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Changing the BG1 Gameworld


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#201
Grond0

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Just in the middle of doing my reinstall and thought I'd say thanks for pointing out the conflict between Gavin and SCSii in relation to improved vampires - that's saved me some time and worries.

#202
Grond0

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Just to note that DavidW on the SCS Forum says the issue of homing in on invisible characters is known and should be addressed in the next update.

#203
DMWW

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Grond0 wrote...

Just to note that DavidW on the SCS Forum says the issue of homing in on invisible characters is known and should be addressed in the next update.


More accurately, it's known in the case of the assassins who randomly ambush you. If you're seeing it elsewhere, let me know. (It really dates back to something I hadn't anticipated when I originally coded the mod, but unfortunately the consequences of that mistake are scattered all over the place and I often realise I've missed one somewhere.)

#204
Grond0

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DMWW wrote...
More accurately, it's known in the case of the assassins who randomly ambush you. If you're seeing it elsewhere, let me know. (It really dates back to something I hadn't anticipated when I originally coded the mod, but unfortunately the consequences of that mistake are scattered all over the place and I often realise I've missed one somewhere.)

I think the only attackers I'm aware of who exhibit the same behaviour are introduced by other mods, e.g. Dark Horizons.  By the way I'd just like to say thanks for all the work you put into this game - SCS is a fabulous resource.

#205
Bhryaen

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DMWW wrote...

Grond0 wrote...
Just to note that DavidW on the SCS Forum says the issue of homing in on invisible characters is known and should be addressed in the next update.

More accurately, it's known in the case of the assassins who randomly ambush you. If you're seeing it elsewhere, let me know. (It really dates back to something I hadn't anticipated when I originally coded the mod, but unfortunately the consequences of that mistake are scattered all over the place and I often realise I've missed one somewhere.)

I'm not sure if this is directly related to the same scripting as the roving assassins, but I have seen an otherwise identical behavior elsewhere. I wish I could remember the mage(s) that did it, but it related to my stealthy character sneaking in (with the Cloak of Nondetection) and not being seen but being followed around until finally giving up and just attacking.

In a similar way I noticed a behavior whereby if a stealthy character enters a building and is seen by an enemy PC who talks first, such as Neira or the Mountain Marauders group, but then ducks upstairs or into a corner and successfully hides, the enemy will then suddenly target the rest of the party even though they hadn't been seen at all up to then. Neira just immediately runs outside, as did the Marauders group, despite that the only char I'd sent into the room was my thief. There's got to be something with the "sick 'em" part of the scripting that keeps targetting the party even when not seen, thus forcing the scripted CRE to attack unrealistically as soon as a chased character goes invisible or hides.

#206
Bhryaen

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Bhryaen wrote...
I checked the Weidu.log and found where IEP Banters interjected its component #10- in the middle of BG1NPC's to remove and displace the component for Compton's Accelerated Banters. The only advantage for the IEP version is apparently being able to set a rigid banter trigger timer, the disadvantage being the disruption of all other installs. I'm sticking with Compton's version...

As may have been noticed, I'm actually using the IEP version now, simply sticking the Setup.exe + "force install" in my .bat list at that same intended location for only that one component (the same way that Item Revisions gets placed in different places by simply making the .bat call only for particular components at each instance).

There's something I noticed about that component that I forgot to mention. Unlike with the Romance Timer options for BG1 NPC Project, when you install it via a .bat, it no longer prompts you every install for an answer as to the duration between NPC dialogue interjections. On their initial installs both mods give a list of options- 1 hr, 45 min, 30 min, 15 min, etc.- for when NPCs initiate dialogue, but when IEP is reinstalled by the .bat it simply whisks on by while BG1 NPC Project (and correspondingly Gavin (BG1)) come to that component, halt the install, and you must select among those options each and every time to proceed. This is because IEP is more advanced (or perhaps more simple) in this way, making the 1 hr and 45 min options a different install number each. BG1NPC Project and especially Level1NPCs make the WeiDU.log install number correspond to a command prompt question rather than an install command. Thus when you choose the Level1NPCs component 2 that (somewhat) changes proficiency availability, every time the .bat reaches that component there are a series of prompts to address. That's the action to which the component number corresponds. The component number seen in the WeiDU.log is only an installer directive that could initiate any number of .exe actions, including (usually) proceeding immediately to install something, opening a list of options at the command prompt, or what-have-you.

Much as I'm against IEP's forced reinstall of half my installation at that time, I see at least this other aspect as a strength over a number of other mods that end up interrupting my .bat's install process needlessly: BG1 NPC Project, Gavin, Level1NPCs, Worldmap, and Generalized Biffing. All of those have installer prompts that could be reduced to simple component installs. The only exceptions would be those that prompt for something for which a pre-determined list of options isn't really conceivable: BGT will have a different BG1 folder address depending on the user and even the user's hard drive situation at the moment of the prompt, and- ostensibly anyway- Widescreen could allow for any combination of x and y coordinates and thus needs to remain open. The Level1NPCs individual NPC components are also far too variable to have a simple list to ennumerate them by component, but the rest of the mod's components are very "reducible" as such.

On the other hand, unfortunately I want to change IEP for a future reinstall (to extend the duration between dialogue interjections given how long my games tend to go on and thus how prematurely the dialogue will be exhausted), but I now have no way to know ahead of time what the other option numbers would've been for the .bat now that it skips the prompt! Posted Image Actually one easy way to know in advance and change the .bat accordingly is to install it on a new, noncritical clone BG2 and just look at the component number of the WeiDU.log there. Still, prefer the option of the one-shot easy-install to the oft-interrupted constant-prompting install.

#207
DMWW

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Bhryaen wrote...
In a similar way I noticed a behavior whereby if a stealthy character enters a building and is seen by an enemy PC who talks first, such as Neira or the Mountain Marauders group, but then ducks upstairs or into a corner and successfully hides, the enemy will then suddenly target the rest of the party even though they hadn't been seen at all up to then. Neira just immediately runs outside, as did the Marauders group, despite that the only char I'd sent into the room was my thief. There's got to be something with the "sick 'em" part of the scripting that keeps targetting the party even when not seen, thus forcing the scripted CRE to attack unrealistically as soon as a chased character goes invisible or hides.


That's got a different cause, but it's also (hopefully) fixed by the new version (out now, btw).

#208
Bhryaen

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DMWW wrote...
That's got a different cause, but it's also (hopefully) fixed by the new version (out now, btw).

Damn, you're good... Is that issue with the priest-spellcasting-in-armor fixed too?

[EDIT...]

Nevermind...

SCS v17 Release Notes:
Bugfixes
Priest spellcasting is no longer prevented by effects that give mages a casting-failure chance (this was causing problems in mods that allow armour to be worn by mages with spellcasting failure chances)

Now... what shall I do about my current game...?

Modifié par Bhryaen, 02 mars 2011 - 12:45 .