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Scripting and modding GF5

Geneforge GF modding mod editor script

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alhoon alhoon

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Posted 08 February 2017 - 05:41 AM #106 Scripting and modding GF5

Javelins certainly need ammo though as far as logic is concerned. Batons that heal \ shape ammo is one thing. But Javelins duplicating themselves? Meh.
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

Gameman112358 Gameman112358

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Posted 08 February 2017 - 10:57 AM #107 Scripting and modding GF5

Some variants of NPC Warrior Serviles use javelins, you know. By your logic, they should run out of ammo after a couple shots. XD Explain why the NPCs get infinite ammo then. XD XD XD

Same case with the bows in Avernum; why do they never run out of ammo even though they should, hypothetically? At least both sides have infinite ammo... XD


alhoon alhoon

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Posted 08 February 2017 - 10:08 PM #108 Scripting and modding GF5

Never played Avernum. And I don't see the NPC inventory, so I don't mind. Well, Serviles that kept throwing javelins would make me frown, but since I have barely noticed them, I would be OK.
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

Gameman112358 Gameman112358

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Posted 08 February 2017 - 11:07 PM #109 Scripting and modding GF5

NPC inventory is pretty damn empty then, considering the amount of items that the PC drops if he/she is killed (everything in your inventory) versus the amount dropped by NPCs (very little in most cases). Makes sense, given that their stats and attacks are built in; they don't have to worry about finding ammo or getting a blade, unlike the PC. Lucky them. XD

I'm not joking, there are serviles in the game that can throw javelins, and believe me when I say they never run out; they just keep throwing... and throwing... and throwing... well you get the point. XD XD XD

Also, I'm starting work on the Artifact Blades. Using the same script for my Artifact Baton mod, mostly because I want to make it easier for myself. Also, I do want to release an artifact weapons mod someday, so that's just making my life easier. Already got a few of the artifact blade's stats and materials needed outlined; I have swords that require the Flaming Blade, Oozing Blade, and Frozen Blade as materials, along with some other materials (attack crystals, like the lightning infused crystal for example. Not using enchantment gems, since the player can use them on the artifact blades on top of everything else. Besides, artifact batons already use enchantment gems as it is). Will update my progress as I go. :)

Gameman112358 Gameman112358

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Posted 09 February 2017 - 11:17 PM #110 Scripting and modding GF5

Alright, I've made 5 artifact blades that can be created by the PC. These blades are:
Energized Sword (Requires Flaming Sword, Purifying Elixir, Lightning Crystal, and Flaming Crystal)
+25% Energy Resistance
+25% Fire Resistance
+3 Spellcraft (Was +6)
+50% Energy Preservation
Attacks do pure fire damage (no physical), places the Searing Lightning status effect on enemies. Can be stacked with other enchantment gems.

Corroding Sword (Requires Oozing Sword, Purifying Elixir, and two Bile-Infused Crystals)
+25% Poison Resistance
+25% Acid Resistance
+50 Damage Shield
+15% Chance to Hit (NEW)
Attacks do physical damage, places acid status effect on enemies. Can be stacked with other enchantment gems. (I was considering having the blade do pure poison damage, with the acid status effect, but then I saw that certain high powered enemies were very resistant to both damage types, so I scrapped the idea for the moment.)

Hypothermic Blade (Requires Frozen Blade, Purifying Elixir, and two Ice-Infused Crystals)
+25% Cold Resistance
+3 Healing Craft
+50 Melee Damage Protection (Was +25)
+15% Chance to Hit (NEW)
Attacks do pure ice damage, places the slowed status effect on enemies. Can be stacked with other enchantment gems.

Paralyzing Blade (Requires Stunning Blade, Purifying Elixir, Radiant Crystal, and Ensnaring Fibers)
+25% Stun Resistance
+3 Mental Magic
+20% Chance to Hit
Attacks do physical damage, stun locks the enemy that is hit by the attack (Basically an enemy hit by this sword will lose all their turns. That's what it's supposed to do, anyway. If I find it doesn't, I'll buff its stunning ability further)

Melodious Sword (Requires Singing Rapier (Which requires you help the Trakovites with one of their quests to get the sword), Purifying Elixir, and two Radiant Crystals)
+3 Dexterity
+4 Quick Action
+4 Parry
+2 Action Points
Attacks do physical damage, apply the "cursing" effect onto enemies.

Bug that I couldn't fix: the Hypothermic Blade, Paralyzing Blade, and Melodious Sword have the wrong attack cursors. Basically, when you hover over an enemy you want to attack, the cursor will change depending on weapon. Ranged attacks have a Javelin cursor, Melee attacks have a fist cursor. The three weapons mentioned use the Javelin Cursor. I've tried to fix it, but nothing works (I think it has to do with the fact that the weapons are occupying the slots that used to be taken by the mine spore batons in GF4.). Swords are fully functional otherwise.

You will have to go to the smithy in Mera to get these weapons. And they do require a fee. 100 coins. I picked Mera because the PC will be passing through that area a lot while on their journey, more so if you're in Astoria's faction, so it's relatively convenient. That being said, the script for getting the items can be copy pasted to other smithies if you want.

Feedback on the swords are welcome. Also, I would like to hear ideas on how to make Javelins better. I've been trying to think of ways to make javelins better, but I'm running into problems because giving them infinite ammo would make them too similar to artifact batons (not to mention I don't really have a reasoning behind infinite javelins), and I have no idea on how to make javelins strong, while at the same time unique to the batons. Stat boosts are out of the question IMO, since the Javelins are going to be consumed really fast, meaning that the stat boosts won't last for very long.

EDIT: Blade stats have been changed a little bit, you can see which ones got the changes.

alhoon alhoon

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Posted 10 February 2017 - 07:26 AM #111 Scripting and modding GF5

Haven't found (or completely forgot) about half of those weapons...
Energized and Melodius seem overpowered. +6 spellcraft is huge IMO and would make a Guardian a competent spellcaster. Melodius gives too many bonuses along with a nice effect.
Hypothermic and corroding seem a bit underpowered (notice the "a bit" part). Those weapons are already good if I remember them well. How about a +10% to hit?
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

Gameman112358 Gameman112358

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Posted 10 February 2017 - 01:57 PM #112 Scripting and modding GF5

Hmm. Energized Sword's Spellcraft boost is pretty high, now that I look at it. My line of thinking was that +Spellcraft would make it more geared around a caster, since you would still need Battle/Mental/Blessing Magic stats to use any of the stronger spells. Guardians/Warriors/Shock Troopers have very expensive magic, so they would need to wait for the mid-late game artifacts that boost magic before they can utilize the +Spellcraft. That being said, I'll cut the +Spellcraft in half, so +3 Spellcraft. The attacks do pure fire damage, with an energy DOT on top, meaning enemies that are resistance to either one (Drakons, Drayks, other high powered enemies) won't be hurt too much by this sword. Keep that in mind. (I might change it later)

Melodious Sword was a sword that I did a lot to make strong. I will admit it would be pretty strong in terms of stat boosts, though at the same time, it does require the Singing Rapier (Pretty bad sword IMO; gives +2 Quick Action, +1 Parry, not so strong attack, you get it too late for it to be useful), which you can only get by doing a Trakovite quest. It's that quest you get from Caretaker Eloise, the quest where you have to go to the Storm Plains, find and talk to a certain NPC, and give them some money so they can return to the Trakovites. That takes time, and by then, you're in the Storm Plains already; the enemies you're facing are going to be much tougher than they were in the Mera-Tev. Quick Action and Parry from my experiences don't trigger too terribly often, so I didn't really hesitate to increase their stats, especially since Parry has been nerfed a lot from its previous incarnations (You would need a lot of parry to even have a chance to block attacks, so...). I don't think it's too bad, considering when you get access to it, but I might change it later.

Hypothermic and Corroding were due for some buffs, I will admit. +15% to hit is a good buff, I think. The Hypothermic Blade's +25 Melee Damage Protection was going to get an increase, to +50.

EDIT: Swords have been changed based on some of the feedback you gave me, alhoon.

EDIT 2: Also, this forum is really freaking empty most of the time. I know Geneforge as a series is really old, but still, you'd think there would be more people here...

alhoon alhoon

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Posted 10 February 2017 - 04:48 PM #113 Scripting and modding GF5

About the "Guardians need more to buy the magic" you forget something: There are other items. Before you make the artifacts in the late storm plains, you could get the Carnelians and a necklace boosting your combat and blessing magic a bit. Then you drop 4 XP to each to get them to a respectable 3-4. Then you get magic training from someone for a +2. I don't know if there are canisters that increase magic but even if not, with a 5-6 in magic and a theoretical +6 spellcraft you could do A LOT. OK, battle magic is not really useful once you have those beauties for weapons, I give you that. But there's something probably about mind magic. And with mind magic at 4-5 you can do a lot.
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

Gameman112358 Gameman112358

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Posted 10 February 2017 - 07:59 PM #114 Scripting and modding GF5

Err, trainers can only train you in magic if you haven't already increased your magic skill already. Meaning that if you want to use the trainer to train up magic, you would have to not put any points into magic until you've gotten the +2 from the trainer. And the training isn't what I'd call cheap IMO. Carnelian Gloves give +1 Battle Magic, you're right. Don't know what necklace you're talking about that boosts magic; tribal fetish? But the Magic training has to be done first before you spend level ups on magic. And I've played through the same; there aren't any canisters that boost the magic stat early on. Heck, canisters that boost stats are pretty rare in general. But it doesn't matter, since I've already nerfed the +6 Spellcraft to +3 Spellcraft. Also added in the stuff you suggested for the Hypothermic and Corroding Blades.

alhoon alhoon

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Posted 11 February 2017 - 02:26 AM #115 Scripting and modding GF5

Yes, of course, I was talking academically.
And speaking academically... are you sure training has to be done before buying any points at all? Perhaps in Rawal's castle that is true but in Mera Tev? Perhaps Quixote (or how Astoria's Shaper is called) can train you even if you had put 1-2 points. Kinda defeats the point if you have to be useless to be trained everywhere.
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

Lilith Lilith

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Posted 11 February 2017 - 06:38 AM #116 Scripting and modding GF5

View Postalhoon, on 11 February 2017 - 02:26 AM, said:

Yes, of course, I was talking academically.
And speaking academically... are you sure training has to be done before buying any points at all? Perhaps in Rawal's castle that is true but in Mera Tev? Perhaps Quixote (or how Astoria's Shaper is called) can train you even if you had put 1-2 points. Kinda defeats the point if you have to be useless to be trained everywhere.

100% sure. Whenever you invest skill points in a skill, trainers always and everywhere will be able to train you in one less level of that skill. It's a fundamental limitation of training in the later Geneforge games. Yes, this does mean the late-game trainers are no use to you unless you specifically plan around using them, starting right from the beginning of the game. There are even threads specifically devoted to optimizing your playthrough around getting to trainers early, if you want to look for them.

Gameman112358 Gameman112358

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Posted 11 February 2017 - 02:15 PM #117 Scripting and modding GF5

^Precisely. Meaning that the moment a player uses skill points to raise a certain skill, skill trainers won't be able to train you in that skill (Ex: If you raise Battle  Magic by 1 via skill points, you can only learn +1 Battle Magic from Quothe, not +2). Doesn't help that skill training is very expensive until you do quests for certain NPCs. To make a list:

- To make weapon training in Isenwood's Spire cheaper, you need to complete Rawal's 3rd task for you, which involves going to the Storm Plains and stealing something for him. Unless you have a ton of coins available to you to buy all of the skill training early on (Highly unlikely), then it's better to wait until you complete that quest. That's mid-late game already, meaning that the combat boosts are useless, since a player must've already increased their weapon skills at that point, especially if you're a Guardian/Warrior/Shock Trooper class. I honestly would've made it so that you either got the cheaper weapon training the moment you complete Rawal's 2nd quest, where you're still in the Mera-Tev, or simply made the skill training cheaper right from the start. It wouldn't be hard to change the scripts to do so, actually...

- Quothe's Magic skills training is relatively easy to make cheaper, since all you have to do for him is his first quest, which can be done with little problem if you know what you're doing. That being said, the skill training is still not that cheap even after you do his quest (I believe you needed like 800 coins to increase one of your magic skills by 1 point, Spellcraft training required ~1200). It is easier to get magic training from Quothe, though, since you have to do less to make it cheaper and you get it relatively early on (Mera-Tev).

- Shaping skill training (Fire, Battle, Magic, Healing Craft) is very difficult to get, since the only NPC in the game that will teach Shaping skill training to my knowledge is Sage Pavyl, who won't give you skill training unless you join Alwan's faction, which is problematic for players that don't like his faction either for thematic reasons (There are people on here who don't like Shapers, for reasons that I can understand; Alwan IMO is waaaaaaaaaay more level headed than the other Shapers, but he's still a Shaper, after all) or for gameplay reasons (Late game already; surely the player has to have already put points into Shaping skills already at this point, unless you knew this information beforehand and prepared for it. Have fun with weak creations until then though...). You could just simply take the skill training and run to another faction I guess, though that's not really my cup of tea (Something about betraying a faction makes me uncomfortable... I don't know why).

Because of how difficult access to skill training is, the fact that most of it aren't useful at the stage of the game you're in, coupled with the fact that they're all very expensive to get, skill training is something that I imagine most players would not bother with. Though I think there is a workaround, if you're willing to do scripting. Basically what you do is set the skill training to a flag, then once you pay the money to an NPC, the NPC will give you that skill training via alter_stat, which will raise the number on that flag, until the flag hits the point that you are unable to get training. For example, the flag starts at gf(1,1,0) at the start, before you get training. You pay the NPC, they train you and give you, let's say, +2 Spellcraft. It raises the flag from gf(1,1,0) to gf(1,1,1), which means that you cannot train in Spellcraft again. Rinse and repeat for all trainers. It does require more dialogue options to do so, however, which means that more lines have to be added into the script, so modders be careful, since the scripts do have a maximum limit on how much you can put in them. Not really something I'm focusing on at the moment (Artifact Blades is my current focus at the moment), but it is something for modders out there to keep in mind, since doing this would make skill training relevant regardless where you are in the game (You can use your skill points and still get the training, for a cost, of course).

alhoon alhoon

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Posted 11 February 2017 - 02:46 PM #118 Scripting and modding GF5

I think, not sure but think, I got Shaping training from Quothe. Could be wrong though. As for the "Easy" part, by the time I had reached Quothe and had the money to spend for training I was 15th lvl or so. Since I was playing Shaper, I didn't have spent anything on mind magic. I did buy quick action at some point though with my Shaper. And in GF4, I bought missile weapons from... outside the monarch's place in mid-late game. Frankly that was a waste of money. I believed it would help me with Crystals, but I have "outgrown" crystals by that time.

Yet, I'm reluctant to change the scripts to make training cheaper. Perhaps there's a reason I can't figure for the high prices.

And when you say "Quothe's first quest" is it the quest where he asks you to go check an Unbound? Easily leading you down the terrible vendetta with the abominable creatures? Since the first quest makes you cocky and the second, to kill an Unbound comes right around the corner?
Making you think "Perhaps there's a way to beat this... OMG Where are my creations!? Two dead in the first round?! RUUUN!" and then you return with a mischievous smile in your face and upgraded Clawbugs backed by Vlish saying "Now that's it, I may lose some but with 6 creaitions I ... Oh God! The aura alone! RUUUUUUUUN! RUN!"  and then far later, you return with a couple of Drayks and the Battle Alpha you buy in Perikalia, along with even more powerful 2-tier creations and blessings saying "That's it. With all my essence spent I will use this spores to heal, bless and... WAIT! They're being chopped to pieces faster than I can heal them! The Drayks panic! The Alpha is toast! The Clawbugs miss! RUUUN!" - kind of quest ?
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

Gameman112358 Gameman112358

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Posted 11 February 2017 - 04:59 PM #119 Scripting and modding GF5

I don't think you can get Shaping skill training from Quothe. You can learn how to make new creations for him, but I think he only offers Magic skill training with the skill training thing. I think the reason why skill training is so expensive is that you're getting stats using money instead of using level ups. You're essentially getting "free" stats as long as you have the money using skill training, saving you skill points that you can use elsewhere, whereas using your available skill points not only has an opportunity cost (If I put points into Shaping, I would have to consider what I'm not going to get at the moment. If you're a Shock Trooper, for example, you have to give up some of your combat abilities for better Shaping. Not the best example, but it fits), but you have to kill a lot of sh*t to get level ups.

Yeah, I'm talking about that quest line Quothe gives you. You get cheaper training from him after your first quest, though, so you could simply just do the first quest and ignore the rest of the quests until you're ready.

For the first quest, you just have to get to the entrance of Gorash-Kel; you don't have to go in super far or fight anything, just send a creation to the entrance, get the dialogue pop up saying about you stepping into the fort and some other stuff, then just leave. The first quest is not hard if you know what you're doing.

The second quest has you kill an Unbound that are wandering the Fens. Those aren't as dangerous as the ones in Gorash-Kel, since they only have their regular attacks; they don't have any crazy AoE aura attacks to use on you. Just charge in with a bunch of melee creations, force the Unbound into a corner, then have the melee creations wail on it. Unbound melee attacks sucks compared to their ranged attacks, so it shouldn't be hard to heal the damage being done to your creations.

The third quest... yeah, that one is definitely for later, since you have to clear Gorash-Kel, meaning kill all of the Unbound in the place. The Unbound in Gorash-Kel have AoE aura attacks that can wreck most of your party, and the area is littered with high powered creations (Patchworks, Podlings, and Cryodrayks that can attack twice) in large numbers. I was considering increasing the reward that Quothe gives you for this mission, since the reward he gives at the moment (Grounding Plate) is pretty lousy for what you had to do. Perhaps one of my upcoming artifact armor items + one of my artifact weapons will suffice... ;)

Also, speaking of armor, I'm also planning to add a few new Artifact Armor items as well. So that's artifact batons + artifact swords + artifact armor. I've noticed that you have artifact greaves, gloves, boots, and belts, but nothing for regular chest plate armor, cloaks, or shields (There is a recipe to make the Perfected Cloak, I think, which is a Shaped Fiber Cloak + Purifying Elixir, but there is no artifact cloaks to craft with it. Plate armor is great for protection, but the weight and decrease to Chance to hit makes it hard to use. Shields straight up suck; too heavy for what they give). I'm planning to add new items for the three types of armor I mentioned. Most of the shields and armor are pretty heavy, so I imagine more combat oriented classes, which already put stats into strength, would benefit more than say, a Shaping class. Could change though; we'll see what happens. :)

...also, I just realized that my "little" mod is not going to be so little when I'm done with everything I mentioned. This game's so much fun to mod, it literally sucks you in, and you think "Oh, I'll just add 1 more tiiiiinnnny thing", and then when you're done, you realize you've made something that's absolutely massive. XD XD XD

alhoon alhoon

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Posted 12 February 2017 - 03:49 AM #120 Scripting and modding GF5

Quote

"Oh, I'll just add 1 more tiiiiinnnny thing",  
Tell me about it... ;)

About the Unbound quests, sure you can ignore it until you actually have a chance, but... I didn't. I didn't know that there's no trick or strategy. I thought I would be able to do it. Since I got Makar the Guardian down, I was sure I could take the Unbound. I was wrong...
The Unbound in the Fens have killed me and my creations like 20 times or so.
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

Gameman112358 Gameman112358

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Posted 12 February 2017 - 02:14 PM #121 Scripting and modding GF5

Dealing with Unbound doesn't involve strategy. Strategy doesn't matter when you're dealing with creatures loaded with so much power to the point that they become mindless beings out to destroy everything in their paths. Do not think that just because you could deal with Guardian Makar that you can deal with the Unbound. Maker is meant to be a mid game boss that is prepping you to transition towards mid-late game (Storm Plains). He's not that tough, compared to other Shapers (Who are waaaaaaaaaaaaaay harder to kill than that old, arrogant idiot).

I will admit, fighting the Unbound in Gorash-Kel gets ugly fast, even if you have high powered creations. If the smaller creations roaming around the area don't kill you (I've died to the pack of Cryodrayks in the area, which is how I knew about the fact that NPC cryodrayks could attack twice... XD), the Unbound with their high powered attacks and AoE auras will kill you. Their melee attacks are far less threatening, fortunately. And I think Wingbolts, Gazers, and a few other creations are highly resistant to the Unbound's regular ranged attack, so you can probably tank their attacks with those. Simply use the Wingbolt/Gazer/etc to aggro the Unbound. Also, don't fight more than 1 Unbound at a time; I tried that, and got absolutely slaughtered.

I did have the temptation to make it possible for the PC to create Unbound, replacing the Ur-Drakon that the PC can create (It can be done, with some effort). I got rid of that idea later, mainly because:
1. It would be horribly game breaking. They're expensive (Since they're taking the Ur-Drakon's slot, they're going to cost a lot of essence) and difficult to get (You need very specific conditions to have access to Ur-Drakons, since no trainers teach you how to make them, and the canisters for the skill are extremely difficult to get) but you'd need only one of those monstrosities to win most engagements, and you can create more of them at will. High health, can attack twice, ridiculous attacks, etc.

2. Lore wise, the Unbound were completely uncontrollable, I think. The Drakons were able to keep them pacified until they reached Shaper lands, but they couldn't control them after that. I remember in GF4 where you and a few other NPCs (Won't spoil, but one of them is pretty damn important, and is seen in GF5) had to fight Unbound to "test their effectiveness"(Which in my head translates to "The Drakons are trying to kill me, again..."), and the Drakons were unable to get them to stop when you succeeded in proving the Unbound's strength. They had to send a kill command to the Unbound, killing them (Setting me against the Unbound so callously is why I absolutely refuse to join the rebels in GF5; they're even further off the deep end than in GF4!). So it would make little sense for a random lifecrafter to be able to control Unbound fully when the Drakons were completely unable to do so.

EDIT: P.S. The new artifact armors I'm planning are going to be taking a lot of script lines. I can only hope that there's enough space to put the new armors in. I'm putting in artifact shields, chest armor, and cloaks. I'm also planning to bring back a few old artifacts from past games, possibly with some buffs. I would hope I won't have to delete anything to add them in, but if I have to do it, so be it.

EDIT 2: I'm also thinking about adding artifact necklaces and rings, as well. Though I don't know if I'll go through with this one because you can craft some necklaces already (nothing for rings though), and there are some very strong necklaces and rings in the game already (Talisman of Might for example)

EDIT 3: I'm looking at how much the existing artifacts in GF5 can be sold for. Interestingly enough, it seems like all of them have the it_value set to 0, meaning that the artifact isn't worth anything. Perhaps Jeff thought people shouldn't be selling the artifacts for huge amounts of cash? Convenience?

EDIT 4: Removed certain spoilers. Really need to stop typing spoilers every time I post something. XD

idonotexist42 idonotexist42

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Posted 12 February 2017 - 04:55 PM #122 Scripting and modding GF5

Wingbolts wreck unbound I've noticed in my current play through though I am on normal or hard difficulty not torment. The Unbound seem vulnerable to energy/magic damage and so while all my other creations dealt out measly amounts of damage and barely scratched it, the Wingbolt's bolts took much bigger chunks out of it and killed it in several turns. I also had my guardian PC wielding my modded Thirsting Knife (now called the Thirsting Kriss) that does energy damage and applies the weakening effect so between my main PC and my Wingbolt the Unbound proved manageable.

Gameman112358 Gameman112358

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Posted 12 February 2017 - 06:45 PM #123 Scripting and modding GF5

Drakons, Ur-Drakons, and Unbound actually have no resistance to energy attacks. It means that any attack that does magical damage is going to hit them pretty damn hard. They've got lots of HP, but magic attacks will chew through that HP very quickly. It's why the Wingbolt's attack is so effective against them. Same with the Gazers.

EDIT: Quick question, does the Stealth stat do anything? I've noticed the Assassin Boots and some other items have a +x to Stealth, but I have no idea what it does exactly. If it does something cool, I'll consider putting it on one of the upcoming artifact armors that I'm making.

Refugees from Menzoberranzan Refugees from Menzoberranzan

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Posted 12 February 2017 - 07:33 PM #124 Scripting and modding GF5

Folks, please remember, when posting, that this is a family-friendly site -- them's the rules and we are all expected to follow them.  Also, you probably weren't thinking about the impact it has, but tossing around trauma experiences (like rape) as crude and casual descriptors for game balance is, you know, maybe not the best idea.

This has been your friendly mod exhortation of the day.  Thanks all.
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Gameman112358 Gameman112358

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Posted 12 February 2017 - 07:42 PM #125 Scripting and modding GF5

Oh, thanks for reminding us about the rules. Quick off topic question: why does your username change every time I see you in a thread? I don't even know what your original username is because of it... XD

Back on topic, does anyone know if the Stealth stat does anything? Or is it a useless stat to ignore?

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Posted 12 February 2017 - 07:49 PM #126 Scripting and modding GF5

I just change it from time to time.  Years ago it was a common habit here.  There are still a few folks who indulge in it, most notably Alorael, who still manages a 1-2 day clock for his changes.  I'm usually called Slarty, though I am also happy to be called "Slarties".

On topic: yes, Stealth does something.  I believe it reduces the distance cutoff for when enemies are alerted to your presence due to walking near them.  So it can be useful, or you can ignore it, depending on how you prefer to play.
"I, for one, prefer to believe that the forums are dead and that Lilith, Slarty, and I are all ghosts haunting the forum." -- Triumph

"I think we all have days where we feel like a Displacer Iguana." -- Slarty

Gameman112358 Gameman112358

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Posted 12 February 2017 - 08:08 PM #127 Scripting and modding GF5

I seriously don't know why people change their username so frequently. I feel that just confuses people, who are probably like "Why the heck are these people changing their username so much?" XD Anyways...

Do you need a lot of the Stealth stat for it to be effective? Most items that grant stealth only give like +1-2 Stealth, which I doubt does a whole heck of a lot. Does the Stealth stat do anything regarding mines? Can you get closer to the mine triggers without making them go off? I heard that Stealth affected mines, but I'm not sure whether or not they really did. Even if it didn't do anything to mines, the fact that it makes it easier to sneak by enemies is pretty good already. Might just add it to a couple of the artifact items my mod will have (I'm actually bringing back a lot of the artifacts that were from older games, like GF3 and GF4, with some buffs and other modifications. There will be custom artifacts, but a lot of them are going to be a nostalgia trip for those that played those two games. Won't spoil what I'm putting in exactly, though).

alhoon alhoon

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Posted 12 February 2017 - 09:09 PM #128 Scripting and modding GF5

By the way, I have not found (or not been able to) mod a stealth skill check. No "If you have above X stealth this happens" in my mods so far. And it's not for lack of effort. So if someone could please direct me to the right stat, I would appreciate it.
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

Gameman112358 Gameman112358

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Posted 12 February 2017 - 09:27 PM #129 Scripting and modding GF5

The stat for stealth is 215, I think. So that's the stat you're looking for if you want stealth to affect your options in the game. Also, you can only add onto the stealth stat via items in the game; you can't use alter_stat to change the stealth stat of your character; you'll get an error saying "procedural text error in line x" or something like that (I was planning to give Agents/Infiltrators a built in increase to their stealth stat via alter_stat. Wasn't pleased to find out that the Stealth stat can't be increased with alter_stat. On the other hand, you could just simply give the Agent and Infiltrator a charm (item that works as long as it's in your inventory) that increases the stealth stat). I also have no idea if it's possible for the game to check your Stealth stat, but then again, I've never tried it.

Though alhoon, I'm curious what you have in your mods that would make you use the Stealth stat as an indicator. Do you have something where if you don't have stealth, all enemies in the area are alerted and zerg rush you? XD

idonotexist42 idonotexist42

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Posted 12 February 2017 - 09:37 PM #130 Scripting and modding GF5

I went and edited my post to be more appropriately worded.

alhoon alhoon

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Posted 15 February 2017 - 07:15 AM #131 Scripting and modding GF5

Has anyone found a way to edit the finale texts? I really would like to add a couple of things based on the choices the player makes...
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound

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Posted 15 February 2017 - 01:40 PM #132 Scripting and modding GF5

Those are hardcoded and would require editing the application itself.  Possibly doable with a patch, but would be extremely platform-dependent and likely not practical on all platforms due to checksums and the like.
"I, for one, prefer to believe that the forums are dead and that Lilith, Slarty, and I are all ghosts haunting the forum." -- Triumph

"I think we all have days where we feel like a Displacer Iguana." -- Slarty

alhoon alhoon

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Posted 15 February 2017 - 01:44 PM #133 Scripting and modding GF5

Oh well...
"I am not mad, no matter what you're implying." - Litalia

GF5 mod with extra quest chain here!  Discover who you are and set up your base.

"Ohhh, no! No, it's so close! So close!" - Blxz, ambushed by an Unbound





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