Okey dokey, gnomes walloping people with unarmed strikes quite happily without provoking AoOs using normal Improved Unarmed Strike - the 'small being' variant, despite showing up in protos.tab as a recognised feat, does not show in the choosable feats list and appears to be unnnecessary. Dll update finished! Will post in 24 hours.
Hey Ted, how extensive will your associated protos.tab changes be? I've made extensive edits during the course of all the stuff I've been working on lately, so ... I suspect that it would be easier for me to integrate your changes than for you to integrate mine? If that's the case, maybe you could list what you changed specifically so I don't miss anything.
Shiningted, I don't have the game installed anymore and I am sorry I can't give better details but I am sure that I read a topic where you answered another user about a feat being left in the Co8 mod (I don't know if version 5.0.0 or 5.0.5 - at that time I had the latter and that feat was there, ready to be chosen) that you introduced and that would cause the game to crash. I used the word "broken" because I thought in english this word would suit the case but what do I know? I am swedish... However the name "Shield Bash" suggested by Half Knight rings a bell... ^_^
Yep thats cool Salk, Improved Shield Bash is definitely taken care of. Sorry I snapped at you. "I don't have the game installed" is a pretty darn good reason not to be specific. Gaear - extensive changes, yes, but since they are all in one area it will be easy for me to document them and for you to ensure your protos.tab matches. I'll send you the details.
Don't mention it, Shiningted! I know you are extra busy and have done already so much work for the community. I surely didn't phrase my original message in a good manner. Keep it up and thanks!
Its up! Go get the patch from te Cumulative Mods and Fixes Submission thread What it does: The patch adds a new .dll that reinstates all the weapon proficiencies for Cujo's new monk weapons, plus cleans house a little, plus introduces Far Shot. It also includes a new protos.tab that introduces a san_insert_item script number (col 289) for every ranged weapon in the game. So people who want to update their own protos.tab should just go down the 'ranged' column, highlight anything that is a ranged weapon, and give it number 282 if it is a projectile weapon, and 281 if it is a thrown weapon. These scripts will increase the trange of said weapons in the presence of the Far Shot feat acording to the rules (150% and 200% respectively). I also introduced ranges for the weapons according to the rules where they were missing (a lot) and standardised those for new weapons, plus some other spruicing up (giving the cleaver a throwing axe animation in flight, for instance - not sure why anyone would want to throw it, but its throwable, so there). I also made the Drow armour masterwork for crafting, as requested by a Co8 user (6502-6505). I also introduced updated scripts #281 and 282 with the workings, and updated the scripts.py file. The new feat has a small sound effect when it first kicks in on any weapon, so people will know when it is working (for if I missed any weapons). It also works when the weapon is passed to someone without the Far Shot feat, whereupon it reverts to its normal range. So you can pass it back and forth between a have and a have-not to hear the little clicking sound effect all day, if you so desire. The sound effect does not function if no-one has the feat, so people who don't use the new feat (most players, no doubt) need never worry. O and finally, a new copy of feats.mes is included.