UPDATE: Readme and attachment removed. Shorter-Better Transition for BP-BGT-NeJ released. See below.
Edited by Ascension64, 08 January 2005 - 02:49 AM.
Posted 04 January 2005 - 11:22 PM
Edited by Ascension64, 08 January 2005 - 02:49 AM.
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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
Posted 06 January 2005 - 11:43 AM
Posted 06 January 2005 - 06:30 PM
All I intended at the moment was to fix up the dialogue error and the wierded black screens, as well as the annoying initialisation of dialogue that would stop the cut scene mode from working. do you have any suggestions as to what could make it 'even better'?it works fine but the only difference i see is that the speech is cut-scene style instead of normal dialogue. same agonisingly long wait and moments of blank screen. better but not what was hoped for.
I am quite certain that has nothing to do with this, but does the same thing happen without Better Transition installed? All better transition does is to change the cutscene slightly.However, i encountered a strange bug when playing from a save just before completing totsc.
initally i ensured all npcs were gone, so i could go into duchal palace alone as reccomended, all went ok till the assasin died near to the pc's cage then.... Nothing happened, imoen never showed up and i was stuck.
i reloaded but this time kept imoen in my party when going to the palace then there she was to free the pc from his cage.
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Baldur's Gate Trilogy-WeiDU and Mods
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
Posted 08 January 2005 - 02:53 AM
Edited by Ascension64, 14 January 2005 - 06:19 AM.
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Baldur's Gate Trilogy-WeiDU and Mods
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
Posted 09 January 2005 - 10:20 PM
Posted 09 January 2005 - 11:21 PM
Noted thanks, I'll make a change if I am required to release another version of this (if at all). I tested my memory with that.I thank you for the credit, but it was Bardez who made BGT.
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Baldur's Gate Trilogy-WeiDU and Mods
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
Posted 11 January 2005 - 08:16 AM
Edited by Ascension64, 14 January 2005 - 08:07 PM.
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Posted 11 January 2005 - 05:59 PM
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Baldur's Gate Trilogy-WeiDU and Mods
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Posted 12 January 2005 - 01:24 AM
Edited by King Diamond, 12 January 2005 - 01:25 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 12 January 2005 - 07:22 AM
May be this is the right place to try to switch (at least Imoen) from BG1 version to BG2 (I mean sound scheme etc.)...
What I gathered through browsing through scripts and dialogues is that CtB prevents everyone from losing all their items (which I have noted on the CtB forum). Otherwise, everyone 'should' lose their items, unless there is a bug.And IMHO the transition of all party NPCs to Irenicus dungeon breaks game's plot at all as well as just a common logic. Not stripping them (and PC) from their possesion does the same - to be imprisoned but to keep all inventory stuff.... I'd say this is STRANGE....
Well, she does keep the Charming Rogue kit, for your information.And may be to do the same with Imoen taking in account that she can use a Charming Rogue kit...
Correct me if I'm wrong, but I believe the accommodation of other party members making the transition is supposed to be designed for multiplayer only. I am aware that Sir BillyBob has 'fixed' the leaving of DSotSC NPCs, but one must remember that mod incompabilities are usually not supported.So I'd kick everybody from the party in the transition script....
Edited by Ascension64, 12 January 2005 - 07:27 AM.
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Posted 12 January 2005 - 07:40 AM
The leave dialog setttings are not in Baldur.BCS, they are in AR7208 which is the room that Belt is standing in. The area script checks to see if each NPC is there, if so, it has them initdlg("leavexxx") which is their leaving dialog. They dump their gear on you and leave the room. Once all the NPCs in the script are done, the script sets the "Byebye" global and you start the transition process. Right now, I think only Xan, Imoen, and Branwen are missing from the list. Therefore, they are the only ones that would move with you.Currently I am aware that there are LEAVE*.DLG files for each NPC in BGI, but they don't seem to be implemented into baldur.bcs yet (which is quite big already!).
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
Posted 12 January 2005 - 05:04 PM
Sorry to say, but at the moment none of that works.The leave dialog setttings are not in Baldur.BCS, they are in AR7208 which is the room that Belt is standing in. The area script checks to see if each NPC is there, if so, it has them initdlg("leavexxx") which is their leaving dialog. They dump their gear on you and leave the room. Once all the NPCs in the script are done, the script sets the "Byebye" global and you start the transition process. Right now, I think only Xan, Imoen, and Branwen are missing from the list. Therefore, they are the only ones that would move with you.
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Baldur's Gate Trilogy-WeiDU and Mods
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
Posted 12 January 2005 - 08:28 PM
And now I see why none of that works.Sorry to say, but at the moment none of that works.
Edited by Ascension64, 12 January 2005 - 08:37 PM.
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
Posted 13 January 2005 - 07:44 AM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
Posted 13 January 2005 - 07:46 AM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
Posted 13 January 2005 - 11:11 AM
Dead party members is a problem. You are right that we need a way of removing them.
Also, initiating dialogs should be done when Belt can see you, so that needs changing also.
Posted 13 January 2005 - 02:39 PM
IF Global("FinishedToTSC","GLOBAL",1) THEN RESPONSE #100 ActionOverride("beardboy",DestroySelf()) ENDWill always return true when TotSC is finished, so the script never gets to the party leaving. Needs Continue() I believe.
IF Global("ENDOFBG1","GLOBAL",1) Global("FINISHEDTOTSC","GLOBAL",1) !AreaCheckObject("BELTBRD","AR7208") // Belt THEN RESPONSE #100 CreateCreature("BELTBRD",[735.371],7) // Belt ENDOuch! The AreaCheckObject() Identifier should have area first and object second! Should read !AreaCheckObject("AR7208","BELTBRD"). Fancy seeing a millions Belts in the room and more being created by the second!
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
Posted 13 January 2005 - 02:40 PM
Only if they are dead. Currently, they leave you as soon as you finish TotSC, i.e. as soon as the TextScreen for the end of TotSC comes up, which is at Ulgoth's Beard.I assume the Baldur.BCS script has the leaving scripts for those NPCs so that they will leave after the transition. Remember that you have to have them with you at that cutscene but they leave you when you get captured.
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Baldur's Gate Trilogy-WeiDU and Mods
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
Posted 13 January 2005 - 03:00 PM
I thought that was fixed in one of the S&H patches. Or was that fix only for AR7208?Only if they are dead. Currently, they leave you as soon as you finish TotSC, i.e. as soon as the TextScreen for the end of TotSC comes up, which is at Ulgoth's Beard.I assume the Baldur.BCS script has the leaving scripts for those NPCs so that they will leave after the transition. Remember that you have to have them with you at that cutscene but they leave you when you get captured.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
Posted 13 January 2005 - 08:16 PM
Probably for AR7208, because Imoen, Khalid, Jaheira, Minsc, and Dynaheir do not have a leaving block on that area script.I thought that was fixed in one of the S&H patches. Or was that fix only for AR7208?
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)