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  • Submitted: Dec 15 2012 09:03 PM
  • Last Updated: Oct 14 2017 10:36 AM
  • File Size: 4.06MB
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  • Downloads: 69265
  • Forum: www.shsforums.net/forum/192-big-picture/
  • Readme: www.shsforums.net/forum/192-big-picture/

Previous Versions

  • 14 Oct 2017 Download BP Series Party AI for BG 0.3122
  • 09 Jan 2014 Download BP Series Party AI for BG 0.3121
  • 01 Jan 2014 Download BP Series Party AI for BG 0.3120
  • 16 Dec 2013 Download BP Series Party AI for BG 0.3111
  • 15 Dec 2013 Download BP Series Party AI for BG 0.3110
  • 16 Nov 2013 Download BP Series Party AI for BG 0.3103
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  • 16 Nov 2013 Download BP Series Party AI for BG 0.3101
  • 16 Nov 2013 Download BP Series Party AI for BG 0.3101
  • 15 Nov 2013 Download BP Series Party AI for BG 0.3100
  • 14 Nov 2013 Download BP Series Party AI for BG 0.3100
  • 25 Aug 2013 Download BP Series Party AI for BGEE & ToB/BGT 0.3080
  • 24 Jun 2013 Download BP Series Party AI for BGEE & ToB/BGT 0.3079
  • 24 Jun 2013 Download BP Series Party AI for BGEE & ToB/BGT 0.3079
  • 10 Jun 2013 Download BP Series Party AI for BGEE & ToB/BGT 0.3078
  • 09 Jun 2013 Download BP Series Party AI for BGEE & ToB/BGT 0.3077
  • 08 Jun 2013 Download BP Series Party AI for BGEE & ToB/BGT 0.3076
  • 07 Jun 2013 Download BP Series Party AI for BGEE & ToB/BGT 0.3075
  • 07 Jun 2013 Download BP Series Party AI for BGEE & ToB/BGT 0.3074
  • 06 Jun 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3073
  • 06 Jun 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3072
  • 24 May 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3071
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  • 19 Apr 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3063
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  • 12 Mar 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3061
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  • 09 Mar 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3054
  • 09 Mar 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3053
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  • 24 Feb 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3050
  • 23 Feb 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3041
  • 17 Feb 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3040
  • 23 Jan 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3034
  • 11 Jan 2013 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3033
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  • 27 Dec 2012 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3030
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  • 24 Dec 2012 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3025
  • 24 Dec 2012 Download BP Series Party AI Scripts for BGEE and BG2:ToB/BGT 0.3024
  • 15 Dec 2012 Download BP Series Party AI Scripts for BGEE 0.2016
  • 15 Dec 2012 Download BP Series Party AI Scripts for BGEE 0.2016
  • 15 Dec 2012 Download BP Series Party AI Scripts for BGEE 0.2015

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Download BP Series Party AI for BG 0.3122

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WARNING: If you have a previous version of BP Series installed, please uninstall completely before installing BP Series v 0.3100+

Love the game, but getting sick of incessant party micromanagement every time you run into a mere kobold? Then the BP Series Party AI Scripts are just for you. Sit back and watch the fun, instead of pausing every two seconds to make sure Minsc isn't off picking daisies in mid-battle, nor if Edwin is casting Meteor Swarm at a pair of goblins five feet away from himself.

Over a dozen scripts specialized for your party's needs, support for every spell, kit and Bhaalspawn ability, as well as many popular items. An intricate series of Hotkey Toggles puts powerful in-game auto-management at your fingertips. Systems include Undead Turning, Bard Song, Set Traps, Backstabbing, Party Healing, Spell Sequencing, and more!

Fully utilizes Detectable Stats system, the ultimate in advanced AI for spell/item/effect detection for the IE engine. Fully compatible with enemy AI mods using the same system. Adds many IDS file entries from BG2:ToB that were missing in BGEE. All this allows for some of the most intelligent, logical decisions and spellcasting choices possible in IE scripting.

As of version 0.3024, BPSeries not only supports BGEE but also BG2:ToB w/ or w/o BGT! That's right, we'I brought the shiny new chrome version of these classic scripts back home where they belong. Note that these are currently a nice clean Vanilla set of scripts. That means, they don't try and support the added content of 101+ mods. This support will likely come in the near future, but not before I have all the kinks in the core vanilla system ironed out. They've come a long ways already since I started this rework a few weeks back, but there's still room for improvement. They are running clean, mean, and most efficiently. In my opinion, this is the best version of the BP Series scripts to date!

 

As of v3053, BPSeries now supports Mac OSX

 


New Mac Instructions (by Rathlord & me):

Place the setup-bpseries.tp2 file, and the weidu.exe, in your Resources folder.
Open a terminal in your Resource folder.
Type: .\weidu setup-bpseries.tp2 --log setup-bpseries.debug


 

Mac OSX Installation Instructions (by mlnevese):

In Finder, go to Applications/Baldur's Gate-EE/Game Data/00777/. Right click on "Baldur's Gate - Enhanced Edition" and select "Show Package Contents." Go to Contents/Resources. The Override folder will be there, along with the game data.

Unzip bpseriesxxxx inside the Resources folder

Open a terminal window.

Type, or just copy and paste the foollowing command:

cd /Applications/Baldur's\ Gate\ -\ Enhanced\ Edition/Game\ Data/00777/Baldur's\ Gate\ -\ Enhanced\ Edition.app/Contents/Resources/

Once inside the Resources folder type:

./bgee_install_BPSeries.sh

Follow the prompts on screen.

 

NEW: BP Series v3100 and up have full support for BG2:EE!
 

 

 


The History:
This script set was taken right out of the Big Picture mod for BG2:ToB. Don't worry, I asked the author first (in the mirror, the morning before). But its history is much older. It started off as a breakdown of the U-Series script into smaller/more specialized scripts, as early as 2003. Cirrerek was responsible for this effort, and this is where his e-Series came from. I even did a revision for the e-Series, back in 2005. Some time in early 2006, Seanas (who formerly assisted with the Big Picture mod) took the e-Series and added a bunch of mod content to make it compatible with the Big Picture megamod set of mods (before BWP even existed, besides as a twinkle in Leonardo's eyes). I came out of retirement for a while in 2008, found and liked the set, and I've been chiselling at them on and off since. When BGEE came out, I saw the opportunity to start from scratch, build for a new vanilla game where I didn't have to account for the additions of 200+ mods at once. This is allowing me to really clean up the core system, and make it much more efficient for all subsequent versions (BG:EE, BG2:ToB, and now BG2:EE).


What's New in Version 0.3122 (See full changelog)

  • v0.0001 Very Early beta release
  • v0.0002 Hotfixes to shout system, hopefully no more looping and seizing up the script.
  • Fixes to HEALER system. Tested in-game and working.
  • ---New conditional blocks added to account for low level, low point party members
  • ---Healers now run mostly by shouts instead of sight checks. This "seems to" work better
  • in BG:EE for some reason (will investigate further)
  • Numerous minor code cleanups and optimizations
  • v0.0003 Set up the Diseased and Poisoned String shouts like the Injured, where it only displays a string
  • on-screen at the beginning and every 60 seconds afterwards. There are still "silent shouts"
  • every 6 seconds so the healer's script can hear of their problems
  • Added a GLOBAL 2-second delay any time a person heals themselves or another,
  • with either potion or spell. The purpose of this is to prevent duplication castings,
  • not to delay the healing process unnecesarily.
  • v0.0004 Acquired Neera in party, so I added support for Nahal's Reckless Dweomer to BPFT-MGT,
  • ---BP-Multi and BP-Range. As a wild mage is a single class only, I recommend BPFT-MGT.
  • ---When the spell is cast, control switches to Neera and the Dweomer "recast"
  • ---interface opens. A split-second later, the game pauses for your spell choosing convenience.
  • ---It's not entirely foolproof yet, but worked properly the last few tests I gave it.
  • Worked on the healing systems even more. Self-healing and party healing. Concentrated on
  • ---parties with two or more healers at once (Jahiera and Branwen, might add Viconia soon).
  • ---Developed a method that seems to nearly eliminate any duplicate castings from two casters
  • ---both using the BPFT-CL script in HEALER mode. Instead of a Global Variable, I used a
  • --- ActionOverride() to IncrementGlobal() on the HEALCALL LOCALS timer of the nearby
  • ---Clerics. All at one-second different intervals. Side effect, it adds a delay in the "loser's"
  • ---recovery time before they can do their castings. But I had Branwen and Jahiera both
  • ---standing next to a wounded Khalid at the same time, and only one spell from the two
  • ---was cast on him. The other moved off a few seconds later to heal somebody else instead.
  • v0.1005 First WeiDu release of package
  • v0.1010 Added Detectable Stats into package, incorporated advanced intelligence back into scripts
  • v0.2015 Reworked Nahal's Dweomer Support. First attempt failed due to broken Action().
  • ---Resorted to a 3-second warnng message, to give player time to select the wild mage.
  • Added five new scripts to the set: BP-Mage, BPPaldin, BPRanger, BPFT-DR, BPBlkGrd.
  • ---Reworked existing script. Scripts far more specialized and streamlined in most cases.
  • ---Changed descriptions to match the changes, and removed the outdated BG2:ToB
  • referrences (English Only)
  • ---Did my best to at least make the hotkey definitions accurate in all languages (where possible)
  • Reworked the Party Healing system (again)
  • ---Last system worked TOO well. It would stop healers in mid-casting sometimes
  • ---Set up w/ a combination of shots, local vars, local timers, and a global timer. Not perfect but better
  • ---Re-ordered blocks, accounted for <51 percent total HP w/o shout as well as w/ shout
  • ---Seperate shout for <26 percent, given priority
  • Set up support for cloud-type spells (Stinking Cloud, Web, Cloudkill, etc)
  • ---Players will try to vacate cloud if injured and not immune to the ill effects
  • ---PC's with Zone of Sweet Air will try to clear what clouds they can
  • Reworked the radii for large AoE spells. Distance of 4 between enemy and party got party fried.
  • ---Changed it so enemies must be Range > 12 and all party w/i Range 5, before cast
  • Fixed Undead toggle, players were breaking turn w/o a good reason
  • Added support for charmed party members, to not attack and also to attempt cure
  • Support for spells that now have differences by caster level, such as Spiritual Hammer
  • Removed 5HP minimum condition from final targetting block
  • ---near-dead wimps were not getting attacked
  • Redid the code on the final attack blocks, help prevent charmed party members from lynching
  • Made some major changes in the Detectable Stats sytem.
  • ----The BG2 standard pack was operating but not adding entries into spells--only into items.
  • ----Reverted to the BP Detectable Stats system from BPv180c, which does work as intended
  • ----Updated old entries to match the current DS package, made corrections to a few errors
  • (Cloud spells were set up at wrong values)
  • First upload to SHS Download Section (now it's official)
  • v0.2016 A quick hotfix to remove some letover strings from the tp2 file (caused installation error).
  • 0.3024 Huge update; package now works with BG2:ToB and BGEE
  • ----Special UTF-8 encoded TRA files for BGEE (thanks to Isaya for research)
  • ----Detects game install and assigns proper script code and ansi/utf-8 tra file as needed
  • ----BG2 content contains BG2 items and HLA's in addition to BG1/BGEE content
  • Brand-new "civilized" weidu installer complete with library files for functions
  • ----The shocking part is that I did it myself
  • ----Even more shocking? It works!!!
  • Made it back to Detectable Spells package; working perfectly
  • ---- Special thanks to GeN1E for putting up w/ my swearing while sorting it all out
  • ---- Integrated BPSeries extra content in proper DS fashion
  • ---- Made allowances to DS content for new BGEE entries (Blackguard innates)
  • ---- Properly converted BPSeries cloud detection to DS standards
  • More major fixes to healing system
  • ----Now a second "clone" script provided for a secondary party healer. Secondary healer
  • has a short 1-round (6 second) delay before administering spells.
  • ----Poison-curing and other ill effects removed from system (only handles HP healing spells)
  • ----Potion use and potion-tossing removed from healer system
  • (still pulses a short delay shout/global to try & help fight duplication)
  • ----Self-healing checks for HEALER toggle, applies no penalties if not set to on
  • ----Even all this is still not perfect. Sometimes party members still get double-healed.
  • I don't think there is a perfect answer w/in IE scripting limits. Will keep juggling ideas about...
  • Reworked and simplified final attack blocks in all scripts
  • ----Added more variation in melee/missile weapon selection. Rate varies by class/script
  • ----Fighters more likely to charge w/ sword, followed by clerics, rogues, mage/bards, and archers
  • ----Melee/Missile toggle still weighs heavily on choices. This covers special conditions
  • (e.g., 2 or more enemies close, or taking melee damage)
  • ----Those using missile weapons will try to back away from melee combat
  • Backstabbing code cleaned and bug-fixed
  • ----FIX: Located bug where stealthed thieves would backstab innocents outside of combat
  • Added missing support for Undead turning to BP-Multi and BP-Range
  • Cleaned up some remaining TLK entries from early non-weidu BGEE version (funny-looking)
  • Added new GAME-FIX subcomponents:
  • ----FIX: STATE_DISEASED is broken in BG2 and BGEE. Now uses STATS.ids #134
  • Modders: See bpseries/lib/bg.tph file for details on values
  • ----This fix is both compatible with and can support aTweaks diseases including Mummy Rot
  • ----FIX: "Wyvern Mages"---In BG2 and now BGEE Wyverns and some farm animals like cows
  • and chickens were set to be class Mage. This wreaked havoc on an AI system geared at
  • targetting enemy mages. Too many chickens have been Silenced by my party priests
  • over the years, this needed to change. :) Nor did I want to have to leave an extra line of
  • code in every spellcasting block of every script--e.g. !Race(NearestEnemyOf(Myself),WYVERN).
  • ----FIX: Enchanted Weapons (sorta): BGEE left enchantment value at zero on many in-game
  • magic weapons (e.g., the old trusty +1 longsword) &/or forgot to set the Magical flag.
  • As a result, you could not hurt a being protected from normal weapons w/ a +1 sword.
  • A proper fix in in the works at Beamdog, so I did this crude patch for now. All it does is
  • check each weapon for Enchantment Value (Ench.) vs their THACO bonus value. IF Ench. is 0
  • and there's a positive, THAC0 bonus, Ench. is set to equal THAC0 bonus (e.g., it makes your
  • +1 longsword into a +1 longsword w/ Ench. = 1 instead of Ench. = 0). It also makes sure the
  • Magical flag is checked off. w/o this your +1 sword could break in the Iron Crisis e.g.
  • Reworked the final (close-range/melee) targetting sequence so that Last Hitter takes precedence
  • over LastAttacker of Myself. Also added a STATE_CHARMED check. Also added check for
  • all party members for assisted-shout targetting instead just a single ([PC]) check.
  • A very intense round of general script-cleaning, typo-fixing, reorganization, streamlining, etc etc
  • v0.3025 VERY quick hotfix for English UTF (BGEE actually has more problems w/ UTF in native language than w/ ANSI).
  • v0.3026 Another hotfix--found a second block causing atacks on innocent. Hopefully solved now
  • v0.3025-6 Hotfixes for dumb yet fatal issues
  • v0.3027 Fix for international TRA files, thanks to Isaya. Still a far stretch away, but doing our best
  • More fixes to the secondary healer system. It actually looks like it's working at last
  • More fixes to the cloud detection (fleeing) system. Derived some more constant targets
  • to RunAwayFrom()
  • More fixes to the final targetting/attack blocks, some of it in hotfix 0.3025
  • A bit of general script cleanup, mostly on the BGEE side this time
  • v0.3028 Quick hotfix for Spanish SEtup.tra
  • v0.3029 Yet another hotfix, that slippery line of TRA text in the tp2 file evaded TWO saves
  • v0.3030 Thr hotfixes rage on. The code for adding magical flag was buggered, broke items--so I removed it. Just adding enchantment bonus for now.
  • v0.3032 This contains the innate spell fixing code I developed recently, in response to a lot of crash reports (from both new and old BPSeries for BG2). This will affect the BG2 side of the game much more than the BGEE, but as more mods surface this may come into play.
  • v0.3033 Updated the Russian translation for BG2 (thanks to prowler)
  • v0.3034 Fixes for a few buffing spells that were firing in succession
  • Proposed fix for Thief-Backstabbing at random issue
  • Support code removed from enchanted weapons (BGEE fixed in last version)
  • (BGEE only) Adjusted the threat level for party memebers under 7th level (inc dual/multiclass coverage). They now will consider one w/ 25-30% less HP as a higher threat, and the types of creatures that automatically assigned threats were raised in level. If it does the trick I'll add this to the BG2 side for BGT support next version.
  • v0.3040 Added Monk script (by request) for both games. Features near/far targetting, seperate stealth and find trap toggles, and no weapon switching support due to monk fists and engine limitations.
  • --Added another round of cleanup on the backstabbing; stabbers will only backstab if they detect a nearest enemy
  • v0.3041 New translations for Spanish, French and (BG2) Russian. Thanks to all the translators! Fixed a couple missing strings inside the BP-Monk script (Stunning Blow and Quivering Palm).
  • v0.3050 Added support for all the Update 2014 kits (BGEE). Added support for stealth &/or find traps toggles throughout BG2 and BGEE.
  • --Hotkey definitions vary by script. Some old ones were removed too. Please see above for details (only English is up to date this version)
  • --Set up a new form of cone-attack targetting w/ the Dragon Disciple Breath spell. Incorporated it into Cone of Cold (not foolproof but better)
  • --Monk HLA's re-added to the BG2 content
  • --Special stealthing allowances made for the Shadowdancer's Hide in Plain Sight ability
  • --Shadowstep auto-support is limited to emergency (20% or less Hit Points). Plot your own strategies otherwise :)
  • Code for the kits are accounted for in the following (BGEE only) scripts:
  • --Sun Soul and Dark Moon in BP-Monk
  • --Dwarven Defender in BP-PureF
  • --Shadowdancer in BPFT-TH, BPFT-CL, BPFT-MGT, BPFT-RNG, BP-Multi, BP-Range, BPHEALC2, BPHEALM2
  • --Dragon Disciple in BP-Mage, BPFT-MGT, BP-Multi, BP-Range, BPHEALM2
  • v0.3051 Added translations for French and Russian
  • v0.3052 Added translation for Spanish
  • v0.3053-4 Now with MAC OSx support (special thanks to mlnevese) --Hopefully I set it up right :)
  • v0.3060 Seperated Mac-OSX and Windows installs because of problems
  • v0.3061 Figured out how to combine Windows and Mac-OSX packs safely into one
  • v0.3062 Updated to much smaller UPX weidu for Mac OX.
  • Removed dozens of Detect() calls, replacing with Exists() and Range(). Detect was positively determined to ruin sight checks
  • Worked out Shadowdancer Backstabbing support with lots of live testing.
  • Sorted out ordering of shouts so poison, disease, and very low hit pts should take priority over lesser shouts
  • Did some cleanup on potion self-healing systems
  • v0.3070 Major work on DS installer, to make compatible with the new BP and potentially other DS mods (several in BG2, and w/ SCS in BG:EE--not tested, install BPSeries after SCS & let me know)
  • Major overhaul of the cloud detection and response system. Now a creature is summoned at the cloud's epicenter, and those in the cloud use this to run away from
  • Weidu was reverted to v23100 (last stable version), due to complaints from BG2 mega installers. I included the v23108 in a folder in Mac_OX, in case Mac users require this. Just manually copy/paste/overwrite the Windows version and install as you would normally.
  • v0.3071 Very quick hotfix, insured/tested proper install w/ SCS (Install BP Series after SCS)
  • v0.3072 Fix for cloud detection (thanks to rathlord for report)
  • Fixed BPFT-TH hotkeys for stealth and traps (thanks to rathlord)
  • Another DS fix for SCS compatibility (mods can be installed either order)
  • v0.3073 Updated installer to report latest version (sorry gang!)
  • v0.3074 Proposed fix for reported stuttering behavior with mages (???)
  • Fixes to cure potion passing and consumption code
  • Fixes to enemy targetting blocks
  • Made the BG2/BGT scripts more BG1-friendly--added targetting, threat levels, and curative code geared for lower levels
  • NEW: Charming Rogue Kit for Imoen, by Vlad Pappar, and a custom BPSeries script for the class (BPCROGUE) *English only, for now*
  • NEW: BP for BG1 -- Several of the Big Picture Enemy AI mod's scripts exported or converted over to BG1 counterparts. Very small-reaching at this stage, will be expanded upon as time passes. WARNING: Overwrites existing game enemy AI scripts (inc mod content). This singular component is NOT compatible with SCS!
  • v0.3075 FINALLY tracked down the mage stutter and thief hiding problems. I was testing in BGT, and this was a platform-specific issue to BG:EE. In the effort I cleaned up the hide & trap/illusion detection code for all games, and also figured out a way to add detect illusions to the one-hotkey hide-trap toggle. This is only offered if you're a thief, single/multi/dual.
  • Remembered to include the MAC_OSX folder for newcomers, inc a copy of weidu 23108. Sorry about forgetting!
  • v0.3076 Still reports of some stuttering in mage scripts. Cleaned up inconsistencies in targeting blocks between various scripts/games
  • v0.3077 Some minor cleanup of the BG2hide/traps hotkey system, for consistency's sake
  • Fixed a potential stutter in the cloud detection system, where a player does not have a ranged weapon and has stepped outside of the cloud's radius.
  • v0.3078 Installer changes for Big World compatibility. OSX files are now tucked into a folder within the Mac_OSX folder, else the BWS installer choked. You'll have to manually copy these back over, sorry for inconvenience.
  • Innate Spell Fixer now a seperate component, also for mega-mod compatibility. Please use it outside of a mega-mod, or your game will crash. BGEE won't crash, but it also won't work properly on certain spells.
  • A few IDS entry changes (converted to numbers) for compatibility with SCS' non-standard (et.al) stats.ids file. BPSeries should be able to compile on any stats.ids you can offer it.
  • v0.3079
  • German Translation Update by Leonardo Watson
  • Fixes to targeting blocks.
  • v0.3080
  • Russian and French updates by Prowler and Isaya. Made sure tp2 says v0.3080 not 0.3076. Made all files lower case to aid in Linux installs.
  • v0,3100 (Shamelessly copied/pasted from SHS forums)
  • Changes to the system which calls the party in sight of the nearest enemy (when they can't see them yet). This is doing much better--the only problem remaining is one I doubt I can fix. This system depends on globals being set, and there's an engine-imposed 1-second delay on this. Sometimes PC's will be charging an enemy, and turn around midstep to answer the shout (MoveToObject(LastHeardBy(Myself))
  • Found the cause that made a ranger stop actions every 18 seconds while stealthed
  • Cleanups to the 'potion passing' system. Only done when the victim is at 25% or less Hit Pts. This is because when passing at 50%, the potions weren't always being used.
  • No longer requires a potion to be equipped, to be passed. This is because it's impossible to pass just 1 potion from a stack. And once passed, it isn't equipped on the new holder and thus was impossible to pass to another. Downsides: If you don't want potions to be passed, you'll have to toggle the item usage switch to "no disposables". Chances are it can find potions even hidden w/in a bag or case.
  • I tried to stop the 18-second delay to a bard when singing a battlesong, but this is impossible. The fault lies in the engine itself. Test: Try moving a singing bard from one side of the screen to the other in one click, after turning off AI entirely. They'll still pause step every six seconds, and after 18 seconds (or less, depending on when you started walking in the cycle) they'll stop dead in their tracks.
  • Tested completely w/ BG2EE, and working fine. In fact, most of my testing was done there. (don't ask how, and I won't have to lie to you :P )
  • Attempted cleanups to the backstabbing system. It's still triggering after conversations and at battle's end, though not actually stabbing anybody. I doubt I can stop the convo part in ToB, but I have high hopes for BG2EE (and BGEE, when it gets the new scripting functions). Still not sure why it triggeers at battle's end, but I'll keep looking.
  • Changed the BPINVISO creature to use a special ring instead of natural abilities. I believe this was causing some of the infequent reported problems. Either that, or the code is not applied universally (a few scripts missing it). The latter was more a BP symptom than BPSeries, so I'll concentrate effort there.
  • Got the Level One Innates not only separated, but installing properly at last.
  • The "BP Stats" now affect different IDS for BPSeries and BP, but they are complimentary and BP will now look for BPSeries already installed. I only saw a problem when BPSeries was installed BEFORE BP, which goes against my own suggested install order.
  • Cleaned up some script parsing errors, associated w/ the BP Stats fix. Using more raw numbers, less identifiers. This is because there are new/different IDS entries on the "EE" side
  • Added targetting checks so that those disabled (sleep, stun, hold, etc) are not entirely overlooked. Instead, they are prioritized to the bottom of the stack. After all, an active attacker is much more dangerous than a sleeping one (e.g). Script will check the 3 nearest enemies for disabilities, attacking the nearest first (but after any 'active' targets)
  • Arbane's Sword now used automatically via script conditions (NOW WORKING!). More unaccounted-for items will follow.
  • BP for BG1 and Charming Rogue removed from package (complications w/ custom kits and new BGEE patch).
  • When a 'call for unseen enemy' is shouted, spellcaster types will attempt a buff or summons before advancing into combat. Thieves will no longer lay traps here, by default (they rarely did much good placed at random, anyways).
  • Began testing with the new BGEE patch--will likely release new version when satisfied.
  • // New in v0.3100 (all games)
  • @3125 = ~BPCL-MG: ~
  • @3126 = ~This script is for cleric/mages, with or without fighter class. It emphasizes spell use, and ranged weapons over melee.
  • HOTKEYS:
  • D-Enable/Disable AI (Self)
  • E-Toggle Item Use
  • K-Toggle Ranged/Melee
  • S-Summons
  • B-Buff (Toggle Long-Medium-Short Duration)
  • V-Toggle Turn Undead
  • N-Toggle Party Healing~
  • Added Blackguard script for BG2EE.
  • Updated Weidu to v23400, incorporated new functions into tp2 file.
  • Rewired the way that Nahal's and Spell Immunity are handled. There will be a message on-screen, and then the game will pause just prior to casting the spell. The message tells you why (mentions the spell name, and person casting). You then have the choice of clicking on that person freely. You can choose to keep the spell at this stage, and the menu for it will pop up after casting. Or, you can give the person another action and the spell cancels w/o loss. If you ignore them at the pause, they'll probably waste the spell but no other losses should occur.
  • Cleaned up the summoning (non-hotkey) code in several scripts
  • Added all the new kit abilities and new kit HLA's into the BG2EE scripts. Still need to get Hexxat's racial abilities into BPFT-TH script (both games).
  • Progressed w/ adding item usage throughout all 3 games' scripts. Made it from A to HELM before I ran out of gas. The hidden function unearthed by avenger_teambg, also present in BG2:ToB, can handle weapon abilities and items w/ several abilities. For now I'm using the item names for strings, but in a latter version I'll add custom strings for each item ability where needed (so you really know what's happening).
  • v3101
  • Included the _MACOSX folder for Macintosh players
  • Some minor installer cleanups, to insure compatability with The Big Picture and other mods using Detectable Spells
  • v3102
  • Quick hotfix for STATE_DISEASED_FIX and DS compatability
  • v3103
  • Yet another quick hotfix for bP / BP Series compatability. Sorry!!!
  • v3110:
  • New script: Battle Mage . Essentially it overrides the Threat checks in various ways, making it more likely that spells are cast.
  • Fixes to the casting system--finally found the cause of mages entering into combat loops. Fixes to the shapeshifting/polymorph system--still needs some work on druids, but basically aim to get them to revert after combat is concluded.
  • Restored the missing strings for the BP-Mage (et al) Sequencing/Spell Trigger system. Thanks to Isaya for rushing out a French translation!
  • Added new toggles to the weapon switching mode, by request:
  • Melee -- Intuitive (same as now, w/ balancing adjustments)
  • Ranged -- Intuitive
  • Melee -- Locked (won't switch, will soon switch back if manually switched)
  • Ranged -- Locked
  • Weapon Switching -- Absolute (switches to melee when enemies close, ranged when afar "almost" always)
  • No Weapon Switching (manual switching only)
  • Added support for a Blade Barrier spell to weapon switching (also backs away if too close) unless Locked. (Moral: If you really want to bash that cleric instead of plunk them w/ arrows, you have my blessing).
  • More cleanups to the backstabbing system -- also added check for new Ranged -- Locked setting
  • Added a check to the Shout for Party system, to help keep stealthed scouts from calling in the posse
  • Added a new subcategory to the Item Use system -- Healing Disposables Only (also by request)
  • A bunch of cleanups to "melee-oriented" special attacks. I discovered that several weren't meant for melee alone, and in conjunction w/ the new "Locked" system changed their conditions to reflect this.
  • Re-ordering of the attack blocks for disabled enemies, because they were still being ignored too much. Active enemies still have the preference, but the gap is closed somewhat.
  • Major overhaul to the attack/interrupt system. Over 40,000 lines of code changed! Now works off of a global 'Toggle Switch' instead of a Timer. This was part of what fixed the spellcaster--combat loop bug.
  • Major overhaul to the call-to-enemy and threat system. It's getting where I can't do much more w/o the new EE scripting functions, but it's better than before. Cleaned up several code inconsistencies across the 50-some scripts (easy to do, hard to spot for fixing).
  • Several fixes to the hotkey system. There's a rare bug with old save games and the new versions that shuts down buffing. If you get it, open the cheat console and run: SetGlobal("CALLED","GLOBALS",0). Or, edit the variable in your save's GAM file in editor of choice (I recommend DLTCEP for .GAM, NI for .SAV).
  • Added new script performance shutoffs (why run 10000+ lines of code when it's not needed?).
  • Fixed an odd bug w/ backstabbing where the player tried to backstab the dead.
  • Moved stoneskin from "autobuff" after rest to "buff by hotkey". Too many have been wasted by resting right before area transition. Still casts when needed in combat.
  • A few code revisions for Rogue Rebalancing and aTweaks compatability.
  • Changed Hotkeys on a couple scripts (bpft-mgt and bpft-rng. Now stealth and detect traps are split (V= stealth, N=detect trap/illusion), and there's no lay traps any more. If anybody misses it I can return it to BG2 (on the L hotkey). And I'll try to work with the translators to get the in-game descriptions corrected in the future.
  • Fixes to Mac OSX installer; should work fine for BGEE and BG2EE now. Simpler install - new instructions above
  • v0.3111 Quick hotfix; search/replace text editor function shredded several lines of code, and weidu missed it. Sorry, should have double-checked in NI first. I have now, no errors reported in all 3 games.
  • v0.3120
  • Lots of in-game testing on BGEE and BG2EE, and lots of tested fixes
  • Checks for Disease now work. Victims will call for help, and healers will cure them.
  • ATweaks special Mummy Rot disease is accounted for. Clerics will not cast cures on those w/ the rot, except cure disease.
  • Part of this involved fixes that will heavily impact and greatly improve the healing system overall. I suspect most of the "healcall" shouts were being ignored entirely.
  • Added the GB-SMAGE/GB-SUMM scripts for summoned creatures, originally by Gebhard Blucher, to BP Series. These were already added by BP, and I was fixing an error anyways. This is tentative, much has changed since these script were written (c. 2002)--I may end up re-writing or replacing these in a future version. Let's see how it goes first.
  • Major fixes to the Call to Enemy system. Finally beat false alarms w/ conversations (barely). Better responsiveness, less lagging behind. Not nearly as apt to cast powerful buffs w/o real enemy confirmation (more likely not even, even when you should perhaps use it--engine/scripting limitations)
  • Fixes to the Backstabbing system. Also less likely to attack conversationalists, and to execute funny backstabs at end of combat. Won't try to stab dead enemies in EE. A side effect is they are more likely to try and stab from the front than before. I will try to correct this in future versions. There's still one type that can slip through the cracks, but I have yet to nail it down.
  • Shapeshifters druids and polymorphing mages now shift back to human form after combat. There appears to be an engine bug where the special abilities (polymorph types) don't vanish at expiration (become permanent), but at least the scripts seem to be able to handle their part.
  • Numerous spells were given conditional brush-ups. For now, just some of the more obvious flukes. e.g., a caster is far less likely to cone of cold their own party. A more complete revision yet to come.
  • A vulnerability spotted that prevented weapon combat (vs spells) from being used on someone w/ improved invisibility but no longer invisible. Another one still vs creatures that were formerly disabled in some way, and are now the last survivor.
  • More cleanups on weapon switching. Intuitive modes still need improvements, but the others are more sound.
  • Found an installer error in the "Wyvern Mage" component. It was byte-writing to Race instead of Class by mistake, actually messing things up more than helping. While at it, I added support for the Mordenkainen's Sword creature, because it is not HUMANOID nor race/class GNOLL. It is now [WEAPON.SWORD.LONG_SWORD] instead of [HUMANOID.GNOLL.GNOLL]
  • On the "one-button-thieving" scripts, I made the second setting now a search-no-stealth mode. Next version I might move stealth into the backstabbing toggle, and leave this key just for detect traps and detect illusions toggling. Much better user control when stealth and find traps are on different hotkeys. If I remember in time, and have other changes for translators, I'll update the in-game script descriptions too.
  • Added Support for Hexxat to BPFT-TH. This includes the Children of the Night, Blood Drain, and Domination. I didn't add cloak equipping support because via an old engine bug it can destroy another cloak if one was already equipped.
  • Added Support for Dorn's The Visage mask. If working right, will cover both acid breath and domination...Finally got UseItemExt (very useful) to install above UseItemSlot (almost useless) so it parse properly. In addition, I went through the four (4) vanilla BG2/EE scripts that used UseItemSlot. It was limited enough I was able to replace all-that-mattered with UseItem.
  • Ordering really matters on items, especially items that CastSpellAtObject (many do). The biggest thing to watch, is not to have the UseItem action below a DisplayStringHead action.I had to hand-edit all 60 scripts to fix this one, took an entire day.
  • As a result, item properties really work now. Tested with Dorn's The Visage mask, successfully dominated victim. Note that domination is ability #2 on the mask, so multiple item abilities can be handled! Start with 0 for ability #1, 1 for #2, etc. Just like for SelectWeaponAbility()
  • Now that the light is officially green, I'll be fleshing out the item support in upcoming editions. Stay tuned!
  • v0.3121 Quick hotfix. Characters imported from BGEE to BG2EE were having scripts break, due to the sudden reset (to zero) of the game timers. A script snippet was added to AR0602.bcs to execute a 1-time-only spell that resets the main PC's local variables to zero as needed.
  • v 0.3122 Repackaged to hopefully prevent this "broken" report. Sorry for the issues, hopefully this can hold it over til there's time for a huge reworking w/ the new script functions.






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