Scriptingstate values over 10 are not supported (well, not consciously), it is a buffer overflow hack, that was allowed to exist, to support existing detectable spells stuff. But, apparently a new variable was added at the position. (This is why hacked stuff shouldn't be supported at all).
At the position are now 2 shorts that store the m_special value from the class string override (opcode 290). "As of EE 2.5: the special field may contain a class value. If the character is multiclassed, only that class title will change."
Actually, the fields could be moved outside of the 0-45 stat range near scriptingstates, so the "undocumented backwards compatibility" could still be maintained.
@Avenger_teambg Thanks for the explanation. @argent77 just wanted verification before changing the labels in Near Infinity. Most of them are better left to being modified by their respective opcodes. The only two I know of with any unique functionality through this opcode are Chaos Shield and Stoneskin Golem, providing non-decremental versions of their effect, and a non-overlay version of stoneskin.
On the plus side, it looks like the EE's finally no longer override any of the Thief skill Multiplied bonuses, though a couple scripts still check for one of them (all in BG2EE): ohbbalr.bcs ohbdevaf.bcs ohbdrag1.bcs ohbglab.bcs ojhbjoke2.bcs ohbmage3.bcs ohbwing.bcs ohnvbalr.bcs ohnvrw1.bcs Causing them to erroneously cast Remove Magic / not cast Fear spells on anyone with a permanent Find Traps bonus.
Scriptingstate values over 10 are not supported (well, not consciously), it is a buffer overflow hack, that was allowed to exist, to support existing detectable spells stuff. But, apparently a new variable was added at the position. (This is why hacked stuff shouldn't be supported at all).
At the position are now 2 shorts that store the m_special value from the class string override (opcode 290). "As of EE 2.5: the special field may contain a class value. If the character is multiclassed, only that class title will change."
Actually, the fields could be moved outside of the 0-45 stat range near scriptingstates, so the "undocumented backwards compatibility" could still be maintained.
Any chance for altering spell states (IWD2 mode) EE implementation to support more than 255 ids entries? If this change would be made then I think getting rid of current hacky detectable spells implementation would be a good idea.
There are just a few mods that use DS, some of them still in active development. Coordinated community effort to find out all mods that use DS and update them would make a transition to sane implementation smooth (I think) Currently some of those mods are already broken due to changes introduced in patch 2.5
btw. unlike EE, vanilla engine with tobex supports unlimited amount of stats.ids entries. Having EE matching this functionality with spell states would be a nice thing to have.
Any chance for altering spell states (IWD2 mode) EE implementation to support more than 255 ids entries? If this change would be made then I think getting rid of current hacky detectable spells implementation would be a good idea.
It doesn't look like this feature will be implemented anytime soon (request).
I guess it's time to summon @Avenger_teambg, @Ardanis and @CamDawg. Hopefully removing limit from spell states is not more risky to implement then maintaining legacy buffer overflow hacks that Avenger mentioned.
Recent update has made it so that for some, equipping armor will remove the visuals of shoulder parts and/or belt. Only fixable by relogging to the server you're on as it forces the game to load those visuals.
@EtherealVanity What server? BG is an offline game. Also, armor graphics are a single art asset. It should be impossible for a piece of it to disappear. The whole armor set would go too.
@Adul Stoneskin lasts for 12 hours. You can literally rest, still have it active, and have a backup ready to go. What are you doing with Imoen that a twelve hour spell is running out before battle?
@JuliusBorisov it's the 26th now and still no stable patch. Anything on when it'll be released? Doing anything with armor appearance (or even just switching clothes) is a complete nightmare as you have to relog every time.
@EtherealVanity There's a development build (beta) available, which is designed to test the build that will become the next stable patch. And that bug is fixed in it.
You can get the Bogeyman quest by talking to either Louise or Laerta but Gervisse spawns only after you talk to Laerta. It may be better if he also spawns after you talk to Louise.
Comments
In v2.3, opcode 282, parameter2 was mapped to the following stats as such:
In v2.5, opcode 282, parameter2 is now mapped to the following stats (changes start at 18):
Was this intended / why the change?
At the position are now 2 shorts that store the m_special value from the class string override (opcode 290).
"As of EE 2.5: the special field may contain a class value. If the character is multiclassed, only that class title will change."
Actually, the fields could be moved outside of the 0-45 stat range near scriptingstates, so the "undocumented backwards compatibility" could still be maintained.
On the plus side, it looks like the EE's finally no longer override any of the Thief skill Multiplied bonuses, though a couple scripts still check for one of them (all in BG2EE):
ohbbalr.bcs
ohbdevaf.bcs
ohbdrag1.bcs
ohbglab.bcs
ojhbjoke2.bcs
ohbmage3.bcs
ohbwing.bcs
ohnvbalr.bcs
ohnvrw1.bcs
Causing them to erroneously cast Remove Magic / not cast Fear spells on anyone with a permanent Find Traps bonus.
There are just a few mods that use DS, some of them still in active development. Coordinated community effort to find out all mods that use DS and update them would make a transition to sane implementation smooth (I think) Currently some of those mods are already broken due to changes introduced in patch 2.5
btw. unlike EE, vanilla engine with tobex supports unlimited amount of stats.ids entries. Having EE matching this functionality with spell states would be a nice thing to have.
Don't tell.