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Potions for NPCs, V31


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#1 DrAzTiK

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Posted 12 October 2018 - 09:54 AM

Hello,

 

In my game some creatures are not drinking potions or maybe do not even receive potions , especially some creatures I use a lot in my mod :

 

OGRE01

ORC01

ORC02

OR05

OR06

 

maybe also ORC03 and ORC04

 

Is it intended ? I remember that there was not this problem in old SCS versions.

 

 

 

Also I don't know what is your opinion but Imo, creature should drink potion of healing/extra healing when HP is lower than 70%. No need to wait to be under 50%. Most of vilains do have at least 100hp.

Same for potions of superior healing maybe. I think it can make a pretty difference.

 

 

 

 
 

Edited by DrAzTiK, 12 October 2018 - 09:56 AM.

my mod : BuTcHeRy


#2 Bartimaeus

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Posted 13 October 2018 - 12:08 AM

Side-comment since we're on the topic: How would one make potions added by SCS unstealable? The component already gives the option for not droppable, but I'd like not stealable, too.



#3 subtledoctor

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Posted 13 October 2018 - 05:57 AM

I think they would have to be equipped - aren't equipped items unstealable?


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#4 CamDawg

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Posted 13 October 2018 - 06:26 AM

There's a flag for it in the creature file's item listing. Same place as the undroppable flag.

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#5 Bartimaeus

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Posted 13 October 2018 - 06:39 AM

I love potions for enemies in terms of gameplay, but I hate the fact that they're randomized. I hate random stuff like that when it can come back to affect the player - for example, random treasure drops (which I completely remove from the game) or random potion drops. This is already somewhat fixed by SCS's "no drop" option, but it means that I cannot pickpocket any potential enemies, as I might accidentally pickpocket their randomly added potions. It's not a huge deal, but if I want to pickpocket like a scroll from an enemy before a combat encounter (to ensure that they don't use it), I can accidentally get those random potions instead. So it'd be nice if I could figure out how to make them as unstealable upon install time, too...but, uh, although I've looked a lot through SCS install files trying to track specifically how it adds potions, I cannot figure out what it's doing to effect that change.

 

Although...now that I think of it, I could just mass patch every single creature to make all potions undroppable, regardless of whether SCS added them or not. It's my house rule to never use potions myself anyways, so they're just an incredible annoyance to deal with to begin with.


Edited by Bartimaeus, 13 October 2018 - 06:41 AM.


#6 DavidW

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Posted 14 October 2018 - 04:56 AM

Side-comment since we're on the topic: How would one make potions added by SCS unstealable? The component already gives the option for not droppable, but I'd like not stealable, too.

It should happen automatically. SCS makes undroppable clones of the potion - dw#ptn08 is a copy of the Potion of Healing, for instance - and gives creatures the original or the undroppable one at random. I'm pretty sure undroppable items are hardcoded not to be stealable (if you did steal one, you'd have an undroppable item clogging up your inventory).

As a point of design, the reason I do it that way rather than using the 'undroppable'/'unstealable' flags on the creature itself is that I can use the game's internal random-loot-item mechanic to decide at spawn-time what item a creature has.

Edited by DavidW, 14 October 2018 - 04:58 AM.


#7 Bartimaeus

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Posted 20 October 2018 - 05:56 AM

Take, for example, Zargal from BG1. This is his .cre from stratagems_external\backup\stratagems\6104 (SCS's no drop Potions subcomponent), which, as I'm sure you know, is the version of the file directly before the Potions subcomponent makes its changes.

 

https://dl.dropboxus...al pre-6104.CRE

 

As you can see, he has no potions. This is his .cre immediately after that, from lolfixer's component 1 backup folder, which is the SCS's Potions subcomponent's version of the file before anything else has made any modifications to it.

 

https://dl.dropboxus...l post-6104.cre

 

Why does the Potions subcomponent add two POTN08 to his inventory? Not marked as undroppable/unstealable, and not the undroppable copy SCS makes (dw#ptn08) when I am using the "no drop" Potions subcomponent. Above, you said "SCS makes undroppable clones of the potion - dw#ptn08 is a copy of the Potion of Healing, for instance - and gives creatures the original or the undroppable one at random", but, uh, I installed the no drop subcomponent, so why isn't it dw#ptn08 every time? If this is intended behavior, what SCS install file(s) should I modify to make it the undroppable version every time SCS adds a potion to a creature, and not at random? It is kind of the idea of installing the no drop version of the subcomponent, after all - at least, it is for me. Please and thank you!


Edited by Bartimaeus, 20 October 2018 - 06:13 AM.


#8 DavidW

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Posted 20 October 2018 - 06:23 AM

Take, for example, Zargal from BG1. This is his .cre from stratagems_external\backup\stratagems\6104 (SCS's no drop Potions subcomponent), which, as I'm sure you know, is the version of the file directly before the Potions subcomponent makes its changes.
 
https://dl.dropboxus...al pre-6104.CRE
 
As you can see, he has no potions. This is his .cre immediately after that, from lolfixer's component 1 backup folder, which is the SCS's Potions subcomponent's version of the file before anything else has made any modifications to it.
 
https://dl.dropboxus...l post-6104.cre
 
Why does the Potions subcomponent add two POTN08 to his inventory? Not marked as undroppable/unstealable, and not the undroppable copy SCS makes (dw#ptn08) when I am using the "no drop" Potions subcomponent. Above, you said "SCS makes undroppable clones of the potion - dw#ptn08 is a copy of the Potion of Healing, for instance - and gives creatures the original or the undroppable one at random", but, uh, I installed the no drop subcomponent, so why isn't it dw#ptn08 every time? If this is intended behavior, what SCS install file(s) should I modify to make it the undroppable version every time SCS adds a potion to a creature, and not at random? It is kind of the idea of installing the no drop version of the subcomponent, after all - at least, it is for me. Please and thank you!


I vaguely recall Zargal specifically gets hard coded to have a couple of potions, in something that goes back to very early iterations of SCS1. I’ll have a look.

#9 Bartimaeus

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Posted 20 October 2018 - 06:26 AM

Yes, it seems Zargal is a specific exception (potion.tpa). What a ridiculous coincidence that he was the exact creature I chose at random to look at out of hundreds (edit: thousands, actually), haha. What're the chances? I actually considered that exact possibility as I was writing that post, too - that there were some .cres that received a pre-defined, static set of potions separate from the random potions. It seems Zargal is literally the only exception here from what I see.


Edited by Bartimaeus, 20 October 2018 - 06:31 AM.




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