Realistic random treasures
#21
Posted 15 September 2009 - 03:47 AM
#23
Posted 15 September 2009 - 12:35 PM
melkor_morgoth75, on Sep 15 2009, 11:55 AM, said:
bg2_rand.htm 1.93MB
152 downloads
bg2_rand.xls 368.5K
89 downloadsNote these are just unmodded BG2 CREs, though it'll affect other similar CREs in a Megamod (or Tutu etc.) install.
There could be some fine-tuning to be done to this routine. But before you say "oh, so-and-so could possibly have a scroll", ask yourself, "would they really have a good chance at a (possibly high-level) magical scroll?" If so, it's not a big deal to patch a bunch of these, even to boost their INT from 9 to 10 so they get the chance for scrolls (that boost doesn't otherwise affect them, game-wise).
Also, it might be arguable for dragons (and maybe liches?) to get excluded from the "remove duplicate random treasures" patch. These are some of the few creatures I think might be carrying around a bunch of random magical stuff. Certainly not gnolls having 3 magical scrolls though.
Oh, and I added fire elementals and similar (fire salamanders) to the scroll exclusion. Maybe they could read/use a scroll, but could they hold it without it burning?
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"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#24
Posted 15 September 2009 - 01:59 PM
Miloch, on Sep 15 2009, 10:35 PM, said:
Probably goes for all elemental types and most undead as well.
Can see you have been busy today...
Edited by OneEyedPhoenix, 15 September 2009 - 02:01 PM.
#25
Posted 15 September 2009 - 09:23 PM
OneEyedPhoenix, on Sep 15 2009, 09:59 PM, said:
Quote
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
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"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#26
Posted 16 September 2009 - 12:52 AM
Miloch, on Sep 15 2009, 11:35 PM, said:
Guess I'll just have to give him...to slay the gnolls.
Edited by Jarno Mikkola, 16 September 2009 - 10:45 PM.

Markaan Raneshark said:
PPS: Even though I am a cruel person, I'll never post direct downloading links to you, without warning, unless you'll already see the download counter.
Darpaek, on 26 January 2010 - 09:58 PM, said:
Miloch, on 07 July 2010 - 07:06 PM, said:
#27
Posted 16 September 2009 - 01:36 AM
- SHOBSL01 (Hobgoblin Slayer)*
- SKOBCHIE (Kobold Chieftain)*
- SGHASTGR (greater Ghast)*
- SELORC01 (Orc Elite)*
- SREVNNT (Revenant)*
- SZOMBL01 (Zombie Lord)*
- SDRUID3 (Druid)*
- SBEARBL (Black Bear)*
- SBEARGR (Grizzly Bear)*
- SXVART (Xvart Monk)*
- SDOGRAB (Rabid Dog)*
So u take care of just the scroll assignment? I thought i would have revised the whole treasure system (lol
thanks,
mm75
Edited by melkor_morgoth75, 16 September 2009 - 01:37 AM.
#28
Posted 16 September 2009 - 02:45 AM
while orc shamans, or shamans and mages in general should exclusively carry scrolls as random tr and nothing else, most of the less intelligent but humanoid beings ( kobolds, xart ) should carry gems, minor ones, no rings or necklaces
I've seen weird stuff like +2 arrows as random treasure and really...
the medium intelligent ones ( orcs, ogres and the likes ) should be rings and necklaces
for highlevel stuff like dragons and lichs... i dont think random treasure is well advised there, except it's a generic lich, in which case it should mostly drop high-level spell scrolls because that is the whole reason mages become liches. to further study magic
dragons.. are there generic, unnamed dragons? if so, they should have a bit of everything but all high-quality ( diamonds, star saphires, lvl 7-8 scrolls, minor magic rings and necklaces )
does stuff like githianki, illithids, beholder have random treasure?
what kind of stuff would drow have?
I have the second edition ( or 3rd edition? ) monster books ( 1-4 ) here I could look it up if anyone wants.
#29
Posted 16 September 2009 - 03:56 AM
Kuugen, on Sep 16 2009, 01:45 PM, said:
Kuugen, on Sep 16 2009, 01:45 PM, said:

Markaan Raneshark said:
PPS: Even though I am a cruel person, I'll never post direct downloading links to you, without warning, unless you'll already see the download counter.
Darpaek, on 26 January 2010 - 09:58 PM, said:
Miloch, on 07 July 2010 - 07:06 PM, said:
#30
Posted 16 September 2009 - 05:32 AM
Jarno Mikkola, on Sep 16 2009, 01:56 PM, said:
Eventually some pair of glasses, lol
mm75
Edited by melkor_morgoth75, 16 September 2009 - 05:33 AM.
#31
#32
Posted 16 September 2009 - 11:32 AM
Jarno Mikkola, on Sep 16 2009, 08:52 AM, said:
Miloch, on Sep 15 2009, 11:35 PM, said:
Anyway, I only raised the INT of a handful of orc mages, hobgoblin wizards and the like, who *should* be at least a bit smarter than the goblinoid rabble (but not much smarter perhaps).
melkor_morgoth75, on Sep 16 2009, 09:36 AM, said:
- SHOBSL01 (Hobgoblin Slayer)*
- SKOBCHIE (Kobold Chieftain)*
- SGHASTGR (greater Ghast)*
- SELORC01 (Orc Elite)*
- SREVNNT (Revenant)*
- SZOMBL01 (Zombie Lord)*
- SDRUID3 (Druid)*
- SBEARBL (Black Bear)*
- SBEARGR (Grizzly Bear)*
- SXVART (Xvart Monk)*
- SDOGRAB (Rabid Dog)*
If they have random treasure, this patch will sort them out in respect to the parameters above, regardless of if they're in a mod or not. Some obviously have no treasure at all (bears, dogs).
Quote
Of course, we could work around that by scripting or patching other "random" treasures on CREs, perhaps based on PnP tables. Possibility for future consideration perhaps.
I could also add a possibility I suppose for completely nuking random treasures, or at least making them a lot rarer than they are. Maybe this would be appropriate or desired for someone with BGSpawn who gets a lot of these?
Kuugen, on Sep 16 2009, 10:45 AM, said:
Quote
I've seen weird stuff like +2 arrows as random treasure and really...
the medium intelligent ones ( orcs, ogres and the likes ) should be rings and necklaces
Quote
Quote
Quote
Quote
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#33
Posted 16 September 2009 - 02:03 PM
Miloch, on Sep 16 2009, 09:32 PM, said:
melkor_morgoth75, on Sep 16 2009, 09:36 AM, said:
- SHOBSL01 (Hobgoblin Slayer)*
- SKOBCHIE (Kobold Chieftain)*
- SGHASTGR (greater Ghast)*
- SELORC01 (Orc Elite)*
- SREVNNT (Revenant)*
- SZOMBL01 (Zombie Lord)*
- SDRUID3 (Druid)*
- SBEARBL (Black Bear)*
- SBEARGR (Grizzly Bear)*
- SXVART (Xvart Monk)*
- SDOGRAB (Rabid Dog)*
If they have random treasure, this patch will sort them out in respect to the parameters above, regardless of if they're in a mod or not. Some obviously have no treasure at all (bears, dogs).
U can't find those in unmodded game 'cause they're added by BGSpawn. Are u sure u don't have them in your BGSpawn install? Weird indeed ... u should honestly. Anyway all of them (apart dogs and such of course) has a random treasure assigned.
mm75
#34
Posted 17 September 2009 - 12:59 AM
Miloch, on Sep 16 2009, 10:32 PM, said:
Miloch, on Sep 16 2009, 10:32 PM, said:
IF
HasItem("IJ#ran1",Myself) // No such index
THEN
RESPONSE #8
TakeItemReplace("scrl10","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("scrl11","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("scrl12","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("scrl13","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("scrl14","IJ#ran1",Myself)
RESPONSE #12
TakeItemReplace("scrl16","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("scrl17","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("scrl18","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("bra08","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("bra11","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("rin23","IJ#ran1",Myself)
RESPONSE #8
TakeItemReplace("rin04","IJ#ran1",Myself)
END And yes, I will use that as assigned creature script in my own mod with a few alterations. PS:11*8+12 = 100%, and if you are really intressed, look specifically what items it gives.

Markaan Raneshark said:
PPS: Even though I am a cruel person, I'll never post direct downloading links to you, without warning, unless you'll already see the download counter.
Darpaek, on 26 January 2010 - 09:58 PM, said:
Miloch, on 07 July 2010 - 07:06 PM, said:
#35
Posted 17 September 2009 - 02:42 AM
melkor_morgoth75, on Sep 16 2009, 10:03 PM, said:
Jarno Mikkola, on Sep 17 2009, 08:59 AM, said:
Quote
Quote
PS:11*8+12 = 100%
Quote
So, you could have, for example:
IF // Triggers THEN RESPONSE #100 // Action 1 RESPONSE #100 // Action 2 END
But again, all of that is rather off-topic. I would like to accomplish this without extra scripting, because it can bog the game and interfere with other scripts. And so far, it hasn't been necessary. I've tested and debugged everything (nasty stuff there, but done mostly) - just adding some refinements to the treasure routine. For example, Helmed Horrors and Battle Horrors (in BGT & Tutu) shouldn't be carrying a hefty random treasure - they should only have a few coins per PnP (though what they'd actually do with them who knows). As it is, they're carrying pretty heavy weaponry so I've dropped them to rndtre01. While I'm at it, I might smuggle in their PnP stats (as here). Could make that an optional component, if anyone has strong opinions about it, otherwise I'll just shuffle it in with the treasure change.
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#36
Posted 17 September 2009 - 03:39 AM
Miloch, on Sep 17 2009, 12:42 PM, said:
Personally I would welcome the PnP changes to Helmed and Battle Horror.
I wonder how you could possibly do all this work in a matter of few days though? Have you been eating enough?
#37
Posted 17 September 2009 - 06:29 AM
Miloch, on Sep 17 2009, 12:42 PM, said:
melkor_morgoth75, on Sep 16 2009, 10:03 PM, said:
Exactly, there is no need to boost dog's or kobold's chief intelligence
mm75
#38
Posted 18 September 2009 - 03:06 AM
Salk, on Sep 17 2009, 11:39 AM, said:
I guess I can do this sort of coding pretty quickly now, though it can be a pain to debug when the engine doesn't do stuff correctly. One of the Wonders of WeiDU is that it can patch a bunch of files at once, so it's not like I have to individually code every CRE change.
melkor_morgoth75, on Sep 17 2009, 02:29 PM, said:
So the full list of exclusions for getting scrolls is now:
INT < 10
Summoned CREs
Basilisks
Ghouls
Ghoul_Revenants (includes Mummies)
Gnolls
Ogres
Ogre_Halfogres
Ogre_Ogrillons
Beholders
Trolls
Umberhulks
Mist
Elemental_Fire
Zombies
Some CREs get a minor INT boost (spellcasters as mentioned above), some get a minor decrease (most commoners, non-casting orcs, etc.). The only real effect of this on non-mages is a lore penalty, but you probably wouldn't notice anything gameplay-wise even if you made a full party of mindflayer NPCs (
This is pretty much done and tested, just working on a related component. So far it has the following:
Realistic random treasures
1) Remove duplicate random treasures (except for dragons and liches)
2) Only intelligent creatures get scrolls
3) Both 1 and 2 (no treasures lost)
4) Both 1 and 2 (25% of treasures lost)
5) Both 1 and 2 (50% of treasures lost)
6) Both 1 and 2 (75% of treasures lost)
7) All random treasures removed
So if you find you're getting too much treasure, you can reduce it all the way down to nothing if you want.
PnP Helmed and Battle Horrors - I made this separate because it can really make these guys quite scary, which they already are in a BG1 game. But if you want the challenge and PnP authenticity, it's there
Aurora * BG1 NPC * Gnomes * Haiass * Infinity Animations * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"As the body itself is slow to grow and quick to decay, so also it is easier to damp men's spirits and their enthusiasm than to revive them..."
-Cornelius Tacitus, Agricola
#39
Posted 18 September 2009 - 06:32 AM
Miloch, on Sep 18 2009, 01:06 PM, said:
Be aware please of this check:
Quote
and this one as well:
Quote
mm75
#40
Posted 18 September 2009 - 06:37 AM
Miloch, on Sep 18 2009, 01:06 PM, said:
Realistic random treasures
1) Remove duplicate random treasures (except for dragons and liches)
2) Only intelligent creatures get scrolls
3) Both 1 and 2 (no treasures lost)
4) Both 1 and 2 (25% of treasures lost)
5) Both 1 and 2 (50% of treasures lost)
6) Both 1 and 2 (75% of treasures lost)
7) All random treasures removed
First ... u rock mate
I just don't understand the 1st option. What does it mean "remove duplicate tresure"? And also how the % works? I mean ... if a Xvart has a little gem, how is it handle to be reduced to 25% for example?
Tx,
mm75
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