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#1 Creepin

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Posted 18 November 2005 - 12:30 PM

I'll post 'em here as I will progress through second part.
So far I'm just getting stable CTD upon attempt of loading something right after cutscene where I'm shown baron's death. Probably it's another naming incompatibility between BGT & TuTu areas, don't know it yet for sure. But I did notice while peeking at Fabio's script that he supposed to initiate dialog with PC if they are at area AR6526. This is obviously wrong for TuTu version, where Candlekeep area is FW2626. I'm still able to initiate dialogue by my own, but it's not as you, BillyBob, intended Fabio to act, so it's worthy of fixing IMO :)

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#2 Sir BillyBob

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Posted 18 November 2005 - 07:34 PM

Cool. Thanks for checking. These will probably be the errors from either the install package not placing the correct files into your game (which is what that dialog error is), or errors from copying BGT files to a Tutu folder. Each error you find means I will have to check to see where the problem really is. From there, I can release a cleaner version (again :wub: ).

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#3 Creepin

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Posted 18 November 2005 - 09:35 PM

These will probably be the errors from either the install package not placing the correct files into your game (which is what that dialog error is), or errors from copying BGT files to a Tutu folder.

Not quite so. Basically, all game-crushing bugs I encounter so far are connected with different .bcs files referring to BGT map names. I suggest division of optimized .bcs files, at least relevant ones, which I purposedly post there, into different folders, like you did with .d & .are files ;)

Current problem actually follows the same pattern as those before - BHCUTBA2.bcs is trying to send me back at BGT Candlekeep map. I changed it to FW2626 to solve it.

Edited by Creepin, 19 November 2005 - 01:37 AM.

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#4 Creepin

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Posted 18 November 2005 - 09:58 PM

OK, this one surely has nothing to do with area names :)

When Pelltar fills me with info on situation, he mentions 3 strangers & then describes me two of them. As I press "continue" after bard's description, dialogue ends. I check his .dlg file & find out that there's description of third person as well, but I didn't get it in-game. I wonder could it be that trigger " Exists("Fabio") ", which should add Fabio's comment on bard, would end dialogue if no Fabio is present, because I didn't get even a chance to say "So this one must be a bard" before dialogue ends :huh:.
It appears that because of this I didn't get large portion of dialogue and, even worse, update to global BHToldOfDeath.

Hmm... I CLUA Fabio in, Ctrl+Q him and speak to Pelltar again. No improvement :wacko:

Edited by Creepin, 18 November 2005 - 10:09 PM.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#5 Creepin

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Posted 18 November 2005 - 11:37 PM

Next one: when I buy Quiver/Bag/Case of Plenty +1 from a fletcher, it comes in a stack of 40, so having paid once I'm able to distribute 1 quiver to each of my two archers and then sell the rest 38 quivers back. :D Is it intentional?

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#6 Creepin

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Posted 19 November 2005 - 01:04 AM

Next: I'm unable to get to Garroten by conventional means. When I try to leave area 0300 via Exit2000 I'm shown worldmap, but there's no Garroten on it. After clua myself in, however, it did appears on worldmap.

Another complication: there's no BH2200.bcs or .baf, even in v2.00 distributive, so currently it's impossible to visit this area (at least with it working properly).

Lizardman Shamans in BH2201 like to cast Chant & Strength of One on my protagonist. This snippet is from Shaman's script:
IF
	See(NearestEnemyOf(Myself))
	See(NearestMyGroupOfType)
	Global("prep","LOCALS",0)
THEN
	RESPONSE #100
		ReallyForceSpell(LastSeenBy(Myself),CLERIC_CHANT)
		ReallyForceSpell(LastSeenBy(Myself),CLERIC_STRENGTH_OF_ONE)
		SetGlobal("prep","LOCALS",1)
END
While I do appreciate their care, it still seems somehow... weird :)

Edited by Creepin, 19 November 2005 - 04:25 AM.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#7 Sir BillyBob

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Posted 19 November 2005 - 04:07 PM

The script issue is really weird. This should be a copy directly from Horred's AI in BP. Not sure why it is now to be cast on you instead of on self.

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#8 Creepin

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Posted 19 November 2005 - 08:13 PM

Not sure why it is now to be cast on you instead of on self.

Judging from the script, one could assume that shaman, seeng me and at the same time having no lizardmen in his LOS, should cast his ForceSpells on me, as it happens in-game. Hmm... I remember few situations when all I was seeng is shaman, but surely some lizardmen was in his LOS, but spells goes my way anyway, but I could be wrong - didn't pay special attention to the issue <_<

Edited by Creepin, 19 November 2005 - 08:14 PM.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#9 Sir BillyBob

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Posted 02 December 2005 - 03:31 PM

I have gone through all the listed issues you and Kharan have listed. I think I have everything now except for the issue with BG townies going red when you fight with the Cult. I am sure it is a shout() command. I don't understand why innocent folk would have an assigned script that processes a shout. Normally, they just run away from any battles. You should see the same problem with Brother Hasdar (NTotSC) if you fight him.

Anyway, I have a version 2.01 which is setup for mulitple languages (but they aren't in the mod yet). This version fixes the doorway issues in Restenford as well as many dialog issues you all brought up. I have also removed any +3 and higher weapons from the stores. Spells should only go up to some level 7. I don't personally follow the logic that a town can't have a wizard selling high level spells but whatever. You only have access to 2 scrolls per spell so if you have 2 people memorize them, you will not see the spell again for a long time (probably not until SoA).

When TheWizard get's his ftp server up and running, I will upload the full package.

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#10 Creepin

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Posted 06 December 2005 - 09:53 AM

Ah, it's good news all in all :Bow:
Too bad I didn't managed to finish second part of your mod in time to provide you with more bugs for fixing for this new version though :( Actually, I've encountered some, but it was just the moment when I decided to temporarily put aside BG1 (dammit, I have to finish Morrowind at least once before Oblivion will be released :P ), so I didn't have time to track this bugs to their source nor even fully formulate their nature yet <_< Well, there's always place for one more version, no? :)

As for changes being made...

I think I have everything now except for the issue with BG townies going red when you fight with the Cult. I am sure it is a shout() command. I don't understand why innocent folk would have an assigned script that processes a shout. Normally, they just run away from any battles.

It's shout() for sure. I removed it from your mercs scripts and everything henceforth becomes fine. I tend to agree with you that it's rather wrong for citizens, not for mercs, but surely it will be much easier way if you fix it locally than if someone goes to pester TuTu squad to fix it on all peasants in game. Just discard shout routine for your mercs, they don't need it much actually, being spawned in a tight group, or give them any custom shout, that wouldn't interfere with default one.

I don't personally follow the logic that a town can't have a wizard selling high level spells but whatever.

It sounds almost as if I've forced you to do something you don't like. :o It's your mod after all, and you're the one to decide :) May be, should you ever make a new version, you could allow your magic merchant to sell some lvl8 spells, but for triple (in regard for current) price and only one copy of each? ^_^ BTW, if you could add +3 items (but not anything higher!) to local merchants for the second part of the SoBH, resembling Adventurer's Mart being restocked in chapter 6 in BG2, it would be an ideal setup IMO B)

Edited by Creepin, 06 December 2005 - 09:57 AM.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#11 Sir BillyBob

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Posted 06 December 2005 - 02:22 PM

The store issue has been on going since I first developed this mod. According to the original mod, Restenford is a major trade town on the Isle of Lenore. All shipping cargo goes through here and all merchants in other towns come here to pick up there goods. However, it is not a city, there are only about 350 people in the whole town. It is this success that makes the leadership of Garrotten so envious.

Therefore, I figured if any town is going to have magic items, it will be this one. As you notice in Garrotten, most items are not even magical; the town is much smaller (a village really), and they have no magic shop just someone that can make potions.

I do like the idea of having a second store for Lazarus once you come back. Not a bad idea...

I will see about removing the Shout script from the mercs. Interesting that this only happens in Tutu, not BGT. Both pull their CRE files from the same original game. Oh well.

Oscar and Philmar should not talk to you when you are in the forest. Only the Captain. Hopefully this will fix the weird cycling problem you found. Locinda does not have the Shout script anymore either. That should fix her.

As for the lizardmen, the really weird part is that I didn't touch their scripts. They cast boosting spells on you as part of their normal script in Tutu! Obviously this has never been seen before because no one else uses lizardmen in the BG1 game.

Thanks for helping me find all these bugs. I am sure another refresh will happen at some point. Hopefully not for several months though. :D

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#12 kharan5876

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Posted 06 December 2005 - 03:59 PM

I will see about removing the Shout script from the mercs. Interesting that this only happens in Tutu, not BGT.

If your talking about the mercenaries in Baldurs Gate, it does happen in BGT-weidu. It did not occur in BP-BGT-NEJ

#13 Sir BillyBob

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Posted 06 December 2005 - 04:59 PM

Okay... Except I was able to have this fight and even the fight with Brother Hasdar (NTotSC) in the same area and I don't remember this problem. 'Course that was probably one of the first versions of BGT, I haven't gotten around to getting that far in the last two versions. Still, I can't imagine this being changed. Well, I have to fix it for Tutu and both games use the same CRE file, so a fix for one fixes the other anyway.

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#14 earhug

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Posted 11 December 2005 - 12:16 PM

Has anyone found out a solution for this?

#15 Sir BillyBob

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Posted 11 December 2005 - 05:32 PM

I haven't made a patch yet. Just use NI or DLTCEP to change the override script for the following:

BHSHARG1, BHSHARG2, BHSHARG3.

Here are the files. Their names may not match in your game depending on your dialog.tlk file.

Attached Files


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#16 earhug

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Posted 11 December 2005 - 06:08 PM

Nope, still crashes after the scene where the baron is mudered. I playing V2 btw. Hohum, guess I'll have my characters check out ulgoths beard while I'm waiting for a patch

#17 Sir BillyBob

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Posted 12 December 2005 - 05:54 AM

Oh, sorry. I thought you were asking about the problem with the mercenaries turning the local peasants red. Your issue is something else. I think I have it fixed in version 2.01 of BoneHill. Basically Pelltar and Fabio have scripts that move you back and forth to view the baron's death. The Tutu game had the script from BGT so the game crashed. I think this is fixed in 2.01. I know their dialogs are.

There is a cutscene file that moves you back from the baron's death. I just saw that it is the BGT version. Place this file in your override folder and see if it fixes the problem.

Attached Files


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