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TobEx Wish list


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#741 Ascension64

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Posted 30 September 2012 - 05:13 PM

It reduces poison damage, just like reducing fire damage. So you still get poisoned, but the damage taken is reduced.

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#742 Lollorian

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Posted 01 October 2012 - 08:55 AM

Ah so Poison resists between 0 and 100 do have a use then :D

... which makes it an even better reason to have Cumulative and Set % of types for Opcode #173 along with the current Set type :P

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#743 Ascension64

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Posted 02 October 2012 - 12:46 AM

Can you tell me what existing things use this opcode? I need to make sure I don't break them.
I'll probably do a regexp check with WeiDU at some stage, but any initial pointers would be useful.

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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#744 Lollorian

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Posted 02 October 2012 - 07:42 PM

I have a medium sized megamod install right now so this list has some fluff :P Here's a 'Find attribute' search in NI:

Spoiler


Buuuuuut I suppose many of them are genuinely supposed to grant Poison immunity (set to 100) so here's a list of items that use Opcode 173 and have Param1 < 100 :D
Spoiler

Edited by Lollorian, 02 October 2012 - 07:50 PM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
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#745 Ascension64

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Posted 03 October 2012 - 04:23 AM

Great, thanks.

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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#746 phordicus

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Posted 13 October 2012 - 04:54 PM

Toggle to disable paladin and ranger "fallen" status when rep drops.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#747 Ascension64

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Posted 14 October 2012 - 12:52 AM

Toggle to disable paladin and ranger "fallen" status when rep drops.

Isn't that cheating?

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Baldur's Gate Trilogy-WeiDU and Mods
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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#748 Jarno Mikkola

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Posted 14 October 2012 - 01:05 AM

Toggle to disable paladin and ranger "fallen" status when rep drops.

Isn't that cheating?

Well, only if you consider kit changes cheating... as the game actually just replaces one kit with another... kinda.
But if you could also make the Reputation level adjustable in the .ini file, it would be even greater.

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#749 Ascension64

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Posted 14 October 2012 - 01:53 AM

I mean you would end up disabling the fallen status for the entire class, not just the kit. I don't think there is a fine tune for this.

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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#750 phordicus

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Posted 14 October 2012 - 05:25 AM

Yes, I mean getting rid of the entire automatic rep-based mechanic, whether just switching it off wholesale or setting the rep threshold to 0 which would have the same effect.

It's far too arbitrary and could more accurately and easily be controlled through very simple scripts (281 - 284).

Paladins as LG and Rangers as G are a vestige of an ancient and obsolete class system that even the other 2e classes don't abide by.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#751 Zireael

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Posted 14 October 2012 - 05:35 AM

A rather stupid question: why continue the TobEx wishlist when there's BG:EE to be released in September?

EDIT: Paladins as LG is a vestige that survived into the 3.x era and even, in a reduced form, into the 4.0 era.

Edited by Zireael, 14 October 2012 - 05:35 AM.


#752 Lollorian

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Posted 14 October 2012 - 05:50 AM

A rather stupid question: why continue the TobEx wishlist when there's BG:EE to be released in September?

Because not everyone's gonna be a doll and switch to BG:EE immediately :D

@A64: Thanks for the Poison Resist Mod thing :P Damn I wanna check it out in-game... :crying: (trying to figure out how to properly update to the latest public test release now... What with the DIFFMOD tables and stuff :lol:)

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#753 Jarno Mikkola

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Posted 14 October 2012 - 06:13 AM

A rather stupid question: why continue the TobEx wishlist when there's BG:EE to be released in September?

Are you sure we are all getting it ?

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#754 phordicus

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Posted 14 October 2012 - 09:39 PM

A rather stupid question: why continue the TobEx wishlist when there's BG:EE to be released in September?

I confirm the stupidity of the question. I'd claim sarcasm and deny it was ever asked. :whistling:

My analysis of the class was unneeded. I should have just stuck with the much more objective reason already given.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#755 Dakk

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Posted 15 October 2012 - 12:45 AM


A rather stupid question: why continue the TobEx wishlist when there's BG:EE to be released in September?

I confirm the stupidity of the question. I'd claim sarcasm and deny it was ever asked. :whistling:

:ROFL: (not the least considering September has long come and gone..)

#756 Satyricon331

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Posted 29 October 2012 - 12:29 AM

Hi,
I was wondering whether it'd be possible to have a hit with no damage not dispel a Projected Image, much as the Tobex component "No Spell Interruption On Zero Damage" stops hits with no damage from disrupting casting. I've found that if I've immunized my caster to (magic) fire and have him in an Incendiary Cloud, a PI he has gets dispelled.

Alternatively, if it's something Near Infinity/DLTCEP could fix, I'd greatly appreciate any help. I couldn't even figure out how the spell or the effect implemented the dispel-on-damage thing.

Thanks!

#757 Lollorian

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Posted 29 October 2012 - 10:31 AM

Can numeric prefixes for items be allowed? :P Issue seen in the IWD Item pack - Items in the inventory turn into the amount of gold (MISC07.ITM - the amount is the numeric prefix :lol:) when the save is loaded

Affected items:

60CHANCD.ITM
53AMULHD.ITM
11HFAXKS.ITM
00FLAL03.ITM
11HRSRNP.ITM
50CLUBBT.ITM
11HFBTSB.ITM
11HFAMLK.ITM


And CLUAConsole:StartStore() helped save millions of itty bitty time monsters so thanks for that :D

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#758 Satyricon331

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Posted 30 October 2012 - 01:31 AM

I just wanted to add that Contingency: On Hit seems to have the same problem as PI.  (I think) it's triggering on a no-damage "hit" from a cloud effect.

Thanks again, it's a great mod.

#759 joshuar9476

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Posted 12 November 2012 - 10:27 AM

this may not be as requested but i'm just throwing it out there. is there a way to prevent multi-classed characters with a kit from losing any weapon restrictions? With my own kit that i made, only a handful of weapons are available. as soon as i multi the character as a fighter/mage, the restrictions disappear thus making every weapon available. i can play by my own house rules and just put the pips where they are supposed to be, i was just curious if there's a work around.
i have a witty signature thought up, i just haven't posted it yet.

#760 Ascension64

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Posted 13 November 2012 - 04:36 PM

this may not be as requested but i'm just throwing it out there. is there a way to prevent multi-classed characters with a kit from losing any weapon restrictions? With my own kit that i made, only a handful of weapons are available. as soon as i multi the character as a fighter/mage, the restrictions disappear thus making every weapon available. i can play by my own house rules and just put the pips where they are supposed to be, i was just curious if there's a work around.

I don't think there is a workaround, since multi-classing generally takes away restrictions.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)