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Future tweak ideas - post 'em here


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#16 Grammarsalad

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Posted 30 July 2017 - 11:33 PM

I think that this is the right place to request this. Even if so, I'm fairly certain that this request isn't even possible, but I'll ask anyway:

IWD2: fix the improved initiative feat.

Edited by Grammarsalad, 30 July 2017 - 11:33 PM.


#17 khelban12

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Posted 31 July 2017 - 12:36 AM

I've lost the code long ago, though it's possible to remake.


Sorry to hear that.

Inspired by your post, i had coded my own version. It works for me but it is a very basic/stupid implementation with many quirks. It is not fit for general use but in case anyone is interested, it is the following:

Spoiler


#18 Ardanis

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Posted 31 July 2017 - 08:33 AM

My version was like:
Spoiler

Edited by Ardanis, 31 July 2017 - 08:36 AM.

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#19 Almateria

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Posted 31 July 2017 - 12:56 PM

I think that this is the right place to request this. Even if so, I'm fairly certain that this request isn't even possible, but I'll ask anyway:

IWD2: fix the improved initiative feat.

 

I tried that for the Fixpack a few years ago lmfao. Not possible to do. Feats are hardcoded. :(

 

e: I mean technically you can by drilling in external .dlls in the .exe but that's, like, level 5 coding, requires other programs running, and not an easy elegant solution.


Edited by Almateria, 31 July 2017 - 12:58 PM.


#20 Grunker

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Posted 31 July 2017 - 01:27 PM

Apologies if this is already implemented, but a feature of Level1NPC is easing weapon restrictions for some classes - for instance allowing your Archer/Cleric (courtesy of Tweak Anthology) to use bows. Could be made an optional component of the Loosen Item Restrictions component already in the anthology.



#21 CamDawg

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Posted 31 July 2017 - 01:53 PM

Thanks for the suggestions everyone, keep 'em coming. Quick comment for...
 

Apologies if this is already implemented, but a feature of Level1NPC is easing weapon restrictions for some classes - for instance allowing your Archer/Cleric (courtesy of Tweak Anthology) to use bows. Could be made an optional component of the Loosen Item Restrictions component already in the anthology.

I think this should be covered already by the loosen equipment restrictions for cleric multis. Despite the name of the component a fighter-cleric via dual or multiclass uses the same bits for usability, so the changes here also apply to dual-classes. It's a pretty simple formula--if an item is usable by fighters, it's made available to fighter-clerics and fighter-mage-clerics; items for thieves to cleric-thieves; items for mages for cleric-mages and fighter-mage-clerics; and items for rangers for cleric-rangers. The weapon proficiency table is also updated to allow pips in the same categories, e.g. mage-clerics can place a pip in daggers.

 

edit: Oh, I don't think I read completely--you mean beyond just the cleric stuff.


Edited by CamDawg, 31 July 2017 - 01:54 PM.

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#22 c4_angel

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Posted 01 August 2017 - 12:25 AM

Thanks for the suggestions everyone, keep 'em coming. Quick comment for...
 

Apologies if this is already implemented, but a feature of Level1NPC is easing weapon restrictions for some classes - for instance allowing your Archer/Cleric (courtesy of Tweak Anthology) to use bows. Could be made an optional component of the Loosen Item Restrictions component already in the anthology.

I think this should be covered already by the loosen equipment restrictions for cleric multis. Despite the name of the component a fighter-cleric via dual or multiclass uses the same bits for usability, so the changes here also apply to dual-classes. It's a pretty simple formula--if an item is usable by fighters, it's made available to fighter-clerics and fighter-mage-clerics; items for thieves to cleric-thieves; items for mages for cleric-mages and fighter-mage-clerics; and items for rangers for cleric-rangers. The weapon proficiency table is also updated to allow pips in the same categories, e.g. mage-clerics can place a pip in daggers.

 

edit: Oh, I don't think I read completely--you mean beyond just the cleric stuff.

As Level1NPC mentioned, is it possible to include the whole mod(the NPC adjustment part) into tweaks?



#23 Sam.

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Posted 01 August 2017 - 05:57 PM

Expand container "Items purchased" list.  Below are some suggestions from my EET game:
  • Bag of Holding can store all items (except Containers (36),  and perhaps Familiars (38)).  [Example being MISC61.ITM (Bandit Scalp) in my game which has a category of Tattoos (39) which can't be stored in a bag of holding.]
  • Ammo Belt can store (throwing) Daggers (16)
  • Ammo Belt can store (throwing) Axes (25)
  • Scroll Case can store Notes (50)
  • Potion Case can store Bottles (56)

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

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#24 Grunker

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Posted 02 August 2017 - 06:05 AM

Thanks for the suggestions everyone, keep 'em coming. Quick comment for...
 

Apologies if this is already implemented, but a feature of Level1NPC is easing weapon restrictions for some classes - for instance allowing your Archer/Cleric (courtesy of Tweak Anthology) to use bows. Could be made an optional component of the Loosen Item Restrictions component already in the anthology.

I think this should be covered already by the loosen equipment restrictions for cleric multis. Despite the name of the component a fighter-cleric via dual or multiclass uses the same bits for usability, so the changes here also apply to dual-classes. It's a pretty simple formula--if an item is usable by fighters, it's made available to fighter-clerics and fighter-mage-clerics; items for thieves to cleric-thieves; items for mages for cleric-mages and fighter-mage-clerics; and items for rangers for cleric-rangers. The weapon proficiency table is also updated to allow pips in the same categories, e.g. mage-clerics can place a pip in daggers.

 

edit: Oh, I don't think I read completely--you mean beyond just the cleric stuff.

 

Exactly! Sorry for the lack of clarity :)

 

 

Thanks for the suggestions everyone, keep 'em coming. Quick comment for...
 

Apologies if this is already implemented, but a feature of Level1NPC is easing weapon restrictions for some classes - for instance allowing your Archer/Cleric (courtesy of Tweak Anthology) to use bows. Could be made an optional component of the Loosen Item Restrictions component already in the anthology.

I think this should be covered already by the loosen equipment restrictions for cleric multis. Despite the name of the component a fighter-cleric via dual or multiclass uses the same bits for usability, so the changes here also apply to dual-classes. It's a pretty simple formula--if an item is usable by fighters, it's made available to fighter-clerics and fighter-mage-clerics; items for thieves to cleric-thieves; items for mages for cleric-mages and fighter-mage-clerics; and items for rangers for cleric-rangers. The weapon proficiency table is also updated to allow pips in the same categories, e.g. mage-clerics can place a pip in daggers.

 

edit: Oh, I don't think I read completely--you mean beyond just the cleric stuff.

As Level1NPC mentioned, is it possible to include the whole mod(the NPC adjustment part) into tweaks?

 

 

 

This would be awesome! but since the Level1NPC mod itself isn't even EET + SoD compatible yet, it's not as easy as it may sound and may not even be appropriate at all for the Tweak pack considering its massive scope. CrevsDaak recently updated the mod to have basic EE compatability, but as I understand it, the extended functionality of Level One NPC (and the reason it is so impressive feature-wise compared to all other mods that have similarities) is that it actually edits each NPC individually instead of going at them with a general approach. So to make it EET compatible you wouldn't just have to update a core package but would actually do coding for all SoD NPCs etc.? At least that's what I gathered from the thread in the L1NPC forums.

 

So until someone updates the mod itself or decides to do the work needed for the tweak pack here, it's unlikely to occur. No question that I would give major kudos to anyone doing that though, it's just about my favourite mod! That just doesn't mean it's appropriate for this context.


Edited by Grunker, 02 August 2017 - 07:25 AM.


#25 ALIENQuake

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Posted 02 August 2017 - 06:32 AM

Hold you horses, level1npc is huge mod and it should stay as external mod because of the support for other mod npc's.


You cannot have progress without changes...


#26 Jarno Mikkola

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Posted 02 August 2017 - 06:36 AM

And there's the other factors like having to insert 10 to 1200 other inserts during install, which is not practical for a tweaks mods that generally uses component numbers to do most choices.
One could try to incorporate the NPC Kit tweaks into the CD_Tweaks, but NOT Level 1 NPCs, as the former is the laters very "light version". Now of course the CD_Tweaks can also adopt the other non NPC specific components from Level 1 NPC mod, as they also come with their own components, unlike the NPC specific where the choices don't have component numbers.

Edited by Jarno Mikkola, 02 August 2017 - 06:56 AM.

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#27 subtledoctor

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Posted 02 August 2017 - 07:12 AM

What's the point of taking a whole mod and shoving into another mod?

(I mean there might be s finecreaaon to do that in some cases, but there should be a reason in each case. Not to mention, Tweaks and Level1NPCs have very different places in the install order, so combining them makes little sense...)

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


#28 Grunker

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Posted 02 August 2017 - 07:23 AM

FTR, I agree, that's why I wrote 

 

may not even be appropriate at all for the Tweak pack considering its massive scope

 

I think L1NPC-style edits might be appropriate for the Anthology if they were less involved, but considering the scope of the coding and the many choices you have to make in the WeiDU interface as a user to truly edit NPCs from the bottom up in L1NPC it doesn't seem like it would be appropriate for tweaks.


Edited by Grunker, 02 August 2017 - 07:23 AM.


#29 Jarno Mikkola

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Posted 02 August 2017 - 07:46 AM

What's the point of taking a whole mod and shoving into another mod?

Well, there's plenty of reasons, as the mod can be seen a combination of multiple mods, and for multiple games... You know, the "Ease of Use" mod, the Bigg Tweaks, pro5's tweaks, the PST tweaks, BG1 Tweaks, AoE ? Why have multiple when you could use one... and thus have a clear choice of options, and have them all with same like rules for all the sets of rules. Aka if the level limit is 50, then the kit tables don't stop(default to -1) at level 41. ...


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#30 CamDawg

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Posted 02 August 2017 - 08:09 AM

Yeah, Tweaks will not be taking on Level 1 NPCs--it's a good, stand-alone mod and will remain that way.


I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.




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