AstroBryGuy Posted January 2, 2015 Share Posted January 2, 2015 In WILDMAG.2DA, certain entries have a "*" in the SPELL column. For example, 6 * 31722 In GemRB's version of the file, these entries are a reference, but not to a normal .SPL file. For example: 6 1.155 0x13f change_spell_to_area_effect Does this mean that the "*" entries in the EEs are hardcoded and unchangeable? Quote Link to comment
lynx Posted January 2, 2015 Share Posted January 2, 2015 Probably, we reused the values to store some parameters in the second column. The last is just a comment for convenience. Quote Link to comment
Avenger Posted January 2, 2015 Share Posted January 2, 2015 Yes, the * entries in EE are hardcoded. GemRB has about the same of them 'semi hardcoded' with that numeric encoding. Quote Link to comment
AstroBryGuy Posted January 2, 2015 Share Posted January 2, 2015 Yes, the * entries in EE are hardcoded. GemRB has about the same of them 'semi hardcoded' with that numeric encoding. Darn. I was hoping something like GemRB's semi-hardcoding would be available. Oh well. Thanks for the info! Quote Link to comment
argent77 Posted April 29, 2015 Share Posted April 29, 2015 Latest BG2:EE patch (v1.3.2064) has added effect opcode 360 (Reputation Breaking Point) to a number of CRE files. Can someone tell me more about its parameters? Quote Link to comment
Avenger Posted April 30, 2015 Share Posted April 30, 2015 It is actually 'ignore reputation breaking point'. And doesn't have any parameter as of now. Quote Link to comment
Skye Posted July 15, 2015 Share Posted July 15, 2015 So, they hardcoded the reputation responses and then added an opcode as a workaround? I don't think I'll ever understand the reasoning behind some of their design choices... On the upside, I guess taking a yearlong break resolved some of the issues I was having. Quote Link to comment
Avenger Posted July 16, 2015 Share Posted July 16, 2015 So, they hardcoded the reputation responses and then added an opcode as a workaround? I don't think I'll ever understand the reasoning behind some of their design choices... On the upside, I guess taking a yearlong break resolved some of the issues I was having. Nope. Some joinables just don't have a breaking point. Imoen loves you regardless of reputation. Quote Link to comment
Skye Posted July 17, 2015 Share Posted July 17, 2015 Which is fine, but I still think party member morale should be handled entirely via scripts. Quote Link to comment
Avenger Posted July 19, 2015 Share Posted July 19, 2015 (edited) Which is fine, but I still think party member morale should be handled entirely via scripts. I don't think Beamdog hardcoded anything over vanilla. The code they started from was the vanilla BG2/ToB source. If the breaking point code is hardcoded, then it was also in ToB. Edited July 19, 2015 by Avenger Quote Link to comment
Skye Posted September 12, 2015 Share Posted September 12, 2015 Nope. Some joinables just don't have a breaking point. Imoen loves you regardless of reputation. If the breaking point code is hardcoded, then it was also in ToB. I don't know, maybe that's the case in BG2:EE, but in BG:EE, Imoen does have a breaking point (confirmed just recently by one of my friends). Also, most of the joinable NPCs' (sans the EE ones) breaking point is apparently handled by the game itself and not by a script. It's possible that these things were hardcoded before and they changed the happiness values in the 2DA or something to avoid unnecessary checks in the script round or maybe they just didn't copy everything right. Either way, I'll be trying to sort this mess out on my own since it's interferring with my mod. If you want something done right... Quote Link to comment
Avenger Posted September 13, 2015 Share Posted September 13, 2015 (edited) Yes, and in BGEE, Imoen has no such effect added. So, what's the question? You originally asked: "So, they hardcoded the reputation responses and then added an opcode as a workaround?" And my answer was: 1. I'm pretty sure the breaking point is hardcoded in all vanilla games. 2. in some cases (like Imoen in BG2EE) this hardcoded breaking point is overridden by the new effect. The default breaking point is based on alignment. In the EE nothing forbids you to implement your own scripted breaking point. You simply disable the hardcoded breaking point by this effect, and write your script as you wish. This is something you couldn't do in vanilla. I have one question though, what exactly breaks your mod? What is different from vanilla? Edited September 13, 2015 by Avenger Quote Link to comment
Skye Posted September 14, 2015 Share Posted September 14, 2015 There was no question, I'm just reflecting on how things are done in the game. Defaulting on hardcoded mechanics and adding new effects to bypass them seems like an odd approach, when these things could be much more elegantly handled via scripts. Nothing really breaks my mod, but this generic reputation-based happiness and hardcoded breaking points didn't mesh well with how things should realistically work with companions. Anyway, adjusting HAPPY.2DA and HAPPY.IDS solves all issues, I just didn't really want to resort to such a heavy-handed approach. Quote Link to comment
Jarno Mikkola Posted September 14, 2015 Share Posted September 14, 2015 (edited) Anyway, adjusting HAPPY.2DA and HAPPY.IDS solves all issues, I just didn't really want to resort to such a heavy-handed approach.Aka, @Avenger: Is there any other alternative ? Or something to have a middle ground ? Aka, have the happy.2da set the count to -200, and then add to that a dialog options that make the creature calm down or enrage, which ends up after a while to the character auto leaving the group. Edited September 14, 2015 by Jarno Mikkola Quote Link to comment
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