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devSin

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Posts posted by devSin

  1. I don't have any of the games to look at; if it's not in the effect (in NI), then it doesn't have a check. Stun does not have an IDS limiter (they only did it for the Paralysis/Hold effect and Charm, I think), so if that's what the wand uses, then that won't be the issue.

     

    You could check if they're immune to stun (or he has some mod that changes their attributes); I wouldn't worry about the reported rolls in any case.

  2. I'd almost say to test out the paralyzation wand by slowly adjusting the -4 bonus towards 0 and making a note of how it behaves in game. It's the only wand with a - bonus on the saving throw....
    Paralysis has a built-in IDS requisite; I'd make sure it's not set to HUMANOID (which would prevent it from affecting wyverns, even if they did fail their save).

     

    The negative value should affect the roll correctly (you need to roll a value >= your save, and the bonus is applied to your roll before then, so you have to roll four greater to save than you otherwise would).

     

    Recharging probably exists in BG1. The item format isn't that different between the two games.
    This is a simple flag IIRC, not part of the format. Undefined bit in BG/TotSC from what I remember.
  3. It sounds like timing mode. A lot of the color modifiers on items have instant/limited timing, so they don't persist outside the inventory interface (I'd be surprised if we didn't patch these in BG1UB, since we did some simple fixes there). (And still others were set to be dispelled.)

     

    I know we patch a lot of files in the BG2 fixpack because of this crap.

  4. Thanks for pointing Anomen's profs out; likely change would simply be to assign two stars elsewhere (he starts at 2-2-2 mace/sling/spear), then does cleric hammer/swordshield 1-1, then does quarterstaff 1, then can be club or flail or popular vote.

     

    We won't in any case raise any of Anomen's proficiencies above 2 stars or alter or reduce his default valid proficiencies--he shouldn't suck as much as he does by default, but we will not dramatically over-empower him this long after the fact; this is why spears was chosen: he mentions using spears early on as a squire in dialogue, and there's no feasible way to give him all the stars he's missing without totally changing his balance.

     

    Nothing will be done for Viconia's spells (as BigRob says, they sort themselves out in the game); the problem with Anomen was that the engine never removes spells when they become invalid (it will add them when they do become valid, but it doesn't care once they're added).

  5. Not to be an ass, but if you want a wiki, make one. Otherwise, STOP COMPLAINING.

     

    I don't like wikis. I would much rather discovery and documentation come about through discussion and forcing igi to review everything than shadow-posting on a dumb random webpage that nobody will ever find.

  6. I'm wondering if I'll run into problems with the Shadow Orcs. They look different in IWD1, and I'm not sure if they use a different or non-existant animation in IWD2.
    They use the translucency (#66) effect. If it doesn't exist in ID2, you can probably get away with the blur effect, but I think it gives them an AC bonus (although if it exists at all, it might have additional properties in ID2).
  7. I noticed that the colors are different in the CRE's (that is for the Goblins and Orcs in IWD2), but I'm not sure what impact this field has. Actually, only one of the color entries changes (the 3rd one). I'll do a test and see if this has any effect on the display.
    Unless they completely overhauled the palette system, you shouldn't see any difference. Only palettable animations (all the PC animations and any carried over from BG) are affected by these values (these will be the animations with wacky neon colors). The IWD and new-style BG2 animations (and probably all new ID2 animations) aren't affected by normal color effects (and they don't use standard weapon components, so even their weapons can't be colored in the normal fashion).

     

    I think the major color is used to determine the console feedback color for the character, but I don't know if they do this in ID2 (and I don't think it's important enough to spend time recreating the palettes regardless).

  8. LOCALS yagareturntimer is referenced only 1 times.

    GLOBAL closedemogorgontemple is referenced only 1 times.

    GLOBAL fschallenge is referenced only 1 times.

    GLOBAL knightsdead is referenced only 1 times.

    GLOBAL belljar is referenced only 1 times.

    These are all appropriately referenced in ToB dialogue files.

     

    I cannot find any use of yagareturntimer as a LOCAL
    When DLTCEP says "LOCAL," it looks to mean "not GLOBAL." Most of the LOCALS are area variables. It obviously doesn't check timer references and IncrementGlobal() actions, either.

     

    GLOBAL talkedtocult is referenced only 1 times.
    Both this and KnowBeholder seem to have been intentionally omitted. I've re-enabled them locally, but the resulting dialogue paths are pretty flakey.

     

    followanomen
    This appears to be another case of a late-addition cutscene (it controls a dialogue option for Cor that tells you to follow Anomen, but you have no choice to follow him and no chance to talk to Cor after you say OK to Anomen).

     

    GLOBAL keldornguildwilliam is referenced only 1 times.
    I just changed this to KeldornGuild (it controls when Keldorn is going to show up at the Radiant Heart building). It looks like he'd disappear forever before; I'm not sure what they were trying to do.

     

    LOCALS staffpipe is referenced only 1 times.
    I saw this one before; I have absolutely no idea what's happening here. As far as I can tell, StaffPipe is never, ever set, but it isn't breaking the dialogue (maybe the CRE has an override dialogue; I'll have to check). This is used in the dialogue for the kobold shaman in the sewers, and I'm absolutely positive that the dialogue works (the only other top-level state is True() and I don't think I've ever been able to trigger it). So I'm not sure how Global("StaffPipe","AR0404",1) is evaluating to true...

     

    EDIT: it seems that, for some crazy reason, I had removed the SetGlobal("StaffPipe","AR0404",1) from PIPE04.BCS here (oops!). In a default installation, then, there is no issue with this variable (it's only ever set to enable this dialogue).

     

    LOCALS minister4 is referenced only 1 times.
    Although the variable here isn't important (it's never used and doesn't matter), I found another problem with UHMAY01.DLG
    IF ~~ THEN BEGIN 38 // from: 37.1 37.0
     SAY #32192 /* ~Yes... yes, of course. I... I think this is all I can offer you, my <PRO_LADYLORD>. I hope that is sufficient.~ */
     IF ~~ THEN DO ~GivePartyGold(500)
    AddExperienceParty(28000)~ GOTO 36
    END
    
    IF ~~ THEN BEGIN 39 // from: 37.2
     SAY #32193 /* ~You... you are very kind. It is good to know there are valiant and generous folk still in Faerun...~ */
     IF ~~ THEN DO ~AddExperienceParty(25000)~ GOTO 36
    END

    And here I always thought I was doing the right thing by refusing his paltry reward. I set them both to 25000 (it's arguable, but I think BioWare would have done something like 27500 instead).

     

    LOCALS korgancomplain is referenced only 1 times.
    This may have been intentionally removed. After Korgan's first complaint, after six days he'll complain again. If KorganJ.DLG is updated, he should go to state 1, but he'll leave the party no matter what. I've restored it locally, since it's worth Korgan leaving if you get to hear him call you a lant-quaffer.
  9. Keeping in mind that I already fixed the most obvious cases from Sim's list (and I make other changes here), these are the only ones I could verify as potentially funky (grep -ir is your friend):

    GLOBAL egeissagfightplayer1 is referenced only 1 times.

    GLOBAL pirateasylum is referenced only 1 times.

    GLOBAL udsoltimer is referenced only 1 times.

    GLOBAL drowtimesol is referenced only 1 times.

    GLOBAL tickettaker is referenced only 1 times.

    LOCALS yagareturntimer is referenced only 1 times.

    GLOBAL closedemogorgontemple is referenced only 1 times.

    GLOBAL fschallenge is referenced only 1 times.

    GLOBAL keldornguildwilliam is referenced only 1 times.

    LOCALS fight1 is referenced only 1 times.

    GLOBAL followanomen is referenced only 1 times.

    GLOBAL knightsdead is referenced only 1 times.

    LOCALS korgancomplain is referenced only 1 times.

    GLOBAL nopayment is referenced only 1 times.

    GLOBAL belljar is referenced only 1 times.

    GLOBAL drowtimephaere is referenced only 1 times.

    GLOBAL talkedtocult is referenced only 1 times.

    LOCALS hgnya01timer is referenced only 1 times.

    LOCALS minister4 is referenced only 1 times.

    LOCALS staffpipe is referenced only 1 times.

  10. Blindness, SPWI106, mentions a THAC0 penalty but does not have one--or is a THAC0 penalty included as part of the Blindness (74) opcode?

    There are a lot of places where this is the case; the only solution I've found is to troll through every place where the effect in question was used, and see if BioWare ever explicitly included the bonus/penalty. If not, it's most likely built-in (there were a few instance where Baldurdash "fixed" things like this by adding spurious bonuses that were already implicitly given).

     

    Some no-nos:

    • Free Action is a permanent, one-time effect (it doesn't need to last the duration of the ability, as it works like a state toggle)
    • All protection scrolls should probably be set to 0x03, with the exception of Protection from Magic (I think the normal ones are supposed to be dispellable); additionally, I couldn't even reproduce the problem with ToB
    • Several dialogue fixes are corrupt (Aerie, Odren), and the updated PC CREs are in CHR style (with all effects and items at the end of the file)

    Sadly, I don't have my list of "where things went wrong" anymore.

  11. If someone could go through the SP Fixpack and see what bugs they fix that are not covered by Baldurdash it would be much appreciated. :)

    This would be the best place to start; although it covers much of the same stuff, I found Extremist's solution to be of a higher quality than Baldurdash (sometimes substantially so).

     

    IIRC, he points out new stuff ("You won't find this at Baldurdash!").

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