Will the BG1 Baldurdash fixes install only when BGT is already installed?
Yes. BGT has some bg1 fixes already incorporated but not for 100%. v1.2 covers the rest.
Posted 06 April 2005 - 03:39 AM
Will the BG1 Baldurdash fixes install only when BGT is already installed?
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 06 April 2005 - 09:54 AM
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 11 April 2005 - 09:51 AM
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 13 April 2005 - 07:10 AM
!Dead("astSeenBy())") !Dead("astSeenBy(Myself))") !Dead("astHeardBy())") !Dead("astHeardBy(Myself))") !Dead("yself)") !Dead("astAttackerOf(") !Dead("astAttackerOf(LastSeenBy(Myself)))") !Dead("astTrigger)") Dead("astTrigger)")~that were cloned by some hired Microsoft programmers all over there....
Edited by King Diamond, 13 April 2005 - 07:19 AM.
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 14 April 2005 - 02:39 AM
Fix for nearly 160 original ToB scripts with invalid Dead("....") triggers added + fix for several invalid scripts included in BIF in already compiled form (but compiled code is invalid).
Posted 14 April 2005 - 03:43 AM
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 14 April 2005 - 04:28 AM
Edited by CamDawg, 14 April 2005 - 04:36 AM.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
Posted 14 April 2005 - 06:35 AM
I don't think Dead(O:Object*) would work anyway. Dead("foo") works by checking that the value of the global variable SPRITE_IS_DEADfoo is > 0.
Edited by Vlad, 14 April 2005 - 06:37 AM.
Posted 14 April 2005 - 06:56 AM
KD, if you take a look into original ToB TRIGGER.IDS, you'll see the following offset:
0x4051 Dead(S:Name*)
The programmers had nothing to do to this problem. It's a pure scripting issue because name always means "Name" or in other words "STRREF". The scriptors of the game just mixed two triggers Dead(S:Name*) and Died(O:Object*). Where it is "STRREF" argument there should be Died(O:Object*). It's obvious. What I suggest is to add to the TRIGGER.IDS to the same offset the correct trigger:
0x4051 Dead(O:Object*)
Then the program would recognise the both cases.
The same you may do with the following broken area flag 1 OUTDOOR in AREATYPE.IDS:
APPEND ~AREATYPE.IDS~
~1 OUTSIDE~I don't think Dead(O:Object*) would work anyway. Dead("foo") works by checking that the value of the global variable SPRITE_IS_DEADfoo is > 0.
This is exactly the issue here. Are you sure what I suggested doesn't work? It just works fine for me. But of course you may always use just Die() trigger and be on the safe side if you are not sure about either Dead or Died.
Posted 14 April 2005 - 07:37 AM
Posted 14 April 2005 - 01:29 PM
How does adding Dead(O:Object*) break existing scripts? It'll probably stop them decompiling correctly, which could be fixed by renaming the new trigger to something like Dead2(O:Object*). Not that it matters, since I'm sure that Dead(O:Object*) doesn't work.
Posted 15 April 2005 - 02:40 PM
Posted 16 April 2005 - 04:51 AM
found the following error regarding baldurdash v1.2 weidu installation upon a clean soa+tob+official patch from bioware
ERROR locating resource for 'COPY'
Resource [CULTASS.CRE] not found in KEY file:
[./chitin.key]
Stopping installation because of error.
i checked the override folder as well as the chitin.key and this creature is not to be found.
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 10 May 2005 - 05:52 AM
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 21 May 2005 - 06:13 AM
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 13 June 2005 - 12:35 AM
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
Posted 13 June 2005 - 03:21 AM
Posted 13 June 2005 - 04:20 AM
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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
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 June 2005 - 04:40 AM
I've been wondering if bdash should be installed before or after the BG2 mods (like ascension, tdd-weidu, etc).
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme