Jump to content

Some fixes


Wisp

Recommended Posts

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
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
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
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
[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
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
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

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
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
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 :D 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

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...