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[Request] Master Thread of Externalization Requests

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  • AndreaColomboAndreaColombo Member Posts: 5,524
    Updated the OP with @Avenger_teambg's latest request. Sorry it took so long :)
  • DavidWDavidW Member Posts: 823
    From my point of view the most useful externalised effects (already implemented in ToBEx) are:

    - flag to allow spells to bypass Improved Invisibility.
    - flag to allow spells to bypass Mirror Image
  • AndreaColomboAndreaColombo Member Posts: 5,524
    @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 :-)
  • jcomptonjcompton Member Posts: 157
    Externalize banter timer value:

    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...)
  • AndreaColomboAndreaColombo Member Posts: 5,524
    @jcompton's request was added to the OP. I will report your companion's question here and drop some names that will hopefully answer.
  • EdvinEdvin Member, Translator (NDA) Posts: 3,244
    edited August 2012
    ( To bad, i can´t delete my own posts )
    Post edited by Edvin on
  • JarlJarl Member, Translator (NDA) Posts: 99
    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.
  • AndreaColomboAndreaColombo Member Posts: 5,524
    Added to the OP.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I'd like to see the limit of 24 high level abilities die.
  • MilochMiloch Member Posts: 863
    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.
  • AndreaColomboAndreaColombo Member Posts: 5,524
    Added to the OP.

    @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"?
  • IchigoRXCIchigoRXC Member Posts: 1,001
    @Jarl by externalising familiar would you then be able to build upon them and have them improve matching your level?
  • GrammarsaladGrammarsalad Member Posts: 2,582
    @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.
  • AndreaColomboAndreaColombo Member Posts: 5,524
    @Grammarsalad - added to the OP.
  • DeisDeis Member Posts: 25
    edited August 2012
    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)
    Post edited by Deis on
  • AndreaColomboAndreaColombo Member Posts: 5,524
    @Deis -added both requests to the OP.

    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.
    IchigoRXC
  • IchigoRXCIchigoRXC Member Posts: 1,001
    @AndreaColombo We know you will buy as many as you can, you do not need our pennies ;)
    AndreaColombo
  • CorianderCoriander Member Posts: 1,667
    @AndreaColombo It's good to put your pennies towards a good cause before they're discontinued ;)
    AndreaColombo
  • JarlJarl Member, Translator (NDA) Posts: 99
    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.
  • AndreaColomboAndreaColombo Member Posts: 5,524
    ^ Added to the OP.
  • JarlJarl Member, Translator (NDA) Posts: 99
    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.
  • AndreaColomboAndreaColombo Member Posts: 5,524
    Added two Monk-related requests to the OP, as per @Demivrgvs's instructions.
  • blackmamuthblackmamuth Member Posts: 19
    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.
  • AndreaColomboAndreaColombo Member Posts: 5,524
    @blackmamuth - This might fall within the scope of externalizing character creation. I'll flag @Avenger_teambg for confirmation or denial.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Not just character creation. Non existing class combinations need a lot of change as the engine was not prepared for them. Except IWD2.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    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:

    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.
    inigomartinez
  • AndreaColomboAndreaColombo Member Posts: 5,524
    Added to the OP.
  • TuscunraiderTuscunraider Member Posts: 6
    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.
  • IchigoRXCIchigoRXC Member Posts: 1,001
    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)
  • EdvinEdvin Member, Translator (NDA) Posts: 3,244
    edited December 2012
    IchigoRXC said:

    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.

    We allready have big discusion about that here:
    http://forum.baldursgate.com/discussion/28/attacks-per-round-swashbuckler-non-issue/p1
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