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Future tweak ideas - post 'em here


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#136 Jarno Mikkola

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Posted 15 September 2018 - 06:27 AM

One should never even try to do this:

COPY_EXISTING_REGEXP GLOB ~^.+\.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
...
COMPILE_BAF_TO_BCS
BUT_ONLY

Use:
COPY_EXISTING_REGEXP GLOB ~^.+\.bcs~ ~override~
DECOMPILE_AND_PATCH
...
END

BUT_ONLY


Edited by Jarno Mikkola, 15 September 2018 - 06:33 AM.

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Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#137 DavidW

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Posted 15 September 2018 - 06:36 AM

Whats the advantage of doing this over just disabling the mechanical effects of the difficulty slider, either through the gameplay screen in EE or via ToBeX?

#138 Jarno Mikkola

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Posted 15 September 2018 - 06:52 AM

Whats the advantage of doing this over just disabling the mechanical effects of the difficulty slider, either through the gameplay screen in EE or via ToBeX?

The creature damage... as in the normal game, the difficulty slider alters not just the general hardship of the opponents, and thei AI, but they also get a bonus damage for a reason explained in the slider.


Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#139 DavidW

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Posted 15 September 2018 - 07:49 AM

Creature damage is one of "the mechanical effects of the difficulty slider". You can turn it off.

#140 agris

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Posted 16 September 2018 - 04:25 AM

Another IWD(EE) suggestion:

Add Joluv and Deidre (the bg2 bonus merchants) to Kuldahar / Lonelywood.

Also, options to un-gate Orrick’s inventory while optionally giving him more copies of spells would both be nice options to have. He only sells a single scroll of each spell.


Edited by agris, 16 September 2018 - 06:02 AM.


#141 Jarno Mikkola

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Posted 16 September 2018 - 04:51 AM

Creature damage is one of "the mechanical effects of the difficulty slider". You can turn it off.

In the original games, independently ? ... you might do that with ToBEx, but we are talking about a vanilla game. Not ToBEx with the_bigg_tweaks(or another mod, as if memory serves, ToBEx didn't feature this alone... without specific .ini option hidden inside the mod folder requiring modification before mod install). Which was later refined into a EE in game option... yes, we are talking about the double damage with criticals.

Also, options to un-gate Orrick’s inventory while optionally giving him more copies of spells would both be nice options to have. He only sells a single scroll of each spell.

One could do this to all the merchants, aka read the how many scrolls a store sells and set it to say 5. That should be enought to allow a memorization + few scroll usages. Couple that with the store prices not altering with the amount... seems good.
Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#142 DavidW

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Posted 16 September 2018 - 08:43 AM

Creature damage is one of "the mechanical effects of the difficulty slider". You can turn it off.

In the original games, independently ? ... you might do that with ToBEx, but we are talking about a vanilla game. Not ToBEx with the_bigg_tweaks(or another mod, as if memory serves, ToBEx didn't feature this alone... without specific .ini option hidden inside the mod folder requiring modification before mod install). Which was later refined into a EE in game option... yes, we are talking about the double damage with criticals.


It's really trivial in ToBEx, but I take the point that if you're neither using ToBEx nor on EE, this serves a purpose.

#143 subtledoctor

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Posted 16 September 2018 - 09:57 AM

Another IWD(EE) suggestion:

Add Joluv and Deidre (the bg2 bonus merchants) to Kuldahar / Lonelywood.

Also, options to un-gate Orricks inventory while optionally giving him more copies of spells would both be nice options to have. He only sells a single scroll of each spell.


For IWDEE, the "House Rules" mod does both of these things already.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#144 agris

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Posted 16 September 2018 - 05:11 PM

Thanks subtledoctor.

#145 DrAzTiK

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Posted 19 September 2018 - 02:19 AM

there is 2 components from TOBEX  that would be  nice to be present in BG EE :

 

  1. ~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0026
  2. ~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0026

my mod : BuTcHeRy


#146 Greenhorn

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Posted 15 October 2018 - 02:24 AM

Although it is not primary aim of this mod I think it would be good idea to tweak some weapons the way p5tweaks change spears for example. I, for one never understood purpose of bastard swords and distinction between them and long swords. Former are 2.5 times heavier and much slower and all they got to their advantage are 1 more minimal damage!? I propose to change them to have 4d2 damage instead of previous 2d4, after all it is a broad sword, designed for heavy damage, trademark weapon of knights. Following this two handed swords should have 1d12 or even better 2d6 damage ( I think 2d5 can't be implemented ). Halberds should be able to switch to piercing/slashing damage in noEE games the way it was implemented in Enhanced games ( I believe IR implemented this at one point but it become deprecated when EE games showed up ). I especially hate fact that flails and maces have exactly the same type and base damage. There are absolutely no reasons to use flail EVER when compared to morning star and mace ( obviously this goes only for normal, non magic weapons of course  ;) ). In this case maybe it wouldn't be bad to change it's base damage to 3d2+1 ( if possible ) because it is heaviest blunt weapon designed for brutal attack and massive damage in Middle ages.   


Edited by Greenhorn, 15 October 2018 - 02:36 AM.


#147 Arthas

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Posted 15 October 2018 - 03:40 AM

Can you make it so that he only takes 1*ankheg or add some options to sell a certain numbers for a fixed price?

Alkso the option to sell him the Ankheg for 1000 should be removed after the first time you ask him, or just added to work if you have charisma 19.

Edit: by the way, I'm talking about the beregost smithy inside Baldur's gate 1 that makes ankheg armor for you or buy them from you. This guy: http://forgottenreal.../Taerom_Fuiruim



#148 DrAzTiK

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Posted 25 October 2018 - 09:21 AM

  I don't know about you but personally I don't like the dark elf avatar. I mean the dark elf avatar of enemies or NPC.

So it would be nice to have a cosmetic component allowing to set a standard elf avatar (mage warrior or priest)  instead of the dark elf avater .


Edited by DrAzTiK, 25 October 2018 - 09:23 AM.

my mod : BuTcHeRy


#149 agris

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Posted 06 November 2018 - 11:44 AM

@CamDawg the "alternative icons for fine weapons" component from SCS is a much better fit in Tweaks imo, but instead of a "replace +1 with Fine weapons" component, as a straight graphical replacement for the ugly green High Quality icons.

 

http://gibberlings3....877#entry264738



#150 Sarge945

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Posted 13 November 2018 - 10:23 PM

 

Another IWD(EE) suggestion:

Add Joluv and Deidre (the bg2 bonus merchants) to Kuldahar / Lonelywood.

Also, options to un-gate Orricks inventory while optionally giving him more copies of spells would both be nice options to have. He only sells a single scroll of each spell.


For IWDEE, the "House Rules" mod does both of these things already.

 

Cool, but they seem like sensible tweaks and IMO it makes more sense to fix stuff like this as part of the one pack rather than having to have a leaning tower of mods.

 

Also, would it be possible to update the text of the Human and other races where it says they can't multiclass but can dual class etc, if we have modified these?

 

Also also, should anyone but Dwarves have access to Dwarven Defender? Maybe it should be renamed to Steadfast Defender or something? I dunno it just....feels wrong.

 

Lastly, some feature suggestions:

 

1. Can you make invisible helmets work like the 2-handed axes etc. That is, "use" a helmet to convert it into an invisible helmet. I think some characters look good with helmets, other's dont, and this would let us mix-n-match.

2. Is it possible to add a feature whereby a character will automatically equip any ammo item if they already have at least 1 of that ammo item equipped. So if my archer picks up arrows, he will automatically equip them because he already has arrows of that type equipped. Following on from this, an option to automatically add things like gems to a gem bag or ammo to an ammo bag, etc.

3. Any way we can use the awesome BG1 battle music in other games?

4. Any way to port the Advanced AI Script from BG:EE to other games (like IWD:EE?)

5. Are there any remaining Kits that appear in one game but not another (Priest of Tempus comes to mind)? If so, maybe they could be made available?

6. A way to modify the amount of damage required before a chraacter gets chunked (so from -10 HP to -30 HP, for example) rather than disabling it completely

7. Add the Pack Mule Mod to the cheats section, updated to work with all games

8. Add the IWDIfication mod as an optional component for all BG games, with it's now-unnecessary features removed.

9. Allow the IWD version of spells to be used in BG, and the BG version of spells to be used in IWD. In case someone prefers either.


Edited by Sarge945, Yesterday, 11:36 PM.




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