@DavidW - @Ascension64 was so kind as to provide the devs with a list of ToBEx features, so I won't add those to the OP as they have already been requested. I will make sure the devs take those ToBEx features in special consideration, though :-)
Allowing the player (and/or content developer) to directly affect the wait time between banters (INTERDIA.2DA-govered intraparty DLGs) would be appreciated. Right now there is some sort of internal clock which governs how long the game waits between trying to initiate a banter, but we have no control over it except the CTRL+I key, which attempts to start one.
A UI slider control "Banters less frequently - - - - More frequently" would be nice. A GLOBAL-level control would be okay.
In core BGEE content this would allow players to control the frequency of the "mini-banters" between NPCs. Many mods add large quantities of banters and use scripting to take a stab at increasing the frequency, but a single, transparent and flexible control would give players more control over the experience.
(A companion request is "please document in some level of detail exactly how the banter system works." We've never been 100% certain...)
Please externalize familiars from GAM-File. There should be a 2da for each alignment, which lists a alterable number of possible familiars and then the game chooses one randomly.
I don't see this anyware, but I've thought NPC-specific innate abilities should be externalised (Minsc's Berserk, Tiax's Summon Ghast, Yeslick's Dispel Magic, etc.). Otherwise, we have to account for them on each NPC .cre file and this is subject to error (and there are such errors in BG1), as well as getting wiped by mods that rebuild spells. We could have a simple .2da that has NPC DV and ability or abilities, if any. Mods could change this if they want, and it will be apparent they are doing so intentionally, rather than just wiping all spells. Moreover, NPC mods can extend it easily, more so than editing .cre files.
@Grammarsalad - yours looks more like a feature request than an actual externalization request--unless, of course, I am missing something. Should I write "Externalize the limit of 24 high level abilities"?
@andreacolombo you might be right. I'm new with this. I understand that there is a hard coded limit of 24 selectable high level abilities. I think this is like kits in that you can create more than 9 kits for a given class, but only 9 will be selectable at character creation.
I don't think this has been mentioned, but would un-hardcoding the monk, barbarian and sorcerer classes be considered externalization? If that happened we could finally get some fully working kits for them (not to mention the creation of a favored soul type kit for sorcerer).
Edit: Also I'm not sure if this is possible but the ability to externally edit the stats, classes/kits, and alignments of all NPCs outside of the game so that changes are permanent (unlike Shadowkeeper which is per game only in party) would be greatly appreciated. I use Level 1 NPCs to create different installations with different kits and it adds even more re-playability to a game I have been playing for almost the entire last decade. I'm a sucker for customization, hell if it wasn't a ridiculous amount of work I would love to have the different rulesets be included and switchable as well. (Just a fantasy)
Also added a request to externalize bard song as per the private discussion had with @Avenger_teambg, @Wisp, @CamDawg, @Coriander and @KeithS. If I had a penny for every name I dropped in this thread, I could probably buy an extra copy of BG:EE.
Please externalise the weapons' sounds (attack, hit), so modders could add more variety here. This should include the possibility to add different sounds depending on the armor-class, when getting hit (like it was in NWN). So a successful hit by a longsword on a leather armor will sound different to a hit on a plate mail.
@IchigoRXC No, i think that can already be done by scripts.
One addendum to "Externalize gear restrictions for kits & classes": It should be possible to create kits which are only available for males or else for females but not for both.
In the line of "externalise sorcerer and barbarian" suggestion, would it be possible to externalise multiclasses and the possibility to add more? So a Cleric/mage/thief could be modded in, or a Sorcerer/Thief.
Externalize character animation ID assignment for arbitrary stat combinations. In GemRB we have the following system: 1. a master list of parts, basically a 2da list of resource names (of 2da's). It looks like this for most of the games:
You can notice 0x6000 - the base value, and 3 files (race, gender, class) These four things make up a player avatar's animation ID. For simplicity, look at the gender file:
2DA V1.0 * GENDER TYPE 35 MALE 0 FEMALE 0x10
35 is the gender stat as you can see in STAT.IDS This system allowed us to externalize any IE game's PC animation IDs with a huge modding potential and minimal effort.
So i dont know if this has been brought up, but I'm expecting it has and can't be done. I remember a while back a discussion about this went on, and it simply wasnt possibly with the way the game is coded.
Que'ing spells.
Like in neverwinter nights, u can que spells. I think the limit was 5 at a time. If say in BG, we could que up to 3 spells, that would be insanely helpfull. The constant pausing between spells can get a bit tedious. However I'm not sure this can be done, as I'm not a developer.
If anyone could shed some light on this, it would be gratefully appreciated.
May I ask someone who knows, where is it dictated how many attacks per round a class gets from specialisation? As I have recently found out that Swashbuckler does not gain the +1/2 apr from specialising, and only fighters do. I was wondering if this was something that was changeable per class already or something that needs to be changeable in the future for class + kidding modifications.
My request, make it possible to change the APR of specialisation on a kit by kit basis. (People are feeling robbed rolling a swashy)
May I ask someone who knows, where is it dictated how many attacks per round a class gets from specialisation? As I have recently found out that Swashbuckler does not gain the +1/2 apr from specialising, and only fighters do. I was wondering if this was something that was changeable per class already or something that needs to be changeable in the future for class + kidding modifications.
My request, make it possible to change the APR of specialisation on a kit by kit basis. (People are feeling robbed rolling a swashy)
I can´t Agree more, but this is fight with windmills. :-(
Swashbuckler is ONLY ONE profession from BG who is not regular fighter and can place second point to weapons specialization. Only combat professions ( and him ) can do that. They CAN easily fix it and give him his rightful +1/2 apr, but they do´t do that, because they think that should´t be done.
It is like politics, you never carry through good ideas.
Comments
- flag to allow spells to bypass Improved Invisibility.
- flag to allow spells to bypass Mirror Image
Allowing the player (and/or content developer) to directly affect the wait time between banters (INTERDIA.2DA-govered intraparty DLGs) would be appreciated. Right now there is some sort of internal clock which governs how long the game waits between trying to initiate a banter, but we have no control over it except the CTRL+I key, which attempts to start one.
A UI slider control "Banters less frequently - - - - More frequently" would be nice. A GLOBAL-level control would be okay.
In core BGEE content this would allow players to control the frequency of the "mini-banters" between NPCs. Many mods add large quantities of banters and use scripting to take a stab at increasing the frequency, but a single, transparent and flexible control would give players more control over the experience.
(A companion request is "please document in some level of detail exactly how the banter system works." We've never been 100% certain...)
@Grammarsalad - yours looks more like a feature request than an actual externalization request--unless, of course, I am missing something. Should I write "Externalize the limit of 24 high level abilities"?
Edit: Also I'm not sure if this is possible but the ability to externally edit the stats, classes/kits, and alignments of all NPCs outside of the game so that changes are permanent (unlike Shadowkeeper which is per game only in party) would be greatly appreciated. I use Level 1 NPCs to create different installations with different kits and it adds even more re-playability to a game I have been playing for almost the entire last decade. I'm a sucker for customization, hell if it wasn't a ridiculous amount of work I would love to have the different rulesets be included and switchable as well. (Just a fantasy)
Also added a request to externalize bard song as per the private discussion had with @Avenger_teambg, @Wisp, @CamDawg, @Coriander and @KeithS. If I had a penny for every name I dropped in this thread, I could probably buy an extra copy of BG:EE.
This should include the possibility to add different sounds depending on the armor-class, when getting hit (like it was in NWN). So a successful hit by a longsword on a leather armor will sound different to a hit on a plate mail.
@IchigoRXC No, i think that can already be done by scripts.
It should be possible to create kits which are only available for males or else for females but not for both.
In GemRB we have the following system:
1. a master list of parts, basically a 2da list of resource names (of 2da's).
It looks like this for most of the games:
2DA V1.0
*
RESOURCE
0 0x6000
1 avprefr
2 avprefg
3 avprefc
You can notice 0x6000 - the base value, and 3 files (race, gender, class)
These four things make up a player avatar's animation ID.
For simplicity, look at the gender file:
2DA V1.0
*
GENDER
TYPE 35
MALE 0
FEMALE 0x10
35 is the gender stat as you can see in STAT.IDS
This system allowed us to externalize any IE game's PC animation IDs with a huge modding potential and minimal effort.
Que'ing spells.
Like in neverwinter nights, u can que spells. I think the limit was 5 at a time.
If say in BG, we could que up to 3 spells, that would be insanely helpfull. The constant pausing between spells can get a bit tedious. However I'm not sure this can be done, as I'm not a developer.
If anyone could shed some light on this, it would be gratefully appreciated.
My request, make it possible to change the APR of specialisation on a kit by kit basis. (People are feeling robbed rolling a swashy)
Swashbuckler is ONLY ONE profession from BG who is not regular fighter and can place second point to weapons specialization. Only combat professions ( and him ) can do that. They CAN easily fix it and give him his rightful +1/2 apr, but they do´t do that, because they think that should´t be done.
It is like politics, you never carry through good ideas.
We allready have big discusion about that here:
http://forum.baldursgate.com/discussion/28/attacks-per-round-swashbuckler-non-issue/p1