Jump to content


Photo

Mirrabo Imoen's Romance problem


  • Please log in to reply
16 replies to this topic

#1 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 09 January 2005 - 04:52 AM

If Immy dies in Chateau Irenicus, she gets DestroySelf'ed in Spellhold. If I clua her in, pause, force-talk and let her join, everything is all right.
Is this a bug or a feature?
WeiDU.log is the same as here: http://www.shsforums...howtopic=13301#

Edited by the bigg, 09 January 2005 - 04:57 AM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#2 seanas

seanas
  • Modder
  • 1906 posts

Posted 09 January 2005 - 05:37 AM

so, let me guess this straight....

IF you let the game run as it should, it runs as it should.

IF you CLUA in an immy after she's dead, *and* pause the game to stop her script DestroySelf-ing her again *and* force-talk her to force her to use a different script (her joining one) *then* she's not dead?

rather than 'bug' or 'feature', i think it's best called 'cheese'. :P

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#3 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 09 January 2005 - 05:51 AM

1) Imoen died (A.K.A. leaves the party due to wounds) in Chateau Irenicus (and didn't get the transformation as scripted by tele0700.bcs)
2) I play and get to Spellhold. Bodhi starts the Gauntlet, and Imoen DestroySelf, since a variable didn't get set by tele0700.bcs.

this is where I was curious wheter it was a bug or a feature.

Obviously cluaing her in, force talking etc. is a cheese :D

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#4 Rastor

Rastor

    Yes, I really am a dragon. Yes, I am a jerk. Live with it.

  • Member
  • 2001 posts

Posted 09 January 2005 - 11:45 AM

That did not happen when I tried it on an install of just ToB + Official Patch, so I'm guessing that this is an issue with a mod.
Home of Kitanya, Improved Asylum, more...

Posted Image

#5 Stone Wolf

Stone Wolf
  • Member
  • 1672 posts

Posted 09 January 2005 - 01:01 PM

That sounds like a bug. I don't have the code in front of me, but it shouldn't be too hard to alter Imoen's script so that everything gets set up correctly if she flees in Chateau Irenicus.

#6 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 09 January 2005 - 02:28 PM

That sounds like a bug.  I don't have the code in front of me, but it shouldn't be too hard to alter Imoen's script so that everything gets set up correctly if she flees in Chateau Irenicus.

View Post

Yeah, I know. I was just asking if this was intended or not (I.E. you let her die and/or abandon her in Chateau Irenicus, thus she doesn't want to join with you anymore, or the coder was simply lazy).
Besides, I even got her dreams correct, and her RomanceActive was 1 (and not 4).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#7 Stone Wolf

Stone Wolf
  • Member
  • 1672 posts

Posted 09 January 2005 - 04:33 PM

If it was intentional, it wouldn't be a bug. ;) It's probably caused by the newly continuous Imoen stuff.

#8 hlidskialf

hlidskialf

    Incarnation of the Eternal Ale Warrior

  • Modder
  • 2510 posts

Posted 09 January 2005 - 11:17 PM

Hmm, we had that working before the release. I'm not certain if it's an issue for everyone or a single glitchy install I'm afraid. (Still whining about my laptop being in the shop.) Anyone want to investigate?

The great wolf Fenrir gapes ever at the dwelling of the gods.


#9 Atlasia

Atlasia

    I am Inari

  • Member
  • 344 posts

Posted 09 January 2005 - 11:32 PM

Hmm, we had that working before the release. I'm not certain if it's an issue for everyone or a single glitchy install I'm afraid. (Still whining about my laptop being in the shop.) Anyone want to investigate?

View Post


I'd wager it's a glitchy install. It never happened to me before on any of the 3 machines I have BG2+ToB+patch+Immy Romance on.
Love is a fallacy.
The only thing worse than a hopeless romantic is a hopeful one.
My BG2 Custom Portraits
Posted Image

#10 Stone Wolf

Stone Wolf
  • Member
  • 1672 posts

Posted 10 January 2005 - 01:17 AM

Well, I can't see why you're having the problem, so I'll post the script block that should move Imoen to the correct location. It's Cut01.bcs, so just see if the bolded line is the same as in your copy of that file.

IF
  True()
THEN
  RESPONSE #100
    CutSceneId(Player1)  //
    LeaveAreaLUAPanic("AR0700","",[2753.868],4)
    LeaveAreaLUA("AR0700","",[2753.868],4)
    ActionOverride(Player2,LeaveAreaLUA("AR0700","",[2805.882],4))
    ActionOverride(Player3,LeaveAreaLUA("AR0700","",[2791.820],4))
    ActionOverride(Player4,LeaveAreaLUA("AR0700","",[2764.788],2))
    ActionOverride(Player5,LeaveAreaLUA("AR0700","",[2781.716],0))
    ActionOverride(Player6,LeaveAreaLUA("AR0700","",[2763.668],0))
    Wait(1)
    Explore()
    MultiPlayerSync()
    SetGlobal("EnteredWaukeen","AR0700",1)
    TextScreen("SCENE01")
    ActionOverride("Imoen2",LeaveParty())
    ActionOverride("Imoen2",SetDialogue("IMOEN2"))
    ActionOverride("Imoen2",ChangeAIScript("",DEFAULT))
    ActionOverride("Imoen2",ChangeAIScript("IMOEN2",OVERRIDE))
    ActionOverride("Imoen2",GivePartyAllEquipment())
    ActionOverride("Imoen2",MoveGlobal("AR1512",Myself,[1857.1520]))

    CreateCreature("CSIMOEN",[2732.831],2)  // ~Imoen~
    CreateCreature("CSIREN",[2557.935],0)  // ~Mage~
    CreateCreature("CSTHIEF1",[2740.1009],6)  // ~Assassin ~
    CreateCreature("CSTHIEF2",[2678.1043],6)  // ~Assassin ~
    CreateCreature("CSTHIEF3",[2579.1075],8)  // ~Assassin ~
    CreateCreature("CSTHIEF4",[2488.1078],10)  // ~Assassin ~
    CreateCreature("CSGAYL",[2671.1101],6)  // ~Assassin ~
    CreateCreature("AMNG1",[2736.1260],0)  // ~Amnish Soldier~
    SmallWait(1)
    MoveViewPoint([2576.908],INSTANT)
    DayNight(DAWN_END)
    FadeFromColor([40.0],0)
    StartCutScene("cut01a")
END


It's that last bold line that should move her.

Edited by Stone Wolf, 10 January 2005 - 01:19 AM.


#11 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 10 January 2005 - 02:39 AM

This is what was in my HD.

ar0602.bcs
IF
	OnCreation()
	InMyArea("Imoen")
	Global("hf_Destroy_Imoen","GLOBAL",0)
THEN
	RESPONSE #100
  SetGlobal("hf_Destroy_Imoen","GLOBAL",1)
  ActionOverride("Imoen",DestroySelf())
END

Newgame.bcs
IF
	True()
THEN
	RESPONSE #100
  CreateCreature("M05PCSPY",[3374.3068],0) // No such index
  ActionOverride("Imoen6",DestroySelf())
  ActionOverride("Imoen10",DestroySelf())
  CreateCreature("Imoen10",[3198.2837],0) // Imoen
                 ActionOverride("Imoen2",SetGlobal("hf_Original_Imoen_Tag","LOCALS",1))
  END

imoen.bcs
IF
	InParty(Myself)
	Global("hf_Original_Imoen_Tag","LOCALS",0)
THEN
	RESPONSE #100
  SetGlobal("hf_Original_Imoen_Tag","LOCALS",1)
END

IF
	InParty("Imoen2")
	!InParty(Myself)
	Global("hf_Hide_Old_Immy","GLOBAL",0)
THEN
	RESPONSE #100
  SetGlobal("hf_Hide_Old_Immy","GLOBAL",1)
  DestroySelf()
END

IF
	InParty(Myself)
	Global("ImoenRomanceActive","LOCALS",0)
THEN
	RESPONSE #100
  SetGlobal("ImoenRomanceActive","LOCALS",1)
END

IF
	InParty(Myself)
	Global("hf_Original_Imoen_Tag","GLOBAL",0)
THEN
	RESPONSE #100
  SetGlobal("hf_Original_Imoen_Tag","GLOBAL",1)
  Continue()
END

tele0700.bcs
IF
	Clicked([ANYONE])
	Range(LastTrigger,25)
	InParty("Imoen2")
	Global("hf_Eternal_Immy","GLOBAL",0)
THEN
	RESPONSE #100
  ActionOverride("Imoen2",SetGlobal("hf_Original_Imoen_Tag","LOCALS",1))
  ActionOverride("Imoen2",LeaveParty())
  ActionOverride("Imoen2",SetDialog("IMOEN2"))
  ActionOverride("Imoen2",ChangeAIScript("",DEFAULT))
  ActionOverride("Imoen2",ChangeAIScript("IMOEN2",OVERRIDE))
                 ActionOverride("Imoen2",MoveGlobal("AR1512",Myself,[1857.1520]))
  [b]SetGlobal("hf_Eternal_Immy","GLOBAL",1)[/b]
END

imoen2.bcs
IF
	InParty(Myself)
	Global("hf_Original_Imoen_Tag","LOCALS",0)
THEN
	RESPONSE #100
  SetGlobal("hf_Original_Imoen_Tag","LOCALS",1)
END

IF
	[b]Global("hf_Modify_Imoen","LOCALS",0)[/b]
	Global("hf_Original_Imoen_Tag","LOCALS",0)
THEN
	RESPONSE #100
  ClearAllActions()
  SetGlobal("hf_Modify_Imoen","LOCALS",1)
  ActionOverride("Imoen2",DestroySelf())
END

The lines you mention, I've got them only in tele0700.bcs.
Erm, what is the last Imoen Romance version? :unsure: :wacko:

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#12 hlidskialf

hlidskialf

    Incarnation of the Eternal Ale Warrior

  • Modder
  • 2510 posts

Posted 10 January 2005 - 02:49 AM

v1.21
Main mod install of v1.2 and the v1.21 patch.

The great wolf Fenrir gapes ever at the dwelling of the gods.


#13 Stone Wolf

Stone Wolf
  • Member
  • 1672 posts

Posted 10 January 2005 - 02:57 AM

If those lines aren't in Cut01.bcs, then that'll be the problem. The game will destroy the old version of Imoen, but won't create the new version.

#14 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 10 January 2005 - 03:05 AM

So sayeth my docs.

@ stonewolf: imoen's tp2 doesn't mention cut01.bcs; what you have comes from NEJ or (possibily, I don't have BG1 & cannot check) from BGT. Both these mods add an eternal Immy to your setup.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#15 Stone Wolf

Stone Wolf
  • Member
  • 1672 posts

Posted 10 January 2005 - 01:01 PM

Well that's odd. I don't have an install without NEJ at the moment, but I couldn't find anywhere else that did the switch if Imoen isn't in the party when you leave CI. Hlid? You remember where that's supposed to happen?

#16 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 10 January 2005 - 01:25 PM

Well that's odd. I don't have an install without NEJ at the moment, but I couldn't find anywhere else that did the switch if Imoen isn't in the party when you leave CI.  Hlid?  You remember where that's supposed to happen?

View Post


I just checked out NEJ's setup, and it appears NEJ makes Imoen change in cut01.bcs, while Imoen's Romance makes her change in tele0700.bcs.
Since the two eternal immy codes are exactly the same (as shown off by the hf_ prefix), I guess that Mirrabo had coded intentionally the behaviour I described. Evil me who let her too near the duergars! :P

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#17 hlidskialf

hlidskialf

    Incarnation of the Eternal Ale Warrior

  • Modder
  • 2510 posts

Posted 11 January 2005 - 12:42 AM

Actually the hf_prefix is mine. The behavior is unintentional and is supposed to mimic the NEJ one exactly. (As I believe I did that one too and just borrowed/tweaked the code for the IR.) It either slipped through the cracks or was eaten or something.

The great wolf Fenrir gapes ever at the dwelling of the gods.