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Level1NPCs Alpha Testing


cmorgan

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Yeslick, Branwen, and Dynaheir are already set up to get nothing, regardless ;)

 

/edit

 

forgot to mention, but animation assignment for PCs is totally hardcoded - I simply worked from memory here. As it turns out, Aerie the Cleric/Mage gets a mage avatar (which is why I gave cleric/mages a mage avatar) but "should" have a cleric avatar. I suppose cleric is the more consistent solution :D

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Gnomes get incorrect animations in BG1/Tutu anyway (something I corrected in my soon-to-be-forgotten Gnomes mini-mod). But I did notice both the cleric/illusionist and cleric/thief gnomes had cleric animations. Maybe they should get whatever a PC of the same class would get (probably a table for this somewhere). I suppose the "coolest" solution would be to let the user choose the animation for multis, though if it involves significant work, my usual response of "don't bother" would apply. ;)

 

I'm really astounded you managed to code all the Tutu compatibility for this without having access to even BG1. :D

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Hi I tried your alpha again and came across some new stuff

 

Trying to kit Coran into a Swasbuckler I wasn't given the option to specialise in a thief weapon - I tried short swords - it wasn't playing nice.

 

Tried making Kivan an Archer again, but instead of Archer or Beastmaster proficiencies this time I got what looked like thief proficiencies. It also wouldn't even let me attain mastery in a thief weapon.

 

This time round it seemd a lot frinedlier to bards, it let me install a Dirgesinger (from S&S) to Eldoth and make Safana bard.

 

Sadly when I started the game none of changes I made had showed up at all. ;)

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Thanks again for testing - I'll need to get another version up shortly, as pretty much everything that's been noted so far is fixed ;) Perhaps that next day air will turn out to be next next day air and I'll be able to look at BG1 today.

 

Weapon proficiencies for the wrong kit is a systemic error that I've fixed awhile back, so if that doesn't work in the next version there's a problem, as it's working for me now :D

 

Please note that joinable NPCs are stored in your save games, and editing saves is a very bad idea, so if you've encountered an NPC in game this mod will do nothing (really, starting a new game and using the console is the best way to test such things ;) )

 

/edit

 

For hit points, if you're playing core rules or lower you get the maximum, if you're on difficult you get between one half the maximum and the maximum, and if you're playing insane it's random. Should probably get around to documenting that now that it's enabled :D

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Good news: I did in fact guess the filenames correctly. Hurray!

 

Bad news: Easy Tutu creatures are flagged to use eff version one and contain eff version two effects, so they'll end up with junk effects on the creature when I try to assign new effects (which weapon proficiencies are). The .cre file is telling everyone that its effect structures are 0x30 in length when they're in fact 0x108. It's a good thing the BG2 engine ignores this field...

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By the way, may I gripe about paying eighty dollars for a 1998 game that doesn't even come with a manual, or a case for the rubberbanded discs, or a version number? Sheesh, I want a box of Sarevok chocolates with that so I can bite their heads off.

 

[/whine]

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Eighty? I assume that's not U.S. currency - you can get it for half that. Though maybe you pay as much for shipping to some places. You can get the non-TotSC version for $15, but TotSC is half the fun. And you can get the full series on DVD for the same price as TotSC but it has issues, and there's little point if you already have BG2. Think of it as an investment I guess - I got it a couple years ago for half the price it's going for now. ;)

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Heh, cheapest was 54.99 + too much for shipping next-day-air that wasn't when I ordered the day before yesterday.

 

Not budging here. Manual. Box of Sarevok chocolates. Pony would be nice too.

 

By the way, if anyone else is reading this at the moment, good alpha testers are enormously helpful in reducing the amount of time you have to spend on bugfixing, so thanks again ;)

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In the interests of making sure nothing is messed up, can we fix the Tutu .effs on the fly? It does not seem like it is an error that causes troubles (as you mentioned the engine doesn't see them anyways) but

 

Pony I can't handle. Especially the energy transfer required to digify the pony (assuming it survived the internet packeting... I suddenly have horrible pictures in my head of Willy Wonka and chocolate bunnies...).

 

Pictures of Poodles, I can do. Chocolates, I can handle (though I have to do some 'splainin to my wife). I can get them for you, and eat them for you too, to save you the trouble :)

 

Manual, I can do, give me a day to scan it at work and you should get a PDF format version available either via email or up on that private alpha site (now I'm thinking StarGate SG-1, and mixing metaphors, when I should be mixing drinks :D ).

 

Testing, I can do this weekend.

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Manual, I can do, give me a day to scan it at work and you should get a PDF format version available
It should come with a PDF manual already at least. Easier to look up stuff IMO, since you can just ctrl+F to search.

 

Would it make you feel any better if I modded Sarevok to make him look like a chocolate bunny, and you can cut his head off and eat it?

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I wouldn't actually use a paper manual, pay my grousing no mind :)

 

I'll just add some temporary code in the preliminary copy section to reset the effect version and ignore what's in the .cre; I'd rather not rewrite the whole proficiency routine if I can help it. Won't work on joinable NPCs who are actually using version 1 effects anymore, but there shouldn't be any :crossed fingers:

 

The last thing left on my to-do list before next version is give sorcerers a second spell - so when that's done we'll go alpha three. I'd wanted move on to beta, but there's no real sense waiting. No need for more testing on the current version :D Restricting weapon proficiencies by statistics will have to go on hold for now, it'll just take me too long to implement it and make sure it breaks nothing.

 

I'm thinking a spell that ids targets Sarevoks and polymorphs them into a recolored rabbit.cre for Lobster Girl to snack on is in order.

 

"I do not fear death...do you?"

 

"CHOCOLATE...BUNNY!(cookie-monster-scarfing-noises)"

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:) Yup, the Original Saga is already a PDF format one on disc1 of 3...

 

silly me!

 

Actually, I was asking about your *other* work, on the creature corrections. Perhaps we (Hey, who's this "we", kimo-sabe - you mean *Nythrun*) should correct the .eff for Tutu creatures and loop it into the same kind of work Miloch is investigating about proficiencies in Tutu.

 

One more vote for the chocolate-bunny mod, and while we are at it, add the option to polymorph J into a fieldmouse, opening up the development of an all new Joinable NPC, "Little Bunny Foo Foo..."

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Ah, alright. That's kind of a pickle for automated corrections - if I assume the byte at 0x33 is meaningful, then I won't be able to patch Easy Tutu creatures correctly. If I assume it's meaningless then I won't be able to patch BG1 creatures. I can try to bodge some kind of gross algorithm that reads an effect length and looks for the conventional structures, but it'll take a bit to code.

 

This, on the other hand, does not.

COPY_EXISTING ~spwi415.spl~ ~override/chocobun.spl~
 PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN
SAY		 0x08 ~Chocolate Bunny!~
WRITE_SHORT 0x1c 0x04
WRITE_SHORT 0x1e 0x00
WRITE_LONG  0x34 0x01
READ_LONG   0x64 "ho"
READ_SHORT  0x68 "hc"
READ_LONG   0x6a "eo"
FOR ("i1" = 0x0; "i1" < (("hc" + 0x1) * 0x28); "i1" += 0x28) BEGIN
  PATCH_IF ("i1" = 0x0) THEN BEGIN
	READ_SHORT 0x6e "ei"
	READ_SHORT 0x70 "ec"
  END ELSE BEGIN
	READ_SHORT  ("ho" + "i1" - 0x28 + 0x1e) "ec"
	WRITE_SHORT ("ho" + "i1" - 0x28 + 0x20) "ei"
  END
  FOR ("i2" = ("ei" * 0x30); "i2" < (("ei" + "ec") * 0x30); "i2" += 0x30) BEGIN
	READ_SHORT ("eo" + "i2" + 0x00) "op"
	PATCH_IF		  ("op" = 0xb1) THEN BEGIN
	  WRITE_BYTE  ("eo" + "i2" + 0x03) 0x00
	  WRITE_LONG  ("eo" + "i2" + 0x04) 0x05
	  WRITE_LONG  ("eo" + "i2" + 0x08) 0x81
	  WRITE_BYTE  ("eo" + "i2" + 0x0c) 0x09
	  WRITE_BYTE  ("eo" + "i2" + 0x0d) 0x00
	  WRITE_ASCII ("eo" + "i2" + 0x14) ~chocobun~
	END ELSE PATCH_IF ("op" = 0x8d) THEN BEGIN
	  WRITE_SHORT ("eo" + "i2" + 0x00) 0x8b
	  WRITE_BYTE  ("eo" + "i2" + 0x03) 0x00
	  SAY		 ("eo" + "i2" + 0x04) ~I am now a scrumptious little morsel!~
	  WRITE_LONG  ("eo" + "i2" + 0x08) 0x00
	  WRITE_BYTE  ("eo" + "i2" + 0x0c) 0x09
	  WRITE_BYTE  ("eo" + "i2" + 0x0d) 0x00
	END
  END
  SET "ei" += "ec"
END
 END
BUT_ONLY

COPY_EXISTING ~plyrabbi.eff~ ~override/chocobun.eff~
 WRITE_LONG  0x20 0x00
 WRITE_ASCII 0x30 ~chocobun~

COPY_EXISTING ~rabbit.cre~   ~override/chocobun.cre~
 WRITE_BYTE  0x2f 0x0e
 WRITE_BYTE  0x53 0x00
 ADD_CRE_ITEM ~plat04~ #0 #0 #0 IDENTIFIED INV1

<<<<<<<<chocobun.baf
IF Global("TurnedIntoChocolate","LOCALS",0) THEN RESPONSE #100 ReallyForceSpellRes("chocobun",Myself) SetGlobal("TurnedIntoChocolate","LOCALS",1) END
>>>>>>>>

EXTEND_BOTTOM ~_sarevok.bcs~ ~chocobun.baf~

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