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marty

Member Since 03 Jan 2005
Offline Last Active Sep 01 2010 08:01 PM

Posts I've Made

In Topic: [BG2:ToB] TobEx Release Thread

01 September 2010 - 04:53 PM

I think ProfsMax restriction when BGT is installed will apply to all new chars, definitely SoA. I am not too sure about ToB. I am away at the moment and don't have BGT on my laptop. If you start a SoA game, wait till your character levels up so that you get the correct experience amount, then you can fix it all up then. I think this behaviour is more BG:TotSC-style, forcing you to invest your stars in different proficiencies at the beginning.

Of course, if you don't like the behaviour, disable 'Level One Proficiency Restrictions' (version 0008), or 'ProfsMax' (version 0007 or earlier) in TobEx.ini.


Ok thanks Ascension, sorry I should have explored the .ini options and leveled to 2 instead of jumping to 10 right off the bat.

But now I'm having much more serious issue, while running ToBEX v0008: I get a crash during character creation, whenever the game is about to show the list of kits. This happens for all races and all classes. Disabling 'scrollable kits' in the .ini avoids to problem (but of course I can't scroll to see all my kits now).

I've done a Tactical BWP install. I've only installed the ToBEX core and scrollable kit components (with first the .ini option).

Here is the crash information from windows:

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	BGMain.exe
  Application Version:	2.5.0.2
  Application Timestamp:	3b71b6f4
  Fault Module Name:	ntdll.dll
  Fault Module Version:	6.1.7600.16559
  Fault Module Timestamp:	4ba9b29c
  Exception Code:	c0000005
  Exception Offset:	00033948
  OS Version:	6.1.7600.2.0.0.256.1
  Locale ID:	4105
  Additional Information 1:	5a5a
  Additional Information 2:	5a5ac0ac09a83b7d6ba54412932970f3
  Additional Information 3:	f10c
  Additional Information 4:	f10c58359aa8baced44e6d99470acd32

Here is output from ToBEX.log

[Wed 01 Sep 2010 19:00:47] ---------------------Start Logging Session---------------------
[Wed 01 Sep 2010 19:00:47] ---------------------Start Logging Session---------------------
[Wed 01 Sep 2010 19:00:48] Assertion warning. Return Addr: 0x796F6E File: InfScreenStart.cpp Line: 2014 Expression: FALSE Message: (null)
[Wed 01 Sep 2010 19:00:50] Assertion warning. Return Addr: 0x796F6E File: InfScreenStart.cpp Line: 2014 Expression: FALSE Message: (null)
[Wed 01 Sep 2010 19:00:51] Assertion warning. Return Addr: 0x79809E File: InfScreenStart.cpp Line: 2564 Expression: 0 <= nButton && nButton < GetNumErrorButtons() Message: (null)
[Wed 01 Sep 2010 19:00:51] Assertion warning. Return Addr: 0x796F6E File: InfScreenStart.cpp Line: 2014 Expression: FALSE Message: (null)
[Wed 01 Sep 2010 19:00:55] NewGame
[Wed 01 Sep 2010 19:00:55] AREA-INVENTORY: Init Game Called


Any idea what's going on here? Thanks for your help.

In Topic: Vecna

01 September 2010 - 03:48 PM

As for grandmastery, that isn't detailed in 2e rules to any great extent (not like it is in the games). We had a discussion about it on gibberlings3.net or somewhere a while back and I think the "best" solution was a hybrid between BG1 rules (which were too powerful) and BG2 (which were too nerfed) but I'm not sure which mod (if any) has the best code for that.

Working with 2DA files isn't difficult - just look at Tweaks, DSotSC etc. for examples and IESDP for a list of the tables. There aren't too many things you can do with them - largely just COPY_EXISTING, SET_2DA_ENTRY and REPLACE_TEXTUALLY.


While we're on this subject, being somewhat of a 'PnP rules fanatic' myself, I thought I'd quote the exact rules from PLAYER'S OPTION: Combat and Tactics p.74-76: I've compiled this table that summarize the essential rules:

Proficiency (1 slot): weapon usage with no penalties; ability to activate special weapon abilities
Specialization (2 slots): +1 to Hit, +2 Damage and if Fighter, you get bonus attacks/round according to the following table:

Weapon Class        Lv1-6   Lv7-12  Lv13+
----------------------------------------   
Melee Weapons       3/2     2       5/2
*Bows               2       3       4
Repeating Crossbow  2       5/2     3
Light Crossbow      1       3/2     2
Heavy Crossbow      1/2     1       3/2
*Throwing Dagger    3       4       5 
*Thrown Dart        4       5       6
Sling               3/2     2       5/2

*Note: These weapons get +1 APR (instead of +1/2 APR) per fighter tier

Mastery (3 slots): +3 to Hit, +3 Damage
High Mastery (4 slots):  Speed Factor increase by one category*; critical hit on 16 rather than 18**; ranged weapons max range is increased by 1/3 (but suffer -10 to hit at that range)

*Category   Speed Factor Range
-----------------------------
Fast       1-4
Average    5-7
Slow       8-14
Very Slow  15+

**In the Combat & Tactics rules you score critical hits on 18-20 provided you beat the opponent's AC by 5 or more

Grand Mastery (5 slots): +1 attack per round; weapon get next-higher damage dice (ie. d6->d8, d8->d10, 2d6->2d8, etc)

Non-proficiency/Familiarity (0 slots): one speed category slower; ranged weapons get halved attacks/round; penalty to hit according to the following table:

Class    Non-prof  Familiar* 
-----------------------------
Fighter  -2        -1
Wizard   -5        -3
Cleric   -3        -2
Thief    -3        -2

*Familiar means the character has proficiency in another weapon in the same weapon group (ie. the BG1 style weapon groups)


So as you can see, the table in my first post is a pretty good but not perfect translation. In particular, here are the changes I would make to make it more inline with pen and paper:

High Mastery should be changed to:
-3 speed factor and +2 critical range (the +33% range increase might be too complicated to implement)

Grand Mastery should be changed to: 
+1 APR, +1 damage for 1-handed weapons or +2 damage for 2-handed weapons

Optional tweaks to consider:
Make it so fighters using bows and missile weapons, get +1 APR at Level 7 and +2 APR at Level 13 (instead of the standard +1/2 APR and +1 APR)
Make it so no stars in a weapon gives -3 speed factor, and half APR for ranged weapons (the weapon familiarity rule might be too complicated to implement)

Regardless, I really appreciate all the work you're doing in implementing the Lv50 rules, jube. :)

In Topic: BWP9.3 Install: ReplaceWeiDU.bat error?

31 August 2010 - 12:28 AM

Alright, thanks dabus. Thanks for clarifying that :)

In Topic: [BG2:ToB] TobEx Release Thread

30 August 2010 - 04:03 PM

The bug you describe is a fix that's working as described in the install... as it sets the level 1 proficiency maximum to 1. At level 2, that maximum is removed, and the classes own max is set.


Hi Jarno, that's what I thought initially. However, when I start a new game, CLUAConsole XP to level up, I still cannot set more the 2 stars with any of my multi-class characters. Have you been able to level up any of your Fighter multi-class characters and put more than two stars in a weapon?

Also, while profsmax restriction is accurate for new chars in BGT, new characters for BG2 or ToB should be able put more than 2 stars, is there some detection based on what type of start the user has selected?

Thanks

In Topic: Vecna

29 August 2010 - 01:54 PM

Hey Jube, excellent work on Vecna! I had a few questions regarding what you ended up deciding for the Level 50 / True Grandmastery ruleset:

1) The BWP Install Guide states that Vecna15 has the True Grandmastery rules included. So are these the updated values after Vecna has been installed?

# stars: hit/damage/APR/speed
-----------------------------
1 star: +0/+0/+0/-0
2 stars: +1/+2/+.5/-0
3 stars: +3/+3/+.5/-0
4 stars: +3/+4/+.5/-1
5 stars: +3/+5/+1.5/-3


2) Are the descriptions in the dialog.tlk file also updated to something similar to  this?

3) Are you planning to make a separate component for just the Level 50 / True Grandmastery ruleset? Or is it possible to to modify the .tp2 to only install the  ruleset component?

4) And finally, is the ruleset compatible with TDD/BP if Vecna is installed after those mods?

Thanks alot!