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[BG(2):EE] Expanded random tables from IWD:EE
Patch 1.3 for BG2:EE back ported most features from IWD:EE, which is great. Thank you.
So, what we have now?
- ini are spawns
- ini cre options (replaces current 2da sound solution, allows to use BMP palettes for animations, custom foot sounds, and some additional adjustments)
- new baldur.ini options (Nightmare mode, 3E Thief Sneak Attack and other options from IWD)
- new script actions and opcodes
So, pretty much everything. What is missing? Fixed random tables implementation. Here is a quote from my old topic:
Here is how the current random items work:
when a creature or container has item of filename RNDTREx#.ITM, where x=any character (even letters and symbols, and has no bearing on how RNDTREAS.2DA is read), and #=the row number of RNDTREAS.2DA to use (can be 1-9), RNDTREx#.ITM is replaced by the randomly generated item.
How it should work: "x" character should not be ignored, so we could assign rows from 1 to 99 instead of 1-9 (5 of them are already reserved by the vanilla game).
Same deal with other random tables: rndequip.2da, rndmagic.2da, rndscrol.2da, rndwep.2da.
The above mentioned implementation is how it works in IWD:EE (when I first posted this suggestion I wasn't even aware that this is an intended implementation, and it was just broken outside of IWD games). I tested it in with the newest BG2:EE patch and this one is still missing. Please consider back-porting it to previous games in next patches.@Avenger_teambg