I've been lurking around the modding community for years now and was always a great admirer of the work @Ascension64 has done with BGT-WeiDU, TobEX, etc.
It's very nice to know that he was involved in bringing forth BG:EE. Knowing that Overhaul has reached to the modding community lends even more credibility to this project, IMHO.
My last post was actually meant to another thread (the list of things that had been announced, regarding the item that claimed he was helping Overhaul out in fixing bugs). Let it be known that I also admire the work of many other modders, including everyone mentioned in this thread.
@wariisop I don't think AndreaC is a dev, nor that this is the thread to ask for bugfixes. Furthermore there is no bug with rangers and dual-wielding in BG2:ToB engine (which is used and upgraded for EEs), they get their 2 pips in Two-Weapons Style at lvl 1 for free.
It would be so much easier to un-hardcode the party limit than to do it from the compiled end. Something for the devs to think about post-release. Trent noted previously in a tweet that the number of times the party size was hard-coded was astounding.
It would be so much easier to un-hardcode the party limit than to do it from the compiled end. Something for the devs to think about post-release. Trent noted previously in a tweet that the number of times the party size was hard-coded was astounding.
I would just love to have the chance to have my own personal NPC army!
Externalize item restrictions based on characters. 1. npc refuses to unequip item (like MINSC's boo) 2. npc would unequip item only if provided with an equivalent (observed this in PST, Annah/Grace bodices, TNO's eye) 3. only npc can equip item (Xan's sword)
There are already 2 implementations of this, one in ToBEx, one in GemRB.
@Avenger_teambg: What exactly do you need here? You can already specify rangers' hated races by editing HATERACE.2DA. You provide the race STRREF, the race IDS index, and the info STRREF for the chargen screen.
@Ascension64 I made a few basic kits for my own playthroughs, as a foothold to get into the modding scene etc and when researching for Ideas came across a cool kit called a deathslayer, which is a necromancer dedicated to killing undead. It also has a sort of hated enemy aspect to it so I thought if freed up it could be used in creating kits with this sort of flavour. Perhaps assassins which use the hated enemy to get better attacks on humanoids.
Can't you just use thaco/ac bonus vs. type effects for your kits? What else does the hated enemy feature does, I forgot? Increased saving throws maybe? IIRC that effect is missing.
More than likely, I don't have any of my stuff infront of me to look through what I did for it (holiday) but I thought having a hated enemy would be cool. Also, is there a way for spells to have -saves against specific enemies, while I am here
@IchigoRXC You can use IDS targeting. For example, in aTweaks, humans have a save penalty against the fear effect of mummies, while other races roll their saves with no penalty. Whether it would work for you would depend on what you mean by "specific enemies".
Related to the character creation and style effects and magnitude requests, I would like to request that there be no restriction on proficiency effects and creation. To make myself clearer let me illustrate with a few examples.
I assume--though I don't know--that as of now it is not possible for a modder to create a weapon type with a corresponding proficiency selectable on level up. I know i've seen a mod with a bola weapon type that uses the sling art, animations and proficiency. I understand that not much can be done about the first two but it would be nice if it was possible to, for example, create a proficiency tier that allowed a small chance to immobilize a foe (if they fail some save) with a bola rather then, say, bonus attacks.
Or perhaps create their own style like unarmed or.armor specialization if they so choose.
it would also be nice if it was even possible to use proficiencies to emulate a "skill", feat or nonweapon proficiency system if they are feeling ambitious.
@Kerozevok - a comprehensive list of ToBEx features is already in the developers' hands, and they are considering them for implementation. No need to add that to the OP
Comments
It's very nice to know that he was involved in bringing forth BG:EE. Knowing that Overhaul has reached to the modding community lends even more credibility to this project, IMHO.
Please fix the Ranger class by adding Ambidextrous as free skill for rangers, it is solely missing, and would help even out the classes fighters.
I believe they have said they looked at it, but abandoned the idea out of the sheer hardcodedness of the 6-member limit.
I don't think AndreaC is a dev, nor that this is the thread to ask for bugfixes. Furthermore there is no bug with rangers and dual-wielding in BG2:ToB engine (which is used and upgraded for EEs), they get their 2 pips in Two-Weapons Style at lvl 1 for free.
Hopefully!
Externalize item restrictions based on characters.
1. npc refuses to unequip item (like MINSC's boo)
2. npc would unequip item only if provided with an equivalent (observed this in PST, Annah/Grace bodices, TNO's eye)
3. only npc can equip item (Xan's sword)
There are already 2 implementations of this, one in ToBEx, one in GemRB.
Perhaps assassins which use the hated enemy to get better attacks on humanoids.
You can use IDS targeting. For example, in aTweaks, humans have a save penalty against the fear effect of mummies, while other races roll their saves with no penalty.
Whether it would work for you would depend on what you mean by "specific enemies".
1. npc refuses to unequip item (like MINSC's boo)
[...]
I support this. Would be great!
Related to the character creation and style effects and magnitude requests, I would like to request that there be no restriction on proficiency effects and creation. To make myself clearer let me illustrate with a few examples.
I assume--though I don't know--that as of now it is not possible for a modder to create a weapon type with a corresponding proficiency selectable on level up. I know i've seen a mod with a bola weapon type that uses the sling art, animations and proficiency. I understand that not much can be done about the first two but it would be nice if it was possible to, for example, create a proficiency tier that allowed a small chance to immobilize a foe (if they fail some save) with a bola rather then, say, bonus attacks.
Or perhaps create their own style like unarmed or.armor specialization if they so choose.
it would also be nice if it was even possible to use proficiencies to emulate a "skill", feat or nonweapon proficiency system if they are feeling ambitious.
Externalise the barbarian HP table.
99 rows for all RND*(treasure).2DA files.
itemsnd.2da
PICK DROP
MISC72 GAM_12A GAM_12B
2. container icons/sound
containr.2da
2DA V1.0
*
SOUND BAM CLOSE
* * *
BAG GAM_12A1 CONTSACK GAM_12A
CHEST AMB_D05A CONTCHST AMB_D05B
DRAWER AMB_D05A CONTDRWR AMB_D05B
PILE AMB_D18 CONTGRND *
TABLE AMB_D08 CONTTABL *
SHELF AMB_D07 CONTSHLF *
ALTAR AMB_D07 CONTALTR *
NONVISIBLE AMB_D18 * *
SPELLBOOK GAM_06 CONTBOOK GAM_05
BODY AMB_D08G CONTBODY *
BARREL AMB_D12 CONTBARL AMB_D13
CRATE AMB_D05A CONTCRAT AMB_D05B