Bug Report - BGT-WeiDU v0.94
#101
Posted 22 April 2005 - 09:04 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
#102
Posted 23 April 2005 - 03:09 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
#103
Posted 26 April 2005 - 07:28 AM
Eldoth_Skie_Shart.rar
1) Eldoth - Sharteel fight fixed (ELDOTH.BCS and SHARTEEL.BCS)
SHARTEEL.BAF in case of TDD detection should be appended to the existing one (TDD has almost empty script that ruins the possible fight with Eldoth).
2) Eldoth and Skie party dialogues optimized and fixed. There were major bugs.
+ Eldoth says something valuable about the money in some period of time now
3) Eldoth cutscene start fixed - now it checks proper area location and doesn't start when initiating party dialogue.
4) Coran script. Should be updated like this:
COPY_EXISTING ~CORAN.BCS~ ~override~ EXTEND_BOTTOM ~CORAN.BCS~ ~BGT/Modify/BAF/aCORAN.BAF~He starts a conversation when party is in a halfway to complete his quest.
Edited by King Diamond, 26 April 2005 - 09:22 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
#104
Posted 27 April 2005 - 02:12 AM
2) RUNENEMY.BAF should be removed from the package because it overwrites existing (and much more solid) BG2 script.
+ it uses invalid EDWIN43.WAV reference too that produces an effect of "ghost" Edwin presence.... (damn, finally I've tracked it down - that Edwin's voice was everywhere!!)
Edited by King Diamond, 27 April 2005 - 02:40 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
----------------------------------------------
BP Animations Scheme
#105
Posted 27 April 2005 - 03:55 AM
All old-style proficiency stats (non-effects) must be set to 0.
2) All other NPCs - spells system checked once again and extra memorized/memorizable spell slots removed.
Some fighters and thieves had 1 Priest memorizable spell slot available too so it's removed.
NPCs_spells.rar
[EDIT]
KAGAIN.BAF and YESLIC.BAF - their fight fix.
ELDOTH.BAF - small update since the previous post (DialogInterrupt(TRUE) was in wrong place there)
P.S> I doubt if KAGAIN, ELDOTH.BCS should be patched in an old way (with COPY_EXISTING) now 'coz there're much more than 50% of existing biffed script modified. The way they were composed simply doesn't work in BG2.
Edited by King Diamond, 27 April 2005 - 06:02 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
#106
Posted 27 April 2005 - 07:15 AM
banter_fights.rar
Plz notice that (as posted in the previous post) some already biffed in BG2 scripts should be overwritten 'coz they don't work.
Edited by King Diamond, 27 April 2005 - 07:17 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
----------------------------------------------
BP Animations Scheme
#107
Posted 28 April 2005 - 04:55 AM
COPY_EXISTING ~DAVAEORN.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~AR1803~ ~AR8603~ COMPILE_BAF_TO_BCS COPY_EXISTING ~ANDRIS.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~AR1009~ ~ARU009~ COMPILE_BAF_TO_BCS
+ AR7216.BAF -> AR0116 should be changed to AR7216.
A reason. As far as those variables are area-based the engine searches if mentioned area exists. For DAVAEORN and AR7216 such areas (Ar1803 and AR0116) don't exist in the game at all. So those scripts are simply not working.
For ANDRIS AR1009 exists but to make it more clear it should be corrected too...
(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
----------------------------------------------
BP Animations Scheme
#108
Posted 28 April 2005 - 05:14 AM
There should be a check for MISC83 item, not MISC83B as it is right now (Key to River Plug).
And MISC83B.ITM is not needed anymore.
2)
COPY ~BGMODCRE/NARRAT.CRE~ ~override~ WRITE_LONG 0x8 0xffffffff WRITE_LONG 0xc 0xffffffff COPY ~BGMODCRE/NARRAT2.CRE~ ~override~ WRITE_LONG 0x8 0xffffffff WRITE_LONG 0xc 0xffffffffand those CREs should be moved to BGMODCRE during the preparation stage.
These are creatures-narrators. 1st one appears when you'd been teleported on a surface after flooding the cloakwood mines and says just one sentence. By default it has a name Dradeel and it looks strange that someone invisible named Dradeel is telling you something in the middle of the forest. So those strrefs should be set to -1.
Edited by King Diamond, 28 April 2005 - 05:32 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
#109
Posted 28 April 2005 - 05:41 AM
--------------
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)
#110
Posted 28 April 2005 - 05:56 AM
2 last triggers with a check of "KJ_Party_Once" have no sense. It could be some other mod's obsolete part. They should be removed from there.
(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
#111
Posted 28 April 2005 - 05:57 AM
KD, can you can keep those files on your site for a while? I won't be doing any modding over the next couple of weeks because of musical, uni, choir, and other ol' fashion RL. Keep up the bugspray. :thumb: :thumb:
Sure
(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
#112
Posted 28 April 2005 - 07:18 AM
ajantis.rar
As paladin his innate spells are based on CLABPA01.2DA - not on a set of memorized spells. To avoid spells duplication all memorized and known spells should be removed from CRE.
(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
----------------------------------------------
BP Animations Scheme
#113
Posted 28 April 2005 - 08:01 AM
AR7900.ARE
Fix for bridge signs - were incorrect strrefs (11675 "Inn" instead of 11765 "Wyrm's Crossing")
2) QUAYLE
quayle.rar
That guy is somehow incomplete or originally screwed by developers.
He has LONGSWORD proficiency (even in BG1) but clerics can't use longswords at all. So this is the 1st BS. I changed it to Cubs proficiency that is more suitable.
2nd - he has a proficiency in flails/morningstars. But the lowest Strength to use them - 10. He's got only 8 though. I left this untouched - he could use some STR bonuses or magic boosts... But that's strange anyway....
Edited by King Diamond, 28 April 2005 - 08:50 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
#114
Posted 30 April 2005 - 07:28 AM
variuos.rar
1)
COPY ~BGMODCRE/CHIMP5.CRE~ ~override~ SAY 0xa4 #4985 SAY 0x1b8 #4985
Prior to that CHIMP5.CRE should be moved to BGMODCRE (pre-installation bat).
That is a Flaming Fist Mercenary but he has town crier sounds.
RAR contents:
2) Several AREs songs fix.
3) GHORAK.D fix.
4) Another TIAX fix. Like QUAYLE he has proficiencies in maces and flails but STR=9 only that denies him from using either of them. Now STR set to 10.
5) A small Tiax/Quayle fight fix that prevents them from being unselectable after they lost their morale in the fight.
(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
----------------------------------------------
BP Animations Scheme
#115
Posted 02 May 2005 - 08:57 AM
2) TP2:
COPY ~BGT/Modify/ARE/AR7600.ARE~ ~override~ SAY 0x7118 @602It must be in that way - old patch is invalid (was a wrong address).
3) Plz notice that INNKE3.D contains wrong texts. But I think DLG import will fix that issue automatically.
Edited by King Diamond, 02 May 2005 - 09:00 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
----------------------------------------------
BP Animations Scheme
#116
Posted 03 May 2005 - 09:36 AM
1) 1 more song fix for 1 ARE
2) VARCI.D - area check added,
MAREK.D - added an extra action for STATE_CHARMED statement.
3) RAMAZI, ABELA dialogues fixes. Now they behave properly during the different stages of conversations and quest itself.
4)
COPY ~BGT/Modify/ARE/AR7600.ARE~ ~override~ SAY 0x46f4 @602 SAY 0x7118 @602 COPY ~BGT/Modify/ARE/AR7300.ARE~ ~override~ SAY 0x8924 @600 COPY ~BGT/Modify/ARE/AR7400.ARE~ ~override~ SAY 0x6a58 @601That fixes incorrect signs and map notes assignments that are taking place during the mod installation.
Edited by King Diamond, 03 May 2005 - 09:38 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
#117
Posted 05 May 2005 - 05:21 AM
It is better to avoid to use in dialogs empty actions like "DO ~~". WeiDU compiled such dialogs not in a better way adding some weird 'unused' extra data as well as empty actions themself. I don't know what troubles that may cause but I have a feeling that without them compiled code will run much more smoothier.... and it will be more compact as well.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#118
Posted 05 May 2005 - 09:11 AM
1) Several areas songs fix.
2) AR6526.ARE signs fix.
3) PHEIRK.D.
1st trigger should look like this (MAGE_THIEF was forgotten):
IF WEIGHT #0 ~Global("StartedPheirkasQuest","GLOBAL",0) !InParty([0.0.0.THIEF]) !InParty([0.0.0.FIGHTER_THIEF]) !InParty([0.0.0.FIGHTER_MAGE_THIEF]) !InParty([0.0.0.MAGE_THIEF]) !InParty([0.0.0.CLERIC_THIEF])~ THEN BEGIN 0 // from: SAY ~Hmm, I prefer not to work with amateurs.~ /* #99241 */ IF ~~ THEN EXIT END
(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
----------------------------------------------
BP Animations Scheme
#119
Posted 06 May 2005 - 05:59 AM
Edited by King Diamond, 07 May 2005 - 04:00 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
#120
Posted 07 May 2005 - 02:14 AM
COPY ~BGMODCRE/BANDITCY.CRE~ ~override~ WRITE_ASCII 0x248 "None" //shout.bcs to None WRITE_BYTE 0x248+4 0
That CRE should be moved to /BGMODCRE/ during the pre-installation stage.
If there will SHOUT.BCS be left those guys will make hostile everybody in sight that is not correct IMO.
Edited by King Diamond, 07 May 2005 - 02:14 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