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BP Series for BGEE, BG2 and BG2EE


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#181 horred the plague

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Posted 19 February 2014 - 04:23 PM

rederekp:  Addressing the missing strings is easy as pie. Harder is remembering to do so--I'm prone to forgetting those sort of easy things, as my mod users have learned over the years.

 

There wasn't room to fit the sequencing hotkeys in the cleric/mage script along with the undead turning. Thus I had to skip them. That's the same reason the bp-multi and a couple other scripts have hide and find traps lumped on 1 key. There's just isn't enough free hotkeys available. The EE series even reclaimed one that BG2:ToB allowed for modding (the L key, now for Fast Load).

 

(Recommendation) Try the BP-FTCL for a Cleric/Thief (or Fighter/Cleric/Thief) combo. That includes any dual  (even homebrewed multiclass) assassin/shadowdancer/priest kit combo. The script has full thief provisions, if limited by hotkeys in the same way as the multi script is. Full array of clerical spells, and HLA/kit abilities. Just lacks a ton of mage spell checks to parse through & cause slow down--it runs faster/cleaner at the same job.

 

From the outside this bug looks more like a case of these hotkey limitations biting back. A series of failed hide checks turning the trap searches on/off. I'll investigate the script to be certain (for all 3 games, 3 scripts), because happening in only 1 script raises suspicions of typo-code or a script overlooked in a mass overhaul.

 

If it's not a  typo-related bug, then the system needs enhancements. I can't add more hotkeys unfortunately, but I can add more options to that F hotkey. Just like I did recently with the weapon switching modes. I could make it into several settings, cover the full range of possibilities. I suppose it's not a setting you'd switch around much mid-battle (like weapon modes), so should be fine.

 

What do you think of this option? Anybody else, opinions? I'll have a few days before I could ration the time for something like this, so now is the chance to express your views. If enough ppl say they'd enjoy that, I'll add it in as a feature even if it's not causing the bug. :)



#182 rderekp

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Posted 23 February 2014 - 03:33 PM

Howdy, I like adding the options, however, I hate to say that I'm now switched to the BP-FTCL script and it's doing the same thing whenever I turn the Find Traps script on, either in normal or advanced mode. Interestingly, when I go in normal mode, it starts trying to have me hide, even though I didn't ask it to hide. The interface says either 'Find Traps on' 'Find Traps & Illusions' and 'Find Traps Off'. Nothing about Hide in Shadows. Would you like a save game file of mine?


Edited by rderekp, 23 February 2014 - 03:34 PM.


#183 horred the plague

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Posted 24 February 2014 - 07:46 AM

Howdy, I like adding the options, however, I hate to say that I'm now switched to the BP-FTCL script and it's doing the same thing whenever I turn the Find Traps script on, either in normal or advanced mode. Interestingly, when I go in normal mode, it starts trying to have me hide, even though I didn't ask it to hide. The interface says either 'Find Traps on' 'Find Traps & Illusions' and 'Find Traps Off'. Nothing about Hide in Shadows. Would you like a save game file of mine?

 

Thanks, I don't need a save game. Naturally, the same problem will be there because it has the same hotkey limitations. I only suggested it as a smaller script that does the same things as BP-MULTI, for your needs.

 

There's only 2 fixes that will work. 1) add more options to the already-crowded hotkey or  2) remove the system from the script entirely. I could 3) pick a generic skills requirement (like 50% e.g.) to meet before trying to hide, but that won't make everybody happy. I know, because I tried that approach months ago. So I removed that, and still it isn't enough.

 

This will take a total of 6 settings to do it right: Hiding w/o traps, hiding w/ find traps, hiding w/ find illusion, traps w/o hide, illusions w/o hide, and OFF. That's a lot to flip through if you're in combat, and detect illusions is definitely a combat-oriented skill. I didn't want to go this way, but I don't think there's much for options available.



#184 rderekp

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Posted 25 February 2014 - 05:09 PM

I understand, I guess everyone plays the game differently. I never hide so I find it useless. :)

 

I appreciate your work on this though, these scripts make the game so much more awesome. I especially appreciates my priests being able to turn undead, something I found impossible with base scripts.



#185 -curius-

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Posted 08 July 2014 - 09:10 PM

Hello,

I am running a Ranger Stalker kit using the most recent version of BP and I noticed that if I toggle hide in shadows on (hot key) regardless of witch script I use my stalker does not hide in shadows (or attempt). I have tried with vanilla ranger and the archer kit and all works fine just not the stalker.



#186 -Curious-

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Posted 09 July 2014 - 05:21 PM

Hello again,

Well I have gone through and tested different versions of this script and I have determined that it was version  3120 that broke Stalker hide in shadows. It also broke FT-RNG hide in shadows as the V toggle does not do anything. For now v 3111 works though I really would like to see a way for thieves to detect traps or hide in shadows (of course I think that change in 120 is what may have broken HIS).



#187 horred the plague

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Posted 27 July 2014 - 06:01 AM

I'll look into the errors when I get some time. Not sure when that will be, I'm beyond busy with actual work ATM. It's probably something dumb--fix one thing, break another by mistake.



#188 valstyre

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Posted 27 July 2014 - 06:55 PM

I just installed this mod and it shows dialog instead of the normal bpseries choices. the attached file is a screenshot.

this is the only mod I have installed on BGEE.

Attached Files


Edited by valstyre, 27 July 2014 - 06:56 PM.


#189 -Paddy Maxson-

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Posted 21 August 2014 - 09:28 PM

Sorry if this is a dumb question but it's driving me mad...when I have a thief in find traps mode they will constantly turn on find traps then a few seconds later turn it off and then turn it back on. Is there a way to fix this? I wouldn't mind so much but it spams the text box



#190 cogwheel

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Posted 29 November 2014 - 11:09 AM

- Characters WILL CANCEL MID-ACTION YOUR MANUAL INPUTS!  This means you will waste spells in crucial situations because the scripts decide to force the character to do something else (like attack with a ranged weapon), even during the middle of a casting animation! Even the game's default scripts don't do this; they will never cancel a manual command, especially not one already in progress. (note: this problem is especially noticable with a dart-throwing spell-caster, presumably because of the 3 attacks per round)

 

- Related to the above, you will also have extreme frustration getting a character to use items with longer than a 1 or 2 casting/activation time during active combat, like scrolls or wands.  After you input the command, the character will keep automatically reseting its next action to do something the script is mandating instead, usually a physical attack on the nearest enemy.  So two rounds later you're still trying to get Rasaad to throw a flask of fiery burning that you needed him to throw immediately.

 

- The Wild Magic support seems pointless.  You get the 3-second floating-text warning that a Dweomer is about to be cast... but you still can't cancel the imminent casting by any means but disabling the AI completely, and you still must have the character selected to manually pick which spell the Dweomer casts anyway (or else the Dweomer just fizzles out and is wasted), so why even bother scripting it in the first place?

 

- Forget about using your melee characters tactically, i.e. going after specific targets.  The scripts will cancel any such specific direction.  You'll actually see your boots of speed equipped fighter turn around halfway to that enemy mage in the back to go attack some low-threat mob instead.  And now the mage has his spell off and just screwed your party.

 

- Weapon-switching in every mode that allows it is unreliable. Another thing the default scripts actaully do much better. I see fighter tanks set to 'melee intuitive' using a longbow on a mob right in their face, and the cleric/druid/multiclass scripts in particular usually just ignore 'melee intuitive' in favor of attacking with a ranged weapon 90% of the time.  'Absolute Mode' works a little bit better, but still not as reliably as the vanilla scripts with the same function.

 

- One great feature of the default scripts is a function in which ranged characters will actually automatically create distance between themselves and the nearest enemies.  This is very effective for keeping your squishy characters alive.  No such functionality exists anywhere with any of the scripts in BP-series.  So many options in these scripts, and yet they ignore one of the few really robust and useful functions of the default scripts.

 

- Appropriate spell usage, even with ballyhooed 'detectable stats feature' is still... not good.  I see mages commonly wasting Glitterdust on the last puny kobold or xvart, and clerics wasting Remove Fear when no character is under a fear-effect (this happens routinely).

 

- In 50 hours of gameplay I have yet to ever see my berserker charname using Enrage or any of his innates via the script.  Yet the script claims full support of these features.  I do see Monks and Blackguards reliably using their kit/innate abilities, but some other kit support doesn't appear to be working.

 

- I have yet to ever see a character use an equipped wand on their own.  Setting them to "use all items" hasn't mattered. This feels ironic, considering how trigger-happy the same scripts are regarding using memorized spells on low-threat enemies.

 

 

Tested on BG:EE.

 

 

The party-healing, potion-usage, goodberry script, and monk scripts (the 'target far enemy' + stealth mode is a great combination for the class) are very nice, but there's just too many other problems with these scripts to make them worth using.  For all but monks, I'm forced to go back to using the game's default scripts.  They attempt to do far less, but what they do do is much more reliable, and won't screw you over in pressure situations.  It seems the only way to use BP-series scripts safely is to routinely disable them, ironically.


Edited by cogwheel, 29 November 2014 - 11:23 AM.


#191 horred the plague

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Posted 18 December 2014 - 08:47 PM

I would guess there's an .MRK file that got left over in the override due to a botched install, and it's giving the component a false reading. Look for an BPStats.mrk, DSStats.mrk, something like that (from memory). Not installing Detectable Stats leads to the other errors (a snowball). Delete any .override/*.mrk files you find and try again.



#192 horred the plague

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Posted 18 December 2014 - 08:48 PM

- Characters WILL CANCEL MID-ACTION YOUR MANUAL INPUTS!  This means you will waste spells in crucial situations because the scripts decide to force the character to do something else (like attack with a ranged weapon), even during the middle of a casting animation! Even the game's default scripts don't do this; they will never cancel a manual command, especially not one already in progress. (note: this problem is especially noticable with a dart-throwing spell-caster, presumably because of the 3 attacks per round)

 

- Related to the above, you will also have extreme frustration getting a character to use items with longer than a 1 or 2 casting/activation time during active combat, like scrolls or wands.  After you input the command, the character will keep automatically reseting its next action to do something the script is mandating instead, usually a physical attack on the nearest enemy.  So two rounds later you're still trying to get Rasaad to throw a flask of fiery burning that you needed him to throw immediately.

 

- The Wild Magic support seems pointless.  You get the 3-second floating-text warning that a Dweomer is about to be cast... but you still can't cancel the imminent casting by any means but disabling the AI completely, and you still must have the character selected to manually pick which spell the Dweomer casts anyway (or else the Dweomer just fizzles out and is wasted), so why even bother scripting it in the first place?

 

- Forget about using your melee characters tactically, i.e. going after specific targets.  The scripts will cancel any such specific direction.  You'll actually see your boots of speed equipped fighter turn around halfway to that enemy mage in the back to go attack some low-threat mob instead.  And now the mage has his spell off and just screwed your party.

 

- Weapon-switching in every mode that allows it is unreliable. Another thing the default scripts actaully do much better. I see fighter tanks set to 'melee intuitive' using a longbow on a mob right in their face, and the cleric/druid/multiclass scripts in particular usually just ignore 'melee intuitive' in favor of attacking with a ranged weapon 90% of the time.  'Absolute Mode' works a little bit better, but still not as reliably as the vanilla scripts with the same function.

 

- One great feature of the default scripts is a function in which ranged characters will actually automatically create distance between themselves and the nearest enemies.  This is very effective for keeping your squishy characters alive.  No such functionality exists anywhere with any of the scripts in BP-series.  So many options in these scripts, and yet they ignore one of the few really robust and useful functions of the default scripts.

 

- Appropriate spell usage, even with ballyhooed 'detectable stats feature' is still... not good.  I see mages commonly wasting Glitterdust on the last puny kobold or xvart, and clerics wasting Remove Fear when no character is under a fear-effect (this happens routinely).

 

- In 50 hours of gameplay I have yet to ever see my berserker charname using Enrage or any of his innates via the script.  Yet the script claims full support of these features.  I do see Monks and Blackguards reliably using their kit/innate abilities, but some other kit support doesn't appear to be working.

 

- I have yet to ever see a character use an equipped wand on their own.  Setting them to "use all items" hasn't mattered. This feels ironic, considering how trigger-happy the same scripts are regarding using memorized spells on low-threat enemies.

 

 

Tested on BG:EE.

 

 

The party-healing, potion-usage, goodberry script, and monk scripts (the 'target far enemy' + stealth mode is a great combination for the class) are very nice, but there's just too many other problems with these scripts to make them worth using.  For all but monks, I'm forced to go back to using the game's default scripts.  They attempt to do far less, but what they do do is much more reliable, and won't screw you over in pressure situations.  It seems the only way to use BP-series scripts safely is to routinely disable them, ironically.

 

Thanks for your opinions.



#193 -D. King-

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Posted 23 December 2014 - 01:34 PM

Major problem with the Ascension component when applied to BG2:EE 1.3:

 

Turning into the Slayer, turning back and resting results in instant death/game over.



#194 horred the plague

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Posted 26 December 2014 - 05:51 PM

Major problem with the Ascension component when applied to BG2:EE 1.3:

 

Turning into the Slayer, turning back and resting results in instant death/game over.

 

Hmmm...something obviously changed in v1.3, because this mod didn't. I'll ask over at Beamdog when I can, see what was changed--but they're likely on holiday right now. Thanks for the report. I've got v1.3 downloaded, but still haven't had a chance to look at it let alone try mods on it.



#195 Quitch

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Posted 29 December 2014 - 04:56 PM

Fresh install on Enhanced Edition 1.3 with BPSeries done last.

 

BPRANGER

 

Switching buffs rotates between Long Sword, Medium Shield, Short Sword and Off.

 

BPFT-RNG

 

V doesn't appear to do anything. It's supposed to switch between find traps and stealth mode.

 

BPFT-TH

 

If you enable stealth mode then the character won't find traps until they're successful. As the two aren't linked I see no reason for the script to link them either, and carrying out this procedure manually has the script reenabling find traps almost immediately after a failed hide in shadows.

 

Numerous scripts mention favouring ranged, but all of them seem to be setup to use melee intuitive as the default weapon swap.


Edited by Quitch, 29 December 2014 - 04:56 PM.


#196 Dark_Walker

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Posted 06 January 2015 - 03:45 PM

Don't know if anyone else noticed this but the automatic goodberry thing isn't working that I have seen in other versions. Where the party automatically casts and eats goodberry out of combat when hurt. Unless it has changed?



#197 horred the plague

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Posted 15 January 2015 - 11:30 PM

Fresh install on Enhanced Edition 1.3 with BPSeries done last.

 

BPRANGER

 

Switching buffs rotates between Long Sword, Medium Shield, Short Sword and Off.

 

BPFT-RNG

 

V doesn't appear to do anything. It's supposed to switch between find traps and stealth mode.

 

BPFT-TH

 

If you enable stealth mode then the character won't find traps until they're successful. As the two aren't linked I see no reason for the script to link them either, and carrying out this procedure manually has the script reenabling find traps almost immediately after a failed hide in shadows.

 

Numerous scripts mention favouring ranged, but all of them seem to be setup to use melee intuitive as the default weapon swap.

 

Thanks for the reports!

 

 

 

BP-RANGER: Somehow a pre-weidu version block has survived 2 years, 50 versions, and 1000's of download. I'll swap it .

 

BPFT-RNG: No need to fix because of the following...

 

The various ranged scripts: Hold-outs from before the multi-toggle switch. Probably redundant now. Might streamline them out along with a couple other redundant scripts (the secondary healer scripts, found them unnecessary my last run).

 

 

BPFT-TH: Actually both stealth and find traps are Modal states, and as such are somewhat linked. Stealth is hard-coded to stop at 18 seconds, at the least when activated via script. This thus requires a constant "recharge" action Hide() every 3rd round to keep stealth active (I use 17 seconds, last parse before auto-shutdown).

 

The rough part is, the Hide() action disables FindTraps() modal state. However, the opposite is false: FindTraps() action doesn't disable a successful Hide() modal state. So, to actually get both to work at once, first you have to Hide(), then FindTraps(). This workaround gives you the scenario you're seeing when trying to use both at once.

 

 

 

Don't know if anyone else noticed this but the automatic goodberry thing isn't working that I have seen in other versions. Where the party automatically casts and eats goodberry out of combat when hurt. Unless it has changed?

 

I saw it in the brief time I was able to test with IWDEE, and I believe I was able to fix it then (not 100% sure, can't remember if I tested after fixing). There are conditions that prevent it from going even when working right, like non-combat only e.g.

 

 

I have very little time for anything, let alone modding, these days. What I do have are six scripts from each game I was able to work out with a short block of free time I had last month. This also includes six for IWDEE, with spell support to 4th level (most spells, can't remember if I got them all). I also addressed a lot of the problems that were reported prior to testing. While I don't have time to complete the fixes into the other scripts right now, I might be able to ration out a few hours and make a limited release of what I did fix up.


Edited by horred the plague, 15 January 2015 - 11:45 PM.
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#198 virusek

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Posted 03 February 2015 - 08:19 AM

Minor warring/error when installing BGSeriesAI for BG:EE 1.3:

 


Installing [BP-Series Party AI for BG:EE,BG2:EE and BG2:ToB] [v0.3121]
Checking for required files ...

Creating Directories where needed
Creating 1 directory
Creating 1 directory
Creating 1 directory
Creating 1 directory
Copying 1 file ...
Compiling 1 script ...

[bpseries/source/gb-smage.baf] PARSE ERROR at line 3973 column 1-32
Near Text: )
	[HaveSpell] argument [WIZARD_REMOVE_MAGIC] not found in [Spell.IDS]

[bpseries/source/gb-smage.baf] PARSE ERROR at line 3995 column 1-49
Near Text: )
	[Spell] argument [WIZARD_REMOVE_MAGIC] not found in [Spell.IDS]
Compiling 1 script ...

Detecting BGEE Install

Compiling the BPSeries Scripts
Compiling 18 scripts ...
Compiling 1 script ...
Copying and patching 18 files ...
Copying and patching 1 file ...

Adding In-Game Descriptions
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Appending to files ...
Copying and patching 1 file ...

[lang\pl_pl/dialog.tlk] created, 38336 string entries
[lang\pl_pl/dialogF.tlk] created, 38336 string entries

SUCCESSFULLY INSTALLED      Detectable Stats v3.1 (required for BPSeriesScript Component)

After updating to version 1.3.2064 this no longer happen, seems that it was something wrong with BG2EE files (ie. with Spell.IDS file), not with mod.



#199 -Ysil-

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Posted 16 March 2015 - 05:49 PM

I'm having a heck of a time with this mod. For some reason it's cancels out my own inputs. But I don't recall it doing that in BGEE. And I played it just recently before starting bg2ee. If I try to cast a spell, or change targets I have to shut off their AI first. Which isn't all that hard now that I'm getting used to just hitting the D button. But it does become a pain in the ass when I need to emergency heal. Which brings me to point 2.

For some reason Jaheira isn't healing when she's supposed it. I have her set to bp series druid and enabled as party healer, but for some reason she just ignores people. Mainly minsc...



#200 The Imp

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Posted 17 March 2015 - 08:16 AM

I'm having a heck of a time with this mod. For some reason it's cancels out my own inputs. But I don't recall it doing that in BGEE. And I played it just recently before starting bg2ee. If I try to cast a spell, or change targets I have to shut off their AI first. Which isn't all that hard now that I'm getting used to just hitting the D button. But it does become a pain in the ass when I need to emergency heal. Which brings me to point 2.

For some reason Jaheira isn't healing when she's supposed it. I have her set to bp series druid and enabled as party healer, but for some reason she just ignores people. Mainly minsc...

What other mods do you have installed ? ... weidu.log's content, the likely reason for the interruptions etc is that you have a conflicting mod installed that messes up the scripts targeting and/or flag system, which turns the whole thing to porridge.


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