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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. Yes, but it's trivial to account for it (or even revert it) downstream.
  2. I'm OK with both of these changes; here are previews: I like the darker shadows on the wyverns, personally, though let's see what everyone else thinks.
  3. These were the starting point for BG2FP's alignment fixes (core and OBC), and both are already included in BG2EE.
  4. BBoD's description states (emphasis mine): If doing this via 233 is an issue, I'd suggest a simpler solution rather than a repeating EFF, spell, and UI tweaks: apply the GM bonuses directly to the weapon (+3 to-hit. +5 damage, lower speed by 3, and add +1APR for warrior classes). This works, AFAICT: COPY_EXISTING ~blakblad.itm~ ~override~ WRITE_BYTE 0x31 0 // change to zero to avoid non-prof penalties LPF ALTER_HEADER INT_VAR damage = 10 to_hit = 8 speed = 0 END // manually apply +5 damage, +3 to-hit, and -3 speed from GM PATCH_IF game_is_iwdee BEGIN SET apr = 7 END ELSE BEGIN SET apr = 1 END // +1.5 attacks on IWD, +1 otherwise LPF ALTER_EFFECT INT_VAR check_headers = 0 match_opcode = 233 opcode = 1 parameter1 = apr parameter2 = 0 special = 0 END // change set prof to +APR LPF CLONE_EFFECT INT_VAR check_headers = 0 match_opcode = 1 opcode = 318 parameter1 = 1 parameter2 = 105 STR_VAR insert = above resource = blakblad END // block APR effect from mages PATCH_FOR_EACH class IN 3 4 5 11 13 14 15 19 20 21 BEGIN // and then block APR from all of the other non-warrior classes, too LPF CLONE_EFFECT INT_VAR check_headers = 0 multi_match = 1 match_opcode = 318 parameter1 = class END END The only difference is cosmetic: instead of the inventory listing damage as 2d12+5 with another +5 from proficiency, it just lists damage as 2d12+10, with a similar issue for thac0. However, I'd put that as lesser issue to disabling UI elements.
  5. Be careful not to conflate two distinct questions. "Is the secondary type on HLA X correct?" and "should HLA X have a secondary type at all?" both lead you to Assassination as a combat protection is nonsense, but doesn't necessarily answer what should be done about it.
  6. Angel's added two more fixes that I've committed: one more door fix for Gromnir's basement (ar5007), and adding the option to use the Blessed Bracers to resurrect the dead dad in Saradush. edit: Almost forgot, you can ask the merchant outside Saradush about the fire giant enclave, but only the very first time you meet. It's been added as an option for return visits.
  7. 1) Yes, though IWDification's implementation is not very advanced. 2) SCS accounts for the IWD spells whether they're sourced from IWDification or SCS.
  8. I should point out that Item Upgrade made this change in 2013.
  9. One of the fun things about working on a fixpack is that you can never predict which seemingly innocuous change is going to spiral into a multi-page fight discussion about mechanics. edit: I don't mean this in a bad way. Discussion and engagement are good things!
  10. Still does, since the 'no restrictions' option doesn't modify anything that would impact it.
  11. Oh, right. Gender should be none, save for the summoned ones.
  12. Trying to make the above readable by humans:
  13. Right, so let's refocus the discussion a bit. Looking through the thread, I think David's hit most of the points I would have made, which I'll summarize as: IWDEE and BGEE/BG2EE implemented the rules differently (and IWDEE is fine as-is) Shmounds should definitely not be raced/classed as elementals in BG2EE SHAMBLING_MOUND/NO_CLASS are good choices for race/class across the BGs The sticking point remains what to do with the general field. As David points out this is a purely internal field never exposed to the player, so our main concern is how they interact with existing AI and item/spell effects. However, I think there's merit in unifying the general field across the BGs, but only if we can do so without breaking other stuff. So, let's refocus this specifically on the general field. Across the BG series, shmounds use either MONSTER, GIANTHUMANOID, or PLANT. I think it's useful to review any items, spells, or scripting which intersects with these, and a little research yields: The Kneecapper (BG, BG2) and Pritchard's Family Stiletto (SoD) provide additional to-hit and damage bonuses vs. GIANTHUMANOIDs The Root of the Problem (BG, BG2) provides additional to-hit and damage bonuses vs. GIANTHUMANOIDs and MONSTERs The Cloak of the Beluir Watch provides additional AC vs. GIANTHUMANOIDs Most of the 'advanced AI' NPC scripting (BG, BG2) will exclude PLANTs as a target for the Confusion spell specifically PLANTs are made immune (SoD) from bleeding attacks from cornugons (including Thrix) and the items Vexation and Festering Spear A few AI instances of targeting MONSTER specifically, e.g. a priest script using Flame Strike on general MONSTER. While there are many more scripting references targeting MONSTER, generally they're usually paired with additional targeting so that they would be excluding shmounds even if we changed them to be general MONSTERs. Standalone MONSTER-targeting is uncommon. So PLANT is targeted a little more extensively in SoD than I originally thought, with both shmounds and myconids tagged as PLANT. In BG2EE myconids are MONSTERs and shmounds are GIANTHUMANOIDs, save one tagged MONSTER. Let's open this back up: with new information in hand, what to do with the general fields of shmounds?
  14. So two issues here: I think this is worth addressing. It's a problem that players can conceivably run into with only a mod or two, and especially since it can conceivably be fixed with a little IDS padding. I'm not as sold on this. Stated at its simplest: modders already work around this, and we risk forcing them to change existing workarounds, so that future mods don't have to use workarounds. Whether we're adding, removing, and/or re-ordering, we're introducing a non-zero chance of breaking a mod--not for a bug fix, but better organized IDS files.
  15. Right, so, executive decision time. Looking through everything again... it's still a mess. In the end, this is the path of least resistance: two changes to Ur-gothoz and accepting that the sword is not really sensible is preferable to a few dozen string changes (including voiced lines) and the sword going from 'not really sensible' to 'seemingly backwards'. I'm not satisfied with it, but in lieu of something more authoritative, we'll go this way.
  16. Yeah, it's a bit of a PITA--and I know because I had to account for all of the alternatives for Item Upgrade. Note also that the various 2H weapon components (bastard swords, katanas, and axes) also have this issue where items get cloned into new files. Items in the base game get fixed, known item conversions (PnP, bastard swords, katanas, axes); if it's an item from a mod they'll start using the next available slot. So if a formula looks for a Ring of Protecion +1 (aka Ring of Princes) ring06, its alternative incarnations are cdpp11 and c!pp11.
  17. CamDawg

    Scripting Bugs

    Mulahey is fixed. The thieving player scripts are a little more nuanced--for the most part they seem to be doing what they advertise; there's always the 'THIEF CONTROLLED' script.
  18. Thanks to the (already loaded) CPM libraries, it doesn't even need that--just add EET to the list of games in the R_P. It wasn't enabled because I thought EET revealed BG city areas by default, so TIL.
  19. Oi! I may be working on EEFP currently, but I'm circling back to BG2FP and IWDFP right after. And yes, I still plan on making this a GTU option. Congrats on the release!
  20. Nah, just wrap them in tildes. One of the reasons why I stopped using my c! prefix in favor of cd is that WeiDU chokes in all sorts of unexpected places with unwrapped exclamation points.
  21. The one remaining fix here for Solaufein's dialogue was done a while ago, but I never followed up with a commit note.
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