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Creature Corrections (0824)

BalquoBalquo Member, Developer Posts: 2,746
edited September 2012 in Fixed
@SethDavis Saw you mentioned that you are going through the creature files and sorting them out. Thought the attached doc might be of some use for you. Some of these are subjective so you can decide what is best and it it isn't a complete list...

... but have fun :)
Post edited by Bhryaen on

Comments

  • SethDavisSethDavis Member Posts: 1,812
    edited July 2012
    @Balquo - That may be the most ominous post I've ever read...

    [EDIT] 567 modified creature files in 5 hours... the pain....

    Potentially fixed, please check in the next build.
    Post edited by SethDavis on
  • BhryaenBhryaen Member Posts: 2,874
    edited July 2012
    Confirmed fixed on alignment issues, but the list below includes those (probably not all) that were missed (nearly all of which were absent from @Balquo's list, perhaps with good reason) and still have Alignment set to None (0).

    PREFATORY NOTE:
    In trying to find where in the game some of these unaccounted-for .CRE's are I stumbled on this recent Icelus post (from 2005) which mentions .CRE's that exist but were never used in the game. Most (but not all) included below are on Icelus' list, though Icelus admits his list wasn't obtained by the most accurate of methods... In any case, just to keep these considerations in mind for prioritization on the matter...
    http://forums.pocketplane.net/index.php/topic,20133.0.html


    ALIGNMENT ISSUES
    LAWFUL NEUTRAL - 18
    monk.cre
    monkd2.cre
    monkde.cre
    monken.cre
    monktu15.cre
    monktu16.cre
    monktu17.cre
    monktu18.cre
    monktu19.cre
    monktu20.cre
    monktu6.cre

    LAWFUL EVIL - 19
    ogrmba.cre (dealt with already in another thread, but still...)

    NEUTRAL GOOD - 33
    haffg2.cre
    halfg2.cre

    NEUTRAL - 34
    blah6666.cre
    charbase.cre (green sirine w male human designation)
    charbase2.cre (green sirine w male human designation)
    chickdef.cre (rabid chicken)
    d2dop.cre (durlag intermediary form)
    d2dur.cre (durlag intermediary form)
    d2kie.cre (durlag intermediary form)
    dean.cre (painter commoner)
    drunk2.cre
    edie.cre (female commoner)
    erik3.cre (possibly an abandoned Erik doppleganger- has exploding arrows)
    erlinh.cre (commoner w broken dialog)
    farm2.cre
    farmbe.cre (also a Lahl farmer)
    farmwe.cre (also a Lahl farmer)
    fenwic.cre
    ftowb1.cre
    ftowbesn.cre (sitting commoner)
    ftowfrsn.cre (sitting commoner)
    ftownasc.cre (sitting commoner)
    ftowubsc.cre (sitting commoner)
    ftowubsn.cre (sitting commoner)
    ftwbax.cre
    furnel.cre (elf male Furnelaine)
    girlbax.cre
    guarbe.cre (male human, guard)
    guarca.cre (male human, guard)
    hasten.cre (male human, mace, Hastenback)
    hentold.cre (duplicate of hetol.cre- guy who stole the +2 dagger from the revenant)
    llinde.cre (elf male LLindellyn)
    mtob5.cre
    mtowbesn.cre
    mtowubsn.cre
    mtowubst.cre
    nasha.cre (dwarf female Nasha)
    nelori.cre (commoner Nelorin)
    nimfur.cre (elf female Nim Furlwing)
    noblay.cre
    noblsn_a.cre
    noblsn_b.cre
    nobwsn_a.cre
    nobwsn_b.cre
    olivia.cre (female elf... ?)
    perfba.cre (Nashkel Carnival performer)
    pnask.cre (Nashkel Carnival performer)
    prosbax.cre
    shara.cre (female commoner)
    skelded.cre (it's an inanimate corpse- not sure if it needs an alignment, but other corpses have it)
    skelet02.cre
    squirl.cre (this appears to be a common squirrel like squirr.cre, but it's been set to CE... not sure if intentional)
    sword.cre (Is this the one in Durlag's (AR0511, x1008, y1414)? It's not on the list of "Actors" for AR0511, and online there seems no answer- maybe a non-entity)
    velvet.cre (halfling... nowhere in-game or online)
    verlin.cre (dwarf... nowhere in-game or online)

    LAWFUL GOOD - 17
    priilm.cre (Priest of Ilmater... priilmu.cre is also LG)

    CHAOTIC EVIL - 51
    welt.cre (hostile ogre)


    Still checking on the non-alignment fixes... *wince*
  • BalquoBalquo Member, Developer Posts: 2,746
    edited July 2012
    @Bhryaen We also have this: http://www.lomion.de/cmm/_contents.php

    Also, the list is not finished and a lot of them are just what suits best and not necessarily correct...
  • BhryaenBhryaen Member Posts: 2,874
    edited July 2012
    Confirmed not fixed on race/ class assignment issues for the following two only:

    duplica1.cre
    - supposed to be Race: GOLEM - 144, reads Race: GNOME - 6
    fgolem.cre
    - supposed to be Race: GOLEM - 144, reads Race: GNOME - 6

    There were also a few exceptions:

    stalke.cre:
    - doesn't look like it was possible to change race to "Invisible Stalker" or "Stalker-" i.e., no such category. Instead it was changed to Race: SHADOW - 132, Class: SHADOW - 170.

    achen.cre, cailan.cre, faizah.cre, rance.cre, vail.cre:
    - doesn't look like it was possible to change race to "Statue-" i.e., no such category. Instead it was changed to Race: GOLEM - 144, Class: (Fighter or Mage respectively).

    destus.cre
    - doesn't look like it was possible to change race to "Xvart-" i.e., no such category (because BG is just plain wrong to its foundation and soul). Instead it was changed to Race: KOBOLD - 112, Class: KOBOLD_XVART - 24. That's fairly standard for xvarts from xvart.cre to nexlit.cre.

    rat.cre, rat2.cre, squirr.cre
    - doesn't look like it was possible to change class to "Food_Creature" i.e., no such category. Instead it was left as Race: RABBIT - 151, Class: NO_CLASS - 255. I can't see anything comparable in the list either other than CAT - 137.

    Still checking sex changes... so to say...
  • SethDavisSethDavis Member Posts: 1,812
    @Bhryaen - Ya, that squirrel was intentional. I'll change him properly next time though.
  • BhryaenBhryaen Member Posts: 2,874
    And in conclusion... BLOODY HELL!

    Confirmed Not Fixed:

    Everything in that extensive mess was ok except for:

    OGRMBA.CRE's alignment (needs LE -19)
    DUPLICA1.CRE's race (needs GOLEM -144)
    FGOLEM.CRE's race (needs GOLEM -144)

    Plus the potential extra alignment assignment follow-up I mentioned above and this one point of contention among the sex assignment omissions:

    DAESE.CRE was made FEMALE, but her werewolf form DAESEWLF.CRE is MALE.
    SKELE2.CRE should be changed from MALE to NEITHER - 4.
    "NIETHER" should be changed to "NEITHER." lol

    Now I understand why @SethDavis said this was a 5-hr operation... X-/
  • BalquoBalquo Member, Developer Posts: 2,746
    Another thing: @SethDavis @Bhryaen

    We also added this which I completely forgot about:
    //IDS additions
    APPEND ~animate.ids~ ~0x1000 WYVERN_BIG~ UNLESS ~^0x1000~
    APPEND ~animate.ids~ ~0x1100 TANARRI~ UNLESS ~^0x1100~
    APPEND ~animate.ids~ ~0x2300 DEATH_KNIGHT~ UNLESS ~^0x2300~
    APPEND ~animate.ids~ ~0x6405 DOOM_GUARD~ UNLESS ~^0x6405~
    APPEND ~animate.ids~ ~0x7904 GRAY_OOZE~ UNLESS ~^0x7904~
    APPEND ~animate.ids~ ~0x7D00 ZOMBIE~ UNLESS ~^0x7[Dd]00~
    APPEND ~animate.ids~ ~0x7E00 WEREWOLF~ UNLESS ~^0x7[Ee]00~
    APPEND ~animate.ids~ ~0x7E01 WEREWOLF_GREATER~ UNLESS ~^0x7[Ee]01~
    APPEND ~animate.ids~ ~0xD400 BIRD_INSIDE~ UNLESS ~^0x[Dd]400~

    APPEND ~class.ids~ ~171 SPECTRE~ UNLESS ~^171~
    APPEND ~class.ids~ ~174 MIST~ UNLESS ~^174~
    APPEND ~class.ids~ ~175 CAT~ UNLESS ~^175~
    APPEND ~class.ids~ ~182 GOLEM_IRON~ UNLESS ~^182~
    APPEND ~class.ids~ ~183 GOLEM_FLESH~ UNLESS ~^183~
    APPEND ~class.ids~ ~184 GOLEM_STONE~ UNLESS ~^184~
    APPEND ~class.ids~ ~185 GOLEM_CLAY~ UNLESS ~^185~
    APPEND ~class.ids~ ~189 SPIDER_CENTEOL~ UNLESS ~^189~
    APPEND ~class.ids~ ~198 ZOMBIE_NORMAL~ UNLESS ~^198~
    APPEND ~class.ids~ ~199 FOOD_CREATURE~ UNLESS ~^199~

    APPEND ~race.ids~ ~114 FAIRY~ UNLESS ~^114~
    APPEND ~race.ids~ ~133 SPECTRE~ UNLESS ~^133~
    APPEND ~race.ids~ ~136 MIST~ UNLESS ~^136~
    APPEND ~race.ids~ ~137 CAT~ UNLESS ~^137~
    APPEND ~race.ids~ ~144 GOLEM~ UNLESS ~^144~
    APPEND ~race.ids~ ~148 ZOMBIE~ UNLESS ~^148~
    APPEND ~race.ids~ ~149 STATUE~ UNLESS ~^149~
    APPEND ~race.ids~ ~151 RABBIT~ UNLESS ~^151~
    This is why you could not find some of them, Bhryaen.
  • AndreaColomboAndreaColombo Member Posts: 5,533
    @CamDawg - didn't the BG2 Fixpack have a component to correct CRE creature type, sex, and alignment?
  • CamDawgCamDawg Member, Developer Posts: 3,438
    edited July 2012
    Yeah, we had a massive batch of minor fixes like this, but it would probably be easier to manually go through the BGEE creature files.

    Alignment fixes were based on a manual list from Kish's Overight (with the requisite squabbling in the forums). A lot of the sex/gender fixes were just to correct mismatches flagged by the debugger--we did introduce a new gender to fix the imprisoned summons bug, but obviously that won't apply to BGEE--and any racial/class/etc. fixes were typically found or reported by folks through the files. Most of these types of errors are generally subtle and not something you notice while playing.

    Also, I'm not seeing an attachment on @Balquo's post.
  • BalquoBalquo Member, Developer Posts: 2,746
    @CamDawg it is there now. Strange bug with the forums that sometimes the attachments just disappear and you need to edit the post to show it again.
  • AndreaColomboAndreaColombo Member Posts: 5,533
    Most of these types of errors are generally subtle and not something you notice while playing.
    I know, but my OCD cares a lot about them LOL (no, really: I tend to be anal about these things).

  • SethDavisSethDavis Member Posts: 1,812
    @Balquo - Where should I append those appends?
  • BalquoBalquo Member, Developer Posts: 2,746
    SethDavis To the .IDS files. You can see it shows animate, class and race.
  • SethDavisSethDavis Member Posts: 1,812
    @Balquo - I meant where do I put the text, but checking closer it looks like it should go in the tp2?
  • BalquoBalquo Member, Developer Posts: 2,746
    @SethDavis Aye, tp2 will work fine :)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    confirmed fixed
  • BhryaenBhryaen Member Posts: 2,874
    edited September 2012
    Confirmed still missing:
    APPEND ~race.ids~ ~149 STATUE~ UNLESS ~^149~
    - Says "SHADOW" for 149

    Confirmed not changed:
    -STALKE.CRE still uses SHADOW - 132 for race. No "INVISIBLE STALKER" category for race or class.
    -ACHEN.CRE, CAILAN.CRE, FAIZAH.CRE, RANCE.CRE, VAIL.CRE all still GOLEM with regular class rather than STATUE. No STATUE category for race or class.
    -DESTUS.CRE still uses KOBOLD for race and KOBOLD_XVART for class. No XVART class, to the embitterment of rangers everywhere.

    Confirmed Fixed:
    [Spoiler]
    OGRMBA.CRE's alignment (needs LE -19)
    DUPLICA1.CRE's race (needs GOLEM -144)
    FGOLEM.CRE's race (needs GOLEM -144)
    DAESE.CRE was made FEMALE, but her werewolf form DAESEWLF.CRE is MALE.
    SKELE2.CRE should be changed from MALE to NEITHER - 4.

    Confirmed Present Categories:
    APPEND ~class.ids~ ~171 SPECTRE~ UNLESS ~^171~
    APPEND ~class.ids~ ~174 MIST~ UNLESS ~^174~
    APPEND ~class.ids~ ~175 CAT~ UNLESS ~^175~
    APPEND ~class.ids~ ~182 GOLEM_IRON~ UNLESS ~^182~
    APPEND ~class.ids~ ~183 GOLEM_FLESH~ UNLESS ~^183~
    APPEND ~class.ids~ ~184 GOLEM_STONE~ UNLESS ~^184~
    APPEND ~class.ids~ ~185 GOLEM_CLAY~ UNLESS ~^185~
    APPEND ~class.ids~ ~189 SPIDER_CENTEOL~ UNLESS ~^189~
    APPEND ~class.ids~ ~198 ZOMBIE_NORMAL~ UNLESS ~^198~
    APPEND ~class.ids~ ~199 FOOD_CREATURE~ UNLESS ~^199~
    -RAT.CRE, RAT2.CRE, SQUIRR.CRE (but not SQUIRL.CRE) now have FOOD_CREATURE as their class.

    APPEND ~race.ids~ ~114 FAIRY~ UNLESS ~^114~
    APPEND ~race.ids~ ~133 SPECTRE~ UNLESS ~^133~
    APPEND ~race.ids~ ~136 MIST~ UNLESS ~^136~
    APPEND ~race.ids~ ~137 CAT~ UNLESS ~^137~
    APPEND ~race.ids~ ~144 GOLEM~ UNLESS ~^144~
    APPEND ~race.ids~ ~148 ZOMBIE~ UNLESS ~^148~
    APPEND ~race.ids~ ~151 RABBIT~ UNLESS ~^151~

    Confirmed in place:
    APPEND ~animate.ids~ ~0x1000 WYVERN_BIG~ UNLESS ~^0x1000~
    - All these have the WYVERN_BIG animation: WYVERN, WYVERNBI, WYVERNSU

    APPEND ~animate.ids~ ~0x1100 TANARRI~ UNLESS ~^0x1100~
    - All these have the TANARRI animation: BALOR01, DEMGLASU, DEMNABSU, DEMOSUM2, DEMPIT01, SIMDEMON, TANAR

    APPEND ~animate.ids~ ~0x2300 DEATH_KNIGHT~ UNLESS ~^0x2300~
    - All these have the DEATH_KNIGHT animation: DEATHK, DEATHK1, DECK615, DEMOSUM4, GOODEAT

    APPEND ~animate.ids~ ~0x6405 DOOM_GUARD~ UNLESS ~^0x6405~
    - All these have the DOOM_GUARD animation: BPORTAL2, BPORTAL3, BPORTAL4, BPORTAL5, CHESS, DUMFUE, DUMISL, DUMKIE, DURSWORD, HELMHO, NARRAT, NARRAT2, NEINVI, RSINVI, STALKE, STONEC, STONED, STONEDL, STONEDW, STONEG

    APPEND ~animate.ids~ ~0x7904 GRAY_OOZE~ UNLESS ~^0x7904~
    - All these have the GRAY_OOZE animation: BPJLGR01, JELLGR

    APPEND ~animate.ids~ ~0x7D00 ZOMBIE~ UNLESS ~^0x7[Dd]00~
    - All these have the ZOMBIE animation: BPREVE01, FEARM, GHORAK, REVENT, SEWERF2, ZOMBIE, ZOMBIE_A, ZOMBIE_B, ZOMBIE_C, ZOMBIE_D, ZOMBIE_E, ZOMBIEB, ZOMBIEW

    APPEND ~animate.ids~ ~0x7E00 WEREWOLF~ UNLESS ~^0x7[Ee]00~
    - All these have WEREWOLF animation: WOLFWE, WOLFWE01, WOLFWEGL

    APPEND ~animate.ids~ ~0x7E01 WEREWOLF_GREATER~ UNLESS ~^0x7[Ee]01~
    - All these have WEREWOLF_GREATER animation: WOLFGR01, WOLFWEGR

    APPEND ~animate.ids~ ~0xD400 BIRD_INSIDE~ UNLESS ~^0x[Dd]400~
    - All these have BIRD_INSIDE animation: BIRD_IN, BIRD_INE, BIRD_INN, BIRD_INS, BIRD_INW
    [/spoiler]
    Post edited by Bhryaen on
  • BhryaenBhryaen Member Posts: 2,874
    @Balquo
    Is this a concern- the missing STATUE and INVISIBLE_STALKER race/ class? I'd like to see the XVART race/class implemented, but...
  • BalquoBalquo Member, Developer Posts: 2,746
    No real concern at all. They can be added at any time and you can just add Xvart to the list. Easy peasy.
  • BhryaenBhryaen Member Posts: 2,874
    @Balquo
    I mostly just meant for confirming purposes. If I make a new thread for these few remaining ones it will just be pushing off the actual fix, but if we send this back to Confirmed Not Fixed the vastly finished portion languishes about unnecessarily. I suppose I'll go with the former so I can mention the new creature corrections needed for xvartians.

    In that case then I'll send this on...
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