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gamemaster76

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Posts posted by gamemaster76

  1. Just now, Jarno Mikkola said:

    Looking at the code in the BG1EE files, I read this:
                resource = ~WERELEDR.CRE~

     

    .. thing is, there's no such .cre in the game files. So you either need to make(modify from the original files) it, or store it in the game mods archive file, and copy it over during the install.

    Yeah your first post clued me into that and I fixed that, making it point to WEREWODR which does exist.

  2. 25 minutes ago, kjeron said:


                resource = ~BRBRP2.ITM~ // cut out the extension when specify these resources, just ~BRBRP2~
            LAUNCH_PATCH_FUNCTION ~ADD_ITEM_EQEFFECT~ // You're running this in duplicate, on the item, and the spell (SPCL645.SPL).  One or the other, but it should not be as a global effect on the spell, nor should you use timing mode 2 in a spell.   When you use it for op135, you are not specifying a resource (creature) to polymorph into.
            LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_EFFECT~ // You're running this on the items for opcode 135 - BGEE polymorph items don't use op135, their spells do - the two games (BGEE/BG2EE) do not handle polymorphs in the same manner..  You're also running it elsewhere calling 'parameter3' and 'parameter4' - those fields don't exist in item effects.

     

    ok I put just BRBRP2 and replaced ADD_ITEM_EQEFFECT with ADD_SPELL_EFFECT and it doesn't crash anymore! 

    As for the opcode, I know it doesnt run polymorph the same as BG2 but I have no idea where to find it. I've been using this https://gibberlings3.github.io/iesdp/opcodes/bgee.htm.

    There's BG1, BG2 and BG2EE but no BG1EE. I figured that was because BG1EE would use either the same as BG1 or BG2EE. In both cases the parameters are what I put them as:

    1 No resistances/statistics gained, spell-casting enabled, colouring

    or

    1 ⟶ Appearance only

    I assumed both have the same effect.

     

     

    parameter3' and 'parameter4 fair enough, removed.

  3. 1 hour ago, Jarno Mikkola said:

    This is because the BG1EE game doesn't contain all the same resources that the second one does. Likely the inventory avatar...

    And the 3, is that you ought to modify the claws to have different effect combinations... or so that each form has their own effects that cancel each others ...meaning the claw approach is the easiest. Not saying you can't do it differently, but that you might want to approach it from that perspective.

    ok I figured out the avatar issue. Looking at the claw in near infinity I see that its not assigning the werewolf avatar:

        COPY_EXISTING ~BRBRP.ITM~ ~override/brbrp2.ITM~ // adds paw attack for Lesser Werewolf form
            
            LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK
              INT_VAR
                check_globals = 1
                match_opcode = 135
              
              STR_VAR 
                resource = ~WEREWODR.CRE~ // links werewolf avatar
            END  

     

    Aside from the variable names, its the same code for the BG2 version of the code and it works there. This one it just ignores it. Keeps saying there's nothing assigned.

     

    Isn't that what I did with the claws? The different effects are there, they just aren't going away when I change back. And the claw attacks themselves aren't showing up on Lesser and Normal.

  4. I've been working on my own mod for the shapeshifter kit and I keep running into problems.

    Direct download to mod: https://drive.google.com/uc?export=download&id=1Vv53Ms47j_mTQecSUHwOH2PvydrUMBnt

    For context: This mod gives the Shapeshift Druid class a Lesser form that's weaker for lower levels, and it buffs the 2 existing forms:


    Lesser Werewolf:

    Damage: 1d6

    Attacks Per Round: 1

    Weapon Enchantment Level: +1

    Magic resistance: 10%

    Base AC: 4

    Strength: 18

    Dexterity: 15

    Constitution: 15

     

     

    Normal Werewolf:

    Damage: 1d6 ------> 1d12

    Attacks Per Round: 2

    Weapon Enchantment Level: +2

    Magic resistance: Locked at 20% ------> no longer locked at 20%

    Immunity to Normal Weapons

    Strength: 19

    Dexterity: 16

    Constitution: 15

     

     

    Greater Werewolf:

    Damage: 1d8 ------> 2d8

    Attacks Per Round: 2 ------> 3

    Weapon Enchantment Level: +2 ------> +3

    Magic resistance: 40%

    Immunity to Normal Weapons

    Base THAC0: 6

    Strength: 21

    Dexterity: 20

    Constitution: 25

    Regeneration 3 HP / second

     

     

    So now these are the current problems:

    1.  In BG1EE, the Lesser form crashes the game when you go into inventory or your character stats. Completely fine in BG2EE. Works now!
    2. In both games, the Lesser and Normal forms don't have their paw attacks. They get the stat boosts from the form, since those are tied to the paw items, but they don't replace your weapons in the weapon boxes. For the Lesser form I have code linking it to the paw attack to the one I made for it. Normal still has the same paw item but it's been modified. Greater as the same modifications pus more but works as intended. Paws loading like normal! Except now Lesser form is loading the Normal form stats.
    3. When changing back from Lesser form, my physical stats keep the boosted werewolf stats. Also when Changing from Normal werewolf to regular form, my constitution score stays that of the werewolf (strength and dex return to normal).  I'm assuming since these stats are tied to the paw attacks, that they are staying because the the paws weren't properly equipped and thus when I changed back were never unequipped. So solving problem 2 may fix problem 3. Stats are returning to normal for now!

    The greater werewolf form is completely fine and has no problems. Which greatly confuses me because the code altering it is the same as the Normal form (not counting the abilities unique to it) so I can't see any reason as to why the Greater form is fine and the Normal form is having problems.

     

    ... I would greatly appreciate any help for this.  

     

    Edit: so at the moment of writing this, the only issue left is implementing the lesser Werewolf form in BG2EE. Basically my Lesser Werewolf code is being completely ignored and not being properly implemented. The files are copying over but not the changed to the files that need to be done.

    Mod is good and ready now!

  5. 2 minutes ago, suy said:

    Hi.

    FYI, this is the wrong forum. This is the one for Tweaks Anthology. I think the Modding Q&A one is more appropriate. Are you by chance basing your mod in Tweaks Anthology's component?

    No but the first time I posted here was when I was learning and wanted to make the mod work with the tweaks anthology mods. After that no one ever corrected me so I just kept posting here. I'll go post there then. Thanks!

  6. Ok this is the millionth post I've made about my Shapeshifter mod, (the last one was very embarrassing on my part) but dang it I want this one to work!
    Sorry for coming back here all the time.

    So now a bunch of unexplained bugs just appeared and I cant figure out why...

    Direct download to mod: https://drive.google.com/uc?export=download&id=1Vv53Ms47j_mTQecSUHwOH2PvydrUMBnt

    For context: This mod gives the Shapeshift Druid class a Lesser form thats weaker for lower levels, and it buffs the 2 existing forms:


    Lesser Werewolf:

    Damage: 1d6

    Attacks Per Round: 1

    Weapon Enchantment Level: +1

    Magic resistance: 10%

    Base AC: 4

    Strength: 18

    Dexterity: 15

    Constitution: 15

     

     

    Normal Werewolf:

    Damage: 1d6 ------> 1d12

    Attacks Per Round: 2

    Weapon Enchantment Level: +2

    Magic resistance: Locked at 20% ------> no longer locked at 20%

    Immunity to Normal Weapons

    Strength: 19

    Dexterity: 16

    Constitution: 15

     

     

    Greater Werewolf:

    Damage: 1d8 ------> 2d8

    Attacks Per Round: 2 ------> 3

    Weapon Enchantment Level: +2 ------> +3

    Magic resistance: 40%

    Immunity to Normal Weapons

    Base THAC0: 6

    Strength: 21

    Dexterity: 20

    Constitution: 25

    Regeneration 3 HP / second

     

     

    So now these are the current problems:

    1.  In BG1EE, the Lesser form crashes the game when you go into inventory or your character stats.
    2. In both games, the Lesser and Normal forms don't have their paw attacks. They get the stat boosts from the form, since those are tied to the paw items, but they don't replace your weapons in the weapon boxes. For the Lesser form I have code linking it to the paw attack to the one I made for it.
    3. When changing back from Lesser form, my physical stats keep the boosted werewolf stats. Also when Changing from Normal werewolf to regular form, my constitution score stays that of the werewolf (strength and dex return to normal).  I'm assuming since these stats are tied to the paw attacks, that they are staying because the the paws weren't properly equipped and thus when I changed back were never unequipped. So solving problem 2 may fix problem 3.

     

    The greater werewolf form is completely fine and has no problems. Which greatly confuses me because the code altering it is the same as the Normal form (not counting the abilities unique to it) so I can't see any reason as to why the Greater form is fine and the Normal form is having problems.

     

    ... I would greatly appreciate any help for this.  

  7.  

    11 hours ago, Jarno Mikkola said:

    Eeerrm, the .tp2 code attached to the archive, and the above code have nothing to do with each others... screen shot from the archived file opened with Notepad++, near line 77:

    kuva.thumb.png.e5891ff25b77a5223e7677c4fe792e25.png

    heres the correct .tp2 file

     

    Edit - I figured out how to make the rest of the code work on BG1EE but this part I don't know. If I remember correctly it was meant to make the mod work when there were other mods installed... but its been too long. Removing it and it installs perfectly. But I must have had a reason to put this code:

     

    BEGIN ~Balanced_shapeshifter_Kit~  

    DEFINE_ACTION_FUNCTION resolve_state INT_VAR index=0 delete=0 STR_VAR new_state_id = ~blah~ RET new_state_ind BEGIN
     OUTER_SET min_new=118
     COPY_EXISTING ~splstate.ids~ override
      new_state_ind=0
      found=0
      READ_2DA_ENTRIES_NOW stats 2
      FOR (row=0;row<stats;row+=1) BEGIN
        READ_2DA_ENTRY_FORMER stats row 0 ind
        READ_2DA_ENTRY_FORMER stats row 1 str
        SET $stat("%row%") = ind
        PATCH_IF index BEGIN
          PATCH_IF ind=index BEGIN
            REMOVE_2DA_ROW row 2
            found=1
            PATCH_IF delete=0 BEGIN
              INSERT_2DA_ROW row 2 ~%index% %new_state_id%~
            END
            row=stats
          END
        END ELSE BEGIN
          PATCH_IF ~%str%~ STRING_EQUAL_CASE ~%new_state_id%~ BEGIN
            new_state_ind=ind
            found=1
         /* row=stats */ // don't stop looking, the same ID may be assigned to a greater index, which takes priority when compiling
          END
        END
      END
      PATCH_IF found=0 BEGIN
        new_state_ind=min_new
        PHP_EACH stat AS row => ind BEGIN
          PATCH_IF found=0 && (row+1 < stats) BEGIN // not at the end of file
            next_row = row+1
            next_ind = EVAL $stat("%next_row%")
            PATCH_IF index BEGIN
              PATCH_IF index<next_ind && index>ind BEGIN
                INSERT_2DA_ROW next_row 2 ~%index% %new_state_id%~
                found=1
              END
            END ELSE BEGIN
              PATCH_IF new_state_ind<next_ind BEGIN
                PATCH_IF ind<new_state_ind BEGIN
                  INSERT_2DA_ROW next_row 2 ~%new_state_ind% %new_state_id%~
                  found=1
                END ELSE BEGIN
                  new_state_ind+=1
                  PATCH_IF new_state_ind<next_ind BEGIN
                    INSERT_2DA_ROW next_row 2 ~%new_state_ind% %new_state_id%~
                    found=1
                  END
                END
              END
            END
          END ELSE BEGIN // at the end of file
            PATCH_IF found=0 BEGIN
              PATCH_IF index BEGIN
                INSERT_2DA_ROW stats 2 ~%index% %new_state_id%~
              END ELSE BEGIN
                PATCH_IF new_state_ind>ind BEGIN
                  INSERT_2DA_ROW stats 2 ~%new_state_ind% %new_state_id%~
                END ELSE BEGIN
                  new_state_ind+=1
                  INSERT_2DA_ROW stats 2 ~%new_state_ind% %new_state_id%~
                END
              END
            END
          END
        END
      END
    END

    LAUNCH_PATCH_FUNCTION ~resolve_state~ 
        STR_VAR 
            new_state_id = ~CAST_SHIFTED~ 
            RET new_state_ind 
    END

     

    setup-Balanced_shapeshifter_Kit.tp2

  8. 34 minutes ago, Jarno Mikkola said:

    Eeerrm, the .tp2 code attached to the archive, and the above code have nothing to do with each others... screen shot from the archived file opened with Notepad++, near line 77:

    kuva.thumb.png.e5891ff25b77a5223e7677c4fe792e25.png

    .... what? Ok now I'm really confused. The archive was from my google drive but the code from my local copy... so I guess I somehow uploaded the wrong version to drive...

    This is embarrassing..

    And I can't get back on my computer until tomorrow..

  9. 8 minutes ago, Jarno Mikkola said:

    You have not copied any resource to patch...

    I did, I uploaded the mod that has the .tp2 file.

     

    if you meant just pasting the code itself, heres the beginning. The area that has the error is bold:

     

    BEGIN ~Balanced_shapeshifter_Kit~  

    DEFINE_ACTION_FUNCTION resolve_state INT_VAR index=0 delete=0 STR_VAR new_state_id = ~blah~ RET new_state_ind BEGIN
     OUTER_SET min_new=118
     COPY_EXISTING ~splstate.ids~ override
      new_state_ind=0
      found=0
      READ_2DA_ENTRIES_NOW stats 2
      FOR (row=0;row<stats;row+=1) BEGIN
        READ_2DA_ENTRY_FORMER stats row 0 ind
        READ_2DA_ENTRY_FORMER stats row 1 str
        SET $stat("%row%") = ind
        PATCH_IF index BEGIN
          PATCH_IF ind=index BEGIN
            REMOVE_2DA_ROW row 2
            found=1
            PATCH_IF delete=0 BEGIN
              INSERT_2DA_ROW row 2 ~%index% %new_state_id%~
            END
            row=stats
          END
        END ELSE BEGIN
          PATCH_IF ~%str%~ STRING_EQUAL_CASE ~%new_state_id%~ BEGIN
            new_state_ind=ind
            found=1
         /* row=stats */ // don't stop looking, the same ID may be assigned to a greater index, which takes priority when compiling
          END
        END
      END
      PATCH_IF found=0 BEGIN
        new_state_ind=min_new
        PHP_EACH stat AS row => ind BEGIN
          PATCH_IF found=0 && (row+1 < stats) BEGIN // not at the end of file
            next_row = row+1
            next_ind = EVAL $stat("%next_row%")
            PATCH_IF index BEGIN
              PATCH_IF index<next_ind && index>ind BEGIN
                INSERT_2DA_ROW next_row 2 ~%index% %new_state_id%~
                found=1
              END
            END ELSE BEGIN
              PATCH_IF new_state_ind<next_ind BEGIN
                PATCH_IF ind<new_state_ind BEGIN
                  INSERT_2DA_ROW next_row 2 ~%new_state_ind% %new_state_id%~
                  found=1
                END ELSE BEGIN
                  new_state_ind+=1
                  PATCH_IF new_state_ind<next_ind BEGIN
                    INSERT_2DA_ROW next_row 2 ~%new_state_ind% %new_state_id%~
                    found=1
                  END
                END
              END
            END
          END ELSE BEGIN // at the end of file
            PATCH_IF found=0 BEGIN
              PATCH_IF index BEGIN
                INSERT_2DA_ROW stats 2 ~%index% %new_state_id%~
              END ELSE BEGIN
                PATCH_IF new_state_ind>ind BEGIN
                  INSERT_2DA_ROW stats 2 ~%new_state_ind% %new_state_id%~
                END ELSE BEGIN
                  new_state_ind+=1
                  INSERT_2DA_ROW stats 2 ~%new_state_ind% %new_state_id%~
                END
              END
            END
          END
        END
      END
    END

    LAUNCH_PATCH_FUNCTION ~resolve_state~ 
        STR_VAR 
            new_state_id = ~CAST_SHIFTED~ 
            RET new_state_ind 
    END

  10. About 7 or 8 months ago I came here looking for advice on making my own mod. Eventually I figured it out and I have a mod for the shapeshifter druid kit!

    ...but I had only tested it for BG2EE and my modded BGTEE. And I never tried it on BGEE, assuming it would work. Well I tried it and it doesn't work and I have no idea why. 

    I've attached it and I would appreciate any help that could be offered.

    According to the installer, the issue is with line 77, but I know enough about coding to know that it might be completely unrelated:

    Parse error (state 587) at LAUNCH_PATCH_FUNCTION

    [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2] PARSE ERROR at line 77 column 1-21
    Near Text: LAUNCH_PATCH_FUNCTION
            GLR parse error

    [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2]  ERROR at line 77 column 1-21
    Near Text: LAUNCH_PATCH_FUNCTION
            Parsing.Parse_error
    ERROR: parsing [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2]: Parsing.Parse_error
    ERROR: problem parsing TP file [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2]: Parsing.Parse_error

    FATAL ERROR: Parsing.Parse_error

    Balanced_shapeshifter_Kit (2).zip

  11. ouf... I'm starting to think it might be more trouble then its worth.... I appreciate all your help but this really is going over my head.

    I think I'll shelve the HLA until I have more experience. At this point I feel like im asking you to make it for me XD

  12. Thank you so much! Although im not quite sure how to use opcode 328 or 326. (I'm manually editing in nearinfinity first to test, then ill write the code)

    19 hours ago, subtledoctor said:

    Apply that function in your code:

    
    LAF resolve_state STR_VAR new_state_id = ~CAST_SHIFTED~ RET new_state_ind END
    
    OUTER_SET cast_shifted_state = %new_state_ind%

    So I put this in the section of the code for the transformation files?

     

    21 hours ago, subtledoctor said:

    In the Shapeshift spell, replace the effect that creates the original item with two opcode 326 effects: one that creates the original item if you don't have the "cast while shapeshifted" spellstate, and one that creates your clone if you do have that spellstate.

    Unfortunately, opcode 326 doesnt let me choose ITM files, only SPL files.

    19 hours ago, subtledoctor said:

    I'll leave duplicating and modifying the CDBRBRP items to you.  In opcode 326, I believe you would use parameter2 = 110 and 111 for "has spellstate" and "not spellstate," respectively.

    Both parameter 110 ad 111 ask for a "creature type" does it matter what I put here?

     

  13. I'm working on my first mod, a rebalancing of the Shapeshifter druid kit, and I want to incorporate a HLA that allows spellcasting in werewolf form... and I dont think theres an opcode to do what I want.

    What I want the HLA to do is go into the item files were the Polymorph (135) opcode is (cdbrbrp.itm/cdbrbrp2.itm/cdbrbrp3.itm* (new one ive added)) and change it to appearance only. The rest I've already done on my local copy of the mod. 

    Otherwise I thought about having it appearance only from the get go and have Disable Button (144) to stop spellcasting, in that case I would need a way for the HLA to put Enable Button (279) on all 3 files.

    Non of the existing HLA seem like they do anything close to this. Is there an opcode to do this that I'm just not seeing? If not is there a way to make new opcode or modify an existing one?

  14. 9 hours ago, Jarno Mikkola said:

    You could go horrifically wrong here... you need to use WRITE_BYTE, WRITE_SHORT's and WRITE_LONG's depending the lenght of the stat in the .cre file.

    Thank you! that worked like a charm. Every form has whats its suppose to have!

    the only issue left is the transformation glitch. It seems when I polymorph when I'm already polymorphed, the game ignores all of the global effects I added.... 

     

    https://drive.google.com/open?id=1b5-4iSDCR7bcxGvyl13oSNdZoBSTVhsP

  15. On 5/10/2020 at 1:44 AM, Jarno Mikkola said:

    That unfortunately explains nothing... see, if you use the _EXISTING, the file needs to be in the game files, which it is not if you use the mods own folder to try to COPY_EXISTING.

    Also you need to remember for the changes to happen whre you alter the file say in NearInfinity, they do happen immidietly after you have done the alteration, aka if you start a new game after you save the file in Near Infinity. But if you use a weidu mod, you need to also copy the exported file from Near Infinity to the mods folder and then install the mod, for you to then start a new game, to see it in action.

    Yeah, every time I change something I re-install the mod and start a new game to make sure the files are being used.

     

    ive rewritten the code so that the t2p file takes care of almost everything ( only clabdr03.2da needs to be copies to the game folder now), it creates the Lesser Werewolf creature and the other files pertaining to it from the existing files.

    Unfortunately there are some parts I'm not sure how to edit. For example, the creatures attributes themselves:

    Quote

        COPY_EXISTING ~WEREWODR.CRE~ ~override/WERELEDR.CRE~ // adds the Lesser Werewolf creature
                SAY NAME1 ~Lesser Werewolf~
                SAY NAME2 ~Lesser Werewolf~
                SAY 0x5d ~10~ // Magic Resistance
                SAY 0x46 ~4~ // Natural AC
                SAY 0x48 ~4~ // Effective AC
                SAY 0x52 ~1~ // APR
                SAY 0x238 ~18~ //STR
                SAY 0x23c ~15~ // DEX
                SAY 0x23d ~15~ // CON

    I know that SAY works with descriptions but for numerical values it ends up giving a completely different number. I'm assuming there's something else I'm suppose to write but I cant find it on the Weidu page.

    Quote

            LAUNCH_PATCH_FUNCTION ~ALTER_SPELL_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK
              INT_VAR
                check_globals = 1
                check_headers = 1
                header = 1
                header_type = 1
                match_opcode = 111
              
              STR_VAR 
                resource = ~CDBRBRP3.ITM~
            END

    This code is suppose to link the the correct Paw item to the Lesser Werewolf but when I try the mod Shapeshift: Lesser Werewolf keeps giving me the normal Werewolf stats.

    I thought that maybe its related to the previous issue.

     

     

    And like before, transforming from one wolf form to another causes them

     

    https://drive.google.com/open?id=1b5-4iSDCR7bcxGvyl13oSNdZoBSTVhsP

  16. ok I partially found the reason for the abilities not showing up when transforming between forms. I had put:

    Quote

    COPY_EXISTING ~cdbrbrp.itm~ ~override~

    instead of:

    Quote

    COPY_EXISTING ~Balanced_shapeshifter_Kit/ITM/cdbrbrp.itm~ ~override~

    For the regular werewolf this works EXCEPT for the immunity to normal weapons....

    and this fix doesnt seem to work for the Greater werewolf...

    https://drive.google.com/open?id=1b5-4iSDCR7bcxGvyl13oSNdZoBSTVhsP

  17. 13 hours ago, Jarno Mikkola said:

    The problem, is the nested hierarchy of the files, .spl, .itm and .cre.. we just need one if we go with editing the spell and allow spell casting in that form.

    ... let's try this the other way around, we just use existing files from the original game...

     

    So the .tp2 starts:

    
    BACKUP ~Balanced_shapeshifter_Kit/backup~  
    AUTHOR "Alex"
    BEGIN ~Balanced_shapeshifter_Kit~  
    
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////                                                  \\\\\
    ///// Lesser Werewolf Form				               \\\\\
    /////                                                  \\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\
    
    //we do not alter the original file at all we just copy it over to another file so
    	COPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl //complete spell effect for Lesser Werewolf form
    LPF ~DELETE_SPELL_EFFECT~ INT_VAR opcode = 135 END
    LPF ~ADD_SPELL_EFFECT~ INT_VAR 
    		opcode = 135
    		target = 1
    		power = 0
    		timing = 2
    		duration = 3600000
    		parameter1 = 0
    		parameter2 = 1
    		probability1 = 100                                                             
    //		insert_point = 0                                             
    		STR_VAR
    		resource = werewodr
    END
    //then we add in the other stat effects
    LAUNCH_PATCH_FUNCTION ~ADD_SPELL_EFFECT~ // Sets Werewolf forms Constitution score to 15
     INT_VAR
    opcode = 10                                                                  
    target = 1                                                                     
    timing = 2                                                                    
    parameter1 = 15                                                                 
    parameter2 = 1                                                                
    probability1 = 100                                                             
    insert_point = 0                                                  
    END	
    //and continue from there

    There might be a way to disable spell casting in this form* and then allow it based on the character level score later. .. but .. I would just use this for now.

    As the nested hierarcy comes with disabling the spell casting. This has the weakness of the spell being dispelled easily. The way around that is to use items rather than the spells.

    *well the player won't be able to cast spell, the custom script assigned to the character would be able to cast... yey, cheating AI, the best partner in crime.

    The difference between the ADD_SPELL_CFEFFECT, ADD_ITEM_EQEFFECT and ADD_SPELL_EFFECT is the source of the feature, if it comes from the item, then use the ...ITEM_EQ... one, if it's there during the casting, then use the ..CF.., but if it's meant to be there after the spell is casted, then it should use the one without the ..CF.. in it.

     

    I had the idea of creating new versions of the cdbrbrp files with the polymorph effect being appearance only and with all the abilities they would need. The HLA would go into the SPCL files and change what item file it uses for the weapon.

    For example Effect 17 of SPCL643.spl is a Create Weapon (111) that tells the game that the werewolf forms uses CDBRBRP.itm. So selecting the HLA will delete it and create a new Effect that uses a CDBRBRP4.itm that will have all the abilities of the form and spellcasting.... but thats assuming theres a macro or opcode that can do that. 

     

    Of course thats a moot point unless I can figure out the transformation glitch....

     

     

     

  18. On 5/7/2020 at 9:11 AM, Jarno Mikkola said:

    Why's the setup-Balanced_shapeshifter_Kit.exe in the "Balanced_shapeshifter_Kit" folder, it should be out so it's not in the same level as the SPL etc folders, which are inside the directed folder in the .tp2 file, and yes, the .tp2 can be inside the custom folder.

     

    Then, you use ...   

    LAUNCH_PATCH_FUNCTION ~ADD_SPELL_CFEFFECT~ // Immunity to normal weapons. Regular werewolf.
    This is a casting feature effect, aka they come to pass when you use a spell...

    While you might want to use this:

    LAUNCH_PATCH_FUNCTION ~ADD_ITEM_EQEFFECT~ ... which is item equpping effect.. as you add these to an item.

    These are both in the macro's.

    Ok, its been a couple days and I still can't figure it out. shifting directly from one werewolf form to either normal or greater werewolf gets rid of the abilities I added. Meanwhile any form turning into the Lesser werewolf and the Lesser retains the abilities its suppose to have. Aside from names and values, theres little difference between any of the files. 
    The only reason I can think of is that turning from one form to another causes it to ignore the override file and go for the vanilla files. And since Lesser doesn't exist outside the override file, it has no choice but to load in the version in override.

    Most of the changes are in the .itm files but even the changes I made to the .cre files are ignored. I changed the ADD_SPELL_CFEFFECT to ADD_ITEM_EQEFFECT and its made no difference.

    https://drive.google.com/open?id=1b5-4iSDCR7bcxGvyl13oSNdZoBSTVhsP

  19. 33 minutes ago, Jarno Mikkola said:

    Why's the setup-Balanced_shapeshifter_Kit.exe in the "Balanced_shapeshifter_Kit" folder, it should be out so it's not in the same level as the SPL etc folders, which are inside the directed folder in the .tp2 file, and yes, the .tp2 can be inside the custom folder.

    the .exe was in the folder for simplicity, that way everything is in one folder while I move stuff around and make backups.

    41 minutes ago, Jarno Mikkola said:

    Then, you use ...   

    LAUNCH_PATCH_FUNCTION ~ADD_SPELL_CFEFFECT~ // Immunity to normal weapons. Regular werewolf.
    This is a casting feature effect, aka they come to pass when you use a spell...

    While you might want to use this:

    LAUNCH_PATCH_FUNCTION ~ADD_ITEM_EQEFFECT~ ... which is item equpping effect.. as you add these to an item.

    These are both in the macro's.

    Thanks! I've updated the code, although it looks like that wasn't the issue since the bug is still there.

  20. 10 hours ago, Jarno Mikkola said:

    Well, I would need to see the files to know for sure. I am not exactly aware at which point you get access to the G3's upload feature which allows you to upload files. And how large that file size is at first.

    But to overcome that, you can upload the files, prefered as a .zip file to any site you can link them from up to here.

    Looks like I have access, heres the file

    Balanced_shapeshifter_Kit.zip

  21. 23 hours ago, Jarno Mikkola said:

    Erhm, this:

    
    COPY_EXISTING ~Balanced_shapeshifter_Kit/2da/clabdr03.2da~ ~override~ 

    Is not an existing file in the game ... as it copies it over from the mods folder... so you can't use the _EXISTING ... and did you copy the files over to the mod folder ? In their correct folders, and named as such.

    Since that issues fixed now, there's only one bug left.... and I'm even more stumped the other issues...
    Whenever I'm transformed and I transform into one of the other forms, it always gives me the vanilla versions and ignores the improves I put in. Meanwhile, if I turn back into a human then transform everything is fine.

    For example: I turn into Lesser Werewolf and then turn in Greater Werewolf. I get the form from before my mod, with no immunity to normal weapons,  the paws are still treated as +2 weapons, etc. Strange thing is this only applies to the normal and Greater forms. If I go from Greater to Lesser, then I get everything I'm suppose to.

  22. ok, made myself an account since im making so many posts. 

    I put COPY_EXISTING only for clabdr03.2da which does exist. the error keeps coming up for WERELEDR.CRE only

    clabdr03.2da  is the file that tells the kit what levels it gets its abilities. I updated it for the Lesser Werewolf transformation

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