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Grozzle

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About Grozzle

Profile Information

  • Gender
    Male
  • Location
    Australia
  • Mods Worked On
    Bloated Level1NPCs experience script rewrite :)
  1. Grozzle

    [Fixed in v2] XP-matching script update

    Cheers, but I think you overestimate my badass ninja powers If any issues turn up please PM me (or reply to this topic) and it should turn up in my e-mail. Have to admit that I've had a bit of a BG2 break since AI War and Borderlands 2 came out for Linux. I'll have to get back to BG2 and continue trying out my customized values for Full Plate (another awesome mod for fiddlers).
  2. Grozzle

    [Fixed in v2] XP-matching script update

    Oh - to be clear - this mod replaces the xp scripts run by Level 1 NPCs, but l1npcs does the tricky work of setting things going when the NPC joins. Choose when/if you want NPC XP to be matched as normal in Level1NPCs -without that set up these scripts do nothing.
  3. Grozzle

    [Fixed in v2] XP-matching script update

    If you're running Windows just confirmation that it installs would be nice. Apart from that, let me know how long the in game clock freezes up for when the script runs (either having an NPC join or manually triggering with XPCONFIG). I've mainly been playing with a Dual Class PC, but the same dual class script is used on the NPCs, so I'm reasonably confident it works properly for multi/single class PCs/NPCs. If you're keen try out some combinations and check it's working as expected. Otherwise, just play as normal and if anything unexpected/weird pops up let me know and hang onto a save game from before and after so I can pester you to check varaibles. with Shadowkeeper. Over the course of a run through of BGT the script will probably run 15-30 times, depending on if you have Level1NPCs set to run it when rejoining or only on joining.
  4. Grozzle

    [Fixed in v2] XP-matching script update

    Thanks for giving it a go. As far as I know you're at least half the test group. Let me know if any of the readme is nonsense, bugs, performance etc. EDIT: I just did an unzip/reinstall to test a couple of truly minor changes, so just to prove it's not scary:
  5. Grozzle

    [Fixed in v2] XP-matching script update

    Hmmm - things that should go in the Readme The XPCONFIG AI script is only needed if your game isn't picking up that a character isn't dual classed (usually if they were already dual classed when they joined the party and the script first ran). For new games (using standard classes) the script should pick up any characters you change to dual class. * Installation order Must be installed after Level One NPCs. This (and other WeiDU based installers, such as Level1NPCs) should be installed after non-WeiDU mods that replace BG2 files. * Installation 0. Download the Level1NPCs_XP zip 1. Virus scan the Level1NPCs_XP zip 2. Unzip the Level1NPCs_XP zip into the Baldur's Gate 2 installation location 3a. Windows: run setup-level1npcs_xp.exe (ie. <your bg2 path>\setup-level1npcs_xp.exe 3b Linux: Install weidu for linux (from weidu.org) cd <bg2 folder> weinstall level1npcs_xp 3c OS X: ? ? ? ? Q: Do I need to start a new game to use the replacement scripts A: No, but if you use it in an ongoing game you'll need to tell the scripts which characters are already dual classed (using the XPCONFIG AI script hotkey D) or tell the script that you're using standard rules for dual class characters (hotkey F)
  6. Grozzle

    Feedback

    I was looking through the Readme trying to find out what happened to Sunray. When I found this I said "Damned mod - it's anti-undead. I can just add it back into Viconia's spellbook"... and then I remembered Shar isn't very sunny... :-/ Well played, sir!
  7. Grozzle

    [Fixed in v2] XP-matching script update

    Version 2.4.1 - Custom XP Table support (from xplevel.2da) Download from here Custom XP table support! (If you'd asked me a week ago, I would have said it was probably never going to happen ) So, it's definitely finished now, unless someone finds a bug. I'm off to do a bit of armour customisation with Full Plate and Packing Steel! Change log:
  8. Grozzle

    [Fixed in v2] XP-matching script update

    Version 2.3.3 Download from here Some minor performance improvements and cleanup (Licensing match up with L1NPCs, slow XP difference version, dual class XP speedup). EDIT 20140806: v2.4 is in the works, loading dual class XP tables from xplevel.2da. I think I have it going nicely, but I'll do a reinstall with the level cap reinstated over the next few days to confirm it's working.
  9. Grozzle

    [Fixed in v2] XP-matching script update

    Cheers Sergio. Let me know how it works for you. To be honest I'd thought that I'd be doing a much more lazy job of it when I started Anyway - onto Version 2.3 (also known as "This is the last one, and this time I mean it!") Download from here 20140730: v2.3 Cleaned up packaging using REPLACE_TEXTUALLY instead of seperate dualclass version .baf files Adding in Start/End notifications for sync Adding "Humans NEVER multi-class" hotkey (F) in XPCONFIG Set XPCONFIG Sync (S) function to sync the whole party if the PC is selected Changed notification messages to be in [] WIth the "Humans are NEVER multiclass" option it's now trivially easy to get the XP matching applied to existing games as long as the game uses the standard rules for dual/multiclass races. It's now just a matter of loading the XPCONFIG script on the PC and pressing F and S - whereas before it was a matter of going to each dual class character (starting with the PC) and tagging them as dual class... then triggering a sync. It's really just a configurable return to the v1 behaviour (which is fine if you don't have human multi-class NPCs). I've added in messages at the start and end of the XP matching. I think it's probably overkill, but seeing as the XP matching can take up to 12 seconds in worst case it might cause confusion if it doesn't say anything. The start notice also mentions the AI requirement, so hopefully that'll remind players who've turned it off. Note that the whole party sync (XPCONFIG script, S hotkey, done by the PC) is simply a trigger for all NPCs to sync their XP. On my Linux box the game just freezes for ten seconds when I trigger it - so I've no idea what will happen on the historic Windows XP/2000 computers that might still be running BG2. Bug reports, praise, (moderate) abuse, general thoughts and suggestions welcome. P.S. I've added a build folder with the perl script I use to generate the l1xpsync.baf script, along with the data files it uses to build it. It's probably a lot easier to see what's going on from it than from the 1800 IF statements in the .BAF file. I've also finally gotten around to adding licensing guff (GPLv3) so that it's clear that the code can be reused/adopted as necessary.
  10. Grozzle

    [Fixed in v2] XP-matching script update

    Level1NPCs XP script replacements - Version 2.2 Download version 2.2 from here Changes: Added text description and feedback to XPCONFIG player AI script. Cleaned up duplication of components in WeiDU package. I had a look at dialogues this afternoon and figure that I won't be working out how to do an invisible creature dialogue for the config AI script any time soon (and am wondering if the appropriate tools are even available on Linux). On the happier side I did work out how to add dialog to the XPCONFIG script. XPConfig now has a description (including summary of hotkeys) and returns useful messages when using the functions. I'm content with the whole package for now, so I'm going to try and devote a little more time to exploring Ust Natha. So - if you're inclined - Test away! Remember to backup before adding party members or using the AI script (just in case of DOOM!) EDIT: I actually meant Save, not backup. All bug (or other) reports gladly accepted.
  11. Grozzle

    [Fixed in v2] XP-matching script update

    Ah, those fjxpmooc-aiscript.baf weren't AI script themselves, but versions that offloaded the XP processing to an AI script. In the basic versions fjxpmooc.baf do the processing themselves (a spell on an invisible creature acting on the NPC?). In the dual class versions the XP processing is removed and they are only changing the AREA AI script on the NPC. There's no need to change the NPC customizable AI script unless they need to be flagged as dual class using the XPCONFIG utility script. I needed the XP modification script running on the NPC as I couldn't think of a timely way to have their historical class data persist without a mess of per NPC code pushing the data into GLOBAL scope otherwise.
  12. Grozzle

    [Fixed in v2] XP-matching script update

    Thanks for the pointer. WeiDU packaging (and learning WeiDu in general) was on the to do list for when I was more sure the scripts would be useful to someone else. Looks simple enough though. I'll have a go. Compared to the time getting the dual class script going learning some moderate WeiDu is probably trivial. EDIT: Alright, WeiDU install TP2 was a little intimidating, but I now have a working WeiDU version. Thanks again to Jarno for the nudge - having it WeiDU feels much cleaner, even for testing. I've bumped up to 2.1 (to denote WeiDU, a trivial addition of a new flavour of the script and updated readme). It's called "level1npcs_xp" for now, and v2.1 can be found here I did have some difficulty persuading it to install via setup-level1npcs_xp.exe under wine (before manually replacing the version of the exe - it seemed to be dying on the automatic version check). Please let me know if you have issues getting it to run on Windows. Linux folks can do a "weinstall level1npcs_xp", it's already lower case friendly. Combined into one version of the Readme for display at install time:
  13. Grozzle

    [Fixed in v2] XP-matching script update

    Alrighty - Level 1 NPCs XP extended scripts v002 EDIT: Removed link to old version (removed from ISP storage). See later for lastest version. I've included three versions Basic - A very fast (variable free) basic XP matcher (no dual class support) Basic+Floor - A slower basic XP matcher with a minimum set for Jaheira and Khalid's XP Dual Class - A giant script that tracks and ajdusts for dual class PC and NPCs All have been cleaned up and include a Readme file in their folder. I think the first two (Basic/Basic+Floor) are good general replacements for the existing script. The Dual Class one is really for perfectionists who will not accept dual class XP being ignored and are willing to occasionally poke the settings (via AI script) to flag characters as dual classed if they can't be automatically identified. I spoke too soon about being clear of crippling bugs, it turns out that !OR(#) doesn't work in IE script, and I had a couple of copy/paste errors that caused some trouble with detecting dual class characters with an inactive class. On the other hand I was very pleased to realise that I could just put my test .BCS files into Override and have them take effect immediately. I'll include the DC version readme here. The other versions are so simple as to not need much explanation. My next goal would be to package up the Dual Class version as a WeiDU package so that the very basic XPCONFIG script could be given dialogue menus. This'll likely be only after I finish ToB (script writing kept a whole Beholder Den safe for a week and a half - and this is my first play though), and dependent on some indication that anyone else is using the script. If anyone does try out the scripts please let me know. I'm wondering if the Dual Class script will make low end PCs catch fire! EDIT: Oops, linked to old version. Fixed. And I just remembered that I didn't convert the readme files to Windows line break format... Use Wordpad/Write to view them as it detects Unix style text files properly.
  14. Grozzle

    [Fixed in v2] XP-matching script update

    The 3572 comes from a BG1 FAQ (that mined the figure or of infinity explorer looking at BG1 data files). It's the same (or very close, not sure) when I play BGT+L1NPCs. EDIT: Update on human multi-class bug - My understanding is that the only true indicator of dual class are bit flags in the character that are not accessible via IE script triggers. I think I have a better idea of options now which I think will be Cut out Dual Class support (or reduce it to what's accessible via IE triggers) Use ToBEX (it exposes the dual class flags and makes a lot of the bulky scripting unnecessary) Have L1NPCs enforce "multi-class characters must be non-humans" by changing human MC NPCs to half-elf I'm not a big fan of 2 and 3 because it stops the script potentially being a drop in replacement for the original (requiring changes to L1NPC or the requirements). Option 3 also causes grief with human multiclass mod NPCs that are not modified by L1NPCs (although I don't know if there are any). I'll probably end up having a go at all the options and see how well they work. I have some ideas about Option 1 using a couple of global variables to keep track of dual class history (such as storing the original class, or dual class status when they're detectable). P.S. ToBEX has an option to let any race dual class! Gah! Having a go at Option 1 - after a bit of thought I think it can work about as well as the original (with a couple of pros and cons). I'll also make a basic version that does much the same as the current L1NPC XP script (but more cleanly) so that if nothing comes of the other options I feel as if I haven't totally wasted the time. Update 20140725 I have two new versions running 1) Basic XP matching - sets NPC XP to around the same as the PC XP, ignoring dual class. Incredibly fast replacement for functionality of current script 2) Dual class XP matching - slower and requires party AI enabled, but matches dual class XP. When run the script will make note of the PC/NPC class for later use. If a character was single class (or inactive dual class) and later starts detecting as multi-class the script will treat them as dual class. A bit faster than the older versions as it's now storing some state across runs (for instance, it doesn't set PC dual class flags). I've written a simple user AI script that can be used to flag a character as dual class (or set the flag back to non-dual). The AI script can also be used to flag non-standard characters as dual class and set the class that's used for the calculations. When I have a bit of time this weekend I'll write up a readme and zip them up for testing by any interested parties. The Basic XP version is so simple it really doesn't need much testing (but give it a go). The Dual Class verison is now (I think) crippling bug free, but could do with user feedback.
  15. Grozzle

    [Fixed in v2] XP-matching script update

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BUG DOOM! :-( !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The script treats human multi-class characters as dual classed, wiping a big chunk of NPC XP or adding a big chunk of PC XP to the NPC (depending on which are dual class). Somehow I forgot that Level1NPCs lets you do that (and it was what *I* was doing for a while before I decided I would prefer Nalia as a Conjurer dual-classed into Thief). L1NPC may be able to to force human multi-class NPCs to be half-elf, or add a flag into their local variables for the script to detect. That won't help if a human PC or NPC have been Shadowkeeper-ed into a Multi-Class though. I'll see what I can see in the Level1NPC code about class setting, and look for a different way to detect Dual Class humans. EDIT: The L1NPC TP2 is scaring me! (Probably just because Weidu script is new to me.)
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