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[mod] Skills and Abilities

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  • morpheus562morpheus562 Member Posts: 637
    I'm guessing that mod is doing that with the profs.
  • shaigan22shaigan22 Member Posts: 7
    ~EET\EET.TP2~ #0 #0 // EET core (resource importation): v14.0
    ~BGGO\BGGO.TP2~ #0 #0 // ?????? -> : ???
    ~BUBB_REVERT_PATHFINDING\BUBB_REVERT_PATHFINDING.TP2~ #0 #0 // ?????? -> : ???
    ~EEEX\EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
    ~INFINITY_UI\INFINITY_UI.TP2~ #0 #0 // Install Infinity UI++ Core Component: v1.15
    ~INFINITY_UI\INFINITY_UI.TP2~ #0 #1 // Add Transparent Tooltip Background: v1.15
    ~INFINITY_UI\INFINITY_UI.TP2~ #0 #2 // Update several strings in Dialog.tlk: v1.15
    ~INFINITY_UI\INFINITY_UI.TP2~ #0 #8 // Select Number of Quicksave Slots -> 6: v1.15
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #710 // Add New HLAs for ALL Classes and Kits: v4.1
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #720 // Update Existing HLAs: v4.1
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #750 // Add Concentration Check to Resist Spell Disruption: v4.1
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #300 // Update Weapon Fighting Styles: v4.1
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #313 // Overhaul Proficiency System - Add New Proficiencies and Weapon Styles -> NWN2 Style Proficiency Progression: v4.1
    ~SKILLS-AND-ABILITIES\SKILLS-AND-ABILITIES.TP2~ #0 #400 // 2H Weapon Additional Strength Bonus: v4.1
    ~HIDDENGAMEPLAYOPTIONS\HIDDENGAMEPLAYOPTIONS.TP2~ #0 #0 // Install all Hidden Gameplay Options at once: 5.0
    ~HIDDENGAMEPLAYOPTIONS\HIDDENGAMEPLAYOPTIONS.TP2~ #0 #200 // Improved Cheat Menu: 5.0



    Even with that short list of mods, Kivan has total 9 pips...
    BTW, could you tell me how this conversion works? Is it just trying to translate current pips of a NPC to the new system or maybe there are hardcoded new style pips for every NPC? The latter would mean that mod NPC would have totally crazy stuff there, right?
    I love this system. AFAIK they introduced those small groups of weapons in BG2 to slower the progress and give more importance to pips, but you addressed it much better by just adding new proficiencies which could be useful for the other classes than warriors.
  • morpheus562morpheus562 Member Posts: 637
    9 pips at level 1? Where is EET_END as that should come before skills and abilities.
  • morpheus562morpheus562 Member Posts: 637
    edited December 4
    I'm thinking about it and it's 100% you not installing EET_END prior to Skills and Abilities. Reason being, Skills and Abilities treats recruitable NPCs differently than other NPCs in the assignment of proficiencies.

    So what is going on?
    EET pulls in BG1EE resources into BG2EE and then finalizes them in EET_END. Before EET_END runs, pdialog.2da is incomplete and doesn't reflect BG1 NPCs. I use this file to check for which NPCs to treat as recruitable NPCs. So basically in your install I am looking at pdialog.2da and it does not show Kivan and the other BG1 NPCs because you haven't installed EET_END yet. I know I can do checks against other files to compare against for BG1 NPCs, but overall, this mod should come after EET_END and those checks really shouldn't be occurring. Just install after EET_END and you'll have a good install.

    Why do I treat recruitable NPCs differently than non-recruitable ones?
    Recruitable NPCs I want to have the exact right amount of pips they are allotted, not more. Enemies on the other hand I really don't care if they have the correct amount and am prone to give them more profs than they may normally be allotted. This is because the base game may give an enemy pips in a weapon they don't even have. It would be silly to penalize that NPC and not give them something that may actually now be useful to them. So I just give enemies generally, a little bit extra but within reason for what would be appropriate for their class and level.

    How do I do my checks for recruitable NPCs?
    I cycle through all creatures and identify which ones are recruitable based off pdialog.2da. For these, I read in what pips they have assigned in each weapon type and determine if any weapon groups overlap (e.g., pips in Bastard Sword and Longsword). For overlap, I determine how much is now free to spend in other pips. I then check which ruleset is being used (e.g., normal, accelerated, NWN style pips) and then calculate based on the NPC class and level how many pips they have to distribute. In the case above, I would populate the new Large Sword prof with the the appropriate number of pips and then look at other prof categories that would be applicable with the extra number of pips that I have available. Is the character wearing plate armor? If so, I will put at least 1 pip into heavy armor. Is the character equipped with a bow? Then they can apply pips in the new archery prof. And I then look at class, etc. to determine what would be the most appropriate distribution that I would do as a player.
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