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Bug Report - BGT-WeiDU v0.94


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#141 Yacomo

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Posted 19 May 2005 - 09:59 PM

Yacomo's great map perfectly suits here, so may be it'll be the best solution just to make it "2 in 1" (don't forget about travel times.... :P )

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Aaaaarrrrrggggghhh :wall:
(always wanted to use that smilie :lol: )

Any volunteers out there that want to do this to make this guy shut up? Please, pretty please???

And guys, please have a look at the Bonehill forum, there is a brief discussion on how to proceed with the worldmap issue in the future (in the 1.92 patch thread). Your thoughts on this will be highly appreciated.

#142 Ascension64

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Posted 20 May 2005 - 05:15 AM

As I promised here it is a current version with all posted above fixes included. And that means, guys, that the mod is 95% bugsfree now!  :D

94_Fixed_Beta.rar (11.4 Mb)

This is not a NEW version, this is an old but fixed one.

The new one will be posted by Ascension64 when he'll sort everything out....

Things to do:
1) to make more intelligent 2DA and IDS installation
2) to check different compatibility issues with existing TDD, SoS and TS
3) to check small but still existing BG2 part - if bg1 side doesn't corrupt anything there (CREs, NPCs, scripts)
4) it's necessary to decide something about mod's worldmap. The one included does suck. Yacomo's great map perfectly suits here, so may be it'll be the best solution just to make it "2 in 1" (don't forget about travel times.... :P )

And of course I recommend to install Baldurdash-WeiDU....  ;)

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Great work, KD. :thumb: :thumb: :thumb:
Take a break from BGT-WeiDU now I suggest. No doubt I will likely introduce bugs into BGT-WeiDU 0.99 when I finish the journal sorting, but I really don't think you should go through it all again, and June is my semester break, which will allow me to bugfix thoroughly myself. Thanks again. :thumb:

As for compatbility, I've almost completely made it compatible with TDD, SoS, and TS by renaming all incompatible files. The exception is the ARE files, which I might get around to later, but then I would have to pester Yacomo about changing AR9800 on the map. I'll get there last.

The worldmap has BPBGTMAP.BAM now borrowed from Yacomo's worldmap. It actually looks many times better, so I think the worldmap is fine by itself now. Just that no one has seen it.

Edited by Ascension64, 20 May 2005 - 05:25 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)


#143 King Diamond

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Posted 21 May 2005 - 01:40 AM

The problem is following...

When Imoen is summoned for the 1st time in Irenicus Dungeon and joins the party her party dialogue is set to IMOENJ by the script. BUT... when you reload any savegame it's getting set to IMOEN2J, according to PDIALOG.2DA entry for Imoen2...

So, the only way to fix that - to force Imo to use a proper dialogue:
for TP2
COPY_EXISTING ~IMOEN.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
  REPLACE_TEXTUALLY ~StartDialogNoSet(~ ~StartDialog("ImoenJ",~    //to catch 2 possible spelling
  REPLACE_TEXTUALLY ~StartDialogueNoSet(~ ~StartDialog("ImoenJ",~
  COMPILE_BAF_TO_BCS
  EXTEND_TOP ~IMOEN.BCS~ ~BGT/Modify/BAF/xIMOEN.BAF~

EDITED!!! EXTEND_TOP moved to the bottom

Edited by King Diamond, 23 May 2005 - 08:35 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


#144 King Diamond

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Posted 21 May 2005 - 03:48 AM

AR0601.BAF that comes in a package is BG1 script and hides the real BG2 one. It should be dropped out.

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


#145 King Diamond

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Posted 21 May 2005 - 04:49 AM

NOBWBAZ.BAF
IF
        GlobalLT("ENDOFBG1","GLOBAL",2)
	Global("DukeThanks","GLOBAL",1)
	OnCreation()
THEN
	RESPONSE #100
  SetDialog("nobwbas")
END

IF
        GlobalLT("ENDOFBG1","GLOBAL",2)
	Global("Chapter","GLOBAL",8)
	OnCreation()
THEN
	RESPONSE #100
  SetDialog("nobwbaz")
END

BG1 part check must be added. Otherwise it changes the dialogues for Promenade nobles....


The same is for:
FTOWBAZ, FTOWBEZ, FTOWNAZ, MTOWBAZ, MTOWBEZ, MTOWNAZ, NOBLBAZ

Edited by King Diamond, 21 May 2005 - 05:09 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


#146 King Diamond

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Posted 21 May 2005 - 05:43 AM

Death var for IMOEN6.CRE should be changed to "Imoen2" as well.
Otherwise (with present "Imoen") when the new game is started or Imoen wasn't in party at the transition time that CRE will be spawned and all other actions in the Irenicus Dungeon and following cutscenes will be broken.

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


#147 King Diamond

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Posted 21 May 2005 - 05:50 AM

AR0700.BAF

Existing OnCreation() action shall still be at the script top. Otherwise the script doesn't run properly...

IF
	OnCreation()
	Global("CagedCreatures","AR0700",0)
THEN
	RESPONSE #100
  SetGlobal("CagedCreatures","AR0700",1)
  CreateCreatureImpassable("WAUKSQU",[2366.1949],0) // Squirrel
  CreateCreatureImpassable("WAUKMOO",[2410.1937],0) // Moose
  CreateCreatureImpassable("WAUKSNA",[2898.2177],12) // Snake
  CreateCreatureImpassable("WAUKLEO",[2309.2325],0) // Leopard
END

IF
	Global("RemoveBG1Map","GLOBAL",0)
THEN
	RESPONSE #100
  HideAreaOnMap("AR0015")
  HideAreaOnMap("AR6600")

...

and I would move that BG1 map areas hiding from that script into AR0602.BAF. So inn that case AR0700.BCS shouldn't be patched at all.......


TELE0700.BAF
SaveGame(0) should be moved on top of the actions list in the 1st block - it makes area transition much more smooth..
IF
    Clicked([ANYONE])
    Range(LastTrigger,25)
    InParty("Imoen2")
    Global("BP_TrickyImmy","GLOBAL",0)
THEN
    RESPONSE #100
        SaveGame(0)
        ActionOverride("Imoen2",LeaveParty())
        ActionOverride("Imoen2",SetDialog("IMOEN2"))
        ActionOverride("Imoen2",SetNumTimesTalkedTo(0))
        ActionOverride("Imoen2",DestroyItem("IMOENHP1"))
        ActionOverride("Imoen2",LeaveAreaLUAPanic("AR1512","",[1857.1520],3))
        ActionOverride("Imoen2",LeaveAreaLUA("AR1512","",[1857.1520],3))
        Wait(2)
        SetGlobal("BP_TrickyImmy","GLOBAL",1)
        MultiPlayerSync()
        FadeToColor([1.0],0)
        TakePartyItem("MISC4E") // Energy Cells
        TakePartyItem("MISC4G") // Portal Key
        StartCutSceneMode()
        StartCutScene("cut01BP")
END

Edited by King Diamond, 21 May 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


#148 horred the plague

horred the plague

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Posted 21 May 2005 - 08:21 AM

The spawns are EXACTLY the same as in BG1 original.

I'm told that BG1-style spawn points don't work in the BG2 engine.

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Certain hex offsets are of an entirely different nature between the two games. The one we call "Spawn Method" is the clearest example. BG1 calls for a number of creatures off the offset we call "Difficulty" (both from DLTCEP). This difficulty seems to be null in BG2. I've never seen more than one be summoned, in numerous tests.

That's why I chose the method I did--mix and match'ing. What I did in 200-something spawngrp.2da entries would have taken 100's more (if not a 1000 more) to do "by the book". (e.g., to summon 1-10 gibberlings, you would need an entry for 1, 2, 3,.....10--ten entries).

#149 King Diamond

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Posted 21 May 2005 - 10:43 AM

FTOWN2,3,4
MTOWN2,3,4,5 .D
FTOWN2,3,4 .CRE
MTOWN2.CRE
must be removed from the package 'coz they overwrite bg2 ones and they are already processed to BG_... names. So those files just obsolete and only add errors.

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


#150 King Diamond

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Posted 23 May 2005 - 08:25 AM

1)

FTOWN2,3,4
MTOWN2,3,4,5 .D
FTOWN2,3,4 .CRE
MTOWN2.CRE
must be removed from the package 'coz they overwrite bg2 ones and they are already processed to BG_... names. So those files just obsolete and only add errors.

View Post


The same is for:
CALAHA.CRE and .D, CARBOS.D, NEB.D, ROGER.D, SHANK.D, SHOP01-07.D.

2) PSQHOSU.CRE, BGSHOP09.D and SHOP09.D are not in use at all - drop them.

3) BGSHOP08.CRE, SHOP08.CRE, SHOP08.D - drop them, and add to the .bat
move BG1CRE\SHOP08.CRE BGMODCRE
to the TP2:
COPY ~BGMODCRE/SHOP08.CRE~    ~override~
  WRITE_ASCII 0x2cc ~BGSHOP08~ // dialogue file

4) Following CREs duplicate existing BG2 ones (drop them):
DOPGRE01, DOPPLE01, GNLCAP01, GNLELI01, GNLSLA01, GNLVET01, GNLWAR01, GNOLL01, GNOLLHP1, HELLSARE, HOBELI01, SARKIS02, SKELET01, UMGIBB01.

5) Imroptant!
According to all scripts Imoen will be CLUAed to AR1512 in any case, whether she be transited from bg1 or spawned in the new bg2 game. TELE0700.BCS CLUAs her there. The same is happening when she removed from the party in the Irenicus Dungeon. So, Imoen211 must be removed from BALDUR.GAM to avoid doublespawning.

Edited by King Diamond, 23 May 2005 - 08:27 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


#151 King Diamond

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Posted 23 May 2005 - 09:07 AM

It's not necessary to patch THALANTR.BCS - it works as it is.

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


#152 Sir BillyBob

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Posted 23 May 2005 - 08:00 PM

Can you guys take a look at ANDRIS.CRE and tell me why he has the Harbringer sword? He doesn't drop it since it isn't setup in his inventory correctly. He has several items but they aren't in inventory either. Do you want to fix this? I was looking to do it with DSotSC but the issue is really a BGT (maybe BG1) issue.

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


#153 King Diamond

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Posted 24 May 2005 - 12:11 AM

Can you guys take a look at ANDRIS.CRE and tell me why he has the Harbringer sword?  He doesn't drop it since it isn't setup in his inventory correctly.  He has several items but they aren't in inventory either.  Do you want to fix this?  I was looking to do it with DSotSC but the issue is really a BGT (maybe BG1) issue.

View Post


Andris is a mage on a magic island in Shandalar's cloak quest and he doesn't have a sword neither in bg1 nor in the original BP-BGT. Are you sure you talking about him?

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


#154 King Diamond

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Posted 24 May 2005 - 04:50 AM

1) Very imortant!
Following scripts (BAFs) have old bg1 names and replace existing bg2 scripts that ruins a game. They must be removed from the package:

xAR0307
AR0308

AR0500
AR0507
AR0511
AR0516
AR0705

xAR1002
AR1003
xAR1004
AR1200
AR1400
AR1500
AR1501
AR2000
AR2300
AR2400
AR2700
Their installation should be removed from tp2 (if exists).

2) Following files should be removed as well 'coz they affect ToB contents that is too much for bg1 mod I think.

ar0602.are (download link)
POTNASH.ITM
IPOTNASH.BAM
CPOTNASH.BAM
BOTSMITH.D
xBOTSMITH.BAF
SW1H51b.ITM
SW1H13b.ITM
SW1H13c.ITM
ring25c.ITM
ring25b.ITM
AR0334.bcs
XAN.BAF and xXAN.BAF
IRINGKOV.BAM

reference to ring25b should be removed from AR0602.BAF

Edited by King Diamond, 24 May 2005 - 05:02 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


#155 Sir BillyBob

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Posted 24 May 2005 - 06:03 AM

Andris is a mage on a magic island in Shandalar's cloak quest and he doesn't have a sword neither in bg1 nor in the original BP-BGT. Are you sure you talking about him?

Yup, same person. He doesn't drop the item. Look at his file in NI, you will see that he has several items listed but they are not assigned slots in his inventory so the items don't get used nor dropped. I just wonder if the sword is too powerful to have in a BG1 game. Maybe not, but I am going through all the DSotSC modified CRE files (him being one) to check on items they have. I don't remember seeing these items in the past. Either I missed it or a patch has added it. I was comparing a DSotSC game against a vanilla BGT-BP game and saw that the items are there in both. So I figured you should be aware of this to either fix the items or strip them out.

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


#156 King Diamond

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Posted 24 May 2005 - 07:16 AM

Andris is a mage on a magic island in Shandalar's cloak quest and he doesn't have a sword neither in bg1 nor in the original BP-BGT. Are you sure you talking about him?

Yup, same person. He doesn't drop the item. Look at his file in NI, you will see that he has several items listed but they are not assigned slots in his inventory so the items don't get used nor dropped. I just wonder if the sword is too powerful to have in a BG1 game. Maybe not, but I am going through all the DSotSC modified CRE files (him being one) to check on items they have. I don't remember seeing these items in the past. Either I missed it or a patch has added it. I was comparing a DSotSC game against a vanilla BGT-BP game and saw that the items are there in both. So I figured you should be aware of this to either fix the items or strip them out.

View Post


There's a menu item in NI - Tools/CRE: Find items not in inventory.
Try it and see how many creatures have such unused items... :)
That's not a problem at all 'coz such items don't affect anything...They are not important.
But they are good if you need to give the creature something new - it's easy to activate them ;)

Edited by King Diamond, 24 May 2005 - 07:16 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


#157 Ascension64

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Posted 24 May 2005 - 11:35 PM

Fixes in. Some of them I have already cleaned up and there are some fixes which I had to modify the nature of the fix because it has changed since 0.94, so we'll see whether it works in 0.99.

--------------
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)


#158 King Diamond

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Posted 25 May 2005 - 09:21 AM

1) At the very beginning of the installation it's necessary to copy ACTION.IDS taken from BP - that is the only existing FULL actions list around.

2)
COPY_EXISTING ~AR1000.BCS~ ~override~
  EXTEND_BOTTOM ~AR1000.BCS~ ~BGT/Modify/BAF/xAR1000.BAF~
instead of EXTEND_TOP - that prevented OnCreation() script block to run correctly.

P.S> Do not use NI to compile your scripts - it doesn't know many of actions even if they're listed in ACTIONS.IDS.

Edited by King Diamond, 25 May 2005 - 09:22 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


#159 King Diamond

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Posted 25 May 2005 - 09:53 AM

Another pack of unused files - from easter egg area:

AREGG0.BAF
CHRIS.*
BARDEZ.*
HLID.*
NOTMRT.*
DEANO.*
DAVE.*
NEEBIN.*

BG067L and S BMPs.

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


#160 hlidskialf

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Posted 25 May 2005 - 02:25 PM

Another pack of unused files - from easter egg area:

AREGG0.BAF
CHRIS.*
BARDEZ.*
HLID.*
NOTMRT.*
DEANO.*
DAVE.*
NEEBIN.*

BG067L and S BMPs.

View Post


Hey! Those aren't unused are they? That's a serious discussion on ale vs beer IIRC. :P

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