Author Topic: Is it possible to mod the bg2/bgtutu in the following ways?  (Read 4932 times)

Offline cremo

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Is it possible to mod the bg2/bgtutu in the following ways?
« on: October 17, 2010, 06:08:47 AM »

Hi everyone,

Would like to check if it was possible to do the following things:

1) assign the attack per round of each type of weapon to weapon styles (like one handed/two handed weapons) instead of specific weapon proficiencies, removing bonus attacks to warrior classes (currently 1/2 extra at lvl 7 and 13 if I recall), and making it so that a character with, for example, 1 star in 1h weapons could attack 3/2 per round, while only once per round with 2h weapons without any training in the relative style.

2) make it so that specific weapons proficiencies (like, for example, "daggers") only alter weapon THAC0.

3) alter the number of proficiency points classes get at level 1 and at later levels.

4) forbid a specific class to learn a determinate style/proficiency level until a certain lvl (something similar to what happens now to warriors at level 1: they canít put more than 2 stars in a single weapon, only in later levels they can)

5) make it so that different weapons may be used without any knowledge of the appropriate proficiency with different results (like just having a -1 when using a dagger without any star in daggers, and -4 when trying to use a bow without any star in bows).

6) alter the level charts of different classes in order to make that, untill reaching TOB, every class can go up to level 20 with the same number of experience points (meaning that no longer a rogue will require 1250 xp while a fighter 2500 to reach lvl 2, but, for example, both could require just 1000 xp).

7) reducing by half (or, at least, removing completely) the STR bonus to damage done by offhand weapons.

8 ) forbid players to use certain weapons as offhand weapons (i.e. you could use a short sword but not a long sword).

9) Alter backstabbing in the following way: instead of multiple damage giving 1d6 extra damage (increasing to 2d6, 3d6 and so on instead of 3x, 4x total damage), and allow that to be done every time a rogue hit an opponent in the back (not only when hidden in shadows).

10) altering the STR chart bonuses (make it so, for example, that 18/00 str gives you +3 to both hit/dmg, while 25 +8/+8 instead of the current numbers).

11) determine carry capacity based on CON and no longer on STR.

Offline Mike1072

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Re: Is it possible to mod the bg2/bgtutu in the following ways?
« Reply #1 on: October 17, 2010, 02:09:51 PM »
All of the No's refer to some aspect of the game engine that's hardcoded.  Mods like Taimon's tob_hacks and Ascension64's Throne of Bhaal Extender (TobEx) show that modifying the engine isn't out of the question, but it's still easiest to stick to planning your modifications around the engine's limitations.

1) assign the attack per round of each type of weapon to weapon styles (like one handed/two handed weapons) instead of specific weapon proficiencies
No.  Weapon styles are hardcoded.

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removing bonus attacks to warrior classes (currently 1/2 extra at lvl 7 and 13 if I recall)
Yes.  wspatck.2da

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and making it so that a character with, for example, 1 star in 1h weapons could attack 3/2 per round, while only once per round with 2h weapons without any training in the relative style
Yes (wspatck.2da), but the bonus attacks per round are only given to warrior classes.  The above-mentioned hacks can change this.

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2) make it so that specific weapons proficiencies (like, for example, "daggers") only alter weapon THAC0.
No.

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3) alter the number of proficiency points classes get at level 1 and at later levels.
Yes.  profs.2da

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4) forbid a specific class to learn a determinate style/proficiency level until a certain lvl (something similar to what happens now to warriors at level 1: they canít put more than 2 stars in a single weapon, only in later levels they can)
No.  (Also, that warrior restriction isn't applied in the BG2 engine unless you use a hack.)

It might be possible to do this if you disable normal proficiency gains and add a way to choose proficiencies using dialogue and scripting.

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5) make it so that different weapons may be used without any knowledge of the appropriate proficiency with different results (like just having a -1 when using a dagger without any star in daggers, and -4 when trying to use a bow without any star in bows).
No.

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6) alter the level charts of different classes in order to make that, untill reaching TOB, every class can go up to level 20 with the same number of experience points (meaning that no longer a rogue will require 1250 xp while a fighter 2500 to reach lvl 2, but, for example, both could require just 1000 xp).
Yes.  xplevel.2da.

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7) reducing by half (or, at least, removing completely) the STR bonus to damage done by offhand weapons.
No.

Quote
8 ) forbid players to use certain weapons as offhand weapons (i.e. you could use a short sword but not a long sword).
No.

Quote
9) Alter backstabbing in the following way: instead of multiple damage giving 1d6 extra damage (increasing to 2d6, 3d6 and so on instead of 3x, 4x total damage), and allow that to be done every time a rogue hit an opponent in the back (not only when hidden in shadows).
No.

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10) altering the STR chart bonuses (make it so, for example, that 18/00 str gives you +3 to both hit/dmg, while 25 +8/+8 instead of the current numbers).
Yes.  strmod.2da & strmodex.2da

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11) determine carry capacity based on CON and no longer on STR.
No.
« Last Edit: October 17, 2010, 04:14:26 PM by Mike1072 »

Offline the bigg

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Re: Is it possible to mod the bg2/bgtutu in the following ways?
« Reply #2 on: October 17, 2010, 02:35:09 PM »
Yes (wspecial.2da), but the bonus attacks per round are only given to warrior classes.  The above-mentioned hacks can change this.
Actually, this hack is a component of tb#tweaks.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline cremo

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Re: Is it possible to mod the bg2/bgtutu in the following ways?
« Reply #3 on: October 18, 2010, 02:55:03 PM »
Thanks for your answers.. the main porpouse of the mod I was conceiving was to make it so that characters would have been able to use a larger variety of weapons, still being able to specialize in some, but yet no longer being a complete inept when, for example, swinging an axe instead of a mace while unproficient with the latter.
In order to do this I tought attacks per round could have been removed from specific weapons proficiencies and warrior levels, being instead assigned to the various weapon styles (like one handed style, two handed style, dual wielding style) that could have been acquired by different classes at different levels (lilike, for example, each * in 1h style would have given 1 extra 1/2 attack per round, with warriors able to get * from lvl 1 while rogues and clerics only able at later levels, when warriors could have been able to reach ** and so on circa). Specific weapon proficiencies would have just given you a THAC0 bonus, like -2 if weapon wasn't known, no malus for *, and +2 for **.

I thought this was possible since in the "True weapon mastery" modifications and in another mod of the bg2tweaks (if  I recall right) I saw that modders were able to give extra attacks per round to specific weapon proficiencies (and thus i tought I could completely remove those) and setting weapon proficiencies like in bg1 (with large swords instead of long swords, two handed swords ans bastard swords for example)..

Wouldn't it be possible, if weapnstyles are hardcoded, to make it so that the "unused" weapon slots you get into that bg2tweak mod are renamed as the weapon styles I've mentioned, making them affect multiple weapon that, thac0 (and maybe damge if thac0 only not possible) wise, depend by specific weapon proficiencies?


Offline cremo

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Re: Is it possible to mod the bg2/bgtutu in the following ways?
« Reply #4 on: November 12, 2010, 03:52:41 AM »
No one knows?

Offline Mike1072

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Re: Is it possible to mod the bg2/bgtutu in the following ways?
« Reply #5 on: November 12, 2010, 03:52:55 PM »
What you suggest isn't possible.  Weapon styles are hardcoded.  Weapon proficiencies apply only the bonuses listed in wspatck.2da and wspecial.2da - they can't be customized on a per-weapon basis.

Offline cremo

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Re: Is it possible to mod the bg2/bgtutu in the following ways?
« Reply #6 on: November 27, 2010, 11:57:13 AM »
too bad.. :(

Anyway thanks for your feedback

 

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