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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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SparrowJacek
QUOTE
and none of the Thralls are improved I believe
Yeah, that's true. Fun fact, Aawill is coded extremely badly in vanilla BG (and is not touched by IA). He's a Bard, but despite wearing Melodic Chain he casts 0 spells, has 0 prebuffs and doesn't even use Bard songs. I won't touch him till I add Bard Rebalancing subcomponent to IATweaks IA_Rebalance component. And since I already have dozens of changes implemented, I will provide some tweaks in later updates and Bard Rebalance will be one of those.
QUOTE
That crew looks like it should be made with wizard slayers biggrin.gif

QUOTE
Perhaps some PC kits, like a Barbarian, a Riskbreaker or Wizard Slayer.

Good ideas thumb.gif
SparrowJacek
During my playthroughs I always had problems with how small the area with status effects is in EE games. For now I decided to just move it to the right. It moves the whole menu to the left and leaves the original area with status effects empty, but it's at least more readable. What do you think? Got any suggestions? IA_Rebalanced will introduce quite a few new status effects, so I really want to improve the readability in that regard.


(and a direct link if someone had problems viewing the image:
https://i.imgur.com/hSVrG3e.jpeg
Berzerkerzz
QUOTE(SparrowJacek @ Mar 8 2025, 01:56 AM) *
During my playthroughs I always had problems with how small the area with status effects is in EE games. For now I decided to just move it to the right. It moves the whole menu to the left and leaves the original area with status effects empty, but it's at least more readable. What do you think? Got any suggestions? IA_Rebalanced will introduce quite a few new status effects, so I really want to improve the readability in that regard.


Looks good but try posting a fully buffed character though, we could get a better idea if everything fits neatly within the window.
SparrowJacek
Here are 2 versions, one with the character screen centered (1) and one with character screen + stats area centered (just like in the screen from my previous post).

(1)


(2)
pekkae
This looks great!

Would there be a possibility to get a counter for skins?

how many left ( How many total )

Stoneskin 5(15)

this would be of tremendous use at least with my stile.

SparrowJacek
QUOTE
This looks great!
Which version looks better to you?

QUOTE
Would there be a possibility to get a counter for skins?

how many left ( How many total )

Stoneskin 5(15)

this would be of tremendous use at least with my stile.

There's no stat that would tell us the starting (total) number of skins. As for the current value, it is available, but there are no real ways of reading this value in real time. Scripts can read it, but they're fired periodically with some period of time between each script evaluation. Another way would be to somehow read it in GUI, just like we read the current status icons and their names, but GUI has very limited access to character data, only the necessary minimum that Beamdog decided to externalize and stats like the number of Stoneskins doesn't lie in this category. I totally agree, that having such info would be great, but sadly I see no real way to implement that.
pekkae
QUOTE
Which version looks better to you?
I'm not sure what's the difference - but are improvements!

.
QUOTE

There's no stat that would tell us the starting (total) number of skins. As for the current value, it is available, but there are no real ways of reading this value in real time. Scripts can read it, but they're fired periodically with some period of time between each script evaluation. Another way would be to somehow read it in GUI, just like we read the current status icons and their names, but GUI has very limited access to character data, only the necessary minimum that Beamdog decided to externalize and stats like the number of Stoneskins doesn't lie in this category. I totally agree, that having such info would be great, but sadly I see no real way to implement that.


Alright. That's a shame as that would be have been tremendously useful.
SparrowJacek
QUOTE
I'm not sure what's the difference - but are improvements!

The position of the character screen is different, in screen (1) it is perfectly in the center of the screen, in screen (2) it's a bit to the left


Okay, I managed to find a workaround that should allow you to see how many skins your characters have. The only problem is that I have to assign that to some GUI button, or create a new one. Here's the screen, where clicking the "Reveal Details" button (marked in red on the right) shows the number of Stoneskins all characters have, if they have more than 0. It works by forcing a real spell on every character and I checked that this doesn't break current character actions, so it should be OK. What do you think pekkae? Is that helpful? If it is, then I think I'll add this as a completely separate component to IATweaks and create a new button for that right above that "Reveal Details" button.
pekkae
QUOTE(SparrowJacek @ Mar 8 2025, 11:18 PM) *
QUOTE
I'm not sure what's the difference - but are improvements!

The position of the character screen is different, in screen (1) it is perfectly in the center of the screen, in screen (2) it's a bit to the left


Okay, I managed to find a workaround that should allow you to see how many skins your characters have. The only problem is that I have to assign that to some GUI button, or create a new one. Here's the screen, where clicking the "Reveal Details" button (marked in red on the right) shows the number of Stoneskins all characters have, if they have more than 0. It works by forcing a real spell on every character and I checked that this doesn't break current character actions, so it should be OK. What do you think pekkae? Is that helpful? If it is, then I think I'll add this as a completely separate component to IATweaks and create a new button for that right above that "Reveal Details" button.



Both are fine I think!

I think that's tremendously helpful. I often find myself in a situation where I'm not entirely sure if I have the chance to cast a spell or do I need to prep for my skins mght be running out. So even if it's hidden somewhere, should work perfectly well for my use case!
Berzerkerzz

QUOTE(SparrowJacek @ Mar 8 2025, 01:56 AM) *
During my playthroughs I always had problems with how small the area with status effects is in EE games. For now I decided to just move it to the right. It moves the whole menu to the left and leaves the original area with status effects empty, but it's at least more readable. What do you think? Got any suggestions? IA_Rebalanced will introduce quite a few new status effects, so I really want to improve the readability in that regard.


Looks good, either is fine.
SparrowJacek
Good news, most items and abilities are already fully functional for Assassins. My Todo list is also getting smaller, so soon I'll be able to proceed with my playthrough and improve/rework more encounters smile.gif

pekkae
need a hand with it?

I might have time to do a few battles etc.
SparrowJacek
Thanks! Having a veteran IA player test and provide feedback to some fights would be very helpful. However there are quite a few half-finished elements that I'll have to sort out first.
Berzerkerzz
Prince in the Kuo-Toa Dungeon spawns the creatures clumped next to him and you can't even see them. It should look more like this, Mage and Cleric in the corners and the two Monitors in the middle. Ideally with some visual effect added and perhaps for the Dukes that spawn near PC as well.
Berzerkerzz
Vampire Lords (S!Vlord) script is missing some entries and is not executing some blocks, those checking for scriptingstates and certain items on PC. His allegiance is neutral.

QUOTE
Allegiance(Myself,ENEMY)

This is what is missing right at the beginning of the blocks, but maybe it's by design.
critto
I don't have access to the game right now to check, but my instinct is to take a better look at what role does that particular creature file fulfil. Sometimes creatures are used as a narrative device (for a cutscene or something) and not an actual enemy. Sometimes there are external circumstances that affect the creature. It is very probable that the allegiance of this particular creature changed to ENEMY in a different place such as an area script.

While I do not completely discard the possibility of a bug, something like that in an ubiquitous enemy type would probably have come up in testing or players' reports.
Berzerkerzz
QUOTE(critto @ Apr 3 2025, 11:02 PM) *
I don't have access to the game right now to check, but my instinct is to take a better look at what role does that particular creature file fulfil. Sometimes creatures are used as a narrative device (for a cutscene or something) and not an actual enemy. Sometimes there are external circumstances that affect the creature. It is very probable that the allegiance of this particular creature changed to ENEMY in a different place such as an area script.

While I do not completely discard the possibility of a bug, something like that in an ubiquitous enemy type would probably have come up in testing or players' reports.


Well he has a dialogue so that's why he is Neutral, but those blocks don't run because it's missing that particular condition. Now this could perhaps be intentional because another Vampire Lord(Guarded Compound I believe) is missing those blocks completely, which just means somebody decided he shouldn't be as intelligent for that particular encounter.
critto
Okay, so I got curious and installed the mod to take a look at it. Can't see anything wrong with S!vlord.bcs, every relevant code block that is related to combat AI has the alignment check in place to become active when the creature turns hostile (which it does through its dialogue).

Unless I misunderstood something in your explanation, everything should work as intended. Please copy a complete code block that has an issue for comparison. This way, I'll be able to give a better comment.
Berzerkerzz
QUOTE(critto @ Apr 4 2025, 12:41 PM) *
Okay, so I got curious and installed the mod to take a look at it. Can't see anything wrong with S!vlord.bcs, every relevant code block that is related to combat AI has the alignment check in place to become active when the creature turns hostile (which it does through its dialogue).

Unless I misunderstood something in your explanation, everything should work as intended. Please copy a complete code block that has an issue for comparison. This way, I'll be able to give a better comment.


It only appears in v7 perhaps, not in the latest Master release.
critto
Well, here's the history of changes for that particular file: https://github.com/critto-bg/ImprovedAnvil/...S!vlord.baf

The latest edit was last year in February, prior to the release of v7, and it was a very minor one. In fact, all of them were, and the first logged change in the whole history of the repo was the file simply being moved to a different folder in 2016.

Also checked Sibel and IA Tweaks to make sure they aren't modifying this particular file in any way.

Perhaps you have some other mod that applied those changes on top, or maybe it is a side effect of your recent experiments (you've been doing plenty of interesting tweaks judging by the other thread).
Berzerkerzz
QUOTE(critto @ Apr 4 2025, 06:54 PM) *
Well, here's the history of changes for that particular file: https://github.com/critto-bg/ImprovedAnvil/...S!vlord.baf

The latest edit was last year in February, prior to the release of v7, and it was a very minor one. In fact, all of them were, and the first logged change in the whole history of the repo was the file simply being moved to a different folder in 2016.

Also checked Sibel and IA Tweaks to make sure they aren't modifying this particular file in any way.

Perhaps you have some other mod that applied those changes on top, or maybe it is a side effect of your recent experiments (you've been doing plenty of interesting tweaks judging by the other thread).

You are right I played with that file and did a bunch of tests initially and even though I uninstalled/reinstalled, it was left in the override folder. I have two installs now and only in one it shows up indeed. Sorry about that.
critto
No worries. It is best to avoid editing files directly inside the override folder, especially when you make a lot of changes (which seems to be the case here). It is better to modify stuff inside the mod's folder and then do a reinstall. This way, you will not pollute the override with leftover changes.
morpheus562
I wanted to throw out a suggestion regarding Dragons' wing buffet spell as the current/vanilla version is bugged. Currently if the wing buffet opcode is attached to a spell that starts with "sp", as wing buffet does (spin695.spl), and it is cast on a creature with positive magic resistance, then the whole wing buffet spell doesn't work. To correct, you can have the vanilla spell cast a subspell that starts with something other than "sp", or you can create a new wing buffet spell that doesn't start with "sp" and your scripts will cast.
SparrowJacek
QUOTE
I wanted to throw out a suggestion regarding Dragons' wing buffet spell as the current/vanilla version is bugged. Currently if the wing buffet opcode is attached to a spell that starts with "sp", as wing buffet does (spin695.spl), and it is cast on a creature with positive magic resistance, then the whole wing buffet spell doesn't work. To correct, you can have the vanilla spell cast a subspell that starts with something other than "sp", or you can create a new wing buffet spell that doesn't start with "sp" and your scripts will cast.

Good to know, thanks! Sounds like a very weird and specific bug...
Berzerkerzz
QUOTE(critto @ Apr 4 2025, 11:53 PM) *
No worries. It is best to avoid editing files directly inside the override folder, especially when you make a lot of changes (which seems to be the case here). It is better to modify stuff inside the mod's folder and then do a reinstall. This way, you will not pollute the override with leftover changes.

Thanks, good to know.
It was actually Bodhi that had those Allegiance entries missing at each block, but she is ENEMY so I guess it doesn't matter.
SparrowJacek
My progress on the new version of IATweaks is good, though all new/reworked encounters take some time. But today I wanted to announce that Specialist Mages will also be impoved. B=>M is more useful than any pure Mage Specialist apart from Necro protagonist and a Wild Mage, so all other specialists got a few improvements. Here are just 3 examples:
For Abjurer:
QUOTE
Abjuration Mastery
With this power a skilled Abjurers can cast any spell of their favored school bypassing the need to cleanse their aura. The chosen spell is uninterruptible and does not need to be prepared in advance. This grants Abjurers an unparalleled edge in battle, allowing them to summon protective and dispelling magic at a moment's notice.

The potency of this ability grows with the caster's experience:

At level 12: Cast spells up to 4th level
At level 14: Cast spells up to 5th level
At level 16: Cast spells up to 6th level
At level 18: Cast spells up to 7th level
At level 20: Cast spells up to 8th level
At level 22 and above: Cast any mage abjuration spell
For Diviner:
QUOTE
Glimpse of the Future
This ability targets any single friendly creature without requiring the caster's aura to be cleansed. It sends visions of numerous potential futures to the target, providing insight on how to avoid or mitigate impending danger. The target gains a +20 bonus to all saving throws for 3 seconds or until hit by any spell or physical attack.

For Transmuter:
QUOTE
Blinding Speed
This special spell makes the caster so fast, that he can traverse long distances in a blink of an eye, if there are no obstacles in his path. In addition, the number of attacks per round is doubled and this spell can't be dispelled. It lasts for 5 rounds.

Those are just a few examples of new changes, I tried to make them unique and fitting for specific spell school.
Berzerkerzz
QUOTE(SparrowJacek @ May 6 2025, 02:00 AM) *
My progress on the new version of IATweaks is good, though all new/reworked encounters take some time. But today I wanted to announce that Specialist Mages will also be impoved. B=>M is more useful than any pure Mage Specialist apart from Necro protagonist and a Wild Mage, so all other specialists got a few improvements. Here are just 3 examples:
For Abjurer:
QUOTE
Abjuration Mastery
With this power a skilled Abjurers can cast any spell of their favored school bypassing the need to cleanse their aura. The chosen spell is uninterruptible and does not need to be prepared in advance. This grants Abjurers an unparalleled edge in battle, allowing them to summon protective and dispelling magic at a moment's notice.

The potency of this ability grows with the caster's experience:

At level 12: Cast spells up to 4th level
At level 14: Cast spells up to 5th level
At level 16: Cast spells up to 6th level
At level 18: Cast spells up to 7th level
At level 20: Cast spells up to 8th level
At level 22 and above: Cast any mage abjuration spell
For Diviner:
QUOTE
Glimpse of the Future
This ability targets any single friendly creature without requiring the caster's aura to be cleansed. It sends visions of numerous potential futures to the target, providing insight on how to avoid or mitigate impending danger. The target gains a +20 bonus to all saving throws for 3 seconds or until hit by any spell or physical attack.
For Transmuter:
QUOTE
Blinding Speed
This special spell makes the caster so fast, that he can traverse long distances in a blink of an eye, if there are no obstacles in his path. In addition, the number of attacks per round is doubled and this spell can't be dispelled. It lasts for 5 rounds.

Those are just a few examples of new changes, I tried to make them unique and fitting for specific spell school.

Those are some good ideas. Is the basement movement rate of 9 for all creatures hardcoded or could that be changed? I think the game would look better if the characters wouldn't move so fast, particularly under haste. Feels a bit unnatural how they traverse distances so fast, especially those thieves that have more than 18 movement rate.
SparrowJacek
QUOTE
Is the basement movement rate of 9 for all creatures hardcoded or could that be changed? I think the game would look better if the characters wouldn't move so fast, particularly under haste. Feels a bit unnatural how they traverse distances so fast, especially those thieves that have more than 18 movement rate.

Hmmm... Movement speed is incorporated into animation files (.ini), you can look for 0xXXXX.ini and "move_scale" parameter. But Haste effect just doubles the value anyway, so you'd have to apply a penalty to movement speed whenever a creature is hasted. This however is very hard to do properly, as there is no way of linking the penalty directly to HASTE status, you can only apply some spell once per second, that would check if a character is hasted and if so, apply the penalty for 1 second.

EDIT: if for some reason there is no .ini file for creature animation, or no move_scale parameter, then you might find the value in extspeed.2da. And a few animations (.ini files) are hardcoded and editing of the file does nothing. Though that's mostly for Dragons and maybe some other large creatures.
Berzerkerzz
QUOTE(SparrowJacek @ May 6 2025, 05:10 PM) *
QUOTE
Is the basement movement rate of 9 for all creatures hardcoded or could that be changed? I think the game would look better if the characters wouldn't move so fast, particularly under haste. Feels a bit unnatural how they traverse distances so fast, especially those thieves that have more than 18 movement rate.

Hmmm... Movement speed is incorporated into animation files (.ini), you can look for 0xXXXX.ini and "move_scale" parameter. But Haste effect just doubles the value anyway, so you'd have to apply a penalty to movement speed whenever a creature is hasted. This however is very hard to do properly, as there is no way of linking the penalty directly to HASTE status, you can only apply some spell once per second, that would check if a character is hasted and if so, apply the penalty for 1 second.

EDIT: if for some reason there is no .ini file for creature animation, or no move_scale parameter, then you might find the value in extspeed.2da. And a few animations (.ini files) are hardcoded and editing of the file does nothing. Though that's mostly for Dragons and maybe some other large creatures.

Alright, it was just an idea. What I did to slow down some creatures, like Minotaurs and Mind Flayers, is gave them a pair of boots that sets their movement rate to around 6 and then also haste (improved and normal), so around something like 12 movement rate which seems pretty fluid to me so far. I made about 6 different boots, range starting at 4 movement rate up to around 7, and then variations with haste and improved haste.
morpheus562
I have been in contact with Der_Wollschwein, and here is a working dracolich animation for you all to use.

https://www.dropbox.com/scl/fi/djsjpx0gnzdy...93mayx&dl=0

critto
This looks nice. Who's Der_Wollschwein? Any particular place where they state this is a free-to-use resource?
morpheus562
I'm guessing Der_Wollschwein is another name for one of the people working on Improved Anvil. I pulled the dracolich from NWN and animated it for use within the Infinity Engine. I am giving you, the makers of Improved Anvil, permission to use this animation that I generated. As far as origination, it came from NWN EE which is also owned by Beamdog.

EDIT: Anyone else is also welcome to use this animation for use within IE games.
SparrowJacek
Hey, der_wollschwein is actually my second nickname on the internet smile.gif thank you once again Morpheus <3
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