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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. CamDawg

    Light Crossbow Fix

    From the album: Enhanced Edition Fixpack

    An error in BGEE, BG2EE, and IWDEE: the light crossbow lacks a larger, shadowed icon. In IWDEE, this also affects the High Quality Light Crossbow.
  2. CamDawg

    Troll Animations

    From the album: Enhanced Edition Fixpack

    There are several varieties of trolls and their animations across the games, but they're assigned a bit inconsistently. The EE Fixpack standardizes these animations for BGEE and BG2EE.
  3. From the album: Enhanced Edition Fixpack

    Large creatures are composed of four parts. With some graphical settings, seams between the four quadrants can be seen--on the wyvern, note the seams right next to the horns. EE Fixpack fixes this by combining these parts into a single animation.
  4. Yeah, this would be my fault. The first time we got a GDPR 'delete my account' request, I didn't realize that, unless I checked the right combo of boxes, it would also delete any thread they started. Lost a few threads that way, unfortunately.
  5. Yep, Angel's specifically talking about IWDification's equipment randomizer; if you want the gory details check out the spoiler text in this post. The tl;dr is that very few creature animations--specifically, the ones available for party members and basic skeletons--support all forms of weapon animations, and the rest are limited to a handful or none at all. Xvarts specifically have a hardcoded short sword animation, so no matter what weapon they actually wield they'll be running around swinging a short sword onscreen. If you give them a sling, they'll swing their sword and a bullet will magically project out of their chest, which is... suboptimal.
  6. Ah, that throws a wrench in things. I can either adjust the tweak to ignore these axes, or generate them but then make the two-handers unusable by Breagar. TakeItemReplace always creates the item. So if Breagar has c!ax44, it'll get destroyed by the explicit DestroyItem action, and then acaxe3 will be generated by the TIR even though acaxe2 doesn't exist. It's no so much as the preferred method as it is the only method available. There's no way to make, say, ax1h01.itm be both a one-handed and two-handed axe, as it's a basic item flag that can't be changed via script or opcode. Tweaks ships with a list of known axes and designates known alternatives so if you really need to check for, say, Bala's Axe, you have to check for ax1h07, c!ax4, and cdax4. Two-handed bastard swords and katanas have their own lists, as does the PnP restrictions version of Wear Multiple Protection Items. If they're not on the known list, they get assigned the next available number, and the lists are stored locally in weidu_external/cdtweaks/2da. Yes, this is a colossal PITA--I had to account for all of these alternatives in Item Upgrade--but there's no other way to do it.
  7. Yeah, the engine doesn't allow for changeable items, so the various Two-Handed X components work by creating clones of existing items. That means that triggers that look for an item also have to look for the clone(s) created by this component--e.g. I had to account for all of the alternates in Item Upgrade, which was a bit of a pain. So, two changes: Tweaks generates these file names on the fly, but does come preloaded with a small set of items so that they get consistent, fixed file names. Tweaks will do this for Breagor's axes as of the next version. Second, I've sent a pull request to @jastey with the necessary changes on Breagar's end.
  8. The Gibberlings Three The Tweaks Anthology is a WeiDU compilation of nearly 200 components of cosmetic changes, house rules, and other tweaks. Some of these were fan requests, others are needed changes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 16 features one new component, updated French and Russian translations, and a mess of bugfixes. Download v16 Project Page Readme Forum Discord
  9. The Tweaks Anthology is a WeiDU compilation of nearly 200 components of cosmetic changes, house rules, and other tweaks. Some of these were fan requests, others are needed changes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 16 features one new component, updated French and Russian translations, and a mess of bugfixes. Download v16 Project Page Readme Forum Discord New Components in v16: Make Certain Creatures Immune to Backstab/Sneak Attack [Luke] BGEE, BG2(EE), BGT, EET, Tutu, IWDEE, oIWD (requires HoW or TotLM), IWD2 Technically speaking, a rogue can backstab / sneak attack only living creatures with discernible anatomies. As a result, this component makes sure all those creatures that lack vital areas to attack are immune to backstabs / sneak attacks. This includes the following creatures: Undead Plants Oozes Constructs (all but Flesh Golems) Incorporeal creatures that are not undead (Nishruu, Hakeashar, Mist Horror, Poison Mist, etc.) Demonic creatures Elementals (includes Salamanders) Beholders (due to their 360 degree vision) Celestials (devas, planetars, solars, etc.) Dragons (due to their enhanced senses) Animated weapons (Mordenkainen's Sword) Complete Version 16 Changelog "My story is a lot like yours, only more interesting ‘cause it involves robots." Added the Make Certain Creatures Immune to Backstab/Sneak Attack [Luke] component, courtesy of Luke Remove Helmet Animations was not removing helmets for clerics on EE games Realized that Thieves Can Backstab With More Weapons With "Use Any Item" would also apply to dual- and multi-class thieves, so the component was made available on more games and renamed Thieves Can Backstab With More Weapons With "Use Any Item" or as Dual- and Multi-Classes Updated the Russian and French translations NPCs Don't Fight stops the Korgan-Aerie fight by blocking the entire series of banters that leads to the confrontation. The component now only blocks the final banter that forces the split. Updated Unique Icons [Lava] and Unique Containers [Miloch] to account for a few more mod versions of items Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] will now provide a name/description for these abilities; the portrait icon associated with this will now more accurately reflect the player's selection Add Bags of Holding added a Bag of Holding to Ribald, but this was not mentioned in the docs. The two variants of Unique Icons [Lava] are also better delineated. Change Jaheira to Neutral Good Alignment could throw a warning due to an old GAME_IS check Components which update item descriptions (e.g. the Two-Handed X components) would try to update a description if the item had a string reference in a valid range without checking to see if the string actually existed in the tlk table. This resulted in items getting descriptions of ''. These fields are no longer altered unless both the string reference and string contents are valid. Under-Represented Items and Item Upgrade items have been added to the static item lists for the Two-Handed X components and the PnP restrictions variant of Wear Multiple Protection Items A number of components had minor issues on oIWD games, due to not the slightly different file formats: the Two-Handed X components, Increase Jewelry, Gem, and Miscellaneous Item Stacks, Increase Scroll Stacking, and the PnP restrictions variant of Wear Multiple Protection Items Fixed a bug where needed variables would not be set in passive install scenarios (Tweaks gets automatically reinstalled because a mod earlier in the order gets updated/removed), causing Tweaks components to fail to re-install Fixed bug with Everyone Gets Bonus APR from Specialization [subtledoctor] where it could grant an erroneous half-attack for characters when imported between games, notably from BG to BG2 Compatibility fixes for Auril's Bane 1.7. This mod ships with a number of mis-indexed and/or broken files which can cause various Tweaks components to fail. If AB is detected, Tweaks will silently fix these issues. Another round of fixes for Send BioWare NPCs to an Inn. Specifically, Neera and Rasaad could still leave for their normal locations if More Interjections was installed. Also, the option to send Neera to the FAI would sometimes do nothing.
  10. Minus the oh7100 creature (which is disabled, and doesn't seem to get activated) these are all fixed.
  11. Tweaks does it: COPY_EXISTING_REGEXP GLOB ~^.+\.bcs$~ ~override~ DECOMPILE_AND_PATCH BEGIN PATCH_PHP_EACH cd_stackables AS item => stack BEGIN PATCH_IF stack < 2 BEGIN REPLACE_TEXTUALLY ~TakePartyItem("%item%")~ ~TakePartyItemNum("%item%",1)~ END END END BUT_ONLY IF ~116OB~ The key bit is the IF ~116OB~ in the closing predicate. The action I'm looking for is 116 and (for whatever reason) that's always followed by OB in a compiled script. In NI, you can view the 'script code' tab to try and find something there to use as a key. edit: looks like triggers are the trigger's decimal value and always at the beginning of a line, so IF ~^16399~ would work for something like a Global() trigger.
  12. This came up while troubleshooting some Tweaks stuff. Two minor items: In the Hall of Heroes (ar6006) two containers are on top of one another (labeled as containers 4 and 9). One contains the Blessed Helm of Lathander, and the other contains a Potion of Insulation and a Spell Thrust scroll. Both the Hall of Heroes and the Tiers of the Dead (ar6005) contain the same random treasure (rndtre57, ud5tres in the original). This resolves to one of three items: Short Sword of Shadows +3 (uSswd4a), Bastard Sword +2: Conflagration (uBswd4c), or Hold Fast +3 (uLswd4a). For the former, I suggest we disable one container and combine the loot into the other. Alternatively, we can move one of them to cover a different tomb. The latter is one of those that I think is a bug, but the fix can go a number of ways. We can simply delete one instance (which one?) or substitute it (with what?). And while the u-items aren't strictly unique, potentially getting one of those items in consecutive areas feels very weird, especially since it's a good chance (33%) since it's a small random drop.
  13. Nope. Long explanation follows, but the tl;dr is that the oBG and BG2/EE proficiency systems co-exist just fine. What all of the various flavors of Alter Weapon Proficiency do is alter the BG2/EE system to the desired end without touching the underlying oBG system. Creatures have two sources for weapon proficiencies. There are old BG profs, which are set int he creature file (0x6e - 0x75) and tied to a weapon's item type (0x1c). This was the system for oBG, and still works in oBG2 and the EEs, and remains the main method that non-joinable NPCs and monsters set proficiencies. The BG2/EE system is a series of opcode 233s attached to a creature file, and tied to the proficiency field (0x31) of an item. When you select pips for a party member or your PC, this is what it's using. Non-joinable NPCs can use the BG2 system as well, though the majority use the oBG system. Alter Weapon Proficiencies (all flavors) exclusively alter the oBG2/EE system. Item types aren't changed, nor does it mess with the oBG prof fields on creatures, so the underlying oBG system remains unchanged. When you choose the BG option, what it's doing is converting the BG2/EE system to emulate the BG system, so you essentially have the original oBG system, plus the BG2/EE system altered to look like the BG system. Under the hood it's still using op233 against weapon proficiency fields, but it's changed the name of the profs and changed the proficiency of items to match the new scheme. Creatures with existing pips (existing op233s) also get mapped to the new system, as outlined above.
  14. chevil01 is definitely wrong, as this is a bug inherited from 1pp. Since kobolds don't have a shortbow animation, it moves the existing short bow to inventory (losing the undroppable flag in the process) and equips an undroppable dupe with a longbow animation. The same is true for chevil03's bastard sword (ogre mages only have a long sword animation) except that in this case the original bastard sword was droppable. chevil01 needs a fix, and I'm inclined to make the rest undroppable as well. As polytope says, this isn't a farmable exploit, and getting a pile of +1 long swords and bastard swords in ToB is not moving the needle on anything. However, the overall consistency of undroppable flags on the other creatures in the series suggests this was an oversight.
  15. These are both fixed (commit, commit). For the former, I made one additional cosmetic tweak--the main door blocks line of sight to the topmost eye, so unless you place your party members in very specific locations crowding the door you'd never see the animation. Since there's nothing actually behind it, I've enabled LoS through the door to make the animation more visible.
  16. PsT is fixed; IWD is now in the IWD UB mod.
  17. And very late, but fixed as part of a broader scope fix.
  18. Fixed in two commits, here and here. Running notes as I do these: IWDEE EETPLDOR.BCS (door script) - would remain true infinitely, but harmless as it was only one block of script. Converted to MYAREA. D4DOORT.BCS, D4DOORG.BCS, D4GELDOR.BCS (door scripts) - Scripts to open the doors in the Eldathyn section (level 4 of Dragon's Eye). Once the alarm was sounded, the scripts would open these doors instantly if closed. Scripts amended; door opening handled by area script. D5DOOR.BCS, D5YXUDOR.BCS (door script) - Scripts to open doors once Yxunomei attacks. Like the Eldathyn area, these doors would open instantly if closed after she attacked, and is also handled by the area script. D5YXUDOR.BCS was previously fixed as part of this. 5104D3.BCS (door script) - should open a door five seconds after entry, but door was opening instantly. LOCALS timer converted to MYAREA. UDTRAP1.BCS (region script) - Harmless; would infinitely loop trying to set a variable. Converted to MYAREA WTBRIDGE.BCS (region script) - Warning about broken bridge at aquarium; should only fire once per area visit/reload, but fired every time the region was entered LDEYETP1.BCS (region script), LDEYETP2.BCS (region script) - Petrification traps in Malavon's lair that should only fire once, but would fire infinitely LDBDGOPN.BCS (door script) - would infinitely loop opening itself; changed to MYAREA BGEE BDMENHI1.BCS, BDMENHI4.BCS (region script) - Fixed already as part of the Menhir quest fixes NETRIG1.BCS (region script) - Non-working check of a non-existent variable for dialogue prompt; converted to check for valid dialogue conditions instead BG2EE OHBPOT.BCS (container script) - Wasn't working, and disabled by EEFP. The pots were supposed to hand out an item for cooking myconid, but this is handled via dialogue elsewhere (and the item being rewarded via this script is a placeholder). PSTEE: 1204TRIG.BCS (region script) - Was trying to set a debug LOCALS var. Removed.
  19. There are some hidden pitfalls here. In oBG2, scook.cre uses strref #12895 ("Cook") as her name and 12889 ("Cook") as her tooltip. In BG2EE, she uses 12895 (still "Cook") for both, and 12889 (also still "Cook") is used as both name and tooltip for ohdhcook.cre. This is one of the times we made a change to game files for gendered language translations, because the latter is a male cook. We simply repurposed the redundant string--e.g. in Polish, 12889 is "Kucharz" and 12895 is "Kucharka".
  20. NI's string lookup tool is excellent, but it lacks is a way to do it en masse and report. To the broader question, I'd like to circle back to the original EEFP structure. (I'd like to make a quick aside here: I'm speaking personally, not declaring this as official.) Remember that when I coded up the string fixes--both in the mainline component, and the optional GTUs--I made the languages independent from one another. This is primarily because I know there are issues in one language that don't occur in others and, more to the point, I wanted to defer these decisions to the same translation teams and communities that led the original projects. With that in mind, the primary question instead shifts to whether the French players want these changes. If the French version wants to synchronize these strings in the GTU--as apparently the Polish team did, from Cahir's post--I don't have an opinion on it, and the discussion should be held by and with the French players. Whether these changes constitute a fix and should be included in the in the core French fixes component is a tougher discussion, but I'm again comfortable deferring to the French players. Since the Polish community already did this, Cahir or one of the other Polish translators may be able to give you a better framework on the pros and cons of a synchronization approach for discussion. The natural followup questions are whether we would want synchronization within the other translations. From the comments I've seen on the thread so far, it looks like the answer is leaning towards no for English at least, unless we're talking about material differences. If the Polish or Russian or whatever versions want to synchronize is, again, something I'd defer to the respective players and translators.
  21. Calin uses this Blade Master kit from the SP Collection:
  22. v11 was just released, thanks to an updated Brazilian Portuguese translation from Felipe!
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