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#376
MannyJabrielle

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Oh, just remembered something from an OC playthrough I did the other week....

 

In chapter 2, I am not sure when it started exactly, but I had cast 'circle against evil' in the temple, and the AoE got stuck there permanently.  The only reason I knew about it was because of how often I would pass through the temple.  It wouldn't expire either (well, the effects like mindspell immunity, +2ac vs evil, ect), but I could just pop into the temple, enter the AoE and renew the effects.  I didn't keep the save file from that chapter however, nor have I gotten around to trying to replicate it to see if it's just a glitch or a repeatable bug.



#377
Shadooow

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I got two minor strange things to report, maybe they are bugs.

 

Been playing multiplayer original campaign with my brother over internet (cpp 1.71 final) and we could not progress through a couple of quests - however right now i only remember one such quest (i am stupid for not writing it all down :( ).

 

One was the "fight in the arena to win a tavern" quest in the first chapter (the fancy rich district where the crazy wizard took the nymph creature).

 

First my brother tried challenging the first contended to fight (some dwarf) and he defeated (killed?) him, but the quests did not update - every time he tried fighting again he fought against the same dwarf, instead of progressing through the fighters.

 

Then i tried it and got the same buggy result.

Checked. Its a OC campaign bug. I get the same result (vanilla or CP) unless I wait before the corpses of all combatant in area expires and disappear. Then it works.

 

Since I have no tool to patch campaign I can't fix it. Which is generaly a reason why CP brings no fixes to the campaigns at all.



#378
Gruftlord

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i just feel that the toggle thing would be a game play balance change. and i'm not sure how PW hosts would react to this, shoud it be a client side change.

 

the non functional door was on a PW, so i can send you no save game. if it is script related, sure could be the PWs script.

 

found something else: the merged cep 2das your provided have an error in appearance.2da. the oozes in line 393, 394, 396 and 398 have their footstep sound set to 27 from -1. but all the other 2das you have for the project have soundapp changed to 27 and footstep sound left at -1



#379
Shadooow

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i just feel that the toggle thing would be a game play balance change. and i'm not sure how PW hosts would react to this, shoud it be a client side change.

 

the non functional door was on a PW, so i can send you no save game. if it is script related, sure could be the PWs script.

 

found something else: the merged cep 2das your provided have an error in appearance.2da. the oozes in line 393, 394, 396 and 398 have their footstep sound set to 27 from -1. but all the other 2das you have for the project have soundapp changed to 27 and footstep sound left at -1

hmm some PW admins could really seen this way - as they already see most of the CPP stuff and basically every NWNX_Patch features :) . But I guess I should provide disabling each of the feature via NWNX.ini. This wasn't possible yet because the client doesn't have this option and in order to make it consistent on both client and server, well nevermind. I will make it, though rather because of compatibility with other plugins than because I would feel its a balance breaker, lol :rolleyes: .

 

I suspect that the given PW is not using the vanilla hidden door scripting so when they seen the door spawns opened they didnt opened them in the script when activated...

 

Thanks, will fix this. EDIT: fixed, new version at the CPP central.
 

EDIT: just of curiosity, I watched an conversation on a certain PW about NWNX_Patch plugin. On the request of player, they refused to implement this plugin because:

- circle mode kick is not a fix but a serious balance breaker no way of getting that into their PW
- no-immunity to curse effects is a bad thing because there is no immunity to curse effect itself
- they dont need a trident fix because they already improved trident weapon stats to accomodate that

But basically, there arent many PWs which incorporated CPP at all and neither are they planning to. Either because they think they don't need it or because they think it brings too many balance changes.


Modifié par Shadooow, 28 juin 2014 - 01:23 .


#380
Gruftlord

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I wasn't talking about pws adding cpp. I was wondering what would happen if players with cpp log into a pw and have the combat casting (etc... ) fix. Will it work as a client side fix? (Pw owners might start calling cpp users cheater in this case) Or will it be a server side fix? (In which case it would still be nice to have the option toggleable, though i wouldn't oppose the standard setting to be active then)

#381
Shadooow

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I wasn't talking about pws adding cpp. I was wondering what would happen if players with cpp log into a pw and have the combat casting (etc... ) fix. Will it work as a client side fix? (Pw owners might start calling cpp users cheater in this case) Or will it be a server side fix? (In which case it would still be nice to have the option toggleable, though i wouldn't oppose the standard setting to be active then)

No this is controlled by a server. It wouldnt work on a PW. But for example the counterspell in quickslot feature that I plan works in multiplayer. :)



#382
Gruftlord

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Ok sounds good to me. Btw: have you been able to verify my bone golem issue, or is this something messed up only on my side? (I checked and could not find any bone golem replacer in my haks)

#383
Shadooow

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Ok sounds good to me. Btw: have you been able to verify my bone golem issue, or is this something messed up only on my side? (I checked and could not find any bone golem replacer in my haks)

please make screen and mark the issue with red elipse



#384
Bogdanov89

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I don't know much about PW or balance, but most of these "balance" issues could be evaded if the changes/fixes were released as a separate (optional) file/mod, similar to "50%/75% empower maximize" mod you made?

 

Sometimes (mostly noticed in original campaign chapter 2) my brother's cleric's weapon would remain (visually) floating in the air in a single spot for a couple of seconds before vanishing.

 

My brother never saw these issues, so i guess it was on my side?

 

Also, for some unknown reason, sometimes my character will not "continue attack" after slaying one of the foes in big battles.

Example:

I am fighting 5 enemies at once (i am surrounded).

I let my character attack them without any commands/input from me (other than a single right click on the first enemy).

My character kills 3 enemies, one by one, and then the "attack" sword/icon in the top left corner (action queue?) simply disappears and my character does not attack the remaining 2 (melee) enemies - even though he correctly killed the first 3 in the one-by-one fashion and is actively being attacked by the remaining 2 enemies in melee.

 

That does not happen every time, but it does happen somewhat often.

Any chance of our characters being made to properly fight all enemies in melee, one by one, instead of sometimes stopping half way?



#385
Shadooow

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I don't know much about PW or balance, but most of these "balance" issues could be evaded if the changes/fixes were released as a separate (optional) file/mod, similar to "50%/75% empower maximize" mod you made?

Which is something I decided not to do. I believe that the peoples opposing CPP wouldn't use it anyway, I even know one such guy very well as he helped me - but he got a real problem with applying the CPP into his module even though he doesn't see any balance issues in there - he just want to fix everything himself or something, I never understood that but nevermind.

 

Anyway, Im designing this patch to be a new standard, changing things to the way of how they should be based on original developer's comments, logic and also balance. The backwards+forwards compatibility and keeping the standard features/look(in case of visual overhauls) is a key there.

 

In essence, everything *is* optional. It just needs to be modified *after* you install the patch if you don't want it the new way. Which is something that the critics of this project are capable of doing for sure, so I don't think there is any problem out there. I'm doing this now for peoples who wants to use it. (Of course with attention to potentional PW/balance issues)

 

 

Sometimes (mostly noticed in original campaign chapter 2) my brother's cleric's weapon would remain (visually) floating in the air in a single spot for a couple of seconds before vanishing.

 

My brother never saw these issues, so i guess it was on my side?

This is not common in vanilla tilesets unless you install various facelifts such as NWNCQ or Zwerks, then these issues sometimes happen. If your brother doesn't use any custom content like this, then a screenshot it next time it will happen and I should be able to fix the issue. If he does, try send that screenshot to the facelift creator, though creator of NWNCQ is gone from NWN afaik.

 

 

Also, for some unknown reason, sometimes my character will not "continue attack" after slaying one of the foes in big battles.

Example:

I am fighting 5 enemies at once (i am surrounded).

I let my character attack them without any commands/input from me (other than a single right click on the first enemy).

My character kills 3 enemies, one by one, and then the "attack" sword/icon in the top left corner (action queue?) simply disappears and my character does not attack the remaining 2 (melee) enemies - even though he correctly killed the first 3 in the one-by-one fashion and is actively being attacked by the remaining 2 enemies in melee.

 

That does not happen every time, but it does happen somewhat often.

Any chance of our characters being made to properly fight all enemies in melee, one by one, instead of sometimes stopping half way?

The automatic attack stops when your enemies are out of reach, no way to change that and neither its a good idea to do that (many possible issues can appear). Or it might happen with Circle Kick. The circle kick attack often reaches some distant enemy and cancel attack, however I believe this is fixed in NWNCX_Patch with the better circle kick behavior, I just wasn't be able to confirm that yet.



#386
Shadooow

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Progress report:

 

Disable autocanceling combat modes, done.

Passive henchman AI issue, fixed.

Smarter AI healing others, done. (self healing was smart already)

Henchman AI able to resurrect master, added. (only henchman - wouldn't be good to add to monsters)

 

Will update the 1.71 addon tomorrow.

 

Some notes about healing:

 

The smart healing is currently only reserving Heal spell (or in case of undead Harm spell) unless hitpoints are under 50%. However this works only in combat self-decision, if ordered to heal, the Heal spell might be used even when master's hitpoints are over 50%. Otherwise the heal selection is still random, so creature can still use cure critical wounds to heal 5hitpoints...

 

Thus this is not perfect solution, I am looking for an elegant way to code better behavior but I don't see any. (There is a problem with compatibility with modified healing spells healing more hitpoints etc. something that TonyK could dare to ignore :) ).

 

Also, neither henchmans or monsters will use Greater Restoration nor Mass Heal for healing (just curing poisons/diseases). I know about this for a long time, but it seems to me that adding this feature could make already existing creatures extremely stronger, especially in PWs (builders often gives these spells to monsters and then ignore it when it doesn't work, balancing the creature by other means, but keeping those spells).



#387
Gruftlord

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here is the picture of the bone golem's pauldron:

4040104-1403977606.jpg



#388
Shadooow

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Doh! I was looking at it for 3 minutes till I got it :D .

 

Yes you are right, I also think it should be rotated by 90°, but I haven't edited creatures yet and I don't dare, animations are giving me hard time. Maybe someone else helps.



#389
Shadooow

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Need a suggestion.

 

Recently, I realized that when player enables the module switch to boost gloves, he gets enhancement bonus on them from the (greater) magic weapon spell.

 

In vanilla, it wouldn't do anything because enhancement bonus is not allowed on gloves, but I allowed it in CP as this property works and its up to builder whether he seems its appropriate to use it on gloves or not.

 

Since gloves has normally only attack bonus its seems to me that adding enhancement bonus via spell is too good and brings imbalance (no matter this is all optional - even the switches should be balanced). Anyone thinks otherwise?



#390
MannyJabrielle

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Rescript the magic weapon/greater magic weapon spells so that if the switch is set to apply to gloves, it checks weapon type, and if it goes to gloves, have it apply an appropriate attack bonus instead of enhancement bonus?  TAD did something similar on his PW where MW/GMW works on bows, applying an attack bonus instead of an enhancement bonus.

Not sure if making such a change to a spellscript is within the scope of the CP though.



#391
Bogdanov89

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The latest patch changes sound awesome :)

 

Out of curiosity, can you please explain what was the problem in the Passive AI issue and how did you fix it?

 

Also, how do i install this latest CPP update that fixes the Passive AI bug - i already have the 1.71 final, so i don't know how to install the changes you just created.

 

Will those changes also affect the Save Games - or do i have to start fresh from the beginning of a chapter?



#392
Pstemarie

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Doh! I was looking at it for 3 minutes till I got it :D .

 

Yes you are right, I also think it should be rotated by 90°, but I haven't edited creatures yet and I don't dare, animations are giving me hard time. Maybe someone else helps.

 

I'll fix it and send you a copy. Its an animation rotation issue.

 

EDIT - Its all fixed. The pauldron needed to be separated from the bicep and then parented to the torso.


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#393
doomknight34

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Is it possible to get the source code of the NWNX/NWNCX patch plugins you made?



#394
Shadooow

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Rescript the magic weapon/greater magic weapon spells so that if the switch is set to apply to gloves, it checks weapon type, and if it goes to gloves, have it apply an appropriate attack bonus instead of enhancement bonus?  TAD did something similar on his PW where MW/GMW works on bows, applying an attack bonus instead of an enhancement bonus.

Not sure if making such a change to a spellscript is within the scope of the CP though.

Well I think that it is, even if CPP didnt allowed to boost gloves, which it does if player enables a module switch using PC widget tool. I consider this to be the same like making these weapon buff spells to be compatible with custom content created weapons.

 

The latest patch changes sound awesome :)

 

Out of curiosity, can you please explain what was the problem in the Passive AI issue and how did you fix it?

 

Also, how do i install this latest CPP update that fixes the Passive AI bug - i already have the 1.71 final, so i don't know how to install the changes you just created.

 

Will those changes also affect the Save Games - or do i have to start fresh from the beginning of a chapter?

Sure. Basically, before every action the AI sets a local variable marker "this creature is busy". This is because the combat AI triggers very very often, in high magic environment even twenty times per round so this marks the creature as already doing something. And this marker gets erased right after that action is done (think of spell). Untill then the combat AI does nothing.

Henchmans use this too, but when you use any radial command, the henchman will cancel current action no matter what and the busy variable stays there. The fix was actually very simple - to erase that variable when henchman gets a command from master.

 

Installation is simple, you download an archive and put its content into override folder. It will work automatically in all saved games, you will just have to command your creature to follow or attack before it gets corrected, afer that it shouldnt happen anymore (though no promises, there might be another AI breaker bug...).

 

I'll fix it and send you a copy. Its an animation rotation issue.

 

EDIT - Its all fixed. The pauldron needed to be separated from the bicep and then parented to the torso.

 

Thanks and well done.



#395
MannyJabrielle

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Then go for it :)  Module makers who want monks dishing out +1 to +5 more damage can easily add that as a damage bonus to the glove's properties anyway.



#396
Shadooow

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Then go for it :)  Module makers who want monks dishing out +1 to +5 more damage can easily add that as a damage bonus to the glove's properties anyway.

or change the spellscript to apply enhancement bonus (again) - just to remind that the new spell behavior isn't set to stone :)



#397
Shadooow

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1.71 addon update released - get it in the CPP central page.

 

New content:

 

- fixed a CPP bug that blocked OnUserDefined event to be triggered, when spell was cast at non-commandable creature
- fixed pauldron model rotation on the bone golem creature (Pstemarie)
- added missing effect and duration scaling feature into PDK's fear spell version
- Magic Weapon and Greater Magic Weapon will apply attack bonus instead of enhancement if ever targets a ranged weapon or gloves

AI improvements:
-- improved henchman AI performance in times the henchman has no master
-- improved healing of others, creatures won't use full heals if the target is not badly wounded (previously only self healing routine was improved)
-- further improved healing behavior of all creatures - they will now use lesser healing spells when dealing with less wounded creatures
-- fixed a passive AI issue that happened when the creature received some order from her master
-- henchman and other PC associates will be able to resurrect their master if they possess such talents

NWNX_Patch and NWNCX_Patch plugins:
- softcoded the Healer's kits - builder is now able to edit and modify this item power entirely within NWScript, the new script name is "70_s3_healkit"
- fixed the instant healkit usage bug (when healer's kit was used on a healthy target or the action was canceled in middle, next usage was instant)
- fixed Holy avenger enhancement bonus bug (when holy avenger was added on a weapon with enhancement bonus greater than 5, after removal the greater enhancement bonus got removed instead of the +5 from HA)
- disabled automatical canceling of combat modes when moving, they will stay on until player manually disables them
- allowed to put Counterspell ability into quickslot

 

 

Some notes:

 

At last, I managed to improve the healing spell/talent selection. Its now based on a target health percentage and the lower percentage the better talents the healer will use and vice versa - there is a possbile issue with a uber environment creatures with 1k+ HPs as when at 90% hp, minor cure wounds won't be really a good choice. However, possession of such talent for a creature like this is a builder's fault and the creature even normally used the lesser healing talents anyway (because the healing is random normally so sometimes it picked (full)heal and sometimes cure minor wounds).

 

I still havent got into allowing to disable the NWNX_Patch features. Maybe next week.


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#398
Bogdanov89

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Awesome update!!!!!!

Thank you very much!

 

Two minor questions:

 

1. Where/what website is the "CPP central page"?

 

2. What are NWNX_Patch and NWNCX_Patch? What do they do?

Do i need them to benefit from the improved AI healing and the fix for AI passive bug?

 

Thanks again :)



#399
Shadooow

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Awesome update!!!!!!

Thank you very much!

 

Two minor questions:

 

1. Where/what website is the "CPP central page"?

 

2. What are NWNX_Patch and NWNCX_Patch? What do they do?

Do i need them to benefit from the improved AI healing and the fix for AI passive bug?

 

Thanks again :)

1. THIS. Or use the first link in my signature.

 

2. Did you read this? No you don't need it for the AI fixes, but it is required for the combat mode keeping feature you asked for.



#400
Gruftlord

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Heyhey, i got two more mesh reports:
The ogre chieftains and berserkers suffer from the same pauldron issue, that plagued the bone golem.
Also, the ground item for gold (a open gold purse with dropped out coins) seems to hover above ground
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