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#26
Matthew Young CT

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Also I would unify descriptions with attribute effects. Personally I would just write the math. So 0.2xWillpower, 0.333xCunning and so on, instead of 20% Willpower, 1/3rd Cunning, 0.1SP.

#27
Bibdy

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Matthew Young CT wrote...

Some of the descriptions disagree with http://social.biowar...index/217944/1.

eg. Blood Magic (50% healing vs 10%) and Spell Shield (adds to spell resistance vs sets, and the mana drained).


Ooh, thanks for that list. I'll take another look at the code when I get home tonight and compare. More likely a mistake on my end, so I'll update the tooltips and put out a new version tonight.

#28
Matthew Young CT

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OK more stuff :) Mostly missing tooltips and style stuff, I haven't checked your numbers yet ;) Warning: rough

skills: no tooltips! combat training and survival need info. i think the trap making radius thing is a lie too you could remove that

warrior talents:

righteous strike: maybe "enemy mana is drained by 0.25*damage" or something
mental fortress: remove the %, its +20 not +20% :D
holy smite: lots of awkward "willpower modifier" stuff. change "20% of willpower modifier" to 0.2*(willpower-10)
dual-weapon training: change to adds 0.25*damage modifier(not attribute bonus) or something?
dual-weapon expert: no info on chance/damage/duration of lacerations
dual striking: more damage = ?
rapid shot: change dex modifier to dex-10, no ambiguity allowed!
scattershot: is it every enemy on the map? otherwise put in the range
shield wall: +10 missile deflection or something, it's not +10%.
shield cover: ditto
shield mastery: maybe make it look like master archer? so many different things..

rogue talents:

exploit weakness: give the math not 1/3rd, change cun modifier to cun-10
feast of the fallen: how much stamina restored? the condition isn't clear either
deft hands etc: it says cunning improves it, so it should say what the relationship is (ie 1 deft=10 cun)
stealth: fix the nonsense about stealth checks, include info on bosses/big bosses
the tainted blade: can you change DLC stuff? if so this needs a proper tooltip

mage talents:

blood sacrifice: 50% of current health or max?

chain lightning: doesnt say damage of the forks. think its 20/fork number?
heroic aura: remove %!
glyph of warding: 2 more % removals!
spellbloom: its mana or stamina regen surely?
spell shield: mentioned issues with it
dispel magic: maaaaaybe list everything it dispels?
vulnerability/affliction hexs: mention if they stack

not exhaustive on the specs btw, since I was just using a save.

Modifié par Matthew Young CT, 02 décembre 2009 - 07:23 .


#29
Matthew Young CT

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Oh I forgot. Are item descriptions in the talktables? It would be nice if you can unify the whole stamina/mana thing.

#30
Bibdy

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Good lord that's a lot. I'll get to work when I get home. Thanks a lot for the list.

What do you mean by the item descriptions? I think the file contains the little spiel at the top of the tooltip - where it says things like "wearing this item in a complete set will increase armour and constitution" or whatever. Though, it wouldn't be helpful to put values in there, because several sets use the same tooltips, but apply differen't values direct from the BITM_x.xls file.

Not sure I can modify the strings where an item might say "Increases stamina regeneration by 0.5 in combat".

Modifié par Bibdy, 02 décembre 2009 - 07:35 .


#31
Matthew Young CT

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I mean the fact that mana and stamina are identical. +stamina gives mana on a mage, and +mana regen doesn't even exist in the scripts. So all the items should just say stamina/mana.



It wouldn't be so bad if there wasn't the Arcane Warrior wearing Warden Commander boots and whatnot...

#32
Serenity84

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Bibdy wrote...
What do you mean by the item descriptions? I think the file contains the little spiel at the top of the tooltip - where it says things like "wearing this item in a complete set will increase armour and constitution" or whatever. Though, it wouldn't be helpful to put values in there, because several sets use the same tooltips, but apply differen't values direct from the BITM_x.xls file.

Ah, then not :(

I thought they'd use a very similar system with easy to modify descriptions.

#33
Seraphael

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Kudos to the OP for this. Only wish the tooltip somehow could read override files so this could work correctly in conjunction with the various balance mods out there.

#34
Matthew Young CT

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Seraphael: The problem is the same one Bioware faced. There isn't one simple source for all the talents. They're scattered across numerous script files that are not able to be automatically read and a tooltip generated. So every time you alter one of the skills you have to manually rewrite the tooltip. Then you get into localization....

#35
Bibdy

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Matthew Young CT wrote...

I mean the fact that mana and stamina are identical. +stamina gives mana on a mage, and +mana regen doesn't even exist in the scripts. So all the items should just say stamina/mana.

It wouldn't be so bad if there wasn't the Arcane Warrior wearing Warden Commander boots and whatnot...


Oh I see. Yeah, I could do that.

#36
jivebeaver

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I don't know if you notice this, but the talent Two-handed Strength, ABILITY_TALENT_STRONG, gives 1.25x your armor penetration. Its in combat_damage_h.nss line 140. It's not ever mentioned in game or even hinted at, but the code is there clear as day. Also, the tooltips for Stunning Blows and Destroyer need to specify that these only apply with critical hits.



/2-handed fan

#37
Bibdy

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jivebeaver wrote...

I don't know if you notice this, but the talent Two-handed Strength, ABILITY_TALENT_STRONG, gives 1.25x your armor penetration. Its in combat_damage_h.nss line 140. It's not ever mentioned in game or even hinted at, but the code is there clear as day. Also, the tooltips for Stunning Blows and Destroyer need to specify that these only apply with critical hits.

/2-handed fan


Thanks for the heads up. I'll take a look at that. Now I know why I thought Stunning Blows seemed to have a retardedly high proc rate for its effect...must have missed the crit check. Thanks again.

#38
johnny71181

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Thanks for this mod! This is also my first mod to install.

#39
Oliver Sudden

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Much appreciated. That's a lot of typing!

#40
Gliese

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I'm not sure I'd prefer math numbers over % or parts. It's better than what we've got but 0.333x just looks so ugly to me compared to 1/3, same thing with math numbers over percentages. It's not like you don't get the math in your head instantaneously from such simple figures anyhow.

#41
MachDelta

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Bibdy, you are freaking insane! :o

Kudos to you for tackling such a mammoth task. ^_^

#42
Bibdy

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Ho'kay, update time. 1.2 should be up on the project with more accuracy and consistency in the tooltips descriptions.

#43
DaeFaron

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Gliese wrote...

I'm not sure I'd prefer math numbers over % or parts. It's better than what we've got but 0.333x just looks so ugly to me compared to 1/3, same thing with math numbers over percentages. It's not like you don't get the math in your head instantaneously from such simple figures anyhow.


Also drives away people that care not for min-maxing. Did in neverwinter nights with me.

#44
Bibdy

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DaeFaron wrote...

Gliese wrote...

I'm not sure I'd prefer math numbers over % or parts. It's better than what we've got but 0.333x just looks so ugly to me compared to 1/3, same thing with math numbers over percentages. It's not like you don't get the math in your head instantaneously from such simple figures anyhow.


Also drives away people that care not for min-maxing. Did in neverwinter nights with me.


Would that I had the time to make a 'pretty' version and a 'min/maxer' version, but its taken me 3 hours straight since I got home just to make a quick cleanup to all the tooltips today.

I'm not that happy with the way its turned out in 1.2, it still feels kind of ugly with tooltips like "+(3+0.3*[Cunn-10])", but eh...I'm not going to be able to please everybody even if I do find a format I like myself.

#45
Asenkah

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I think I love you. Thank you for providing this for us that have been wanting it.



Guess I need to grab the respec mod too in order fix some poor choices made by the original misleading, incorrect, and vague desriptions.



+1

#46
Statue

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Are descriptions for items like health poultices and lyrium in the same tlk file or a different one?

#47
pokemaughan

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 Excellent, I love it.

#48
TweakPWN

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This mod is great, thanks a lot man.

#49
Matthew Young CT

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I'm not sure I'd prefer math numbers over % or parts.

Has to be maths if you want a) consistent tooltips, and B) accurate tooltips. How do you write Death Syphon (8+0.80*SP mana every 2 seconds) without the math? And that's a simple example:)

It's better than what we've got but 0.333x just looks so ugly to me compared to 1/3, same thing with math numbers over percentages.

Most of the % stuff I was mentioning was stuff like missile deflection, defense, mental resistance etc. Which AFAIK just isn't in % form.

It's not like you don't get the math in your head instantaneously from such simple figures anyhow.

In simple examples yes. It can get complicated though, especially with stacking effects. Better to just have the math then.

Also drives away people that care not for min-maxing. Did in neverwinter nights with me.

This mod really isn't for them though. The default tooltips are 99% accurate but very vague. If you have no interest in min-maxing they are fine.

Anyway, few items things you could do if it's possible.

Potions (they really need this, I have no idea whether to use anything but minor pots)
Improves Blood Magic
Increases Experience Gains
Increases Monetary Gains
As mentioned make all the stamina and mana stuff say stamina/mana. And fix that belt to whatever it actually does (presumably just +1 stamina/mana regen).

Modifié par Matthew Young CT, 03 décembre 2009 - 10:20 .


#50
Bibdy

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Statue wrote...

Are descriptions for items like health poultices and lyrium in the same tlk file or a different one?


They're in there, although I think there's a bunch of bunk entries that I'll have to sieve through and find the ones that are actually used in the tooltips.