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Bug Report - BGT-WeiDU v0.94


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#181 King Diamond

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Posted 06 June 2005 - 03:16 AM

Found out what's wrong.

BGT-Complete.bat
md BG1STO
md BGTSTO
weidu --game "%BG1PATH%" --out BGTSTO --biff-get-rest .*.STO
move BGTSTO\*.STO BG1STO
move override\*.STO BG1STO
weidu --make-biff BG1STO
rd BG1STO /s /q
rd BGTSTO /s /q

That is a proper stores import. Old one took few extra files from bg1 as well that corrupt loading interface.

(last update: 02-12-2008)
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#182 Ascension64

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Posted 06 June 2005 - 04:14 AM

Found out what's wrong.

BGT-Complete.bat

md BG1STO
md BGTSTO
weidu --game "%BG1PATH%" --out BGTSTO --biff-get-rest .*.STO
move BGTSTO\*.STO BG1STO
move override\*.STO BG1STO
weidu --make-biff BG1STO
rd BG1STO /s /q
rd BGTSTO /s /q

That is a proper stores import. Old one took few extra files from bg1 as well that corrupt loading interface.

View Post

Fair enough. I have decided not to import stores because two-thirds are not used and the STO files overall are so small.

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#183 King Diamond

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Posted 06 June 2005 - 07:03 AM

because two-thirds are not used


Are u sure? ;)
Only 3 stores from BG1 are not in use.

(last update: 02-12-2008)
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#184 --raoul82--

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Posted 06 June 2005 - 10:42 AM

I found another problem. I played through the first area (AR6600) without problems but then I went to area 6900 (located south the Friendly Arm Inn one) and the spawn points don't seem to work:enemies appear but then the game chokes for a while and closes with an error in bgmain.exe; it says "the memory can't be read". This problem is present also in other areas, is there a way to fix it?
Thanks.

#185 GekkeR

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Posted 06 June 2005 - 01:23 PM

BGT Weidu install .94 (both fixed 1 and 2) seems to crash on me on 5 places.
I can simply click the error away and install + play the game (enter candlekeep at least).
But is this error supposed to happen ?

If not , could it be because of my 5cd+tosc version of BG (updated ofcourse) ?

I'll add the crashes here just in case.

Crash 1
Crash 2
Crash 3
Crash 4
Crash 5

--edit

crashes seem like it wants something from my cd drive :online2long:

Edited by GekkeR, 06 June 2005 - 02:57 PM.


#186 Ascension64

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Posted 06 June 2005 - 03:57 PM

because two-thirds are not used


Are u sure? ;)
Only 3 stores from BG1 are not in use.

View Post

Yes I am sure. I'ved checked all 70 stores one by one and only 43 are in use.

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Baldur's Gate Trilogy-WeiDU and Mods
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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)


#187 Ascension64

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Posted 06 June 2005 - 03:59 PM

BGT Weidu install .94 (both fixed 1 and 2) seems to crash on me on 5 places.
I can simply click the error away and install + play the game (enter candlekeep at least).
But is this error supposed to happen ?

If not , could it be because of my 5cd+tosc version of BG (updated ofcourse) ?

I'll add the crashes here just in case.

Crash 1
Crash 2
Crash 3
Crash 4
Crash 5

--edit

crashes seem like it wants something from my cd drive :online2long:

View Post

I don't know if the readme says it, but install WITHOUT any BG-related CD in any CD-ROM drive (nor virtual drive if you use such a thing).

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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)


#188 -nameless one-

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Posted 07 June 2005 - 12:26 AM

Hi!

First of all, sorry for my "far-from-perfect" english...

I have not read all the posts, so it is possible, that some of my bugs (but hopefully not all of them) have already been reported...

1. The maps of Candlekeep, Beregost and Friendly Arms Inn are "uncovered" from the very beginning of the game.
2. Imoen sometimes speak on the voice of Edwin. (The sentence with the "Mouse magic".)
3. The character creation is a little buggy. I created a half-orc barbarian with a contitution of 19, and he had 19 HPs on the first level (instead of 17 (12+5 due to his constitution bonus)). Also a Monk with a cons. of 16 had only 8 HPs on first level, instead of having 10 (8 + 2 deriving from the cons. modifier). Furthermore, if I'm right, then the monk is completely useless, because she has no "fist-proficiency". Maybe I'm wrong, but it was quiet odd that my monk had a modified TACHO of 20 with her bare hands on first level, when he had a strenght of 18...
4. Music is missing from the Temple in Friendly Arms Inn and from the Taverns and Inns (and maybe from other temples as well).
5. Creature spawn is a little bit strange, but saw that this thing has been already reported to you.
6. This is not a bug, but a game-designing-thing... The BG2 game-system has a serious drawback in BG1. You get xp for picking locks and disabling traps. It was a great feature in BG2, but not in BG1. My Inquisitor subclassed paladin has reached level four BEFORE the Nashkel Mine (and he hasn't adventured here-and-there yet, but he went straight to the Nashkel Mine (through Beregost and through the in-between areas, exploring all them, of course). Maybe you should reduce the xp amount given for these things (for example 50 xp for picking a simple lock, instead of 250 xp, or 100 xp for disabling a trap instead of 1000 xp...)
7. The "dreaming" texts (for example, when you first sleep in Chapter 3) are like this (but of course with a sensible meaning):

agggggggggggagaaaaaaaaaagggggggggggggggggggggaaaaaaaaaaaaaaaagggggggggggggg
aaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhaaaaaaaaaaaaaaaaaaaaahhhhhhhh
aaaaaaaaaaaaaaaaaaaaaauuuuuuuuuuuuuuuuuuuuuuiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiooooooooooo...

...and so on.

And finally, thanks for the great work! It is really enjoying to replay these great games, and your mod has given me a good reason to do that! :D

#189 King Diamond

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Posted 07 June 2005 - 12:40 AM

I found another problem. I played through the first area (AR6600) without problems but then I went to area 6900 (located south the Friendly Arm Inn one) and the spawn points don't seem to work:enemies appear but then the game chokes for a while and closes with an error in bgmain.exe; it says "the memory can't be read". This problem is present also in other areas, is there a way to fix it?
Thanks.

View Post


What version of the mod do you have installed?
All spawns problems have been solved months ago.

(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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#190 King Diamond

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Posted 07 June 2005 - 12:49 AM

1. The maps of Candlekeep, Beregost and Friendly Arms Inn are "uncovered" from the very beginning of the game.


It's in the script. I think that was introduced to follow BG2 style where all city areas are explored already. I don't like that personally too and would removed that 'feature' ;)

2. Imoen sometimes speak on the voice of Edwin. (The sentence with the "Mouse magic".)

It seems that you use save game that has been saved prior to some mod installation/deinstallation. So text references from that savegame don't match an updated dialog.tlk.

3. The character creation is a little buggy. I created a half-orc barbarian with a contitution of 19, and he had 19 HPs on the first level (instead of 17 (12+5 due to his constitution bonus)). Also a Monk with a cons. of 16 had only 8 HPs on first level, instead of having 10 (8 + 2 deriving from the cons. modifier). Furthermore, if I'm right, then the monk is completely useless, because she has no "fist-proficiency". Maybe I'm wrong, but it was quiet odd that my monk had a modified TACHO of 20 with her bare hands on first level, when he had a strenght of 18...

Let some ppl who wrote those starting bonus spells that make some PC stats modifications at the very beginning answer you.... :D (if somebody from them are around...)

4. Music is missing from the Temple in Friendly Arms Inn and from the Taverns and Inns (and maybe from other temples as well).
5. Creature spawn is a little bit strange, but saw that this thing has been already reported to you.

That is fixed already.

6. This is not a bug, but a game-designing-thing... The BG2 game-system has a serious drawback in BG1. You get xp for picking locks and disabling traps. It was a great feature in BG2, but not in BG1. My Inquisitor subclassed paladin has reached level four BEFORE the Nashkel Mine (and he hasn't adventured here-and-there yet, but he went straight to the Nashkel Mine (through Beregost and through the in-between areas, exploring all them, of course). Maybe you should reduce the xp amount given for these things (for example 50 xp for picking a simple lock, instead of 250 xp, or 100 xp for disabling a trap instead of 1000 xp...)

Impossible.

7. The "dreaming" texts (for example, when you first sleep in Chapter 3) are like this (but of course with a sensible meaning):

agggggggggggagaaaaaaaaaagggggggggggggggggggggaaaaaaaaaaaaaaaagggggggggggggg
aaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhaaaaaaaaaaaaaaaaaaaaahhhhhhhh
aaaaaaaaaaaaaaaaaaaaaauuuuuuuuuuuuuuuuuuuuuuiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiooooooooooo...

...and so on.

What do you mean by that? :)

Edited by King Diamond, 07 June 2005 - 12:51 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


#191 cujo

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Posted 07 June 2005 - 01:42 AM

6. This is not a bug, but a game-designing-thing... The BG2 game-system has a serious drawback in BG1. You get xp for picking locks and disabling traps. It was a great feature in BG2, but not in BG1. My Inquisitor subclassed paladin has reached level four BEFORE the Nashkel Mine (and he hasn't adventured here-and-there yet, but he went straight to the Nashkel Mine (through Beregost and through the in-between areas, exploring all them, of course). Maybe you should reduce the xp amount given for these things (for example 50 xp for picking a simple lock, instead of 250 xp, or 100 xp for disabling a trap instead of 1000 xp...)

Impossible.

View Post

IIRC in file XPBONUS.2DA you can set the amount of xp you get per level for disarming traps and opening locks. It also lets you set XP for learning a spell. If you have BP it should be in there somewhere.

#192 -nameless one-

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Posted 07 June 2005 - 01:44 AM

2. Imoen sometimes speak on the voice of Edwin. (The sentence with the "Mouse magic".)

It seems that you use save game that has been saved prior to some mod installation/deinstallation. So text references from that savegame don't match an updated dialog.tlk.


No, it was a "freshly" installed game (both BG1 and BG2 with their expansion packs and patches) for the mod. So, there wasn't any savegames before the mod.

7. The "dreaming" texts (for example, when you first sleep in Chapter 3) are like this (but of course with a sensible meaning):

agggggggggggagaaaaaaaaaagggggggggggggggggggggaaaaaaaaaaaaaaaagggggggggggggg
aaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhaaaaaaaaaaaaaaaaaaaaahhhhhhhh
aaaaaaaaaaaaaaaaaaaaaauuuuuuuuuuuuuuuuuuuuuuiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiooooooooooo...

...and so on.

What do you mean by that?  :)


:D Well, it was/is a serious insufficiency in my english knowledge. :D I just wanted to demonstrate that the form/wording of these texts's (the dream-texts) are problematic.

I try to give you an example (sorry, but I can't think of the name of that expression; maybe "wrap" or "row-wrap" or "line-wrap" - you know, the function in texteditors) using the same meaningless text:

agggggggggggagaaaaaaaaaagggggggggggggggggggggaaaaaaaaaaaaaaaaggg
gggggg
aaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaa
aaaaaaaaauuuuuuuuuuuuuuuuuuuuuuiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiooooooooooo...

#193 -nameless one-

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Posted 07 June 2005 - 01:46 AM

6. This is not a bug, but a game-designing-thing... The BG2 game-system has a serious drawback in BG1. You get xp for picking locks and disabling traps. It was a great feature in BG2, but not in BG1. My Inquisitor subclassed paladin has reached level four BEFORE the Nashkel Mine (and he hasn't adventured here-and-there yet, but he went straight to the Nashkel Mine (through Beregost and through the in-between areas, exploring all them, of course). Maybe you should reduce the xp amount given for these things (for example 50 xp for picking a simple lock, instead of 250 xp, or 100 xp for disabling a trap instead of 1000 xp...)

Impossible.

IIRC in file XPBONUS.2DA you can set the amount of xp you get per level for disarming traps and opening locks.  It also lets you set XP for learning a spell.  If you have BP it should be in there somewhere.


Thanks for the hint!

#194 King Diamond

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Posted 07 June 2005 - 01:50 AM

IIRC in file XPBONUS.2DA you can set the amount of xp you get per level for disarming traps and opening locks.  It also lets you set XP for learning a spell.  If you have BP it should be in there somewhere.

View Post


Great! Thanx for the pointer.
BP version will fix that perfectly. I would include it.

2Asc
Go & get it, m8! :) It rules!

(last update: 02-12-2008)
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RoT, v2.1
----------------------------------------------
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#195 King Diamond

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Posted 07 June 2005 - 01:54 AM

I try to give you an example (sorry, but I can't think of the name of that expression; maybe "wrap" or "row-wrap" or "line-wrap" - you know, the function in texteditors) using the same meaningless text:

agggggggggggagaaaaaaaaaagggggggggggggggggggggaaaaaaaaaaaaaaaaggg
gggggg
aaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhaaaaaaaaaaaaaaaaa
aaaaaaaaaaaaa
aaaaaaaaauuuuuuuuuuuuuuuuuuuuuuiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiooooooooooo...

View Post


I see. For both questions there's one answer: use latest Fixed_Beta_2 (link is some posts above) or just wait a little when 0.99 version will be released at the end of the month.

(last update: 02-12-2008)
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#196 Ascension64

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Posted 07 June 2005 - 05:53 AM

IIRC in file XPBONUS.2DA you can set the amount of xp you get per level for disarming traps and opening locks.  It also lets you set XP for learning a spell.  If you have BP it should be in there somewhere.

View Post


Great! Thanx for the pointer.
BP version will fix that perfectly. I would include it.

2Asc
Go & get it, m8! :) It rules!

View Post

Let me see...including XPBONUS.2DA will change the amount of XP for disarming traps and opening locks FOR EVERY TRAP AND DOOR, which means that it not only affects BGT, but everything else that is installed on top of it as well as the original BG2 and ToB. I'm sorry, but I am not willing to perform a MASSIVE change like this unless it was BP because this is an across-the-board modification, so I am not going to include such a fix. If you want it, get BP, or alternatively, just extract that single file from BP and drop it in your override. It saves people complaining about the opposite thing. Sorry once again.

Edited by Ascension64, 07 June 2005 - 05:54 AM.

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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)


#197 Sir BillyBob

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Posted 07 June 2005 - 06:09 AM

It does change all the XP but you can modify the file to give more XP to higher levels if you want. That way, a level 2 thief can get 30 XP for unlocking a door and a level 30 thief can get 1000 XP. I just went through a scrub of this file for my TC project. I made it similar to the Tutu version of the file. Now, if you steal the TDD spellbook in BH, you would only get maybe 300 XP for learning all those spells. However, if you wait until you are level 30 or 40 to learn them, the XP could be higher.

In my case, I am leaving all of these low. To me, a level 40 thief shouldn't get any XP for unlocking a door. How much learning can a thief at that level really receive from the door? I think I set mine to 30 or 40 points at that level.

Either way, if you do lower the XP for the first few levels of a player, it would help in keeping them from advancing too fast in BGT. Tutu does have this advantage where their XP levels are very low. However, if BP is installed on top of your file, the XP will be set by that version of the file anyway. So your changes may only effect thoses that play BGT-Weidu without BP installed (unless Horred doesn't include this file in BP 1.70).

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


#198 King Diamond

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Posted 07 June 2005 - 07:02 AM

Agree with BillyBob.

In any case, playing through BGT will give your party much more exp than initial BG2 party has. And of course getting experience from unlocking/disarming makes BGT heavily unbalanced, especially for low levels.

The question is different from "does it make OTHER mod altered?". For me it's more like "what should we made to get BGT more balanced?".

And if ppl install this mod I guess they definitely want to play through it but not to start just a new BG2 game. ;)

And if you look into .2DA you can see that the difference from the original values for mid and high levels is minimal.

If you still disagree it's simple to set all the values starting from level 10 or 11 to the default ones that will mean that NOTHING will be affected at BG2 side.

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


#199 Ascension64

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Posted 07 June 2005 - 04:10 PM

Agree with BillyBob.

In any case, playing through BGT will give your party much more exp than initial BG2 party has. And of course getting experience from unlocking/disarming makes BGT heavily unbalanced, especially for low levels.

The question is different from "does it make OTHER mod altered?". For me it's more like "what should we made to get BGT more balanced?".

And if ppl install this mod I guess they definitely want to play through it but not to start just a new BG2 game.  ;)

And if you look into .2DA you can see that the difference from the original values for mid and high levels is minimal.

If you still disagree it's simple to set all the values starting from level 10 or 11 to the default ones that will mean that NOTHING will be affected at BG2 side.

View Post

OK, you and Sir BillyBob have convinced me. I'll have a look at it, but the fact that BP will be installed on top will make it interesting. Actually, I'll make a poll and see what people think about it -- that might be the best idea.
The changes only up to levels 10/11 could be interesting, though, and I think that might be a good idea. However, I am not sure how far up people get in BG. In my experience of BGT+SoBH+TotSC, I got up to about the middle of level 10. I'll have to find out from other people what they like I guess.

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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)


#200 King Diamond

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Posted 08 June 2005 - 09:25 AM

AR0602.BAF
Imoen6.CRE (BG2) should not be used at all there - only Imoen10.
Imoen6 is just an incomplete copy of Imoen10 without proficiencies and spells. The levels of those 2 CREs are the same.

Edited by King Diamond, 08 June 2005 - 09:25 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