Author Topic: Community Patch discussion and development thread  (Read 21060 times)

Legacy_Bogdanov89

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« Reply #390 on: June 29, 2014, 12:03:03 am »


               

The latest patch changes sound awesome '<img'>


 


Out of curiosity, can you please explain what was the problem in the Passive AI issue and how did you fix it?


 


Also, how do i install this latest CPP update that fixes the Passive AI bug - i already have the 1.71 final, so i don't know how to install the changes you just created.


 


Will those changes also affect the Save Games - or do i have to start fresh from the beginning of a chapter?



               
               

               
            

Legacy_Pstemarie

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« Reply #391 on: June 29, 2014, 12:17:21 am »


               


Doh! I was looking at it for 3 minutes till I got it '<img'> .


 


Yes you are right, I also think it should be rotated by 90°, but I haven't edited creatures yet and I don't dare, animations are giving me hard time. Maybe someone else helps.




 


I'll fix it and send you a copy. Its an animation rotation issue.


 


EDIT - Its all fixed. The pauldron needed to be separated from the bicep and then parented to the torso.



               
               

               
            

Legacy_doomknight34

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« Reply #392 on: June 29, 2014, 12:57:15 am »


               

Is it possible to get the source code of the NWNX/NWNCX patch plugins you made?



               
               

               
            

Legacy_Shadooow

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« Reply #393 on: June 29, 2014, 01:21:00 am »


               


Rescript the magic weapon/greater magic weapon spells so that if the switch is set to apply to gloves, it checks weapon type, and if it goes to gloves, have it apply an appropriate attack bonus instead of enhancement bonus?  TAD did something similar on his PW where MW/GMW works on bows, applying an attack bonus instead of an enhancement bonus.


Not sure if making such a change to a spellscript is within the scope of the CP though.




Well I think that it is, even if CPP didnt allowed to boost gloves, which it does if player enables a module switch using PC widget tool. I consider this to be the same like making these weapon buff spells to be compatible with custom content created weapons.


 




The latest patch changes sound awesome '<img'>


 


Out of curiosity, can you please explain what was the problem in the Passive AI issue and how did you fix it?


 


Also, how do i install this latest CPP update that fixes the Passive AI bug - i already have the 1.71 final, so i don't know how to install the changes you just created.


 


Will those changes also affect the Save Games - or do i have to start fresh from the beginning of a chapter?




Sure. Basically, before every action the AI sets a local variable marker "this creature is busy". This is because the combat AI triggers very very often, in high magic environment even twenty times per round so this marks the creature as already doing something. And this marker gets erased right after that action is done (think of spell). Untill then the combat AI does nothing.


Henchmans use this too, but when you use any radial command, the henchman will cancel current action no matter what and the busy variable stays there. The fix was actually very simple - to erase that variable when henchman gets a command from master.


 


Installation is simple, you download an archive and put its content into override folder. It will work automatically in all saved games, you will just have to command your creature to follow or attack before it gets corrected, afer that it shouldnt happen anymore (though no promises, there might be another AI breaker bug...).


 




I'll fix it and send you a copy. Its an animation rotation issue.


 


EDIT - Its all fixed. The pauldron needed to be separated from the bicep and then parented to the torso.




 



Thanks and well done.


               
               

               
            

Legacy_MannyJabrielle

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« Reply #394 on: June 29, 2014, 01:31:34 am »


               

Then go for it '<img'>  Module makers who want monks dishing out +1 to +5 more damage can easily add that as a damage bonus to the glove's properties anyway.



               
               

               
            

Legacy_Shadooow

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« Reply #395 on: June 29, 2014, 01:35:54 am »


               


Then go for it '<img'>  Module makers who want monks dishing out +1 to +5 more damage can easily add that as a damage bonus to the glove's properties anyway.




or change the spellscript to apply enhancement bonus (again) - just to remind that the new spell behavior isn't set to stone '<img'>



               
               

               
            

Legacy_Shadooow

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« Reply #396 on: June 29, 2014, 10:56:08 pm »


               

1.71 addon update released - get it in the CPP central page.


 


New content:


 


- fixed a CPP bug that blocked OnUserDefined event to be triggered, when spell was cast at non-commandable creature

- fixed pauldron model rotation on the bone golem creature (Pstemarie)

- added missing effect and duration scaling feature into PDK's fear spell version

- Magic Weapon and Greater Magic Weapon will apply attack bonus instead of enhancement if ever targets a ranged weapon or gloves


AI improvements:

-- improved henchman AI performance in times the henchman has no master

-- improved healing of others, creatures won't use full heals if the target is not badly wounded (previously only self healing routine was improved)

-- further improved healing behavior of all creatures - they will now use lesser healing spells when dealing with less wounded creatures

-- fixed a passive AI issue that happened when the creature received some order from her master

-- henchman and other PC associates will be able to resurrect their master if they possess such talents


NWNX_Patch and NWNCX_Patch plugins:

- softcoded the Healer's kits - builder is now able to edit and modify this item power entirely within NWScript, the new script name is "70_s3_healkit"

- fixed the instant healkit usage bug (when healer's kit was used on a healthy target or the action was canceled in middle, next usage was instant)

- fixed Holy avenger enhancement bonus bug (when holy avenger was added on a weapon with enhancement bonus greater than 5, after removal the greater enhancement bonus got removed instead of the +5 from HA)

- disabled automatical canceling of combat modes when moving, they will stay on until player manually disables them

- allowed to put Counterspell ability into quickslot


 


 


Some notes:


 


At last, I managed to improve the healing spell/talent selection. Its now based on a target health percentage and the lower percentage the better talents the healer will use and vice versa - there is a possbile issue with a uber environment creatures with 1k+ HPs as when at 90% hp, minor cure wounds won't be really a good choice. However, possession of such talent for a creature like this is a builder's fault and the creature even normally used the lesser healing talents anyway (because the healing is random normally so sometimes it picked (full)heal and sometimes cure minor wounds).


 


I still havent got into allowing to disable the NWNX_Patch features. Maybe next week.



               
               

               
            

Legacy_Bogdanov89

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« Reply #397 on: June 30, 2014, 12:44:12 pm »


               

Awesome update!!!!!!


Thank you very much!


 


Two minor questions:


 


1. Where/what website is the "CPP central page"?


 


2. What are NWNX_Patch and NWNCX_Patch? What do they do?


Do i need them to benefit from the improved AI healing and the fix for AI passive bug?


 


Thanks again '<img'>



               
               

               
            

Legacy_Shadooow

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« Reply #398 on: June 30, 2014, 03:29:10 pm »


               


Awesome update!!!!!!


Thank you very much!


 


Two minor questions:


 


1. Where/what website is the "CPP central page"?


 


2. What are NWNX_Patch and NWNCX_Patch? What do they do?


Do i need them to benefit from the improved AI healing and the fix for AI passive bug?


 


Thanks again '<img'>




1. THIS. Or use the first link in my signature.


 


2. Did you read this? No you don't need it for the AI fixes, but it is required for the combat mode keeping feature you asked for.



               
               

               
            

Legacy_Gruftlord

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« Reply #399 on: June 30, 2014, 05:54:54 pm »


               Heyhey, i got two more mesh reports:

The ogre chieftains and berserkers suffer from the same pauldron issue, that plagued the bone golem.

Also, the ground item for gold (a open gold purse with dropped out coins) seems to hover above ground
               
               

               
            

Legacy_Bogdanov89

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« Reply #400 on: June 30, 2014, 07:14:13 pm »


               

I gotta ask about a potential bug/issue i encountered a few weeks ago in the city of Luskan, end of chapter 2 of the original campaign (i was using the 1.71 final CPP, without the latest AI changes).


 


Most of the creatures in Luskan, especially the "Rat Form" bandits, are almost completely immune to my wizard's spells.


 


My lvl14 wizard has greater spell focus in evocation and conjuration and greater spell penetration and a massive intellect (highest possible for its level, plus 6 intel from items).


 


However, 98% of all spells my wizard casted simply failed against most enemies in Luskan... and the "rat form" bandits are just flat out immune to any evocation/conjuration and most necromancy spells.


 


I should mention that all these enemies were labeled as "effortless" against my wizard.


 


Also the "rat form" bandits CONSTANTLY spammed an ability called Sap... it would prevent my character from running, casting or fighting back.

The Sap effect would last about 8 seconds, but they spammed it every 2 seconds... so my wizard was just completely shut down.


 


The thing is, last time i played Luskan (years ago, without CPP), i do not remember anything about Luskan enemies being almost magic immune and the Rat Form bandits spamming Sap constantly until i die.


 


Is it possible that some bug is causing the Luskan enemies to be so crazy?



               
               

               
            

Legacy_MannyJabrielle

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« Reply #401 on: June 30, 2014, 10:57:19 pm »


               

Do you have any other haks attached onto your nwn OC modules, and is there anything else besides CCP releated files in your override folder?


I did an OC playthrough not to long ago myself with 1.71 (but no add-ons), and I did not get that problem with enemies in luskan.  None of the were rats had magic immunity, nor any magical defenses in general, and I don't recall seeing one use sap even once.


When you say your spells "failed".... were you failing to pass spell resistance checks?  Were your spells being disrupted on casting?  Was any damage from your spell being absorbed by elemental resistances?  Or were they actually "immune" to the spell?



               
               

               
            

Legacy_Shadooow

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« Reply #402 on: July 01, 2014, 01:16:09 am »


               

checked your report Bogdanov.


 


RE: Sap. I went there with my character, tried no ac/high ac, buffs, they dont using it. However, it is true they possess this ability. But CPP didn't enabled it - it was enabled already in 1.69 and CPP didn't added any further AI functionality for it. A savegame would be helpful - I would like to test it with 1.71 and 1.69 to make sure this is not caused by CPP.


 


RE: spells, they have really high saves and evasion. Thats normal, try magic missile or vampiric touch.


 


Gruflord: nice found, I asked Pstemarie if he can fix it again.



               
               

               
            

Legacy_Shadooow

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« Reply #403 on: July 01, 2014, 01:21:23 am »


               

On the AI and stand guard order. Often happens that henchman (or in my case a familiar) is continuing attacking even when you specifically told him to stay ground and stop attacking.


 


Ive looked into AI and this looks like a safety check so associate defends itself when attacked. However it doesn't work very well imo. It checks "last hostile actor" which is a last enemy that attacked/damaged/cast spell/etc. no matter when.


 


Would be perhaps good idea to remove this safety check completely, stop associate from defending?



               
               

               
            

Legacy_Bogdanov89

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« Reply #404 on: July 01, 2014, 05:47:16 am »


               

When i say that my spells failed, i mean that i had casted many many many fireballs, scintillating spheres, chain lightnings, acid arrows, burning hands (and similar spells) on a single "Rat Form" bandit - only to see that he is still UNINJURED...


I just do not understand how can something still be uninjured after i had casted over 15 devastating evocation/conjuration spells at it!


 


Il try to get those save games from Luskan uploaded so you can take a look.


 


As for your question, ShadoOow, i am slightly confused - did you mean "stand guard" or "stay ground"?


 


As far as i know, "stand guard" phrase means that your AI should actively attack (even preemptive attack) any enemy that approaches or attacks him or his master.


 


The "stay ground" phrase resembles the "hold position" command, which i would interpret as a more defensive variation of "stand guard" (perhaps only defending yourself and master from enemies that are directly threatening you).


 


 


Either way, i think NWN has 3 combat commands (in radial menu) for your hench/companion AI:


 


Attack Nearest - attack any enemy nearby like a completely raging aggressive madman.


Guard Me - attack any enemy that is trying to charge at me or is attacking me (or anyone from my party).


Follow Me - just follow me and do not do anything at all. The AI will behave like a cute kitten and just follow you around.


 


My own personal opinion is that the AI of hench/familiars/pets should be extremely aggressive - UNLESS set to the "Follow Me" command.


If anything, i would make the AI even more aggressive in the "Attack Nearest" and "Guard Me" modes.


Having a passive AI is something i really do not like, unless i specifically order it to be passive.