Wisp Posted January 9, 2010 Author Share Posted January 9, 2010 BioWare chose his next proficiency to be quarterstaff, so that has to be one of the ones we add. He can end up with 2+2+2+2+1+1=10, so I recommend we continue changing sword and shield to two (+1), add two spear (+2), and then the final for the first 4 levels can be his staff (+1).But staffs is what he gets for his cleric level 12. If he gets that proficiency earlier, he'll need something else for level 12.The main problem is that he can only put a single point into proficiencies while his cleric level is lower than 8. The way Fixpack sets him up now, he's using 2 of the 3 points he gets during that time to reach specialised in 2 proficiencies. It's funny how nothing of your "memory" is at all supported by the implementation (at all), and you're clearly aware of it since you had to make all those changes, and yet you kept pressing on. Would you believe me if I said I posted this while my judgement was temporarily impaired? (It's actually true, except that I spent a fair amount of time before that trying to refine the post.) I'm still not sure about this. I know for certain that it worked OK when we tested it (with Nythrun's changes) without needing to change the base EFF mode. Actually, it seems the change makes no difference. Spcl422.eff seems to work the same (1 hp damage per sec) way either way. Is there any way out of the sequence where you don't get hit up by Verthan? You have to challenge Faldorn to kill her, and he'll automatically initiate dialogue after you win, so I don't think you can walk away without the extra DVs set. Well, he does not show up if you chose to poison the grove instead of challenging Faldorn. Additionally, the state that sets the extra DVs has conditions that may not always be true (there is a always-true state below). Verthan only sets the extra DVs if Cernd is dead or if you defeated Faldorn without involving Cernd (CerndWentHuting or HelpCernd are 0, with CerndWentHunting being set to 1 if Cernd goes on ahead and HelpCernd being set to 1 if you agree to help Cernd). Link to comment
Andrea C. Posted January 9, 2010 Share Posted January 9, 2010 A new version of this mod with more fixes to go would be truly awesome And yes, I've just popped in for this useless comment Link to comment
devSin Posted January 9, 2010 Share Posted January 9, 2010 But staffs is what he gets for his cleric level 12. If he gets that proficiency earlier, he'll need something else for level 12.That is correct (which is why I stated his last two versions, 10 and 12, can have an additional proficiency, either to War Hammer, which will leave these highest level Anomens identical to where they are now, or it can be put to popular vote to put the star into another weapon). But BioWare decided that the next proficiency he gets goes into quarterstaff (we just fix it so that he gets that star when he's supposed to); this is the way all proficiency fixes are decided (until we run out of BioWare proficiencies and have to decide our own). The main problem is that he can only put a single point into proficiencies while his cleric level is lower than 8. The way Fixpack sets him up now, he's using 2 of the 3 points he gets during that time to reach specialised in 2 proficiencies.This is correct. For fighter Level 7, he gains 6 proficiencies, all of which can be two stars (2+2+2=Mace+Sling+Spear). For cleric Level 1, he puts two stars (one to each proficiency, hammer and sword/shield), and at Level 4, he picks another proficiency to add a single star to (staff). At Level 8, he has regained his fighter abilities and can now put an additional star into one of the previous three single-star proficiencies he chose while progressing as a cleric (proposed sword/shield). For his final versions, he gains one additional star, which could be placed into hammer (as per v8) or a single star wherever you guys want. Actually, it seems the change makes no difference. Spcl422.eff seems to work the same (1 hp damage per sec) way either way.Yeah, locally, I change only the save for SPCL422 and changing SPCL422A to amount 2; type 2, and it seems to work about as close to the description as we'd care to take it (the 2s and 1s fire each second, and then the 2s stop while the 1s continue for quite a while)? Well, he does not show up if you chose to poison the grove instead of challenging Faldorn. Additionally, the state that sets the extra DVs has conditions that may not always be true (there is a always-true state below). Verthan only sets the extra DVs if Cernd is dead or if you defeated Faldorn without involving Cernd (CerndWentHuting or HelpCernd are 0, with CerndWentHunting being set to 1 if Cernd goes on ahead and HelpCernd being set to 1 if you agree to help Cernd).As long as she's supposed to count as dead with the dialogues in question for all these cases, then yeah, it should be fixed up. Link to comment
Capt Massacre Posted January 10, 2010 Share Posted January 10, 2010 You are supposed to be able to avoid a fight with Simyaz by returning the Silver Blade to him. However, due to two trigger problems in his dialogue, this was not possible. First, the non-violent path requires a reaction roll greater than 20 (FRIENDLY_UPPER), but reaction rolls can not be greater than 20. Secondly, a transition leading to the violent outcome lacks a trigger and is consequently taken every time even if the reaction roll is high enough.Proposed fix: ... Please don't do that. If you do, the good way is to give the blade and that's it. Yet it's a good sword for Minsc. I like it the way it is because in the Underdark, you try to give the blade back and it results in a fight. It's an experience you don't forget next time they claim the blade back. "Fool me once..." Link to comment
aVENGER_(RR) Posted January 10, 2010 Share Posted January 10, 2010 Please don't do that. If you do, the good way is to give the blade and that's it. Yet it's a good sword for Minsc. Isn't that a bit subjective? Besides, Wisp's fix only allows people with very high Charisma and/or Reputation scores to return the blade peacefully. Everyone else who tries that will still get into a fight. Link to comment
Wisp Posted January 10, 2010 Author Share Posted January 10, 2010 [Anomen stuff] Ah. Yes, of course. and it seems to work about as close to the description as we'd care to take it (the 2s and 1s fire each second, and then the 2s stop while the 1s continue for quite a while)? Yes, that's right. As long as she's supposed to count as dead with the dialogues in question for all these cases, then yeah, it should be fixed up. I'll double-check, but I think they are all the usual sort of "animal troubles are over" checks. I'll post some revised fixes as soon as I get a few moments to spare. Link to comment
Nythrun Posted January 10, 2010 Share Posted January 10, 2010 I'll double-check, but I think they are all the usual sort of "animal troubles are over" checks. Yeah, these are all legit. Link to comment
devSin Posted January 10, 2010 Share Posted January 10, 2010 Besides, Wisp's fix only allows people with very high Charisma and/or Reputation scores to return the blade peacefully. Everyone else who tries that will still get into a fight.It's likely this isn't something we're going to do, though, simply because it works (even if that response isn't accessible) and has worked this way for a decade. It might be nice to see you expand the githyanki interactions in the future and maybe create some alternatives through here instead of just fight on boat-help in illithid city-fight in Underdark, though. ;-) Link to comment
Nythrun Posted January 11, 2010 Share Posted January 11, 2010 DOOD THIS NOT BALDRDASS FOROOMS DONT TELL US THERE PROBLEMZ. WE FIX ALLREADY. COPY_EXISTING ~helm34.itm~ ~override~ // Wong Fei's Ioun Stone ~scrl5t.itm~ ~override~ // protection from electricity (mage) ~scrl9a.itm~ ~override~ // pierce shield ~scrl9b.itm~ ~override~ // summon fiend PATCH_IF ("%SOURCE_SIZE%" > 0x71) THEN BEGIN // protects against invalid files READ_BYTE 0x29 "use" WRITE_BYTE 0x29 ("%use%" BAND 0b11110111) // removes totemic druid flag Oh for the love of hell. No wonder we couldn't get those other item flags sorted, we were too busy ensuring DUAL CLASSED SHAPESHIFTER/MAGES COULD SUMMON THE DEVIL Is it time to leave again yet? Link to comment
devSin Posted January 11, 2010 Share Posted January 11, 2010 Yeah, but most these were automated, I think, and then we never looked at them again until somebody complains. Usability flags are soooooo 2004. ;-) Link to comment
Nythrun Posted January 11, 2010 Share Posted January 11, 2010 At least Jet Li's Ioun Stone will be a spring point when looking for ineffectual patches to discard, then (and npsw04.itm and ohgodsomuch). I don't have my old stuff. One of these days you'll have to do a diff with your twixpack to catch what we're missing (or I'll write another, or we'll do nothing and wait for Wisp to do something and then dogpile the post). Since the Monk flaggy wags want wholesale review: ACTION_FOR_EACH file IN amul16 // Metaspell Influence Amulet brac17 // Gloves of Pick Pocketing (i guess?) brac21 // Gauntlets of Extraordinary Specialization clck29 // Robe of the Apprenti dwshld01 // Drow Shield +3 enmace // Mace +3 (Enchanted Weapon spell) enmorn // Morning Star +3 (Enchanted Weapon spell) - not actually used enstaff // Quarterstaff +3 (Enchanted Weapon spell) - not actually used ensw2h // Battle Axe +3 (Enchanted Weapon spell) //korax01 // Battle Axe +1 (Korgan's) - there's nothing special about this item halbrd01 // Halberd //key20 // Mask of King Strohm III (meh) misc5t // Shaman's Staff misc9o // Staff misca6 // Patrol Leader's Helmet npplat // Firecam Full-Plate Armor npsw03 // Hallowed Redeemer potn36 // Potion of Master Thievery ring08 // Ring of Wizardry ring22 // Ring of Holiness ring35 // Ring of Lock Picks ring40 // Ring of Acuity rods01 // Rod of Absorption //rods02 // Rod of Lordly Might (but Dave G. says monks are priests, and this is only for warriors...) rods04 // Rod of Smiting rods05 // Rod of Terror rods06 // Rod of Reversal rodmace // Mace +2 (Rod of Lordly Might) rodspear // Spear (Rod of Lordly Might) scrl3g // Vocalize - already set? scrl8b // Summon Nishruu scrl8c // Stone to Flesh sw2h15 // Silver Sword ttleat // Leather Armor +2 ttscrl01 // Flame Arrow ttscrl02 // Monster Summoning ttshld01 // Medium Shield +2 ttsword2 // Two Handed Sword wand02 // Wand of Fear wand04 // Wand of Paralyzation wand05 // Wand of Fire wand06 // Wand of Frost wand07 // Wand of Lightning wand09 // Wand of Polymorphing wand10 // Wand of Monster Summoning wand13 // Wand of Cloudkill wand14 // Web Sack - it's for Unfinished Business wand15 // Wand of Apprenti BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~%file%.itm~ BEGIN COPY_EXISTING ~%file%.itm~ override WRITE_LONG 0x1e LONG_AT 0x1e | 0x20000000 // set monk unusable flag BUT_ONLY END END ACTION_FOR_EACH file IN amul26.itm // Amulet of Cheetah Speed boot01.itm // Boots of Speed BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~%file%.itm~ BEGIN COPY_EXISTING ~%file%.itm~ override WRITE_LONG 0x1e LONG_AT 0x1e & ` 0x20000000 // unset monk unusable flag BUT_ONLY END END Link to comment
aVENGER_(RR) Posted January 11, 2010 Share Posted January 11, 2010 Jet Li's Ioun Stone Nythrun, you almost made me choke on my coffee laughing there. Link to comment
Mike1072 Posted January 12, 2010 Share Posted January 12, 2010 enmorn // Morning Star +3 (Enchanted Weapon spell) - not actually used enstaff // Quarterstaff +3 (Enchanted Weapon spell) - not actually used Woops. These must have slipped by... I started with a big list of odd stuff and tried to rule everything out that was unused. halbrd01 // Halberd This doesn't look like it's used in my ToB install. //korax01 // Battle Axe +1 (Korgan's) - there's nothing special about this item Monks can't use axes. Any thoughts on letting monks use the scimitars sw1h56 or dwsw1h01? Link to comment
Nythrun Posted January 12, 2010 Share Posted January 12, 2010 Woops. These must have slipped by... I started with a big list of odd stuff and tried to rule everything out that was unused. I'd leave 'em, were it up to me. The triggered spells exist already, they're just not hooked up to the 2da, and this is at least as OBC as the giant vs short races .effs. This doesn't look like it's used in my ToB install. What a nice illustration of Skitt's law I missed deleting when pulling out the ichan01-iplat01 BG tutorial stuff. Monks can't use axes.We can keep it; the devs never got around to touching up unpopular Korgan's signature item, so might as well. There's not enough evidence otherwise to do much of anything else. Any thoughts on letting monks use the scimitars sw1h56 or dwsw1h01?sw1h56 is already monk usable? Fixpack has been adding the monk flag to the drow scimitar redundantly (hence its omission from the list above). It's fine if it goes in (but we need to stop ticking the flag in the first place, whatever happens there). Nythrun, you almost made me choke on my coffee laughing there. Don't choke, we'd like you to stick around (but don't waste your coffee either)! Putting this into the game while expecting to get away with it is like adding the famous blowgun of Robin Hood, Sheriff of Nottinghamb: 1) What? 2) Tacky. Link to comment
Jarno Mikkola Posted January 12, 2010 Share Posted January 12, 2010 Is it time to leave again yet? Why would you ever even suggest such a thing? And the answer to the original question is: Never! Link to comment
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