So I've been trying out the 3e Sneak Attack now that it works. One problem is that whenever I land a sneak attack, the game displays String Reference 3033 in the combat window, probably because there is no Strref in either game for any of the 3e Sneak Attack and Crippling Strike stuff.
Once I got to 2d6 sneak attack and Crippling Strike 1, it started to display that same string a second time with a (1) afterward, most likely because it wants to display "Sneak Attack: Crippling Strike (1)" like it works in IWDEE. I can't find what exactly is calling this erroneous Strref.
Yes, it looks like BG(2)EE assigned random strings to sneak attack / crippling strike messages. Fortunately many game strings have been externalized in v2.x patched games. I'll see what I can do.
I'm the official BG:EE Brazilian-Portuguese translator and I'd like to make a PTbr version of your mod. Can you send me the strings I need to translate in order to make that happen? Thanks.
I do not have IWD. Can someone explain how the sneak attack works in BG? Does it replace backstabbing and is stealth required or only flanking/being behind the opponent? And does it work with ranged also, or only melee?
When sneak attacks are in effect, any time a Thief or Stalker attacks an opponent from a flank or rear position, they can do additional damage once (and only once) to that opponent. A sneak attack does not require the attacker to be hidden or moving silently in order to work (although these skills can help them get into position). Critical hits do not double sneak attack damage.
Successful sneak attacks also cripple opponents, reducing their to-hit and damage rolls. Creatures affected by these crippling strikes regain their normal to-hit and damage rolls one turn after being struck.
Sneak attacks and crippling strikes improve based on level and kit.
I'm fairly certain that weapon requirements are the same as with classic backstabs.
I typically only use my own mods, but this one looks so very useful that I think I will have to apply it to all my games.
Ok, I just installed it. Good stuff! I am wondering if it would be possible for you to add the "Disable Cosmetic Attacks" option to this mod. I find that to be a very wonderful setting to have turned on.
I am wondering if it would be possible for you to add the "Disable Cosmetic Attacks" option to this mod. I find that to be a very wonderful setting to have turned on.
That one is already available in an unmodded game. Look for it under Options > Gameplay > Feedback > No Cosmetic Attacks.
Although it looks like this option is still missing in PSTEE. I'll see what I can do for this game.
Can you confirm the console is toggleable? I mean, am I still required to hit "Ctrl+Space Bar" in order to spawn it?
Yes, there is no change in this regard. Enabling the console via in-game option is equivalent to manually adding the line "SetPrivateProfileString('Program Options','Debug Mode','1')" to Baldur.lua. You have to restart the game after a change though, since options aren't picked up automatically by the game.
That's normal behavior for a WeiDU mod. Mod components that are not needed are skipped, usually with an associated message that explains why they were skipped.
This mod is already compatible with the IWD:EE 2.5 beta.
The "Install all" option will currently add a second "3E Sneak Attack" entry to the Gameplay section. It will be fixed in the next release. You can work around it by installing each option individually.
I found two options related to the LoB (Nightmare) mode present in BG(2)EE and IWDEE:
1. Nightmare Bonus XP: Turns on/off XP bonus in LoB/HoF mode. 2. Nightmare Bonus Gold: Don't know if this one actually works. I couldn't see any difference in my tests.
I'll add the first option to the mod. If anyone can figure out the second option, I'll add it as well.
Hey, guys! I think this mod might be causing problems with the 2.5 patch: I used to run the v2.5 beta with both @argent77's mod, here, and @AstroBryGuy's mod BGEE Levelled Spawns; when I did, I experienced frequent crashes, the last one of which I think may have permanently slowed-down my computer (it's a lot better now, but I think it might still be recovering). Without those mods installed, v2.5 runs flawlessly. Honestly, I wasn't quite sure where to post this, but I think Beamdog said to let modders know of potential conflicts with update 2.5.
This mod does only make changes to the UI layout file to add new options. Slowdowns would be limited to the Options screen. I haven't noticed any performance issues during my own test runs though (primarily IWD:EE, but also some quick tests in BGEE and BG2EE).
Well, I just had a crash last night with no mods installed (after having posted my previous comment, unfortunately), so I filed a bug report on suspicions of it being some new incompatibility issues with Intel HD Graphics cards/drivers, so the two mods I was using shouldn't be a problem. Thanks anyway!
A quick outlook on what's coming with the next release.
1. With the release of patch 2.5 this mod will also be compatible with IWD:EE.
2. I have managed to add code that helps me to add slider controls to the UI. As a result you will see a frame rate slider as well as an option called "Action Feedback". The latter will show small icons around creatures which indicate their current action. The downside of using sliders is that I can't put scrollbars around them, so the number of controls is limited to the free space available on the UI screens.
3. There will also be several more checkbox options.
I plan to release it shortly after the official release of the game patches.
The icons displayed by "Action Feedback" are actually the same you can see in the portrait of party members whenever they execute actions. However, this option allows you to see current actions of enemies (and neutral creatures) as well, depending on feedback level.
Comments
Once I got to 2d6 sneak attack and Crippling Strike 1, it started to display that same string a second time with a (1) afterward, most likely because it wants to display "Sneak Attack: Crippling Strike (1)" like it works in IWDEE. I can't find what exactly is calling this erroneous Strref.
New version released: Reveal Hidden Gameplay Options v0.5-beta
Changes:- Display correct strings in combat log when option "3E Sneak Attack" is enabled
- Improved French translation
Edit: Moved project to GitHub.
New release: Reveal Hidden Gameplay Options v1.0
Changes:
I'm the official BG:EE Brazilian-Portuguese translator and I'd like to make a PTbr version of your mod. Can you send me the strings I need to translate in order to make that happen? Thanks.
New release: Reveal Hidden Gameplay Options v1.1
Changes:
New release: Reveal Hidden Gameplay Options v1.2
Changes:
New release: Reveal Hidden Gameplay Options v1.3
Changes:
Ok, I just installed it. Good stuff! I am wondering if it would be possible for you to add the "Disable Cosmetic Attacks" option to this mod. I find that to be a very wonderful setting to have turned on.
Although it looks like this option is still missing in PSTEE. I'll see what I can do for this game.
Can you confirm the console is toggleable? I mean, am I still required to hit "Ctrl+Space Bar" in order to spawn it?
Yes, there is no change in this regard. Enabling the console via in-game option is equivalent to manually adding the line "SetPrivateProfileString('Program Options','Debug Mode','1')" to Baldur.lua. You have to restart the game after a change though, since options aren't picked up automatically by the game.
The "Install all" option will currently add a second "3E Sneak Attack" entry to the Gameplay section. It will be fixed in the next release. You can work around it by installing each option individually.
Would it be possible to add the option to enable the old LoB xp bonus as well?
1. Nightmare Bonus XP: Turns on/off XP bonus in LoB/HoF mode.
2. Nightmare Bonus Gold: Don't know if this one actually works. I couldn't see any difference in my tests.
I'll add the first option to the mod. If anyone can figure out the second option, I'll add it as well.
1. With the release of patch 2.5 this mod will also be compatible with IWD:EE.
2. I have managed to add code that helps me to add slider controls to the UI. As a result you will see a frame rate slider as well as an option called "Action Feedback". The latter will show small icons around creatures which indicate their current action. The downside of using sliders is that I can't put scrollbars around them, so the number of controls is limited to the free space available on the UI screens.
3. There will also be several more checkbox options.
I plan to release it shortly after the official release of the game patches.
The icons displayed by "Action Feedback" are actually the same you can see in the portrait of party members whenever they execute actions. However, this option allows you to see current actions of enemies (and neutral creatures) as well, depending on feedback level.
how about a generic icon for attacks though? sword icon for melee and bow icon for ranged, is that possible?