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Banter won't happen.


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#1 Emzeror

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Posted 27 January 2008 - 07:01 AM

So, didn't take long before I got stuck again :(

Check Further Down for Updated Version

Banter is compiling, no errors/warnings at all. When I pick up the char it just won't talk to Viconia, even tou I press CTRL + I or whatever. (Fix this problem and I got some Banters to do, you won't have to stick with me around :))

(And someone know a super good tutorial for a beginner at WeiDU? I've found some, but severeals have errors in them, raises from beginner level to "extreme haxxor pr0 elite" level (In my opinion that is :)). Trying to learn the borders for WeiDU etc, so alot of exampels won't hurt. I've tried to follow "Blues" and "theacefes" tutorials for Banters. So if you know a site / tutorial over these (Yes I've been looking myself too), please tell me.

Thanks in Advance.

Edited by Emzeror, 28 January 2008 - 06:34 PM.

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#2 Bookwyrme

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Posted 27 January 2008 - 11:14 AM

Try this tutorial by theacefes. Also, be sure to read berelinde's NPC creation series.

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#3 Emzeror

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Posted 27 January 2008 - 12:08 PM

I followed every single step in it, over and over again. I will paste both the files now:
e#XelB.d - Banther File:
BEGIN e#XelB

CHAIN
IF ~InParty("Viconia")
See("Viconia")
AreaType(CITY)
Global("e#XelViconia","LOCALS",0)~ THEN e#XelB XelViconia1
~Viconia, how are you?~
DO ~SetGlobal("e#XelViconia","LOCALS",1)~
== e#XelB ~So you are strong?~
== BVICONI ~Better than you!~
 = ~BITCH!~
== e#XelB ~COOOOOOCKSUCKER!~
EXIT

And the .tp2 file:
BACKUP ~XelTheNPC\backup~
AUTHOR ~mbengan@gmail.com~
BEGIN ~Xel the NPC for BG2:ToB~

COPY ~XelTheNPC\e#Xel.cre~ ~override\e#Xel.cre~

COMPILE ~XelTheNPC\e#Xel.d~
COMPILE ~XelTheNPC\e#XelB.d~

EXTEND_TOP ~Ar1000.bcs~ ~XelTheNPC\ar1000.baf~

APPEND ~pdialog.2da~
~e#Xel e#XelP e#XelJ e#XelD e#Xel25P e#Xel25J e#Xel25D e#Xel25~
UNLESS ~e#Xel~

APPEND ~interdia.2da~
~e#Xel e#XelB e#XelB25~
UNLESS ~e#Xel~

So, if you miss any information please tell me :)
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#4 Bookwyrme

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Posted 27 January 2008 - 01:00 PM

Does the .cre have the right script name for the banters filled in?

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#5 Emzeror

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Posted 27 January 2008 - 01:27 PM

So, I need to add the banter file in the .cre too?

If I understood you correct, then it was as I presumed. Now my question comes, where? I haven't found a single tutorial on it :)

Or yes... /slap on me. Forgot it was the DV variable when I wrote this :D -- It should be correct yes.
Death variable e#Xel

Edited by Emzeror, 27 January 2008 - 01:47 PM.

Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#6 Bookwyrme

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Posted 27 January 2008 - 02:04 PM

So, I need to add the banter file in the .cre too?

If I understood you correct, then it was as I presumed. Now my question comes, where? I haven't found a single tutorial on it :)

Or yes... /slap on me. Forgot it was the DV variable when I wrote this :D -- It should be correct yes.



Not sure I entirely follow you there, but yes, the .cre needs both the DV/Script name & the dialogue file name filled in.


BTW, you'll need to check to make sure that *both* Viconia & your NPC (Xel?) are able to talk:
!Dead("Viconia"
!StateCheck("Viconia",STATE_SLEEPING)
!Dead("e#XelB")
!StateCheck("e#XelB",STATE_SLEEPING)

OR, use !StateCheck("Viconia",CD_STATE_NOTVALID)
!StateCheck("e#XelB",CD_STATE_NOTVALID)

Which checks all the possible reasons the NPC might not be able to speak (stunned, asleep, panicked, dead, etc.. For that, you need to add the following to your tp2:

APPEND ~STATE.IDS~ // adds custom IsValidForPartyDialogue state
~0x80101FEF CD_STATE_NOTVALID~
UNLESS ~CD_STATE_NOTVALID~


To read more about it see this thread.

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#7 Emzeror

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Posted 27 January 2008 - 02:32 PM

Added the lines as you told me to. I understand why they are needed, but I still wonder if someone can solve the problem I have :)

Got "[CD_STATE_NOTVALID] not found in [State.IDS]" as a warning now also :(

WeiDU v 20300 Log

 C:\Program\Black Isle\BGII - SoA\XelTheNPC-setup.exe
[./CHITIN.KEY] loaded, 590551 bytes
[./CHITIN.KEY] 182 BIFFs, 41793 resources
[dialog.tlk] loaded, 8701784 bytes
[dialog.tlk] 74209 string entries
[./Autorun.ini] loaded, 1452 bytes
[./baldur.ini] loaded, 3551 bytes
Possible HD/CD Path: [C:\Program\Black Isle\BGII - SoA\]
Possible HD/CD Path: [C:\Program\Black Isle\BGII - SoA\CD1\]
Possible HD/CD Path: [C:\Program\Black Isle\BGII - SoA\CD2\]
Possible HD/CD Path: [C:\Program\Black Isle\BGII - SoA\CD2\]
Possible HD/CD Path: [C:\Program\Black Isle\BGII - SoA\CD3\]
Possible HD/CD Path: [C:\Program\Black Isle\BGII - SoA\CD4\]
Possible HD/CD Path: [C:\Program\Black Isle\BGII - SoA\CD5\]
[./CharView.ini] loaded, 256 bytes
[./Keymap.ini] loaded, 5615 bytes
[./Mplaynow.ini] loaded, 230 bytes
[C:\Program\Black Isle\BGII - SoA\XelTheNPC-setup.exe] Using scripting style "BG"
[dialog.tlk] claims to be writeable.
[dialog.tlk] claims to be a regular file.
XELLANTHENPC-SETUP.TP2  0  0 Installed 
XELTHENPC-SETUP.TP2  0  0 Installed 

Install Component [Xel the NPC for BG2:ToB]?
[R]e-Install, [N]o Change or [U]ninstall or [Q]uit? 
Removing old installation of [Xel the NPC for BG2:ToB] first ...
uninstall: XELTHENPC-SETUP.TP2 0
[XelTheNPC\backup/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall   6 files for [XELTHENPC-SETUP.TP2] component 0.
  Restoring backed-up [XelTheNPC\backup/0/BVICONI.dlg]
XelTheNPC\backup/0/BVICONI.dlg copied to override/BVICONI.dlg, 46769 bytes
  Restoring backed-up [XelTheNPC\backup/0/override.Ar1000.bcs]
XelTheNPC\backup/0/override.Ar1000.bcs copied to override/Ar1000.bcs, 6742 bytes
Uninstalled	  6 files for [XELTHENPC-SETUP.TP2] component 0.

SUCCESSFULLY REMOVED OLD [Xel the NPC for BG2:ToB]


Installing [Xel the NPC for BG2:ToB]
Copying 1 file ...
[XelTheNPC\e#Xel.cre] loaded, 2312 bytes
Copied [XelTheNPC\e#Xel.cre] to [override\e#Xel.cre]
Compiling 1 dialogue file ...
[./override/TRIGGER.IDS] loaded, 7725 bytes
[./override/ACTION.IDS] loaded, 13073 bytes
Processing 1 dialogues/scripts ...
Adding E#XEL to internal list of available DLGs
Adding E#XELP to internal list of available DLGs
[E#XELP.DLG] saved	2 states, 4 trans, 2 strig, 0 ttrig, 3 actions
[E#XEL.DLG] saved	8 states, 22 trans, 2 strig, 0 ttrig, 5 actions
Compiling 1 dialogue file ...
BIFF may be in hard-drive CD-path [C:\Program\Black Isle\BGII - SoA\CD5\/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [C:\Program\Black Isle\BGII - SoA\CD4\/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [C:\Program\Black Isle\BGII - SoA\CD3\/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [C:\Program\Black Isle\BGII - SoA\CD2\/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [C:\Program\Black Isle\BGII - SoA\CD2\/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [C:\Program\Black Isle\BGII - SoA\CD1\/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [C:\Program\Black Isle\BGII - SoA\/DATA/DEFAULT.BIF]
[C:\Program\Black Isle\BGII - SoA\/DATA/DEFAULT.BIF] 5847739 bytes, 444 files, 0 tilesets

[trigger list near line 8, column 40 of XelTheNPC\e#XelB.d] PARSE WARNING at line 9 column 55-55
Near Text: )
	[StateCheck] argument [CD_STATE_NOTVALID] not found in [State.IDS]

[trigger list near line 8, column 40 of XelTheNPC\e#XelB.d] PARSE WARNING at line 9 column 95-95
Near Text: )
	[StateCheck] argument [CD_STATE_NOTVALID] not found in [State.IDS]
Processing 1 dialogues/scripts ...
Adding E#XELB to internal list of available DLGs
[./override/BVICONI.DLG] loaded, 46769 bytes
[BVICONI.DLG] loaded
[BVICONI.DLG] saved	579 states, 847 trans, 53 strig, 12 ttrig, 60 actions
override/BVICONI.dlg copied to XelTheNPC\backup/0/BVICONI.dlg, 46769 bytes
[E#XELB.DLG] saved	3 states, 3 trans, 1 strig, 0 ttrig, 1 actions
Extending game scripts ...
[XelTheNPC\ar1000.baf] loaded, 147 bytes
[./override/AR1000.BCS] loaded, 6742 bytes
override/Ar1000.bcs copied to XelTheNPC\backup/0/override.Ar1000.bcs, 6742 bytes
Extended script [Ar1000.bcs] with [XelTheNPC\ar1000.baf]
Appending to files ...
[./override/PDIALOG.2DA] loaded, 3599 bytes
Not appending [e#Xel e#XelP e#XelJ e#XelD e#Xel25P e#Xel25J e#Xel25D e#Xel25...] to [pdialog.2da] because it DOES contains [e#Xel]
Appending to files ...
[./override/INTERDIA.2DA] loaded, 602 bytes
Not appending [e#Xel e#XelB e#XelB25...] to [interdia.2da] because it DOES contains [e#Xel]
[*.IDS] forgotten
Appending to files ...
Appending [0x80101FEF CD_STATE_NOTVALID...] to [STATE.IDS] because it does NOT contain [CD_STATE_NOTVALID]
Appended text to [STATE.IDS]


Saving This Log:
XELLANTHENPC-SETUP.TP2  0  0 Installed 
XELTHENPC-SETUP.TP2  0  0 Permanently_Uninstalled 
XELTHENPC-SETUP.TP2  0  0 Installed ~Xel the NPC for BG2:ToB~

SUCCESSFULLY INSTALLED	  Xel the NPC for BG2:ToB

		WeiDU Timings
parsing .ids files			   0.000
parsing .tp files				0.000
unmarshal BIFF				   0.000
COPY							 0.000
APPEND						   0.000
marshal BCS					  0.000
EXTEND_*						 0.000
marshal DLG					  0.000
COMPILE						  0.000
resolve labels				   0.000
parsing .bcs files			   0.000
find local string				0.000
parsing .log files			   0.000
resolve strings				  0.000
unmarshal DLG					0.000
saving files					 0.000
BUT_ONLY						 0.000
parsing .baf files			   0.000
load TLK						 0.000
process .D files				 0.015
tp2 uninstall					0.015
unmarshal KEY					0.063
parsing .d files				 0.063
unmarshal TLK					0.093
loading files					1.188
stuff not covered elsewhere	  2.204
TOTAL							3.641

That is the debug file after the setup was create, hope it can help you to help me :o

Thanks in Advance for trying atleast :)


EDIT:
"Not appending [e#Xel e#XelP e#XelJ e#XelD e#Xel25P e#Xel25J e#Xel25D e#Xel25...] to [pdialog.2da] because it DOES contains [e#Xel]
Appending to files ...
[./override/INTERDIA.2DA] loaded, 602 bytes
Not appending [e#Xel e#XelB e#XelB25...] to [interdia.2da] because it DOES contains [e#Xel]"

Can that be something wrong btw? :)

Edited by Emzeror, 27 January 2008 - 02:35 PM.

Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#8 Kulyok

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Posted 28 January 2008 - 12:25 AM

To remove this warning, you have to append CD_STATE_NOTVALID before compiling any dialogues or scripts.

Also, have you registered your prefix? So far it seems you may hit incompatibilities with Neriana's mods, since she is using E#, as well. For more information, check out this thread: http://forums.blackw...p?showtopic=113

#9 Emzeror

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Posted 28 January 2008 - 04:05 AM

1th I am appending "CD_STATE_NOTVALID"
2nd I have even commented "CD_STATE_NOTVALID" away to try.
3rd I don't have any mods installed, and since I am only trying the project myself, I don't think "e#" won't be a problem, can change it later thought.
4th Anyone out there that know what is wrong?

I will give a cookie to the one that solve it :(

If you need more information or anything, tell me here, or on my msn "emzeror@hotmail.com", or my email "mbengan@gmail.com".

Thanks in Advance for trying :)
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#10 Bookwyrme

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Posted 28 January 2008 - 07:53 AM

I get CD_STATE_NOTVALID warnings from time to time when checking to see if the banters compile; I've never figured out why I do sometimes & not others & I don't get them in the actual install.


Can't help you with the "not appending" bit. Sorry :(

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#11 Emzeror

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Posted 28 January 2008 - 08:04 AM

I solved CD_STATE_NOTVALID warnings, I had to append them before compiling.

But I still can't append the other shiet, and the banter still won't work :(
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#12 SConrad

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Posted 28 January 2008 - 01:31 PM

EDIT:
"Not appending [e#Xel e#XelP e#XelJ e#XelD e#Xel25P e#Xel25J e#Xel25D e#Xel25...] to [pdialog.2da] because it DOES contains [e#Xel]
Appending to files ...
[./override/INTERDIA.2DA] loaded, 602 bytes
Not appending [e#Xel e#XelB e#XelB25...] to [interdia.2da] because it DOES contains [e#Xel]"

Can that be something wrong btw? :)

To me, this suggests that you've been editing the 2da files directly or that a previous uninstallation of the mod didn't have any effect. Basically, you're trying to install the mod on files that already have the mod installed (and it might not be limited to pdialog.2da), which can seriously screw things up. In order to make sure that the platform you're building your mod on is uncompromised by faulty uninstallations or manual file edits, you might need to do something about your BGII installation.

If you have a backup of your override, chitin.key and dialog.tlk, now's the time to apply it. If you don't, you should probably reinstall the game (and then do a backup such as this, but skip step 3 as Baldurdash is outdated and use BG2Fixpack instead if you wish). Make sure you manually delete the override directory after uninstalling the game.

When you have done all of that, try the mod again. If it still doesn't work, please .zip/.rar the entire mod and attach it here, so that we can take a more thorough look at what's wrong.

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#13 Emzeror

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Posted 28 January 2008 - 06:32 PM

(Kneels Down)
SConrad... wanna marry me?
(Waiting for response!)

As you may have presumed by reading the above lines it works! It's alive. (Reinstalled the game, taken backup of like everything if it should happen again :))
Shadow of Asere - Mod under development. - More information coming.

"Tales and stories long forgotten has been remembered,
evil and chaos sealed away has been found,
beware mortal, the world will tremble once again."

-- Asere

#14 SConrad

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Posted 28 January 2008 - 07:30 PM

You're welcome. I'm afraid I'm gonna have to decline the proposal, though - I'm already taken. ;)

Posted Image Khadion NPC mod - Team leader, head designer
Posted Image Hubelpot NPC mod - Team leader, coder
Posted Image NPC Damage - Coder
Posted Image PC Soundsets - Coder, voice actor
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Posted Image DragonLance TC - Glory of Istar - Designer
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Iron Modder 5 - Winner