weekend), w/ English across the board, and in a few weeks post the lump TRA file and wait a few days for release.
As stated, I still want to further test all I've added (quite a lot of content actually). So there's a couple days to just mill the idea around. Let me know what you decide.
bpseries_setup-tra.zip 3.47K 257 downloads
Edited by horred the plague, 10 December 2013 - 10:43 AM.
#157
Posted 12 December 2013 - 02:53 PM
Update on Testing: I found another prblem that my fix for spellcasters created, and it took a major overhaul to fix. This is a problem that's probably been in the scripts since before they were part of eSeries. The Attack/Interrupt switch was run by a timer. Initially, it was 1-second. The thought was you'd find a spell to cast in the next scripting round, so you'd interrupt the attack and cast. what it didn't account for was the 6-second timer that keeps spell attempts from going > 1 per round unless aura cleansed. So, if that attack started right after a casting, it was inpossible to interupt that attack until the victim was dead.
My initial fix was to add a new block that restarted the timer for 6 seconds, and that worked fine for spells. However, I noticed that it added a choppy delay to fighting types. They'd pause every second when charging an enemy. No good.
So, I went about it a whole different theory. Instead of a timer, I went with a simple on-off switch. This involved changing over 30,000 lines of code between the 3 sets! Fortunately most were done automatically, but a few hundred could only be done by hand. Three days and about 20 work hours later, I had results.
I only got to test for a short while last night, but WOW!!! Night and day. These scripts are kicking ass like I've never seen them before. Spellcasters actually casting spells instead of charging with quarterstaves. I don't know if the Power and Overkill modes in the new Battlemage script are even needed any longer.
I'll keep testing for a day or so regardless, but this is looking very promising. I don't want to keep it away from everybody for any longer than is necessary.
#158
Posted 12 December 2013 - 02:57 PM
I don't mind splitting the work in slices over a few weeks. Actually I prefer that over having a big file to translate later. I've started translating this slice and will upload the file this week-end.
I have difficulty figuring out what you call the "threat system" and the fact that reducing the "threat level" by one means you can target more opponents. How it this accomplished? By increasing the spellcaster level so that he/she has access to a more powerful version (for those that improve with levels)?
I can translate as it is but I'm afraid I'm not able to use the right term in French.
Furthermore I'm wondering how to translate the "blaster" part of spellblaster. I believe it's not refering to explosion but to a more effective "throwing". Is this the idea?
#159
Posted 12 December 2013 - 04:08 PM
I don't mind splitting the work in slices over a few weeks. Actually I prefer that over having a big file to translate later. I've started translating this slice and will upload the file this week-end.
I have difficulty figuring out what you call the "threat system" and the fact that reducing the "threat level" by one means you can target more opponents. How it this accomplished? By increasing the spellcaster level so that he/she has access to a more powerful version (for those that improve with levels)?
I can translate as it is but I'm afraid I'm not able to use the right term in French.
Furthermore I'm wondering how to translate the "blaster" part of spellblaster. I believe it's not refering to explosion but to a more effective "throwing". Is this the idea?
You can call a SpellBlaster anything you like, it's also been called Overkill Mode in NWN2.
The threat system works like a bottleneck. It keeps the archmage from using his time stop and meteor swarm on the first lone kobold he runs into. It takes what the player can see in enemy numbers/strength/composition, and assigns it a "threat value" between 1 and 4. Using this as a guide, each spell has a threat qualifier attached to it. A Time Stop/Meteor Swarm are only cast vs a Level 4 Threat (e.g. a Dragon, or almost half the NPC's you fight in ToB). You'll probably only sling Magic Missile at that Threat Level 1 Kobold walking down the corridor.
What these new battlemage modes do, is override that assigned threat level. In the case of Spellblaster / Overkill, it completely overrides the check. You'll cast that Time Stop at Deekin the kobold, and Energy Drain him even though he's only 1 Hit Dice. You should go into battle like a spell slinging machine! Might be quite desirable for sorcerer types...
Power mode doesn't ignore the check--it merely increases the value by 1.So, Deekin is now regarded as a level 2 threat instead of a level 1. You still won't meteor him, but you might fireball him instead of missile him. Level 3 and 4 are treated as level 4 threat.
A threat of zero means no enemies in sight, regardless of system. A Threat of zero shuts the script down early, so you don't parse dozens of attack blocks needlessly.
P.S: Thanks for letting me know that you are (and for!) working on this. I'll hold off on releasing until you're also ready.
Edited by horred the plague, 12 December 2013 - 04:22 PM.
#160
Posted 12 December 2013 - 04:19 PM
Can you also for add for Wild Mages that they will cast Chaos Shield before casting any other spell ? Maybe as a option (hotkey ), or new script ?
I'm sorry. I totally glossed over this post, in a scripting frenzy.
To make a translation, all you need is the text file to translate (aka TRA file). If you go up...4 posts or so, I have one posted for a release this weekend. Download that, it should open in any text editor. Some text editors like Notepad++ have plugins to handle TRA and other weidu files w/ color formatting..I think there's a link at weidu.org.
Inside you'll find a bunch of custom dialog strings. They'll look like this:
@3048 = ~*Eats a goodberry*~
All you have to worry about is the text between the tildes. The rest should stay the same, like:
@3048 = ~My way of saying I'm eating good berries, in Polish~
And just follow that pattern throughout the file. If you have any questions, there's experienced translators like Isaya that frequent this thread, and can probably tell you even more than I (like necessary text encoding, e.g.).
Thanks for chipping in! I bet there's a lot of players that will thank you as well.