Author Topic: Community Patch discussion and development thread  (Read 20364 times)

Legacy_MannyJabrielle

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« Reply #255 on: May 30, 2014, 04:14:00 pm »


               

Ah! thanks!  That's why I didn't see them... I looked in the docs folder, and in the builders resource folders, didn't look through the root nwn folder '<img'>


Gotta say I'm late to getting aroudn to checking it out, but I am loving it.



               
               

               
            

Legacy_Shadooow

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« Reply #256 on: May 30, 2014, 04:21:54 pm »


               


Ah! thanks!  That's why I didn't see them... I looked in the docs folder, and in the builders resource folders, didn't look through the root nwn folder '<img'>


Gotta say I'm late to getting aroudn to checking it out, but I am loving it.




Docs folder would be better I agree but in the current state of documentation it is a bit pointless anyway. There is so much work remaining on this, but I really need help with that.


 


Specifically someone who can design a better documentation format/structure and someone who can take existing material and rewrite it into more understandable english. And possibly someone who can make some images/demo module etc.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #257 on: May 30, 2014, 05:29:19 pm »


               

No promises, but I might be able to help you with that.  I'm reading through the documentation now, trying to sort out all the changes and such... I may start to reorganize all the information for my own comprehension and sanity.  After I get though all of it, and I think my reorganized version might be a more user friendly layout/presentation, I'll send you a copy.


And... a follow up question about the patch and your D&D 3.0 evasion fix from the old vault... would I need to install the evasion fix as if the spellscripts were modified, or could I import the erf and not have to worry about losing any features from the patch's changes?  Scripting is not my strong point unfortunately.



               
               

               
            

Legacy_Shadooow

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« Reply #258 on: May 30, 2014, 06:07:56 pm »


               


No promises, but I might be able to help you with that.  I'm reading through the documentation now, trying to sort out all the changes and such... I may start to reorganize all the information for my own comprehension and sanity.  After I get though all of it, and I think my reorganized version might be a more user friendly layout/presentation, I'll send you a copy.


And... a follow up question about the patch and your D&D 3.0 evasion fix from the old vault... would I need to install the evasion fix as if the spellscripts were modified, or could I import the erf and not have to worry about losing any features from the patch's changes?  Scripting is not my strong point unfortunately.




The evasion modification is in a format that allows a conversion into any spell script set without losing anything.


 


1) Open toolset and your module. Do there minor change in order to you could save the module, but don't do that now.

2) Download Include adder and launch it in modules/temp0 folder. Input: _sh_inc_core and once it will be done, remove add_include.exe from this folder.

3) Download EvasionFix_spellscriptschanges.zip and extract it somewhere.

4) Copy _sh_inc_core.nss and nwscript.nss to modules/temp0 folder.


4b) Open nw_i0_spells.nss include file in toolset and add #include "_sh_inc_core" somewhere at the top
5) Copy content of "1.69 spell scripts with _sh_inc_core included" folder to modules/temp0 folder. Do NOT overwrite any file.


5) Take all scripts in a 1.71 builders resources/1.71 spell scripts/ and put it into one folder for easier mainetance,


-----------------------


optional step to avoid copying scripts that wont be used:


5a) Make a backup copy of this folder.


5b) Perform mass replace in those scripts from "GetReflexAdjustedDamage" to perhaps "DNDGetReflexAdjustedDamage".


5c) Compare folder with all scripts with backup folder in a comparing program (eg. Beyond Compare 2) and delete every matches


5d) Perform mass replace back to "GetReflexAdjustedDamage"


------------------------


and copy the content of the folder into modules/temp0

6) Save the module (for sure) and go to Build -> Build module. Keep checked only Compile and Script below.

7) Press Build and save the module again.

Congratulations you have finally installed EvasionFix.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #259 on: May 30, 2014, 06:26:31 pm »


               

Thanks!



               
               

               
            

Legacy_Shadooow

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« Reply #260 on: June 02, 2014, 12:57:36 pm »


               


Thanks!




Scratch that - I made a new version and uploaded it on new vault. So follow the instructions there (updated recently with instructions for players - but i guess you are builder?).


 


 


Anyway, so I modified the Community Patch Project page on new vault to acts as a hub for all informations regarding CPP. I hope this is now better organized and easier to find the informations/files you are looking for.


 


Unfortunately all discussion/comments from the old CP "project" that I used on former bioware forums is lost. (Even if its still able to get there somehow, I do not intend to save them).



               
               

               
            

Legacy_Gruftlord

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« Reply #261 on: June 02, 2014, 01:30:38 pm »


               

heyhey, liking the 1.71 version so far.


i have started a new playthrough of SoU with 1.71RC4, and just recently continued into the interlude after i upgraded to the final version of 1.71 (not much time for NWN at hand unfortunatelly).


i had uninstalled all ToniK AI haks, since i wanted to give the CPP AI fixes a look/chance.


 


anyway, just as i entered the interlude, i encountered an old bug with Dorna Trapsringer, where she would refuse to spring the traps any more. i leveled her as an Cleric/Rogue mix, which many hint at might be the problem.


 


i found this thread with explanations how to fix/work around the issue mid-game:


http://www.sorcerers...ead.php?t=13820


and it worked. i'm not sure what the real/unterlying issue is though.


 


is this something the CPP could address (maybe fix a broken SoU script/levle up template)? or might the culprit by hidden too deep within the Interlude.nwm?



               
               

               
            

Legacy_Shadooow

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« Reply #262 on: June 02, 2014, 03:05:59 pm »


               


 


is this something the CPP could address (maybe fix a broken SoU script/levle up template)? or might the culprit by hidden too deep within the Interlude.nwm?




I'll take a look. However I suppose that the problem might be in a custom script the module uses - in such case CP cannot adress it on its own, the only solution would be a distribution of the modified Interlude.nwm which isn't the best idea. But this sounds like a quite serious issue so I could make an exception. 1.71 is out anyway so this would have to be a 1.72beta content or I could pack it into patch hak which would worked in this case (higher priority).


               
               

               
            

Legacy_Gruftlord

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« Reply #263 on: June 02, 2014, 04:08:47 pm »


               

hm, so all the CPP plugins are lower priority than the official nwm files?



               
               

               
            

Legacy_Shadooow

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« Reply #264 on: June 02, 2014, 04:42:29 pm »


               


hm, so all the CPP plugins are lower priority than the official nwm files?




Yes, campaigns, the nwm files are just like any module in this regard.


 


Deeper explanation. The priority is this: core resource < override < module < hak. Community patch alters the core resources so it has lowest priority to maintain 100% custom content compatibility - ie. will not break anything.


 


I will post there as soon as I get some info about this bug. At this moment its just guessing.


               
               

               
            

Legacy_Gruftlord

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« Reply #265 on: June 02, 2014, 06:05:00 pm »


               Hm, surelly the override and patch folder have a higher priority than the modules. Otherwise override stuff like ccoh and tonyk wouldn't work.

So this might be a route in these hard cases.


What i do not know is: are the scripts stored within the modules themselves, or do the nwms refer to some core script file?
               
               

               
            

Legacy_Bogdanov89

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« Reply #266 on: June 02, 2014, 09:05:04 pm »


               

What does the CPP 1.71 (final) change as far as the AI goes?


 


I like using the Tony AI, but are the CPP 1.71 AI changes better than it?



               
               

               
            

Legacy_Shadooow

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« Reply #267 on: June 02, 2014, 11:15:28 pm »


               


Hm, surelly the override and patch folder have a higher priority than the modules. Otherwise override stuff like ccoh and tonyk wouldn't work.

So this might be a route in these hard cases.


What i do not know is: are the scripts stored within the modules themselves, or do the nwms refer to some core script file?




patch folder is like hak, as for override its possible I got it wrong I wasnt sure about this, wrote it without possibility to recheck.


EDIT: I got it right, the reason why TonyK works is because majority of modules doesnt contain the files it uses


 


As for second question, Im not sure how to answer. There might be a modified core resource scripts or custom scripts that doesnt exists in core resources. As long its saved there it cannot be overriden by patch.

 




What does the CPP 1.71 (final) change as far as the AI goes?


 


I like using the Tony AI, but are the CPP 1.71 AI changes better than it?




Both are completely different projects, TonyK gives extra possibilities/features especially for henchmans while CPP fixes and improves AI generaly. I dont think CPP AI could substitute TonyK regarding features for player. The CPP AI is especially worth for a servers where you dont care about henchmans but you want to maximize monster effectivity or allow them to do things they couldnt before. As a main example, casters can HIPS cast with CPP and you can also make a monsters using throwing weapons.


 


Maybe Gruftlord can tell you more about the CPP AI experiences in single player.



               
               

               


                     Modifié par Shadooow, 02 juin 2014 - 10:22 .
                     
                  


            

Legacy_Bogdanov89

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« Reply #268 on: June 03, 2014, 04:12:27 am »


               

Are the CPP AI changes compatible with TonyK AI?


 


Is there any specific method of installation needed to make sure that CPP AI and TonyK AI are both active (work together)?



               
               

               
            

Legacy_Shadooow

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« Reply #269 on: June 03, 2014, 09:29:15 am »


               


Are the CPP AI changes compatible with TonyK AI?


 


Is there any specific method of installation needed to make sure that CPP AI and TonyK AI are both active (work together)?




Compatible in terms TonyK works with CPP - yes (everything is, sorry for repeating but this is what everyone asks so I hope you dont mind). Compatible in terms that CPP fixes translates into TonyK modifications - no (and btw only a few scripting systems allows this kind of compatibility such as my old evasion fix or improved spellhook system).


 


No. TonyK needs to be updated, theres no other way around that. Or perhaps a new AI modification based on TonyK can be made since CPP offers few of the TonyK features and basically all fixes from TonyK. And some of the extra content such as familiars might be redundant now (when CPP offers familiar fixes from The Krit&others).


 


Deeper explanation: this is because TonyK contains basically all AI and henchman related files and gives them into override so game uses them instead of CPP version from core resources.