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Bug Report - BGT-WeiDU v0.94


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#81 King Diamond

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Posted 18 April 2005 - 12:07 AM

Negative.  All I need is to tell WeiDU to modify it to look like your included versions.

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Are the efforts equal? :P

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#82 King Diamond

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Posted 18 April 2005 - 07:58 AM

CATTACK.DLG
It should be Shout(1) instead of Shout(79). Otherwise his mates won't "hear" him when it's time to attack.

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#83 Ascension64

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Posted 18 April 2005 - 04:07 PM

Negative.  All I need is to tell WeiDU to modify it to look like your included versions.

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Are the efforts equal? :P

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Absolutely.

  CATTACK.DLG
It should be Shout(1) instead of Shout(79). Otherwise his mates won't "hear" him when it's time to attack.

Now with the dialogue importation, I already took care of that one.

Edited by Ascension64, 18 April 2005 - 04:09 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)


#84 Ascension64

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Posted 18 April 2005 - 05:42 PM

OK, has anyone playing BGT-WeiDU had a weapon or piece of armour disintegrate on them that is not a two-handed sword? The coding looks to be wrong, but I figured I should check this in game to make sure that it is incorrect.

Edited by Ascension64, 18 April 2005 - 05:44 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)


#85 King Diamond

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Posted 19 April 2005 - 12:17 AM

OK, has anyone playing BGT-WeiDU had a weapon or piece of armour disintegrate on them that is not a two-handed sword?  The coding looks to be wrong, but I figured I should check this in game to make sure that it is incorrect.

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I had an armor broken but only once....

(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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#86 Ascension64

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Posted 19 April 2005 - 01:03 AM

OK, has anyone playing BGT-WeiDU had a weapon or piece of armour disintegrate on them that is not a two-handed sword?  The coding looks to be wrong, but I figured I should check this in game to make sure that it is incorrect.

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I had an armor broken but only once....

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OK, the armours look fine, but I have tweaked them to shatter upon any AttackType. The weapons incorrectly set a local variable when they should said SuccHit to 1, but I've changed the way that weapon shattering checks. Now to test it...

Critical Bug in BGT-WeiDU 094b:
SAREVO.CRE and SAREVO2.CRE should have override script set to BGSARVOK.BCS. This is as bad as not knowing Sarevok was killed in the Undercity, but this will show up as soon as you enter the Duchal Palace for the coronation of Duke Sarevok.

Edited by Ascension64, 19 April 2005 - 01:05 AM.

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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)


#87 cujo

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Posted 19 April 2005 - 02:22 AM

OK, has anyone playing BGT-WeiDU had a weapon or piece of armour disintegrate on them that is not a two-handed sword?  The coding looks to be wrong, but I figured I should check this in game to make sure that it is incorrect.

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I have gone through the Nashkel Mines, explored some wilderness areas and I am about to make my way up to Beregost and to BoneHill. So far not a single weapon or armor has disintegrated. IIRC in the very first versions of BGT the weapons and armors would disintegrate on each hit. Bardez made changes to this and I didn't have any weapons or armor disintegrate either in the old BGT.

#88 -Guest-

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Posted 19 April 2005 - 04:10 AM

Not sure if this is a bug, but the behaviour of dispel magic is different in BGT to BG2. It dispels effects such as stoneskin and firewall, which weren't affected by dispel in BG2. Is this intended or a bug - or simply a port of the BG1 spell effect?

#89 Ascension64

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Posted 19 April 2005 - 05:28 PM

Not sure if this is a bug, but the behaviour of dispel magic is different in BGT to BG2. It dispels effects such as stoneskin and firewall, which weren't affected by dispel in BG2. Is this intended or a bug - or simply a port of the BG1 spell effect?

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Hmm...that's interesting. The Dispel Magic used in BGT should be exactly the same one as in BG2. However, can you tell me who exactly cast the Dispel Magic? The spell memorization assignment might be incorrect for that particular creature...unless it was your protagonist.

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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)


#90 cujo

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Posted 20 April 2005 - 02:01 AM

Not sure if this is a bug, but the behaviour of dispel magic is different in BGT to BG2. It dispels effects such as stoneskin and firewall, which weren't affected by dispel in BG2. Is this intended or a bug - or simply a port of the BG1 spell effect?

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Do you have any other mods installed besides BGT-WeiDU? Another mod might have changed the dispel magic spell.

#91 -Faster than Jesus-

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Posted 20 April 2005 - 02:34 AM

Hmm...that's interesting.  The Dispel Magic used in BGT should be exactly the same one as in BG2.  However, can you tell me who exactly cast the Dispel Magic?  The spell memorization assignment might be incorrect for that particular creature...unless it was your protagonist.

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Anybody that casts the spell, I tried earlier by casting stoneskin with my protagonist and then dispel with edwin - stoneskin was promptly dispelled.

I've only got BGT installed atm. I wanted to play through that before trying any of the other addin mods.

#92 Ascension64

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Posted 20 April 2005 - 04:24 AM

Hmm...that's interesting.  The Dispel Magic used in BGT should be exactly the same one as in BG2.  However, can you tell me who exactly cast the Dispel Magic?  The spell memorization assignment might be incorrect for that particular creature...unless it was your protagonist.

View Post


Anybody that casts the spell, I tried earlier by casting stoneskin with my protagonist and then dispel with edwin - stoneskin was promptly dispelled.

I've only got BGT installed atm. I wanted to play through that before trying any of the other addin mods.

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The spells are definitely from BG2. Can you register and post your savegame BALDUR.GAM. I'll take a look at exactly which spell is being used.

Also, D&D 3.5 doesn't mention anything about Stoneskin not being dispellable. Tell me if I'm wrong here. What about D&D 2?

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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)


#93 King Diamond

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Posted 20 April 2005 - 04:30 AM

BGT doesn't alter any ToB spell at all and all incarnations of Dispel Magic are being kept as original ToB versions as well as every others.

So you just have original one or the one from some previously installed mod.

(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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#94 -Guest-

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Posted 20 April 2005 - 04:43 AM

Hmm...that's interesting.  The Dispel Magic used in BGT should be exactly the same one as in BG2.  However, can you tell me who exactly cast the Dispel Magic?  The spell memorization assignment might be incorrect for that particular creature...unless it was your protagonist.

View Post


Anybody that casts the spell, I tried earlier by casting stoneskin with my protagonist and then dispel with edwin - stoneskin was promptly dispelled.

I've only got BGT installed atm. I wanted to play through that before trying any of the other addin mods.

View Post

The spells are definitely from BG2. Can you register and post your savegame BALDUR.GAM. I'll take a look at exactly which spell is being used.

Also, D&D 3.5 doesn't mention anything about Stoneskin not being dispellable. Tell me if I'm wrong here. What about D&D 2?

View Post


I checked the spell description from the manual, and think you're right. I had just never noticed the spell affecting stoneskin/charm before. Sorry, Just me being stupid.

#95 King Diamond

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Posted 20 April 2005 - 06:13 AM

Small report.
Some of CREs have BG1 NPCs' portraits references. It looks ugly when you start dialog with somebody and such portrait is getting displayed in dialog box but you already have that NPC in your party. I would fix that by removing small and large portraits references in every CRE that can initiates dialog.

The list is short, the fix is simple:
File: ARKUSH.CRE  Name: Arkushule  Attribute: Small portrait=EDWINS.BMP
File: BAYARD.CRE  Name: Bayard  Attribute: Small portrait=EDWINS.BMP
File: BORDA.CRE  Name: Borda  Attribute: Small portrait=EDWINS.BMP
File: DEGROD.CRE  Name: Degrodel  Attribute: Small portrait=EDWINS.BMP
File: DENAK.CRE  Name: Denak  Attribute: Small portrait=EDWINS.BMP
File: DRELIK.CRE  Name: Drelik  Attribute: Small portrait=EDWINS.BMP
File: FAIZAH.CRE  Name: Statue  Attribute: Small portrait=EDWINS.BMP
File: GAZIB.CRE  Name: The Great Gazib  Attribute: Small portrait=EDWINS.BMP
File: KAHRK.CRE  Name: Kahrk  Attribute: Small portrait=EDWINS.BMP
File: MUTAMI.CRE  Name: Mutamin  Attribute: Small portrait=EDWINS.BMP
File: SUNIN.CRE  Name: Sunin  Attribute: Small portrait=EDWINS.BMP
File: WIVEN.CRE  Name: Wiven  Attribute: Small portrait=EDWINS.BMP
File: ZORDRA.CRE  Name: Zordral  Attribute: Small portrait=EDWINS.BMP

File: BERRUN.CRE  Name: Berrun Ghastkill  Attribute: Small portrait=KIVANS.BMP
File: NESTOR.CRE  Name: Nestor  Attribute: Small portrait=KIVANS.BMP

File: NIEMAI.CRE  Name: Nestor  Attribute: Small portrait=XZARS.BMP

File: FORTHE.CRE  Name: Nestor  Attribute: Small portrait=GARRICKS.BMP

File: SEWERF5.CRE  Name: Nestor  Attribute: Small portrait=ALORAS.BMP

with such:
COPY_EXISTING ~ARKUSH.CRE~  ~override~
  WRITE_ASCII 0x34 "None"
  WRITE_BYTE  0x34+4 0
  WRITE_ASCII 0x3c "None"
  WRITE_BYTE  0x3c+4 0

Note: BAYARD, DENAK and MUTAMI are already getting patched for their names.

Edited by King Diamond, 20 April 2005 - 06:28 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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#96 King Diamond

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Posted 20 April 2005 - 06:44 AM

AR9500.BCS

Existing script spawns only 1st level SAFANA. Must be taken from BP-BGT.

(last update: 02-12-2008)
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TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#97 King Diamond

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Posted 21 April 2005 - 05:18 AM

VICONI61.CRE spells fix - all spells were set as 1st Priest level.

**** Attachments don't work again, so plz use DLTCEP to make modifications ****

Edited by King Diamond, 21 April 2005 - 05:21 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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#98 King Diamond

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Posted 21 April 2005 - 07:06 AM

The fix:

Tazok_Viconia.rar


1) Viconia61 from the previous post.
2) Bandit joining cutscene fix. With this fix: correct Tazok spawning, correct dialog flow + ***SPOILER*** protagonist will die if you choose to say him about Mulahey that means that you completely reveal yourself and further actions have no sense anymore if left as it is right now (you can even kill Tazok and continue without any problems, but now it's impossible).
3) Current TAZOK.BCS patch
COPY_EXISTING ~TAZOK.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
  REPLACE_TEXTUALLY ~HPPercentLT(Myself,50)~ ~HPPercentGT(Myself,50)~
  COMPILE_BAF_TO_BCS
is INVALID. It should be HPPercentLT() as it is already in BG2 BIF.

***[EDIT]****
Small update: movie launching script fixed so it won't appear in the middle of the main cutscene; Raiken or Teven won't disappear in the middle of the dialog or immediately after it finished - they will "wait" a little...

Edited by King Diamond, 21 April 2005 - 07:38 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


#99 King Diamond

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Posted 21 April 2005 - 08:59 AM

AR8701.BCS

Adds invalid journal entry. Must be patched during the mod installation after included BAF compiled:
COPY_EXISTING ~AR8701.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
  REPLACE ~15838~ @714
  COMPILE_BAF_TO_BCS

(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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#100 King Diamond

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Posted 22 April 2005 - 08:21 AM

AR3300

1)ARE. Reference to area script points to AR3300.BCS that is actually bg1 Beregost area script that left in BG2. It should be set to None 'coz it may launch Beregost movie and spawn Elminster.

2)Ogres killing quest.

TP2:
COPY_EXISTING ~OGRE.BCS~ ~override~
  EXTEND_TOP ~OGRE.BCS~ ~BGT/Modify/BAF/xOGRE.BAF~
This is INVALID and should be removed. That script is in use by all ogres in game so killing one of them at any location marks that quest as complete that is wrong of course.

A script that is in use in that quest is OGRES.BCS and it already exists in BG2 so there's no extra work at all about scripts.

SARHED.DLG
There're 2 ogres to kill so GLOBALs check in every trigger should be for value 2 (GlobalLT("OgresDead","GLOBAL",2) and Global("OgresDead","GLOBAL",2) for triggers 3 and 4).

Edited by King Diamond, 22 April 2005 - 08:22 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