Author Topic: Ding0's Tweak Pack  (Read 48848 times)

Offline Azazello

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Re: Ding0's Tweak Pack
« Reply #25 on: August 02, 2005, 03:34:57 PM »
Sim, you're just too friggin' good. Summons/NPCs Set Off Traps - so, so needed.
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Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #26 on: August 16, 2005, 09:24:28 PM »
Sim, you're just too friggin' good. Summons/NPCs Set Off Traps - so, so needed.
Hehe. Yes, Zhivago of Tactics Improved Illyich infamy has already managed to get himself killed, after 5 minuts of gametesting in chateu Irenicus. I never needed to worry about getting around him.
Serves those jailkeepers right for not keeping a tidy prison... People can go and get themselves killed, what with all those boogeytraps lying about the workplace.
Anyhow, I suppose Irenicus can expect a lawsuit from the workers union one of these days...  ;D

Now, on the more critical side, I'm having trouble with component 21, the reduced walking speed.
It only seems to apply to my protagonist, whom is walking as if on slippery ice.
Supposing it had been so for all creatures in the game, I think I might still have liked this component.
But it figures that I'll hardly be able to survive many challenges with a protagonist under a permanent slow spell. Is this fixable, Sim?

While I'm being critical, I might add that the animation looks a bit weird (the walking on slippery ice appearance) but that's more of a detail, obviously, at least for my part.
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edit: I've now experimented further with this, and the problem appears to be that this protagonist is a char I made some days ago, before installing this mod, since the same thing applies for all the chars made earlier by me.. Chars made after the mod move as they should(I now think) and chars that came as a part of the original bioware package are also fine. Any ideas on how to restore the char I'd like to have as a protagonist, other than by simply rerolling him?
« Last Edit: August 16, 2005, 09:59:26 PM by Resonance »

Offline Borsook

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Re: Ding0's Tweak Pack
« Reply #27 on: August 17, 2005, 12:15:59 AM »
You can change walking speed of a character in ShadowKeeper
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Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #28 on: August 17, 2005, 08:43:34 AM »
You can change walking speed of a character in ShadowKeeper

Ok, thanks.
I went ahead and gave him a reroll, in stead of waiting. It wasn't as bad(in terms of time) as I had feared, even though I want my sorcerer protagonist to be fairly cheesy in terms of abilities.

Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #29 on: August 17, 2005, 10:39:21 AM »
Inspired by B's talk of Shadow keeper; I decided to investigate the matter with program he was talking about. Should have done so sooner, and saved myself an hour of rerolling!

It appears that Sims walking mod(the #21) simply applies a -3 modifier to walking speed for every(?) creature of the game, as can be wittnessed under Affects, when you look on a char in shadowkeeper. (I should perhaps mention that the Shadow keeper readme advices AGAINST mucking about in the Affects area, since it is all in hexcode, and you likely won't know what you're doing. In my case, however, that is just business as usual.  ;D)

If you have a similar problem, the char in question will have this modifier applied TWICE, observable by there being two lines with the same -3 modifier. It should be there only once.
Remove one, and the problem is solved.

Offline cheeseberries

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Re: Ding0's Tweak Pack
« Reply #30 on: August 23, 2005, 12:29:55 AM »
Sim, you're just too friggin' good. Summons/NPCs Set Off Traps - so, so needed.

I can't get this to work with nej2 or bp.   

[gnt2003.bcs] not found in KEY file rolling back to previous state

any way to make it compatible with big mods?


P.S. can I attach files in this forum?  I'd show you the debug if I could.

Offline Borsook

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Re: Ding0's Tweak Pack
« Reply #31 on: August 23, 2005, 03:15:06 AM »
You can paste in the content of the dubug (don't worry, even though it's long, a lot of people do that) or upload somewhere else and post a link.
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Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #32 on: August 28, 2005, 02:23:49 PM »
After having played through chateu Irenicus, I'd have to say the Summons/NPCs Set Off Traps component is not compatible with this part of the game.

Especially not if you'd like to enjoy the improved Ilyich.
With the Summons/NPCs Set Off Traps Illyich and his entire hyped-up hitman crew will be gone the way of the Dodo long before you can get there to kill them all. No fun. Also, it means you can't retrieve the Acorns for the Dryads, OR get the Sword of Chaos from the djinn, because the Dryads won't want to interact with you when the acorns are all gone.

We had to restart the game; uninstalling the component wasn't enough.
But now Illyich and crew are dead once more.
The good kind of dead, that is, and our blade is wearing Illyichs mail to commemorate a difficult fight.

In conclusion; I'd advice Sim to add some kind of gameplay warning to the readme at Summons/NPCs Set Off Traps component in regards to chateu Irenicus, if nothing else.

Offline Borsook

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Re: Ding0's Tweak Pack
« Reply #33 on: August 28, 2005, 02:35:01 PM »
After having played through chateu Irenicus, I'd have to say the Summons/NPCs Set Off Traps component is not compatible with this part of the game.

Especially not if you'd like to enjoy the improved Ilyich.
With the Summons/NPCs Set Off Traps Illyich and his entire hyped-up hitman crew will be gone the way of the Dodo long before you can get there to kill them all. No fun. Also, it means you can't retrieve the Acorns for the Dryads, OR get the Sword of Chaos from the djinn, because the Dryads won't want to interact with you when the acorns are all gone.

We had to restart the game; uninstalling the component wasn't enough.
But now Illyich and crew are dead once more.
The good kind of dead, that is, and our blade is wearing Illyichs mail to commemorate a difficult fight.

In conclusion; I'd advice Sim to add some kind of gameplay warning to the readme at Summons/NPCs Set Off Traps component in regards to chateu Irenicus, if nothing else.
Does it happen without improved Ilyich?
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Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #34 on: August 28, 2005, 02:44:16 PM »
Haven't tried.

Offline Bursk

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Re: Ding0's Tweak Pack
« Reply #35 on: August 29, 2005, 05:30:50 AM »
Sim, could you please take a look at this G3 thread:

http://forums.gibberlings3.net/index.php?showtopic=4397

Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #36 on: August 29, 2005, 07:05:23 AM »
Btw, Sim:

Supposing that you are about to have a new look at the Improved backstabbingcomponent (being one of the culprits mentioned in the linked thread, above), would you consider making backstabbing with axes possible, but with a multiplier penalty that you deem appropriate?
If you finally think it shouldn't be, plain and simple, ok.
I'm just a bit puzzled by the fact that quarterstaffs, flails and katanas can, when axes can't.
« Last Edit: August 29, 2005, 07:11:40 AM by Resonance »

Offline SimDing0™

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Re: Ding0's Tweak Pack
« Reply #37 on: August 29, 2005, 07:22:56 AM »
Reduced Walking Speed has consistently proved a huge pain to get right. I'll try again for the next version. :)

I can't get this to work with nej2 or bp.   

[gnt2003.bcs] not found in KEY file rolling back to previous state

any way to make it compatible with big mods?
One of those is shipping with invalid or corrupt files. You'll have to pester the authors to fix that, because there's no easy solution at my end.

After having played through chateu Irenicus, I'd have to say the Summons/NPCs Set Off Traps component is not compatible with this part of the game.
This should only happen with Improved Ilyich. I assume the quests are impossible to complete because the items get disintegrated or something. I'll add an incompatibility note in the readme. (It might be possible to modify the Improved Ilyich AI to avoid the traps, but I'd really rather not spend that much time working with joke mods.) And yes, it should also note that uninstallation won't repair areas that have already been affected, sorry.

Sim, could you please take a look at this G3 thread:

http://forums.gibberlings3.net/index.php?showtopic=4397
Okay, Improved Backstabbing seems to cause the problem, although I can't actually see HOW. Fix should come soon, though.

Supposing that you are about to have a new look at the Improved backstabbingcomponent (being one of the culprits mentioned in the linked thread, above), would you consider making backstabbing with axes possible, but with a multiplier penalty that you deem appropriate?
If you finally think it shouldn't be, plain and simple, ok.
I'm just a bit puzzled by the fact that quarterstaffs, flails and katanas can, when axes can't.
The weapons that can backstab are the ones that are usable by single-class thieves. That's why the readme mentions Ashes of Embers: because it opens up the available backstabbing weapons.

Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #38 on: August 29, 2005, 07:45:44 AM »
The weapons that can backstab are the ones that are usable by single-class thieves. That's why the readme mentions Ashes of Embers: because it opens up the available backstabbing weapons.

Ok.
So, if I simply unistall the Improved backstabbing component, axes should be up and running for backstab again?
(Since I also have the AoE universal weapons installed)


Offline SimDing0™

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Re: Ding0's Tweak Pack
« Reply #39 on: August 29, 2005, 07:49:26 AM »
Uh. No, the Improved Backstabbing component shouldn't affect which weapons are actually able to backstab. It could be that your thief doesn't have a high enough modifier for backstabbing to actually make any difference with an axe.
(Incidentally, I don't think axes can backstab in vanilla BG2, but you say you have AoE installed, so.)

Offline the bigg

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Re: Ding0's Tweak Pack
« Reply #40 on: August 29, 2005, 08:06:35 AM »
The error for improved backstab component is that D0's tweak pack doesn't update the extended header effect index table.

As an added bonus (consider it peace offer after edit wars at SHS's wiki  ;) ), here is a corrected code for the component (corrects this bug, and makes the component's code more expandable by using an external list):

Code: [Select]
COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files
  READ_SHORT 0x1c "itemtype"
  SPRINT itemtypestring ~%itemtype%~

  PATCH_IF FILE_CONTAINS_EVALUATED (~d0tweak/backstab.txt~ ~^%itemtypestring% ~) THEN BEGIN
READ_LONG 0x64 ext_off
READ_SHORT 0x68 ext_count
READ_SHORT 0x6e eq_eff_indx
    READ_SHORT 0x70 "#effects"
    READ_LONG 0x6a "effectsoffset"
    WRITE_SHORT 0x70 ("%#effects%" + 1)
    effectsoffset += eq_eff_indx * 0x30 // maybe an extended header's effects are before the equipped ones...
    INSERT_BYTES "%effectsoffset%" 48
    WRITE_SHORT "%effectsoffset%" 263
    WRITE_BYTE ("%effectsoffset%" + 2) 1
    WRITE_BYTE ("%effectsoffset%" + 12) 2
    WRITE_BYTE ("%effectsoffset%" + 18) 100

// update extended headers' effects index table
    FOR (ext_cyc = 0; ext_cyc < ext_count; ext_cyc += 1) BEGIN
      READ_SHORT (ext_off + (ext_cyc * 0x38) + 0x20) ext_eff_idx
  PATCH_IF (ext_eff_idx > eq_eff_indx) BEGIN
     WRITE_SHORT (ext_off + (ext_cyc * 0x38) + 0x20) ext_eff_idx + 1
  END
    END

    // read the penalty from the file
    INNER_PATCH_FILE ~d0tweak/backstab.txt~ BEGIN
      SET thisline = 999
      FOR (i = 0; thisline != itemtype; i+=1) BEGIN
        READ_2DA_ENTRY i 0 1 thisline
      END
      i -= 1
      READ_2DA_ENTRY i 1 1 penalty
    END // INNER_PATCH_FILE

PATCH_IF itemtype = 20 BEGIN
      READ_SHORT 0x31 "proficiency"
  PATCH_IF proficiency = 93 BEGIN
    SET penalty = 3
  END
END

    WRITE_LONG ("%effectsoffset%" + 4) 0 - penalty
  END // PATCH_IF the itemtype is in the list
END // PATCH_IF SOURCE_SIZE is good
BUT_ONLY_IF_IT_CHANGES

the file d0tweak/backstab.txt lists itemtype and penalty to be applied:
Code: [Select]
25 2
23 1
30 5
20 1
26 4
29 3
2-handed swords case is treated inside the tp2.
« Last Edit: August 29, 2005, 08:16:27 AM by the bigg »
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
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Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #41 on: August 29, 2005, 08:10:35 AM »
Uh. No, the Improved Backstabbing component shouldn't affect which weapons are actually able to backstab. It could be that your thief doesn't have a high enough modifier for backstabbing to actually make any difference with an axe.
(Incidentally, I don't think axes can backstab in vanilla BG2, but you say you have AoE installed, so.)

Hm. In that case, this is probably not the right thread for this subject; but just to round it off:
What happens when he tries to backstab with axes is that he doesn't get to backstab.
He simply gets his attack; wheras his shortsword easily backstabs in the range of 20-30 hits. Strange.

I see that bigg has already found a solution to the actual component problem! :applauds:  :D
(Not that I can make heads or tails of it, but hey!)
« Last Edit: August 29, 2005, 08:12:17 AM by Resonance »

Offline the bigg

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Re: Ding0's Tweak Pack
« Reply #42 on: August 29, 2005, 08:15:05 AM »
Quote
(Not that I  can make heads or tails of it, but hey!)
That's standard fare with all my posts involving tp2 |337.
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Offline SimDing0™

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Re: Ding0's Tweak Pack
« Reply #43 on: August 29, 2005, 08:28:46 AM »
One of these days I'm gonna have to give up actually trying to code anything myself. :) Thanks! I'll include it in the new version which should be out soon. Full credit blah blah blah.

Offline Borsook

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Re: Ding0's Tweak Pack
« Reply #44 on: August 29, 2005, 08:55:53 AM »
Uh. No, the Improved Backstabbing component shouldn't affect which weapons are actually able to backstab. It could be that your thief doesn't have a high enough modifier for backstabbing to actually make any difference with an axe.
(Incidentally, I don't think axes can backstab in vanilla BG2, but you say you have AoE installed, so.)

Hm. In that case, this is probably not the right thread for this subject; but just to round it off:
What happens when he tries to backstab with axes is that he doesn't get to backstab.
He simply gets his attack; wheras his shortsword easily backstabs in the range of 20-30 hits. Strange.

I see that bigg has already found a solution to the actual component problem! :applauds:  :D
(Not that I can make heads or tails of it, but hey!)
Well, 3e sneak attack (available in IWD1&2) assumes that when hitting from the side/behind you can better aim and hit more nevralgic part, 2e backstabbing assumes classic "knife between shoulder blades" (which BTW should kill all humans instead of extra damage) so slashing weapons cannot backstab. 2e approach may seem illogical, hell WOTC backed out of it in 3e, but that's how it was...
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Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #45 on: August 30, 2005, 04:47:47 AM »
Sim,

another issue in regards to the reduced walking speed I've noticed is that after a haste spell has dissipated all the chars[edit: of the party] suddenly move as if under a slow spell.

This effect eventually passes, and could as such be supposed to be some intentional aftereffect of the strain of being hasted, but since it passes instantly if and when you save the game, I take it that this is, in fact, a bug. (?)

For now, we are using the reduced walking speed anyways, because it just seems to produce a more realistic looking speed, in general. But this buggy aftereffect might eventually force us to uninstall this component. Going down to ordinary speed when you'd rather not, is one thing, but the after-haste-slow might eventually prove lethal on the party, and as such hinder our gaming progress in a notfunny way. Any clues as to what this may be due?

Offline SimDing0™

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Re: Ding0's Tweak Pack
« Reply #46 on: August 31, 2005, 06:33:03 AM »
Okay, I can reproduce the slowing problem, but I really don't have any idea what causes it. Will investigate further.

Offline Resonance

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Re: Ding0's Tweak Pack
« Reply #47 on: August 31, 2005, 07:42:42 AM »
much obliged.
No rush. ;)

Offline underdog

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Re: Ding0's Tweak Pack
« Reply #48 on: September 03, 2005, 06:11:37 PM »
Just DL version 15, it says the latest one on your page is version 14, and when I try to install it I get this error.

[setup-d0tweak] WeiDU version 185

Choose your language:
 0 [English]
 1 [French (by Raphaël Mizrahi)]
 2 [Spanish (by Bhasbuto/Clan DLAN)]
 3 [Polish (by Damian Staniszewski)]
 4 [German (by Tanis Eichenblatt)]
ERROR: problem parsing TP file [SETUP-D0TWEAK.TP2]: Sys_error("d0tweak/english: Permission denied")

FATAL ERROR: Sys_error("d0tweak/english: Permission denied")

Press ENTER to exit.



!lanimret siht edisni deppart ma I !pleH

Offline the bigg

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

 

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