Features of TobEx...
Kerozevok
Member Posts: 695
Which features of TobEx are included in BGEE ? It exist a list somewhere ?
I also read on the general forum, that some features of TobEx can be activated only if we add some options in the ini file, but what are these lines ?
TIA.
I also read on the general forum, that some features of TobEx can be activated only if we add some options in the ini file, but what are these lines ?
TIA.
0
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TobEx & BGEE : TobEx ?! What is it ?....
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I become nostalgic.
@SethDavis
In all ways, TobEx is not compatible with BGEE.
By features, i want say "components" and i'd like to know what the "ini options" to add.
All the documentation concerning ToBEx fixes and features was provided to the devs by Ascension64, who is also a beta tester for BG:EE (and for BG2:EE when the time comes).
Edit : Ok finding the good topic. Thanks again.
@Marcmad : it would appear almost none of the functionality besides some fixes is available.
Some fixes are NOT - e.g. damage <= 0 still causes spell interruption
Some fixes are - e.g. mirror image no longer protects against area attacks
That said, that list old and vastly outdated. A lot more fixes and features from ToBEX have made it into the game since, and more will in future updates.
TobEx adds the following new script action opcodes:
352 LoseGame()
353 DialogueSetGlobal(S:Name*,S:Area*,I:Value*)
354 DialogueIncrementGlobal(S:Name*,S:Area*,I:Value*)
355 DialogueSG(S:Name*,I:Num*)
356 Assign(S:Statement*,I:Type*ArgType,I:Local*)
356 AssignFromObject(S:Statement*,O:Object*,I:Type*ArgType,I:Local*)
357 Eval(S:Expression*,I:Type*ArgType,I:Loc*)
358 ClearBlockVariables()
Btw. the "ANITNSND.2DA" Tobex functionality is really needed for this mod: https://forum.baldursgate.com/discussion/19501/resource-pack-extended-animations/p1
Is there a reference for all scripting differences in Enhanced Edition compared to vanilla + Tobex? How can we create mods without such information
1. AddKit and AddSuperKit both now include Wild Mage and Barbarian.
2. Half-attacks now occur every other round as expected.
4. Enemies that are equipped with a shield are now able to switch from melee weapon to a one-handed missile weapon.
5. Removes exploit of removing NPC from party and re-recruiting to refresh special abilities.
7. Starting a store with CLUAConsole no longer crashes the game.
10. Attacks per round bonuses now stack properly rather than drop after +5.
11. Hostile creatures affected by Sleep can now be woken by a successful attack.
12. Multiple accumulations of Blindness spells no longer make the -10 THACO penalty cumulative.
13. Items that confer a Casting Level Bonus (Effect 191) now factored properly into the actual casting.
14. Charisma scores lower than 1 no longer wrap to 25: instant death.
15. Constitution scores lower than 1 no longer wrap to 25: instant death.
18. Opcode 106 to remove drunkenness now functions properly.
19. Killing enemy with magic fire damage no longer crashes game.
20. Magic cold damage now evokes unique cold damage sound (and better animation).
22. Dexterity scores lower than 1 no longer wrap to 25: instant death.
24. Disintegrate no longer creates a memory drain when applied in-game.
25. Dispel chance v enemy spellcaster now correctly calculated per caster levels of caster and enemy.
26. Fatigue modifier scores no longer wrap to 100 when their net value is negative.
29. Intelligence scores lower than 1 no longer wrap to 25: instant death.
30. Drunkenness modifier no longer wraps to 100 with negative values.
31. Invisibility (Effect 30) now can be permanent with with Timing Mode 1 and set to Parameter 2 (Improved Inviso).
34. Magic Resistance modifier values capped so that out-of-bounds values no longer wrap up or down.
35. Morale break values capped so that out-of-bounds values no longer wrap up or down.
36. Open locks modifier values capped so that out-of-bounds values no longer wrap up or down.
37. Pickpocket modifier values capped so that out-of-bounds values no longer wrap up or down.
40. Reputation modifier values capped so that out-of-bounds values no longer wrap up or down.
41 (33). Net values below -20 no longer wrap to 20 for Save Vs Death Modifier.
41 (34). Net values below -20 no longer wrap to 20 for Save Vs Wands Modifier.
41 (35). Net values below -20 no longer wrap to 20 for Save Vs Polymorph Modifier.
41 (36). Net values below -20 no longer wrap to 20 for Save Vs Breath Weapon Modifier.
41 (37). Net values below -20 no longer wrap to 20 for Save Vs Spells Modifier.
42. Stealth values capped so that out-of-bounds values no longer wrap up or down.
43. Strength extra modifier now yields a plain 18 when values are negative rather than wrapping to 100.
44. Strength scores lower than 1 no longer wrap to 25: instant death.
45. Wisdom scores lower than 1 no longer wrap to 25: instant death.
60. Wildmage and Barbarian kits now recognized properly with Trigger Kit().
77. Immortal dead doppelgangers.
[ToBEx 3] Off-hand is never used with 3/2 attacks per round
[ToBEx 21] Effect 12 does not free memory allocated
[ToBEx 27] Out-of-bounds values for Find Traps wrap to Find Traps value should not wrap
[ToBEx 28] Issues with effect 181 when param 2 is not zero
[TobEx 32] “Level Modifier” causes net negative values to wrap to 50
[ToBEx 56] Summoned gender always plays male casting sounds
[ToBEx 58] Illicit recharge of rechargeable items
[ToBEx 59] Pricing issue with depleted rechargeable items
[ToBEx 62] PartyHasItemIdentified() glitch in single player
[ToBEx 71] Sex, Alignment, and Portrait are set permanently
[ToBEx 79] Poison and Disease vs. Mirror Image
[ToBEx 82] TakePartyItem() issues
[ToBEx 84] Effect 18 issues when loading game
[ToBEx_FR13] Area-effect spells do not bypass Mirror Image
[A64_FR14] Effect 58: Magical weapons cannot be dispelled
[A64_FR21] Add a flag 512 (double spells modifier) to Effect 42 (Wizard Spell Slots Modifier)
[A64_FR24] Add a flag 512 (double spells modifier) to 62 (Priest Spell Slots Modifier)
[A64_FR25] Allow increment/decrement of proficiencies for Effect 233 (Proficiency Modifier)
[A64_FR31] Externalize what races may dual-class
[A64_FR42] Externalize Barbarian's (and Dwarven Defender's) HP table
[A64_FR43] Externalize which HP table is used for classes
[A64_FR44] Externalize racial restrictions for class and school of magic
[A64_FR46] Externalise which item slots are amenable to pickpocketing
[A64_FR55] Externalise creature-specific item restrictions
[A64_FR61] Allow customization of spells that may be cast while silenced
[A64_FR64] Restore the function of the PickPocketFailed() trigger.
[A64_FR67] Contingency's child spells casting time fix.
[A64_FR70] Externalise which mage spells are hidden from spell selection screens
[A64_FR71] Externalise race selection string references
[A64_FR73] Externalise the number of weapon slots allowable in the inventory
I understand there might be fixes and features from ToBEx that are currently not implemented but are required for mods. For those, I am going to need in-game repro steps that enable our programmers to witness first-hand what is needed and why.
If you need one or more features for one of your mods, create a file that requires the feature you want, attach it here and write detailed steps that lead to witness how your file fails to work owing to the lack of the requested feature (akin to the process I described here).
Much thanks for the list and your hard work supporting BG(II):EE through all these years. I haven't been active lately and so am not taking part of the BGII:EE beta but plan to return at some point. Seeing ToBEx with BG(II):EE is one of my main areas of interest and as before I am very optimistic about the two. Keep up the good work!
-Galactygon
-90 Awaken Fix (enabled by default)
-100 Awaken On Damage (disabled by default)
The former requires sleep spells/effects to be tweaked to properly work but allows customization, whereas the latter makes creatures always wake up when unconscious, be it a true sleep effect or not (e.g. when sleep opcode is used by wing buffet, Smite HLA, etc.).
Replying a bit late to this:
I completely agree that awaken on damage fix can cause problems if not customizable. For example Earthquake relies on both damage and unconsciousness happening at the same time where creatures should not be waking up at damage. Other effects such as wingbuffet also render creatures unconscious and deal damage at the same time that are not considered "sleep".
I suggest bifurcating the behavior and opcode 39 (state: unconsciousness) in the following manner:
(1) create a new hardcoded stat (UNCONSCIOUSNESS) that is set to 1 when param2 of opcode 39 is set to 1. It still returns STATE_SLEEPING as true during script checks for the sake of backwards compatibility but otherwise would not set STATE_SLEEPING.
(2) when param2 of opcode 39 is set to 0, then it functions as the status quo without setting the hardcoded stat UNCONSCIOUSNESS
That in turn will require opcode 2 (cure: sleep) to be changed so that it can selectively cure STATE_SLEEPING or stat UNCONSCIOUSNESS. My suggestion is to have opcode 2 to act as the following:
(1) Cure both STATE_SLEEPING and stat UNCONSCIOUSNESS effects if all parameters are set to 0.
(2) Cure only STATE_SLEEPING but not stat UNCONSCIOUSNESS if param2 is set to 1.
(3) Cure only stat UNCONSCIOUSNESS if param2 is set to 2.
(4) Any damage effect is hardcoded to automatically apply this opcode with param2 = 1 (cure STATE_SLEEPING but not stat UNCONSCIOUSNESS)
There was a discussion about unused proficiency slots in the STATS.ids, so it should be possible to reserve at least one for UNCONSCIOUSNESS. See this thread:
http://forum.baldursgate.com/discussion/33825/lastsummonerof-issues
Man, I'd love to once more be able to have more than nine kits and a base class to choose from, so I don't have to try and remember how many I've got left for a given class when installing mods. Seems it'd be super useful for future expansion as well if, say, Beamdog want to add more Wizard variants than the standard 8 specialists and Wild Mage.
We have been told before BGEE release that it would have a great platform for modders. Something that would evolve over years to be the best BG game out there. Okay, I might exagerate a bit but not that much.
Finally, 3 patchs since release, and nothing exceptionnal in them. I would have expected a lot more patchs to produce a great product that would incline more modders to migrate their mods.
But seriously, easytutu or BGT with the right mods are still better games.
And as said, TobEx brought trully exceptionnal features that have been discarded for EE. Some are debatable, but still, many were good enough to incorporate them.
For me, sadly, BGEE is a failure to replace my current install. I have lost hopes.