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Miloch

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Posts posted by Miloch

  1. There's a handful of items in BG1 hardcoded to certain users (as in coded within the .exe). The section looks something like this:

     

    SCRL75 MISC86 MINSC MISC84 ALORA MISC88 EDWIN MISC89 XAN SW1H13 ELDOTH AROW14 MINSC MISC84 ALORA MISC88 EDWIN MISC89

     

    It would've made sense to unhardcode (externalize) this in EE, but I don't know if they did this.

  2. As for feats: here's the deal. Trueclass fighters are weaker than every fighter and ranger and paladin kit.

    Not true, at least compared with fighters and rangers. Being able to put 4 or 5 stars in a melee weapon is not something you should overlook. Sure, the archer is a better missile weapon user, but naturally, that's what she's supposed to be. I'd take a trueclass fighter even over a barbarian (who, when you look at it, are rather disadvantaged on several accounts).

  3. Yeah, it's a ToBEx component that used to be standalone (A6CharmTalk or something) that enables this. Might be an .ini setting related to it too.

     

    There are some generic BG1 scripts that use this, and they only work with vanilla BG1 or ToBEx. We also use it in Aurora's Shoes for the shopkeepers. I would try replicating the same usage in your script. Make sure the charm check is the first block in the first script assigned to the .cre.

  4. I could reproduce a clean one on a clean install if you like, just let me know.

    That would probably be useful for someone more enterprising than I, if you're still around or if someone else encounters something similar. I don't know why the revised/enhanced CRE math would be different from the originals, but who knows, could be some mundane detail like a decimal point in the wrong place.

  5. If only you were a bit farther south (LAish), I would stop by and say hi myself, as I am breezing through for a few days.

     

    Are the wildfires hitting up where you are? Last I heard though, you were in Kentucky. Got sick of bourbon or something?

  6. I'm talking about the NPSW01-06.ITM and other of the vanilla items (for NPCs only) that weren't in the list

    AFAIK, we accounted for those that we needed to (i.e. those that the NPCs don't have when they start) and let the automated routine deal with the rest. I saw some report that Jan's gear didn't get changed, but couldn't reproduce it (the item usability changed when I changed Jan's class).

  7. Miloch, perhaps you could release a form of BWS compatible beta without the new NPCs earlier?

    The existing mod is compatible with BWS/BWP (and has been for some time).

     

    I also found some bugs and missing NPC weapons to be corrected (because a lot were missing o.0 from vanilla), but if you already have an updated code then I'll leave everything as it is and only update the NPC components (and add missing weapons-to-correct).

    Items that NPCs start out with are accounted for automatically by some laborious subroutine. So it's only NPC-specific quest items that they receive later that we need to account for specifically. And I'm sure there are more of those, but the pinned thread lists some extras too that I've added. Have you found more of these or were you talking about pre-equipped items?

  8. I'm not sure what I am going to do if I wanted to let the player change Hexxat, Wilson and {that Drow whose name now escapes me} Baeloth (I REMEMBERED!) but I think somebody could give good advice about that later (I actually would love to make Hexxat a F/T... dat STR potential... and that spoiler potential, too...).

    Actually, it is this kind of stuff that made me shelf an update for now, because we need to add NPC components (for new EE NPCs and also those that have been requested/approved in the pinned threads) and I don't have a whole lot of time on my hands. I fixed a lot of the nastier outstanding bugs in the mod; indeed, most if not all of them that were reported here, including some of the more tricky theoretical things involving basic EE engine compatibility. So adding NPCs is relatively straightforward if rather tedious monkey-work. Basically it's a matter of cloning and changing existing NPC mod components (starting around line 50,000 in the tp2 or wherever, after the other components) for each NPC. But multi-platform testing is also an absolute must for this mod. Or at least basic testing that it works at all... there are too many things that can go wrong otherwise. If you feel up to the task (if not, no worries, most don't) and want to draft some code for new NPCs, maybe I can try to squeeze in some time to take a look at it and hopefully push an update of this.

  9. The testing of ToB has started! If you are interested, let me know and I'll open the testing forum to you. Proof-readers are also very welcome!

    I don't really have time for testing, but if you want Level 1 NPCs to support your ToB version, I guess I need access to that. The version I have has c#ajatob.cre which uses c#ajan25.bcs and c#ajan25.dlg, but neither that script nor dialogue file exists. Also, if you've added any quest-specific NPC items (other than starting equipment) beyond c#ajshl2.itm, it'll be easier just to tell me the filenames rather than have me try to hunt for them.

  10. I understand that Level1NPCs works for BG2/Tutu/BGT, not IWD, but can Level1NPCs work for IWD-in-BG2?
    Yes, it should be possible in theory since they would be BG2 format whereas IWD(2) creatures use a different format than L1NPCs currently supports. All we need is the CRE file names (and their actual names), joining/kickout dialogue file names, any custom items particularly including unique quest items they're not initially equipped with, and I guess you've provided all that so we'll add it to the list for the next release.
  11. Well hmm, I can't see that we make him an enemy (ea=255) anywhere. But with the fixpack installed, he is indeed an enemy instead of neutral. Will need to investigate and fix. He is in fact of neutral allegiance in BG:EE and his dialogue should make him hostile, he shouldn't start out that way.

  12. I used DestroyItem() in the dplayer3.bcs and it was not processed. Everything else in that script block was (creation of a cre and journal entry). I changed the code now so a dialogue pops up (which is better for my purpose) so I would have to recode to check but I did it because the item destruction didn't work in several tries. (Item was in the inventory etc. pp)
    Hmm, guess I will have to retest in BG1, but plainab did that pretty extensively for Xvart Caverns and I'm pretty sure he'd've reported it if it wasn't working. Gads know I fixed umpzehn other bugs on account of his reports.
  13. DestroyItem() doesn't seem to be executed if triggered via script. In BG1 (+TotSC), no DestroyItem is used via script, and it doesn't work if used, either. Has to be used via dialogue transaction.
    Pretty sure it works, both in creature and area scripts, e.g.:

     

    ActionOverride("t-ealswi",DestroyItem("t-minhp1")) in an area script, or simply

     

    DestroyItem("t-minhp1") in a creature script.

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