Roana Posted October 24, 2006 Share Posted October 24, 2006 Hello , First I want to say: a very good work have you all done with this BG2 Fixpack . Well, why I write this Forum is, that - perhaps - I can help a little bit to make your apprecious packs better, if this is possible, and I asume, this is your goal too. I have read today a lot of what you have done, but didn't read the TP2 yet - only load the Fixpack - because I have fixed my own BG2 for several years (with large pauses, of course, and I guess I will not be ready soon... - can't understand much from the working of the effects yet, because of the huge amount of Unknowns there in NI *sigh* ) and don't want to mix my own fixes with unwanted others. Additional I have recognised, that 1) most of your Fixes I have done already the same way and 2) unfortunately I have some Bugs, that you have adressed, NOT in my GERMAN Version of BG2 TOB. It seems, that Bioware has done a better patch for foreign Versions, while they were in translation. Some of your fixes would only change my correct, but from Biowarw in another way scripted files in my original biffs. So I will change the bugs you have adressed, and I have not found yet by hand with NI (and make once more saves from the whole game elsewhere) . The reason for writing yet is, that I have already read your pinned thread "Modder input requested, spell.ids and shoutids.ids", which reminds me on the time where I have written a complete SHOUTIDS.IDS for my BG1Tutu-game and posted this .IDS at Pocketplane group, because Tutu will not write one and this .IDS is essential for some "Bugs" (game-engine-errors) in Tutu, as BG1 use Shouts a lot, but the BG2-engine is unable to find them without this .IDS. The reaction there was... hm - nothing... *sigh* . So I lost my pleasure and have played and debugged another game (Morrowind) instead oft dealing with BG1, BG2 and Tutu . Now, after a year, I have already played through BG1 (with my little Mod and without Tutu) and I'm going to play BG2 soon, when I have read your TP2 and removed the Bugs, I haven't found. Well, I will give it a new try, to give away, what I have done and/or found in modding and debugging my own game. Here is the SHOUTIDS.IDS, I have written for my Tutu_v4 with Fixpack Tutufix v13 a year ago: 90 1 ATTACK1 2 LEAVE2 3 HELP3 5 HELP5 6 HELPGOND 7 HELPFLAM 8 HELPAMN 24 Help24 33 FLEETHIEVES 50 GOAWAY 57 Help57 68 SUM_ATTACK_GOOD 69 SUM_ATTACK_EVIL 79 Help79 80 HELPARCHER 81 FLEEARCHER 82 COMEARCHER 83 Help83 89 ATTACK89 99 HELPME 100 Help100 101 Help101 111 WARNALARM 115 HELP_ALIBAKKAR 116 HELP_LURRAXOL 121 Help121 122 Help122 123 HEALME 124 ASSIST 125 ALERT 126 SOLAR_STANCE 151 HELP_ME_GROUP151 152 ATTACK_MAGE 153 HELP_ME_GROUP153 154 FLEE_FROM_MAGE 155 ATTACK_MAGE 199 HELPME_DRUIDS Also I believe, that some Modders could be interested in a full SPECIFIC.IDS from BG2 TOB, that I have written, to eleminate the huge amount of "not found"-errors in NI, if I check my game with it. Feel free to use it - rename my descriptions, or dump it. This .IDS is usefull, if you make a quest with a group of NPC-enemys, because you can define your own made .Cres as group via Specifics in the .Cre-file and then use group-commands in their scripts. But to do this, you have to know, what groups are where in the original game and this is, what my .IDS is saying. You can use the same Specifics for several groups, as long, as they are not in the same Area . Well, here it is: 5 0 NOTHING 1 NORMAL 2 HARPERS 3 KNIGHTS OF THE LIGHTNING HEART 4 PALADIN GROUP IN UMAR HILLS 5 FIGHTING GROUPS - ELVES AND DROW 6 ELFVES AT EXIT FROM UNDERDARK, OROGONS IN UMAR HILLS 7 SAHUAGIN FROM THE KING 8 HAUPTMANN ERELON AND SOLDIERS 10 MONKS SMUGGLERPLOT - DROW GROUP IN UNDERDARK 11 THUGS 12 NOBLEPEOPLE WITH GUARDS IN TH BRIDGE DISTRICT - TOMBELTHEN 13 KNIGHTS IN OBSIDIAN SPHERE - KOBOLDS 14 THUGS GROUP IN BUILDING IN TEMPLE DISTRICT 15 NIGHT DAGGERS WITH AMA 18 GOLBINS - ORCS 20 SAHUAGIN REBELS - TETHYRIAN CLERICS - YAGA SHURAS SOLDIERS 22 RAKSHASAS IN DRUID HAIN 28 PEOPLE AT VICONIAS STAKE 30 SAHUAGIN KING GUARDS 33 ROBBERS 40 METRICHS SOLDIERS 42 PEOPLE AT NALIAS FUNERAL PLOT 43 RAKSHASA IN SULDANESSALAR 44 RAKSHASAS 50 SLAYSHADOW 51 DROW IN DROW ELFEN FIGHT IN AREA 2500 52 THUGS IN THE SLUMS 55 ZAKEE - LEILA - BOYS - GIRLS 60 DEMOGORGONS AND MELISSANS SUMMONED CREATURES 66 SOLDIERS IN AMKETHRAN - THUGS 77 NOBLE ORDER 80 TROLLS IN ASYLUM - WOMEN MONSTERS IN WATCHING TOWER 88 MAGE APPRENTIS - YAGA SHURAS GUARDS 90 MDK GROUP 97 GROUP AT GRAVE IN AREA 1800 98 HENDAKS GROUP 99 MELISSAN - SLAVES IN PLANAR PRISON 100 DEMOGORGON GUARDS 101 MAGIC 102 NO_MAGIC 105 ACTOR GROUP WITH RAELIS 110 ROENALS GUARDS 111 SAMIA AND FRIENDS 112 SHADOW PATRICK - DARK MASTER IN SENDAIS LAIR 115 SHADOWDRUIDS 116 SHADOWDRUIDS BY FALDORN 117 KYLAND LINDS GROUP 120 THUG GROUP IN UNDERDARK WITH CHALINDRA 121 THUGS IN WAUKEENS PROMENADE 122 MAGE ASSASSINEN 125 THIEFS 126 SAHUAGIN REBELS 127 MAE VAR AND HIS GUARDS 128 ADVENTURER ROBBERS 129 DROW TORWAECHTER IN UNDERDARK 130 VAMPIRES IN ASYLUM 140 PATIENTS IN ASYLUM 141 GUARDS CALLED FROM GAAL 150 GITHIANKY IN UNDERDARK 151 SAHUAGIN 200 ODRENS GROUP AT WATCHING TOWER 201 INVISIBLE STATUES IN WATCHING TOWER - SLAVE GUARDS IN COPPER CROWN SEWERS 202 INVISIBLE STATUES IN WATCHING TOWER - HALFLINGS IN OBSIDIAN SPHERE 203 BOUNTY HUNTER IN PLANAR PRISON - GLABREZU - BALOR 204 TEUFELCHEN - RANGER IN UMAR HILLS 205 SHADOW THIEF THUGS AND ARCHERS 206 ADVENTURERS IN THE SEWERS TEMPEL AREA 207 BLIND PRIESTS IN BEHOLDER LAIR 208 GROMNIRS SOLDIERS 209 SKELETT WARRIORS AND PRIESTERS NEAR NYALEE 210 YAGA SHURAS SOLDIERS 211 AMKETHRAN SOLDIERS BY ASANA 212 ALU SCHEUSAL - SUKKUBUS 213 DROW IN SENDAIS LAIR 215 GUARDS IN SARADUSH 216 SHAMANES BY ABAZIGAL 217 KUO TOA 218 DWARFS IN SARADUSH 219 THUGS IN SARADUSH 220 CULTISTS IN SARADUSH 221 GROMNIRS GUARDS IN SARADUSH 222 THUGS IN SARADUSH 223 SENDAIS GUARDS 224 ELVES IN SARADUSH 225 CUTSCENE SPAWNS BY SAEMON IN AMKETHRAN 227 TETHYRIAN TRUPS 228 ADVENTURERS NEAR ABAZIGALS LAIR 229 CURTISANE IN SARADUSH 230 BANDITS 231 GITHIANKY IN WATCHING TOWER 232 THUG GROUP IN BRIDGE DISTRICT - DWARFS IN SARADUSH 233 ELVES IN SARADUSH 234 ORC ARCHERS 255 FAHEED AND MAJIRA - GROUP IN YAGA SHURAS TEMPLE 2001 FINAL IRENICUS As I read most forums from the BG-games in English, there are only a very few descriptions in German. I will come back here from time to time, look for news and read, if I can help anywhere. Hope, this is a little useful for you Regards Roana Link to comment
Roana Posted October 26, 2006 Author Share Posted October 26, 2006 Hello, a correction is needed here: ....... Also I believe, that some Modders could be interested in a full SPECIFIC.IDS..... 5 0 NOTHING 1 NORMAL ...... 255 FAHEED AND MAJIRA - GROUP IN YAGA SHURAS TEMPLE 2001 FINAL IRENICUS <<<<<<<<< please remove this line for the original game - it comes from the mod Redemption, that I have installed . Sorry for inconvinences. Hope, this is a little useful for you Regards Roana Link to comment
CamDawg Posted November 3, 2006 Share Posted November 3, 2006 Cheers, these entries have been added. While I'm here, I had run a SoA v ToB comparison of IDS files (post-Fixpack) to see what else we could scavenge from ToB for SoA-only games. I'm not suggesting we add all of these (mostly this is just an information dump that I'll copy to the IESDP forum), though some should probably be added. areaflag, fireball, missile, musiclist, seq, and shoutids are all ToB-only ids files. What is actsleep.ids used for? It's a perfect copy of instant.ids in ToB (a subset of action.ids) but appears unused. ToB does update it from the SoA version, where instant and actsleep are not identical. The actions differ in ToB between the two files: The instant/actsleep Shout entry has no shoutids reference All Spell actions do not have their RES counterparts ClearActions does not accept an object parameter SetDialog, SetLeavePartyDialogFile are present but the Dialogue variants are not IncrementChapter wants a strref parameter instead of a resref ChangeTileState, FadeToColor, FadeFromColor have extra spaces (typo) AddJournalEntry doesn't accept a journal type parameter 190 is referenced as FinalSave() instead of SaveGame(I:Slot*) CreateCreatureAtLocation uses a different parameter ordering The 351 LeaveAreaLUAPanicEntry entry lacks the final parameter and closing parenthesis SoA animate.ids has four entries not in ToB; ToB has a number of entries not present in SoA: 0x1203 DRAGON_GREEN 0x1204 DRAGON_AQUA 0x1205 DRAGON_BLUE 0x1206 DRAGON_BROWN 0x1207 DRAGON_MULTICOLOR 0x1208 DRAGON_PURPLE 0x1300 DEMIGORGON 0x7312 ELEMENTAL_FIRE_PURPLE 0x7313 ELEMENTAL_FIRE_SMALL_PURPLE 0x7314 BURNING_MAN 0x7F3B SOLAR 0x7F3C ANTISOLAR 0x7F3D MELISSAN 0x7F3E FIRE_GIANT 0xE020 DONOT_USE 0xE090 IC_MERILITH 0xE0E0 IC_CORNUGONSKI 0xE0F0 IC_ICE_GOLEM 0xE0F1 IC_GLAB 0xE0F2 IC_WAILING_VIRGIN 0xE520 IC_LIZARDCASTER3 // in SoA, not ToB 0xEC00 IC_WIGHT // in SoA, not ToB 0xEC10 IC_WIGHT2 // in SoA, not ToB 0xEC20 IC_WIGHT3 // in SoA, not ToB ToB has an extra AreaType; should be usable in SoA: 128 CANRESTOTHER Ten extra entries for gender.ids: 10 EXTRA2 11 EXTRA3 12 EXTRA4 13 EXTRA5 14 EXTRA6 15 EXTRA7 16 EXTRA8 17 EXTRA9 18 EXTRA10 nodecode.ids is described in the IESDP thusly: In BG2: SoA, actions listed in this file are not processed by the engine (ie. they do not work). In BG2: ToB, this file has no effect. Does this mean that we could remove these entries to activate new actions for SoA, or are they inactive purposely because BROEK? Ten new door objects in object.ids for ToB; anyone know if they work for SoA? 76 NearestDoor 77 SecondNearestDoor 78 ThirdNearestDoor 79 FourthNearestDoor 80 FifthNearestDoor 81 SixthNearestDoor 82 SeventhNearestDoor 83 EighthNearestDoor 84 NinthNearestDoor 85 TenthNearestDoor Extra ToB projectiles in projectl.ids: 264 STRMVENG 266 TRAPSPIK 267 TRAPTIME 268 TRAPBOOM 269 SPDRBRTH 270 SPENBLD 271 DRAGGREE 272 GREEHIT More races, race.ids: 156 SOLAR 157 ANTISOLAR 158 PLANATAR 159 DARKPLANATAR New stats in stats.ids: 199 STONESKINSGOLEM 200 LEVELDRAIN And the three biggies, action.ids, spell.ids, and trigger.ids. 325 GoToStartScreen() 326 ExitPocketPlane() 327 AddXP2DA(S:Column*) 328 RemoveMapNote(P:Position*,I:STRREF*) 329 TriggerWalkTo(O:Object*) 330 AddAreaType(I:Type*AREATYPE) 331 RemoveAreaType(I:Type*AREATYPE) 332 AddAreaFlag(I:Type*AREAFLAG) 333 RemoveAreaFlag(I:Type*AREAFLAG) 334 StartDialogNoName(S:DialogFile*,O:Target*) 335 SetTokenGlobal(S:GLOBAL*,S:Area*,S:Token*) 336 MakeGlobal() 337 ReallyForceSpellPoint(P:Target*,I:Spell*Spell) 338 SetCursorState(I:BOOL*BOOLEAN) 338 SetCutSceneLite(I:BOOL*BOOLEAN) 339 SwingOnce() 340 StaticSequence(O:Object*,I:Sequence*) 341 StaticPalette(S:Palette*,O:Object*) 342 DisplayStringHeadDead(O:Object*,I:StrRef*) 343 MoveToExpansion() 344 StartRainNow() 345 SetSequence(I:Sequence*SEQ) 346 DisplayStringNoNameHead(O:Object*,I:StrRef*) 347 SetEncounterProbability(S:FromArea*,S:ToArea*,I:Probability*) 348 SetupWish(I:Column*,I:Count*) 349 SetupWishObject(O:Creature*,I:Count*) 350 LeaveAreaLUAEntry(S:Area*,S:Entry*,P:Point*,I:Face*) 351 LeaveAreaLUAPanicEntry(S:Area*,S:Entry*,P:Point*,I:Face*) (Note 347. Dupe Drizzt/worldmap still needs to be fixed for SoA-only. ) 1721 CLERIC_ENERGY_BLADES 1722 CLERIC_STORM_OF_VENGEANCE 1723 CLERIC_ELEMENTAL_SWARM 1724 CLERIC_GREATER_ELEMENTAL_SWARM 1725 CLERIC_GLOBE_OF_BLADES 1726 CLERIC_SUMMON_DEVA 1727 CLERIC_SUMMON_FALLEN_DEVA 1728 CLERIC_IMPLOSION 1729 CLERIC_MASS_RAISE_DEAD 1730 CLERIC_AURA_OF_FLAMING_DEATH 1731 CLERIC_ELEMENTAL_TRANSFORMATION_FIRE 1732 CLERIC_ELEMENTAL_TRANSFORMATION_EARTH 2025 TRAP_LIGHTNING_ORB1 2026 TRAP_LIGHTNING_ORB2 2027 TRAP_LIGHTNING_ORB3 2818 WIZARD_BIGBYS_CLENCHED_FIST 2918 WIZARD_BIGBYS_CRUSHING_HAND 2919 WIZARD_WISH 2920 WIZARD_ENERGY_BLADES 2921 WIZARD_IMPROVED_ALUCRITY 2922 WIZARD_DRAGONS_BREATH 2923 WIZARD_SUMMON_PLANATAR_GOOD 2924 WIZARD_SUMMON_PLANATAR_EVIL 2925 WIZARD_COMET 4321 BERSERKER_RAGE 4152 BARBARIAN_RAGE 4423 ASSASSIN_POISON 4811 MONK_STUNNING_BLOW 4815 MONK_LAY_ON_HANDS 4820 MONK_QUIVERING_PALM 3655 DM_IMPROVED_HASTE 3654 DM_FIRE_PROTECTION 3653 DM_COLD_PROTECTION 3652 DM_MAGIC_PROTECTION 3651 DM_SEE_INVISIBLE 3650 DM_SHIELD 3649 ENTER_POCKET_PLANE 3648 HOLD_PERSON_NO_SAVE 3647 DISPEL_NO_SAVE 3646 DEAD_MAGIC_AREA 3645 WILD_MAGIC_AREA 3644 BALOR_FIRE_SHIELD 3643 FAN_BLOW 3642 POISONOUS_CLOUD 3641 DECK_VITALITY_DRAIN 3640 DECK_XP_DRAIN 3639 DECK_PLAGUE 3638 DECK_TRIUMPH 3637 DECK_GUILE 3636 DECK_DEFIANCE 3635 DECK_STRIFE 3634 DECK_HIGH_PRIESTESS 3633 DECK_EMPRESS 3632 DECK_EMPEROR 3631 DECK_CONSTRUCT 3630 DECK_STRENGTH 3629 DECK_WHEEL 3628 SLOW_FREEZE 3627 FROZEN_DEATH 3626 DECK_DONJON 3625 DECK_RUIN 3624 DECK_VOID 3623 DECK_MAGICIAN 3622 DECK_SKULL 3621 DECK_KEY 3620 DECK_STAR 3619 DECK_THRONE 3618 DECK_MOON 3617 DECK_EURYALE 3616 DECK_FLAMES 3615 DECK_KNIGHT 3614 DECK_ROGUE 3613 DECK_TALONS 3612 DECK_FOOL 3611 DECK_COMET 3610 DECK_FATES 3609 DECK_GEM 3608 DECK_VIZIER 3607 DECK_JESTER 3606 DECK_SUN 3605 CHROMATIC_DEMON_YELLOW 3604 CHROMATIC_DEMON_GREEN 3603 CHROMATIC_DEMON_WHITE 3602 CHROMATIC_DEMON_RED 3601 SPECIAL_SWEET_AIR 3600 SAREVOK_SOULSTEAL 3599 FIRE_HEALING 3598 SAREVOK_FLASHY1 3597 BLUE_DRAGON_BREATH 3596 BROWN_DRAGON_BREATH 3595 YELLOW_DRAGON_BREATH 3594 DEMOGORGON_CHANGE 3593 ODREN_RITUAL_SCROLL 3592 HELM_RITUAL_SCROLL 3591 GAIN_ONE_STR_PERMANENT 3590 GAIN_ONE_CON_PERMANENT 3589 LOSE_ONE_INT_PERMANENT 3588 LOSE_ONE_DEX_PERMANENT 3587 LOSE_FIVE_LEVELS 3586 LOSE_FIFTEEN_LEVELS 3585 GAIN_MAGIC_RESIST_PERMANENT 3584 GAIN_HASTE_TEMPORARY 3583 POISON_NO_SAVE 3582 CONFUSION_NO_SAVE 3581 RESTORATION_IGNORE_RESIST 3580 IMPRISONMENT_NO_SAVE 3579 POWER_AMP 3578 GAIN_ONE_AC 3577 GAIN_ONE_THACO 3576 DENSE_PUDDING_SPLIT 3575 VORTEX_WEB 3574 IMOEN_BHAAL1 3573 IMOEN_BHAAL2 3572 CUTSCENE_HASTE 3571 SUCCUBUS_KISS 3570 SUMMON_FIRE_ELEMENTAL 3569 SUMMON_ICE_SALAMANDER 3568 MIMIC_POISON 3567 MIMIC_FIRE 3566 MIMIC_WEB 4900 WARRIOR_WHIRLWIND 4901 WARRIOR_GREATER_WHIRLWIND 4902 WARRIOR_DEATHBLOW 4903 WARRIOR_GREATER_DEATHBLOW 4904 WARRIOR_RESIST_MAGIC 4905 WARRIOR_CRITICAL_STRIKE 4906 WARRIOR_POWER_ATTACK 4907 WARRIOR_HARDINESS 4908 WARRIOR_WAR_CRY 4909 WARRIOR_SMITE 4910 ROGUE_SET_SPIKE_TRAP 4911 ROGUE_SET_EXPLODING_TRAP 4912 ROGUE_SET_TIME_TRAP 4913 ROGUE_EVASION 4914 ROGUE_GREATER_EVASION 4916 ROGUE_ASSASINATION 4917 ROGUE_AVOID_DEATH 4923 PALADIN_SUMMON_DEVA 4924 DRUID_IMMUNE_POISON 4925 DRUID_RESISTS 3565 GAROCK_TELEPORT 3564 SKULL_EXPLODE 3563 HOLY_PILLAR_VISUAL 3562 ICE_GOLEM_STEAM 3561 FIRE_GIANT_LAVA 3560 BURNING_MAN_CINDER_SHOWER 3559 BURNING_MAN_KEENING 3558 ERINYES_CHARM 3557 GAIN_ONE_DEX_PERMANENT 3556 GAIN_ONE_INT_PERMANENT 3555 GAIN_ONE_WIS_PERMANENT 3554 GAIN_ONE_CHA_PERMANENT 3553 NALMISSRA_CHARM 3552 HIVE_MOTHER_DISINTEGRATE 3551 HIVE_MOTHER_CAUSE_SERIOUS_WOUNDS 3550 HIVE_MOTHER_ANTIMAGIC_RAY 3549 SUMMON_INFERNAL_HOST 3548 DEMOGORGON_GATE 3547 PSIONIC_PROJECT_FORCE 3546 PSIONIC_INERTIAL_BARRIER 3545 PSIONIC_LIFE_DRAIN 3544 PSIONIC_SUPERIOR_INVISIBILITY 3543 PSIONIC_INFLICT_PAIN 3542 PSIONIC_DISINTEGRATE 3541 SAR_DIVINATION 3540 RABBIT_POWER 3539 FLAMING_SKULL_BOLT 3538 MAJOR_POLYMORPH 3537 TROLL_FIRE_CHANGE 3536 LICH_FEAR 3535 GREEN_DRAGON_BREATH 3534 SUMMON_DEVIL_SHADE 3533 SENDAI_CHANGE 3532 DRAGON_LOWER_ELECTRICAL 3531 ABAZIGAL_SHOCKWAVE 4412 SET_SNARE_TRAP 4414 SET_SPECIAL_SNARE_TRAP 0x00D6 WalkedToTrigger(O:Object*) 0x40D7 LevelParty(I:Num*) 0x40D8 LevelPartyGT(I:Num*) 0x40D9 LevelPartyLT(I:Num*) 0x40DA HaveSpellParty(I:Spell*Spell) 0x40DB AmIInWatchersKeepPleaseIgnoreTheLackOfApostophe() 0x40DB InWatchersKeep() Link to comment
cmorgan Posted November 3, 2006 Share Posted November 3, 2006 Is there a good way of integrating the Tutu-relevant materials into TutuFix? (Or should I say - "how can I help get the Tutu-relevant materials into a form that can be used with Tutu v4 and EasyTutu distributions"? ) Link to comment
devSin Posted November 3, 2006 Share Posted November 3, 2006 If you look in NoDecode.ids (or NodeCode; choose your own adventure), you'll note that the actions there most certainly do work in all engine variants (at least as it is in ToB; I can't remember the other versions). Link to comment
Roana Posted November 7, 2006 Author Share Posted November 7, 2006 Is there a good way of integrating the Tutu-relevant materials into TutuFix? (Or should I say - "how can I help get the Tutu-relevant materials into a form that can be used with Tutu v4 and EasyTutu distributions"? ) Hello, the way, I did it, was to only copy my new .IDS files into the folders in Tutu4, called "BG1-override" and "BG2-override". Tutu will throw all files in these folders into the BG1-Override and the BG2-Override before conversion. This way, I have compared the for Tutu important .IDS-files in both games before conversion . But I don't know, if you want to choose this way, cause I don't know, what Japeth have allowed you to do with Tutu - and what not . Well, it's your decision, but... it would be the simpliest way... (I don't have installed EasyTutu yet - so I cannot say, how it will work there) Regards Roana Link to comment
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