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Bug Report: BGT-WeiDU


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#61 Ascension64

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Posted 24 March 2005 - 05:37 AM

Small update.

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Archive is corrupt.

Edited by Ascension64, 24 March 2005 - 05:50 AM.

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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)


#62 King Diamond

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Posted 24 March 2005 - 06:10 AM

Archive is corrupt.


I know - sorry... My ISP had some troubles.

So here it is.

1) AR6700 (Beregost). A reference to nonexisting ambient wav removed as well as several strange REPTRAPs dialogs references. Hope this could fix CTD trouble (still exists with newly bg1-imported areas :crying: ).

2) 4 MUS fixed: 2 from BG1 and 2 from BG2 - had incorrect looping...

3) I suggest to include MORALEAI.IDS into the package - just to make DLTCEP happy.... :D

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#63 Ascension64

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Posted 24 March 2005 - 07:57 AM

Thanks. I sure hope Beregost does get fixed.

KD, hope you are done with the majority of the creature editing. I have just completed a complete overhaul of the creature installation system of WeiDU (yes, it works) and thus the .tp2 file has been greatly uncluttered and almost falls below 100 kB. All I need to do is to move the strings into setup.tra for translation purposes.

On install, I noticed some new internal label abscenes show up referring to your modified dialogs of KAGAIN, GARRIC, ALORA, KIVAN, and possibly some others, so I'll have to track them down -- I have a feeling they might be from KOCH.D, which I haven't removed yet.

The next major step for me after that is to sort out the NPC biographies and do area processing.

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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)


#64 King Diamond

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Posted 24 March 2005 - 08:13 AM

Damn those NPCs!
I hope, I REALLY hope this is a last update on them.... :wacko:

Wrong spell flags fixed: some of their known wizard spells had priest/innate flag and didn't appear in a spellbook (the same with some priest's and innate spells).


I have a feeling they might be from KOCH.D, which I haven't removed yet


Exactly. It refers to every NPC's dialog twice.

Edited by King Diamond, 24 March 2005 - 08:14 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#65 King Diamond

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Posted 24 March 2005 - 08:49 AM

CHPTXT-2.2DA

Chapter title says: "Chapter Two" (strref 16204) (entering Nashkell)
It should say "Chapter Three:"


[EDIT]
1) EDWIN.CRE has Morale set to 4 but Morale Break=5, so hi's constantly in a panic! :D Morale should be set to 10 as in all other Edwins.

2) AR3700.bcs. For Player's level 2 and 3 EDWIN2 should be spawned instead of EDWIN.

3) AR4100.bcs. There's no processing of Player's level - just DYNAHE.CRE spawning.
It should look something like that:
IF
	Global("BP_BG1NPC4100","GLOBAL",0)
	LevelLT(Player1,3)
THEN
	RESPONSE #100
  SetGlobal("BP_BG1NPC4100","GLOBAL",1)
  CreateCreature("DYNAHE",[2529.1442],3) // Dynaheir
END

IF
	Global("BP_BG1NPC4100","GLOBAL",0)
	Level(Player1,3)
THEN
	RESPONSE #100
  SetGlobal("BP_BG1NPC4100","GLOBAL",1)
  CreateCreature("DYNAHE2",[2529.1442],3) // Dynaheir
END

IF
	Global("BP_BG1NPC4100","GLOBAL",0)
	OR(2)
  Level(Player1,4)
  Level(Player1,5)
THEN
	RESPONSE #100
  SetGlobal("BP_BG1NPC4100","GLOBAL",1)
  CreateCreature("DYNAHE4",[2529.1442],3) // Dynaheir
END

IF
	Global("BP_BG1NPC4100","GLOBAL",0)
	LevelGT(Player1,5)
THEN
	RESPONSE #100
  SetGlobal("BP_BG1NPC4100","GLOBAL",1)
  CreateCreature("DYNAHE6",[2529.1442],3) // Dynaheir
END

IF
	Global("EnteredGnoll","GLOBAL",0)
THEN
	RESPONSE #100
  StartMovie("GNOLL") // Gnoll
  SetGlobal("EnteredGnoll","GLOBAL",1)
END

Edited by King Diamond, 24 March 2005 - 09:33 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#66 King Diamond

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Posted 24 March 2005 - 11:03 AM

Edwin update.

1)Had wrong memorized spells number so when levelling up it was an effect that he's loosing spell slots.

2) aEDWINJ.D. Removed one statement that triggered Edwin's departure/rejoining when he got spoken to....(through initiating dialog command)

+ dialogs BGBEDWIN, BGEDWIN, BGEDWINJ, BGEDWINP, BGBMINSC, BGMINSCP, BGMINSCJ are not in use. Can be skipped....


P.S>
2 Ascension64
Can you plz post here the corrected DYNAHE.D with EDWINJ labels fixes? (I remember you told you fixed that).

---------------------------------

BG1 DREAMs texts are absolutely broken.

Edited by King Diamond, 24 March 2005 - 11:40 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#67 Ascension64

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Posted 24 March 2005 - 09:23 PM

I already told you I fixed all the chapter and dream texts already. Everything else that you mentioned is in. Thanks again. :thumb:

Here is DYNAHE.D

Edited by Ascension64, 24 March 2005 - 09:24 PM.

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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)


#68 Ascension64

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Posted 25 March 2005 - 03:13 AM

KD, with the new release of 0.94 BETA, I have announced that 0.9 BETA is no longer supported. Therefore, I won't normally be accepting any files that you send me anymore unless you re-install and start all over. This is because I may have made some changes that you are unaware of. However, I can work around this by stating what file types you can send me and what file types that if you change them, you would have to tell me what the change is in the file so I can do it myself. So here goes:

Filetypes you can send me
.D, .BAF, .ITM, .GAM, .SPL, .STO, .MUS, .MOS, .WED, .TIS

Filetypes you will have to tell me what needs to be changed
.ARE, .CRE, .2DA

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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)


#69 King Diamond

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Posted 25 March 2005 - 03:46 AM

Oki-doki... As far as I've managed to reach Nashkell for the first time (since 1st beta released) only yesterday I'll start it all over again - not too much to replay.... :D

Edited by King Diamond, 25 March 2005 - 03:47 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#70 King Diamond

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Posted 25 March 2005 - 09:59 AM

1) An update on Edwin/Dynaheir/Minsc tensions... Hope I've fixed it.... :wacko:
There were some serious errors.
Tested in different combinations - seems Ok.

2) I noticed a strange thing. There's an effect that appears sometime: if CRE has a large portrait reference to bmpL (real Large one) it appears incorrectly in a char's stats sheet in game (drawn only top left corner of a large picture). I've seen this only for Minsc and only once but I suspect that it could appear somewhere else. So I guess it would be safe just to modify each NPC's large portrait reference to bmpM image.

Edited by King Diamond, 25 March 2005 - 10:06 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#71 King Diamond

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Posted 25 March 2005 - 11:03 AM

Unnoying white lines on right and bottom tileset edges removed.

Plz notice that TIS in attachment has a header that should be removed (repackaged) before biffing.

To test it in \override\ you need to have a WED there too - otherwise it'll be a crash.

Edited by King Diamond, 25 March 2005 - 11:06 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#72 Ascension64

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Posted 25 March 2005 - 08:02 PM

1) An update on Edwin/Dynaheir/Minsc tensions... Hope I've fixed it....  :wacko:
There were some serious errors.
Tested in different combinations - seems Ok.

2) I noticed a strange thing. There's an effect that appears sometime: if CRE has a large portrait reference to bmpL (real Large one) it appears incorrectly in a char's stats sheet in game (drawn only top left corner of a large picture). I've seen this only for Minsc and only once but I suspect that it could appear somewhere else. So I guess it would be safe just to modify each NPC's large portrait reference to bmpM image.


Yeah, BG2 doesn't seem to like L portraits.

Also, can you test out the FIGHT between Edwin and Dynaheir...I had to modify some of the spells that they cast because they only appeared in BP. Also, the whole fight might not work full stop.

Unnoying white lines on right and bottom tileset edges removed.

Plz notice that TIS in attachment has a header that should be removed (repackaged) before biffing.

To test it in \override\ you need to have a WED there too - otherwise it'll be a crash.

You mean you can't reprogram your tileset conversion utility to do this for you? :P

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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)


#73 King Diamond

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Posted 26 March 2005 - 03:18 AM

You mean you can't reprogram your tileset conversion utility to do this for you?  :P

View Post


It was only there + in BoneHill 1 (Fabio's tavern).

Also, can you test out the FIGHT between Edwin and Dynaheir...I

I've tested it for my current 2-3 level characters - it seems Ok. Don't know what will happen for other levels. But dialogs are fixed, so that was a main goal...

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#74 Sir BillyBob

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Posted 26 March 2005 - 05:06 AM

In all this mess of conversations, I never saw either of you mention your plans for the three areas that CtB steps all over (AR3800 - AR3900). Are you going to rearrange them to other names or should I continue to include that fix in DSotSC? I'd prefer it in the original packaging of BGT so DSotSC doesn't have to be so big but also so players don't have three tilesets for one area (original, CtB's, DSotSC's).

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#75 Ascension64

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Posted 26 March 2005 - 05:20 AM

In all this mess of conversations, I never saw either of you mention your plans for the three areas that CtB steps all over (AR3800 - AR3900).  Are you going to rearrange them to other names or should I continue to include that fix in DSotSC?  I'd prefer it in the original packaging of BGT so DSotSC doesn't have to be so big but also so players don't have three tilesets for one area (original, CtB's, DSotSC's).

View Post

That is fine with me. I need to know what needs to be changed however. I'm thinking that the tis2bg2 parameters need to be changed in the batch conversion, but what about the world map and all sorts of other in-game script or dialogue checks for those areas? Anything else I have missed?


On a new note, does --biff-get-rest of WeiDU consider override files, or does it extract directly from BIFF? If so, the creature extraction will need to take into account the 7 CRE files (not including XAN6.CRE) in the BG override folder. Also, this is what I have in my BG:Original Saga. If the first statement above is true, then can someone tell me what CREs they have in the override folder for the the BG+TotSC+Patch version (place an attachment as .txt). This will be the same for the DLGs because I am currently working on doing DLG extraction. If the second statement is true, then nevermind anything I said, as long as someone says first or second.

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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)


#76 Sir BillyBob

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Posted 26 March 2005 - 05:35 AM

Directory of C:\Baldur\Override

04/19/1999 10:43 AM 1,136 baresh.CRE
04/19/1999 01:43 PM 1,236 delain.CRE
04/19/1999 01:42 PM 1,236 durlyl.CRE
04/14/1999 02:06 PM 1,096 galkin.CRE
05/26/1999 10:42 AM 1,136 karoug.CRE
04/19/1999 01:30 PM 1,156 kirinh.CRE
04/20/1999 04:35 PM 1,116 tanar.CRE
03/07/2005 02:34 PM 1,160 xan6.CRE

As for the areas, only the Worldmap had any references to those two outdoor areas (the third is the Xvart cave). The Xvart area (AR3800) has Horred's script for adding more Xvarts but that was all. No dialogs or other scripts because there are no quests in those areas.

Edit: Woops, wrong area codes. AR3400 and AR3500 (3800 is the carnival)
The easy solutions for the areas would be to just use the files from DSotSC that KD had already built. You just need to make sure that the Worldmap you are working with will include the area name changes for these two outdoor areas.

Edited by Sir BillyBob, 26 March 2005 - 05:40 AM.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#77 Ascension64

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Posted 26 March 2005 - 05:44 AM

Directory of C:\Baldur\Override

04/19/1999  10:43 AM            1,136 baresh.CRE
04/19/1999  01:43 PM            1,236 delain.CRE
04/19/1999  01:42 PM            1,236 durlyl.CRE
04/14/1999  02:06 PM            1,096 galkin.CRE
05/26/1999  10:42 AM            1,136 karoug.CRE
04/19/1999  01:30 PM            1,156 kirinh.CRE
04/20/1999  04:35 PM            1,116 tanar.CRE
03/07/2005  02:34 PM            1,160 xan6.CRE


Cool, then they are the same. How many DLG in the override? And the main question was does --biff-get-rest look in override as well? I suppose not, since you posted this list. Thanks. :thumb:

As for the areas, only the Worldmap had any references to those two outdoor areas (the third is the Xvart cave).  The Xvart area (AR3800) has Horred's script for adding more Xvarts but that was all.  No dialogs or other scripts because there are no quests in those areas.

Edit:  Woops, wrong area codes.  AR3400 and AR3500 (3800 is the carnival)
The easy solutions for the areas would be to just use the files from DSotSC that KD had already built.  You just need to make sure that the Worldmap you are working with will include the area name changes for these two outdoor areas.

View Post

I am somewhat reluctant to use these files you mention because it will increase the size of the BGT-WeiDU package, which is something I want to avoid. If they are .TIS, .WED, .BMP then they are fine. If there are .ARE files I will use them from the package. Could you remind me what areas change to what numbers again? It's been a long time since I have touched CtB and the compatibility patch, nor do I have the latest version of SoBH and DSotSC for that matter...

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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)


#78 Sir BillyBob

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Posted 26 March 2005 - 05:58 AM

Okay, now I am confused. How does a BGT area make Weidu-BGT larger? Area AR3500 is the area with the river and the polar bear. Area AR3400 is the Xvart village and AR3401 is the cave. All three areas get overwritten by CtB. So they are already in the BGT package.

I haven't tried your new install yet so I don't know what you all are working on exactly. Are you just fixing Bardez's 600MB package or is BGT-Weidu a new installer for BGT? If the second, I see why you don't want to include the TIZ files, they are 16MB each!

If CB had only changed the ARE file, this wouldn't be a big deal but he has whole new areas, tileset and all. So all the area files need to be adjusted. I suspect you could just include the ARE and WED files from the CtB compat mod or from DSotSC and have KD's tile utilty rename the other files in Bardez's package to compatible filenames in the player's override. That way, you don't have to store the TIZ files in your package.

As for the Weidu command, as far as I can tell, all --biff commands seem to ignore the override folder. I often have to copy over the updated files to where I extracted the biff files. It would be nice to have an extraction command that pulled all the latest files of an area from whereever they are in the SOA folders but I don't think Weidu does that right now.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#79 Ascension64

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Posted 26 March 2005 - 06:03 AM

Okay, now I am confused.  How does a BGT area make Weidu-BGT larger?  Area AR3500 is the area with the river and the polar bear.  Area AR3400 is the Xvart village and AR3401 is the cave.  All three areas get overwritten by CtB.  So they are already in the BGT package.

I haven't tried your new install yet so I don't know what you all are working on exactly.  Are you just fixing Bardez's 600MB package or is BGT-Weidu a new installer for BGT?  If the second, I see why you don't want to include the TIZ files, they are 16MB each!

If CB had only changed the ARE file, this wouldn't be a big deal but he has whole new areas, tileset and all.  So all the area files need to be adjusted.  I suspect you could just include the ARE and WED files from the CtB compat mod or from DSotSC and have KD's tile utilty rename the other files in Bardez's package to compatible filenames in the player's override.  That way, you don't have to store the TIZ files in your package.

As for the Weidu command, as far as I can tell, all --biff commands seem to ignore the override folder.  I often have to copy over the updated files to where I extracted the biff files.  It would be nice to have an extraction command that pulled all the latest files of an area from whereever they are in the SOA folders but I don't think Weidu does that right now.

View Post


You hit the target exactly there. BGT-WeiDU is basically a totally new program, there is pretty much NOTHING of Bardez's original BGT left, i.e. I just used his files as a starting point rather than build from scratch. There are some of his changes and things that might be floating around though.

What happens with the tilesets is that the installer extracts the original BG1 tilesets and KD's tileset utility converts the original BG1 tilesets to work with BG2, renaming them on the way. What I can do is change the target filename that KD's utility will rename them, then I will get the ARE files from the DSotSC package and overwrite the ones in my BGT-WeiDU package. Would you happen to know what CB adjusted in the ARE files?

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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)


#80 King Diamond

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Posted 26 March 2005 - 06:05 AM

Edit:  Woops, wrong area codes.  AR3400 and AR3500 (3800 is the carnival)
The easy solutions for the areas would be to just use the files from DSotSC that KD had already built.  You just need to make sure that the Worldmap you are working with will include the area name changes for these two outdoor areas.

View Post


I made them 'coz there were no other options... :D
Now it's just necessary to reswap them to the new names during BGT installation and nothing more. And edit their AREs of course.

And the area codes are: AR3500 (north of Gnolls), AR3600,01 - xvarts ;)


For WeiDU - it extracts resources from biffs and ignores override, so I was wrong about Baldurdash for BG1. It should be tracked manually with override check.

Edited by King Diamond, 26 March 2005 - 06:13 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme