Author Topic: Community Patch discussion and development thread  (Read 21053 times)

Legacy_Bogdanov89

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« Reply #330 on: June 17, 2014, 03:32:21 pm »


               


Of course but the problem is that this requires an engine modification. So this needs to be done via NWNX/NWNCX plugin which is a problem because such plugin would conflicted with the NWN©X_Patch plugin and they wouldnt worked together.


And this is already possible to do using existing NWNX plugins, but only for a server. And AFAIK you are playing singleplayer.


This is simply not a suitable modification for a singleplayer...




 


I play either single player or multi-player with a brother of mine (i am hosting on internet through the NWN game).


 


But i did not realize that it would be so complex to get all the files to work correctly with one another.


 


Oh well, perhaps one day '<img'>


               
               

               
            

Legacy_Shadooow

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« Reply #331 on: June 18, 2014, 09:48:27 pm »


               

New stuff that I finished:


 


1) support for ranged non-throwing weapons with terryfing rage: the deafness onhit property is added onto ammunition as this property cannot be placed onto weapon itself (technically: game attempts to do it, but since its not valid property for a bow/xbow/sling, nothing happens)


BTW: throwing weapons doesn't have any limitations with terryfing rage


 


The rest are NWN©X_Patch plugins new features:


 


2) fixed double equip or so called throwing weapons exploit. Opposed to my original fix I've done long time ago (http://nwvault.ign.c....Detail&id=3573) the new solution is way better, there are no threats of false positive and I found out that in one special case my old script wasn't helpful.


 


3) fixed Ki Critical bug with offhand weapon. The bug is in fact that the offhand weapon looked up for a weapon of choice feat for an onhand weapon.


 


4) Holy Aura and Unholy Aura now properly affects only targets of correct alignment.


 


5) Softcoded the Assassin's Death Attack OnHit paralyse effect. Both the saving throw and effect is now coded in a NWScript and can be altered. Builder now can change everything, DC, duration, effect type even turn it off. This comes with already altered duration to be equal to asassin level/rounds instead of turns. Also newly, the duration is subject to difficulty scaling and thus the 71_SHORTENED_DURATION_OF_DISABLE_EFFECTS CPP module switch. And also, this ability is now triggered only once. (was originally triggered for each attack in first attack flurry)



               
               

               
            

Legacy_Shadooow

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« Reply #332 on: June 19, 2014, 02:15:29 pm »


               

1.71 Add-on finally release. More info here.


 


Note: While I received the permission, the Ravenloft skybox override wasn't added because they are missing the "top" which vanilla skies afaik have, thus they doesn't meet the standards that CPP requires.



               
               

               
            

Legacy_Gruftlord

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« Reply #333 on: June 19, 2014, 02:26:52 pm »


               If it's a texture problem with the skies, let me know if i can help you
               
               

               
            

Legacy_Bogdanov89

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« Reply #334 on: June 19, 2014, 04:28:29 pm »


               

ShadoOow, i got a question about henchmen and traps/bashing chests (i am NOT using TonyK AI mod).


 


For example:


 


I am a wizard with Find Trap - i use that spell to reveal a nearby hostile trap.


 


I right click on my henchmen (barbarian daelan, he can not disable trap or pick lock) and tell him to "handle trap" - he runs over to the trapped chest (or floor tile) and intentionally triggers the trap (either by walking or melee bashing the chest), thus removing it.


Same goes when there is a nearby locked chest and i click on Daelan and tell him to "pick lock", after which he proceeds to bash the locked chest.


 


However, there seems to be an annoying problem that i am hoping you can fix.


 


In case of traps, sometimes my henchmen will fail to (refuse to) "go trigger" the trap (on chests or floor) UNTIL i bring him almost point-blank to the trap, so much that he is nearly toughing it... after which he will "accept" my command to go trigger the trap intentionally.


 


I am not sure, but i think the problem is that using the "Find Trap" spell (on high difficulty) only reveals the trap's location FOR THE WIZARD, and not for his party and henchmen.


 


So my question would be, could you please make either Find Trap reveal traps for all the party members to see (all players and henchmen and pets in party) - or could you make the henchmen/pets automatically get information about a trap's location if it is already known/visible to the henchmen's owner?


 


Sometimes the henchment are also kinda oblivious to a locked chest that i tell them to "unlock" through the right-click radial command menu, and only fix i found is to bring them point blank to the chest OR start bashing/unlocking it myself.


 


 


P.S. thank you for releasing the latest update for CPP '<img'>



               
               

               
            

Legacy_Shadooow

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« Reply #335 on: June 20, 2014, 07:15:12 pm »


               


 


So my question would be, could you please make either Find Trap reveal traps for all the party members to see (all players and henchmen and pets in party) - or could you make the henchmen/pets automatically get information about a trap's location if it is already known/visible to the henchmen's owner?




You are correct, the script reveals the trap position only for the caster and this is not passed to the henchmans neither caster's master. Normally, if you find a trap via search skill, this is automatically passed to the henchman and he can see it, but it seems that this is not done when the trap is revealed by a scripting.


 


Okay, so there are two choices:


1) reveal the trap for all henchmans, familiars and animal companions (quite exhausting way and what about friendly pcs in party?)


2) allow henchman to attempt disable even trap he cannot see but his master can (might as well be revealed to him automatically when he is asked for this and his master can see it and he is not)


 


 


BTW: it seems I messed up the inventory feature for OC henchmans. I have rewritten my AI scripts by accident. Will post a fixed script version soon.


               
               

               
            

Legacy_Bogdanov89

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« Reply #336 on: June 20, 2014, 08:07:38 pm »


               

Honestly i think that Find Trap (or just regular trap detecting) should reveal the trap to ALL party players and creatures.


 


Kinda makes sense that, if you found a trap, you would immidiately alert all of your party members to the trap's location... so i think that Find Trap (and regular trap detecting) should show/display everyone in the party where the trap is (reveal it).


 


 


I wanted to ask you something about the henchmen/familiar/pet AI in combat.


 


I am playing a wizard and my brother is playing a cleric, so both of us have henchmen and some additional creatures.


 


However, both the henchmen and the creatures sometimes go into a fully "passive" mode where they are just not interested in attacking enemes, even when i or they are attacked... i even use a crossbow to attack hostiles but the henchmen/companions do not attack enemies at all.


 


Manually ordering "Attack Nearest" or "Guard me" on henchmen/pets usually gets them to attack nearby hostile creatures - but not always.


 


It is almost like the companions/henchment get stuck into a passive (non-violent) Follow command/mode, but i never ordered them to "Follow".


 


And sometimes, the henchmen/pets go into SUPER aggresive mode where they run 100 meters just to attack an enemy that was not even aware of us.


 


I also tried changing the "distance it keeps from me" between short/medium/long, as well as other companion options, but it just does not fix the "sometimes 100% passive" problem.


 


Also, sometimes, my brother's cleric and his henchmen would be fighting normally (melee) and my wizard would be casting spells on enemies - but my henchmen (or pet) would stay right next to me and do nothing... sometimes both henchmen and pet fail to be aggressive and sometimes only 1 is aggressive while the other is passive.


 


 


What i wanted to ask you is, could you please make the henchmen/familiar/companion/pet AI pretty much ALWAYS be in a state of "medium" aggression?


Can you completely remove that passive mode/state (or bug?) that they sometimes fall into and refuse to fight?


 


Either that, or if we can somehow order the companions/henchmen how much aggressive they should be?



               
               

               
            

Legacy_MannyJabrielle

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« Reply #337 on: June 20, 2014, 08:14:40 pm »


               

I noticed that behavior as well when I played through the OC.  Ordering attack nearest always brought them out of passive mode however.


For traps... I might be wrong, but I believe that the "hands on" trap handling method "flag trap" makes the trap show up for party members who don't have the search skill to see it.  On the idea of "show the trap to party members", that we can flag traps manually makes for a good argument why the find-traps spell should reveal the traps to the party as well.



               
               

               
            

Legacy_Shadooow

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« Reply #338 on: June 20, 2014, 08:20:03 pm »


               


What i wanted to ask you is, could you please make the henchmen/familiar/companion/pet AI pretty much ALWAYS be in a state of "medium" aggression?


Can you completely remove that passive mode/state (or bug?) that they sometimes fall into and refuse to fight?


 


Either that, or if we can somehow order the companions/henchmen how much aggressive they should be?




Yes i can fix it, but I need help with that. I need a savegame with a henchman bugged this way so I can find out whats the problem.


               
               

               
            

Legacy_Bogdanov89

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« Reply #339 on: June 20, 2014, 08:24:54 pm »


               


I noticed that behavior as well when I played through the OC.  Ordering attack nearest always brought them out of passive mode however.


For traps... I might be wrong, but I believe that the "hands on" trap handling method "flag trap" makes the trap show up for party members who don't have the search skill to see it.  On the idea of "show the trap to party members", that we can flag traps manually makes for a good argument why the find-traps spell should reveal the traps to the party as well.




 


Me and my brother are having those "passive AI" issues a lot in chapter 2... the rogue henchmen almost completely refuses to attack.


The "passive AI" issue is hapening nearly every fight, and sometimes even the "Attack nearest" will not force them into aggression...


 


Seems to me that a fix to this issue would be absolutely amazing!


 


Only mods me and my brother have installed are CPP 1.71 final, the hyper blood/gore mod (i think made by shadoOoW) and the 50%/75% empower/maximze mod (made by shadoOow).


 


Also companions sometimes do not heal you even though you specified when they should heal you and you made sure they have spells (rested)... even ordering "Heal me" sometimes does not force them to heal you.


               
               

               
            

Legacy_Bogdanov89

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« Reply #340 on: June 20, 2014, 08:26:17 pm »


               


Yes i can fix it, but I need help with that. I need a savegame with a henchman bugged this way so I can find out whats the problem.




Oh i will gladly supply you with all the savegames that i can find.


 


I stopped using henchmens (because of this passive AI bug), but i will start reusing them and as soon as i have this bug occuring i will save and upload it here (or somewhere else?).


 


Thank you for helping!!!! '<img'>


               
               

               
            

Legacy_Shadooow

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« Reply #341 on: June 20, 2014, 08:47:13 pm »


               


Also companions sometimes do not heal you even though you specified when they should heal you and you made sure they have spells (rested)... even ordering "Heal me" sometimes does not force them to heal you.




if you got a savegame with this problem, I will be able to fix this too


               
               

               
            

Legacy_Bogdanov89

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« Reply #342 on: June 20, 2014, 09:22:27 pm »


               

Ok il try to get a save game with the henchmen healing bug as well.


 


I forgot to report two bugs in earlier posts:


 


1. Sometimes companions will get stuck in some room (seems to sometimes occur near a chest/door/trap, perhaps they were trying to unlock/bash it?), and they will absolutely refuse to move from that spot - regardless of how far you move away from them, or try calling them with "Guard me" or "follow".


Only reliable way to get them to move is to teleport out so that they are forced to respawn where you are recalled to.


 


2. My brother had the bard girl as a henchmen, and she got killed during some fight in chapter 2 of original campaign (multiplayer).


However, the bard henchmen was not in the temple where the killed henchmen respawn... she was also not in the main tavern where she is recruited... we searched the town as well as the location/zone of the battle where she was killed... but we never found her!



               
               

               
            

Legacy_Pstemarie

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« Reply #343 on: June 20, 2014, 10:01:00 pm »


               


Ok il try to get a save game with the henchmen healing bug as well.


 


I forgot to report two bugs in earlier posts:


 


1. Sometimes companions will get stuck in some room (seems to sometimes occur near a chest/door/trap, perhaps they were trying to unlock/bash it?), and they will absolutely refuse to move from that spot - regardless of how far you move away from them, or try calling them with "Guard me" or "follow".


Only reliable way to get them to move is to teleport out so that they are forced to respawn where you are recalled to.


 


2. My brother had the bard girl as a henchmen, and she got killed during some fight in chapter 2 of original campaign (multiplayer).


However, the bard henchmen was not in the temple where the killed henchmen respawn... she was also not in the main tavern where she is recruited... we searched the town as well as the location/zone of the battle where she was killed... but we never found her!




 


This happened to me - has nothing to do with CPP - but with Tomi not Sharwyn. I had to go into cheat mode and respawn him.



               
               

               
            

Legacy_MannyJabrielle

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« Reply #344 on: June 20, 2014, 10:02:50 pm »


               

That actually reminds me of an oddity I ran across in the same chapter.  I triggered a rather powerful trap that zapped Linu the elf cleric dead.  I went back to the temple, and she was there and responsive, however she was stil "dead", laying on the floor, tab-highlighting showed her as dead, even though she had full HP.  I took her back to the area where she died, and zapped her myself until she was *actually* dead, and then used a scroll of raise dead on her (She didn't zap back to the temple, she was laid out on the ground as "dead", really dead this time).  When she came back to life, she was still hostile though and stayed as such even after I ported back to the temple and rested, and then let myself get zapped in another area to die myself.  I finally said hell with it and killed her again... that last time her body disappeared as if she were any other non-henchman NPC killed.