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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. I should point out that Item Upgrade made this change in 2013.
  2. 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!
  3. Still does, since the 'no restrictions' option doesn't modify anything that would impact it.
  4. Oh, right. Gender should be none, save for the summoned ones.
  5. Trying to make the above readable by humans:
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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!
  13. 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.
  14. The one remaining fix here for Solaufein's dialogue was done a while ago, but I never followed up with a commit note.
  15. Added; PsTEE had the same dupe entries as the BGs.
  16. Added. I placed it above the RES version for consistency with the other RES actions.
  17. I have about 10 threads bookmarked as 'needs executive decision', and this is one of them.
  18. There are changes, and there are changes. Right now, the most systematic, sweeping changes the EEFP makes is how it handles immunities and cures. If a mod doesn't update to the new system, it'll still work! I made a bunch of EEFP-related changes for Item Upgrade and Under-Represented Items, but they would have continued to work just fine without them--some minor bugs like sounds getting through immunities would happen, but those were already happening before. Offhand, I can't think of anything else I maintain that is going to need an update due to EEFP. The problems will always be in places you don't anticipate them, which is why we'll be going through a series of betas first. As an example, BG2FP made a change to the escape region from the opening dungeon (specifically, the trigger region you clicked to leave the dungeon and go to Waukeen's Promenade). It turns out you could escape early, through the wall from the forge room, due to a distance trigger being too large. Lowering the distance was a good, straightforward fix that alters one character in one line in an area script. However, BGT used this exact line as a match to insert a bunch of BG-BG2 transition code, so it had to update. So yeah, it's going to cause some issues in unexpected ways, but it's certainly not going to be 'everything has to update' nor am I expecting major issues.
  19. Something I recently coded for EEFP, cd_define_area_vertices let's you define vertices for an existing door (open or closed, normal or impeded), container, or region/trigger. The basic idea is simple: you define the array cd_define_area_vertices_array with new vertices and then run the function, where it will delete the existing vertices for the selected door/region/container and insert the new ones from the array. From my notes: Several examples are available in EEFP itself to make these door and region fixes.
  20. With @Angel's permission, I've raided Made in Heaven for fixes, made in this commit. Added: [bg2] flindbar (flind1.itm) was already correct in BG, but needed fixing in BG2 (should cause a 4 THAC0 malus, not bonus) [bg. bg2] Gnoll alignment changes added (a handful of gnolls were CN instead of CE) [bg2] Water elemental class fixes added (were using NO_CLASS instead of ELEMENTAL_WATER) [bg2] Ground icons for quiver/case of plenty fixed (were using individual bolt/arrow ground icons instead of quiver, main icon already correct) [bg2] Fixing slime priest spawning on top of slime in Ust Natha added (a priest and slime had the same spawn coordinates) [bg2] Door and region vertex fixes (this and this) [bg2] Proper dual-wielding Drizzt (BGEE changes Drizzt to properly dual-wield his scimitars, this simply gives BG2 Drizzt the same treatment) Skipped: Increase ankheg HD, poison mist, and Solar Stance! fixes are already in MiH fixes damage resistances for BG skeletons, but these are already correct in BGEE Mummy race fixes were skipped as there's no MUMMY race in EE Spear damage fixes skipped (systematic base damage change from 1d6 to 1d6+1) Fixes to summons skipped (already no drops) mxsplwis skipped (bonus spells from Wisdom, already discussed) Posting for discussion: [bg2] Removing shadow doors after Shade Lord dies added (clearing the one lingering shadow door) - This closes a loophole (who's powering the shadow doors without the Shade Lord?) and is exactly the kind of QoL fix BD would make [bg, bg2, possibly iwd and pst] ] Gnoll STR boosts - MiH bumps the strength score for some gnolls from 9 to 13 so that they can legally wield their halberds (which require 13 STR). I broadened this into a general search and ran it against BG and BG2, looking for any creature that lacked the stats to wield their weapons. I got ~100 or so hits on both BG and BG2, all for STR. Generally these were minor (generally bumping 9 to somewhere in the 10-13 range) where the change would make no material effect. On the other hand, quite a few creatures use composite longbows, which would boost the STR up to 18. While this makes no difference when they're using the bow, it's a substantial effect when they swap to melee. So on the one hand I want to fix this, but OTOH following through with consistency has unintended consequences. (Yes, we could swap the composite longbows for something appropriate to their STR, but then we're making negative, material changes to their primary combat capabilities.)
  21. Yeah, when we get EEFP out the door I'm going to crosscheck the new fixes against BG2FP and IWDFP and see what can be backported.
  22. CamDawg

    Enhanced Edition Fixpack

    The Enhanced Edition Fixpack (EEFP) is a community project aimed at fixing bugs in the Enhanced Editions of Baldur's Gate, Baldur's Gate II, Icewind Dale, and Planescape: Torment.
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