AnonymousHero Posted January 5, 2019 Share Posted January 5, 2019 (edited) I've noticed that there are two instances of traps that are not removed by this component. (AFAICT these are not "special" traps and so probably shouldn't be excluded on that basis. I'll also note that the original No Traps or Locks component from BG2 Tweaks v16 did remove these traps.). I've attached screenshots of the two containers. EDIT: (added area codes) x=871, y=267, Area: AR1301 x=1265, y=1331, Area: AR1303: WeiDU.log Edited January 5, 2019 by AnonymousHero Quote Link to comment
Jarno Mikkola Posted January 5, 2019 Share Posted January 5, 2019 Can you locate the trap maps by going into the locations and pushing the x button, this will give the area names of the given maps in the dialog box. This will ease the finding of them. Especially as you haven't actually given info on which kind of game this is or the weidu.log's content that would hold that info. Quote Link to comment
AnonymousHero Posted January 5, 2019 Author Share Posted January 5, 2019 Oh, yes, thank you, I'll add that shortly. (Just heading out the door, but I'll be back in an hour or so.) For now: The game is a classic BG2 + BGT install and I've attached the WeiDU.log to the OP. Quote Link to comment
AnonymousHero Posted January 5, 2019 Author Share Posted January 5, 2019 Added AREA codes to the OP. Quote Link to comment
CamDawg Posted January 9, 2019 Share Posted January 9, 2019 Thanks, I'll get this fixed for v8. As a side note, I've changed the topic--the version you were using is actually an untested, unsupported work-in-progress build from Github and not v8. Quote Link to comment
AnonymousHero Posted January 10, 2019 Author Share Posted January 10, 2019 Here's another one. I believe this one wasn't in Weimer's version. (I pressed 'X' while hovering over the trap.) Quote Link to comment
CamDawg Posted January 13, 2019 Share Posted January 13, 2019 Alright, so I've refined the algorithm here a bit. In the old BG2 Tweaks and Ease of Use, it was brute force: all containers and doors had trapped flags removed and lockpick difficulties set to zero. Floor triggers had a basic check to ensure it wasn't a special event region by checking that it could be detected (values of 1 to 99 inclusive) and then removing the trapped flag. Tweaks v7 sought to refine this a bit. Containers and doors now only had their traps/locks removed if they had a valid detection/lockpick score, essentially the same 1-99 check that was being applied to floor triggers. The problem was that some containers, such as the ones noted here by @AnonymousHero, have a detection difficulty of zero despite being perfectly valid traps. So v8 is going to refine the algorithm again. Floor regions, containers, and doors will now check if trap detection is not equal to 100 (instead of 1-99). Scores of 100 are the engine's special undetectable value and the default score for untrapped stuff. Instead of checking on lockpick scores, Tweaks will now directly check if a container or door requires a key, and zero the lockpick score if no key is required. Keep in mind that this change now means you will need to care about keys again instead of just bashing doors, but it should also prevent you from getting into areas and places you shouldn't be. Quote Link to comment
Jarno Mikkola Posted January 13, 2019 Share Posted January 13, 2019 17 minutes ago, CamDawg said: ...but it should also prevent you from getting into areas and places you shouldn't be. Could you also make a separate component that just removes key requirements ? Just an idea. Quote Link to comment
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