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Bug Report - BGT-WeiDU v0.99


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#101 SimDing0

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Posted 23 July 2005 - 02:43 AM

it sounds like BG2 Refinements might replace dialog.tlk or something like that.

Anything but. Refinements is one of the more sensibly coded mods out there, and replacing the TLK certainly isn't in fashion these days. It's still likely to conflict with BP-BGT, but I wouldn't expect the results describled.

Edited by SimDing0, 23 July 2005 - 02:44 AM.

Repeating cycle of pubes / no pubes.

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#102 Vangelion

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Posted 24 July 2005 - 07:54 AM

Hey folks, I've been playing through the game from the beginning and everything was going fine until i got to the bottom of the Naskell mines. I killed Mulahey and took everything from the chest and such, but when i returned to the surface nobody seemed to react to the quest being complete. The guards still acted like the mine was still dangerous and Tranzig did not appear at Feldeposts.

This is my main bug, another is that in the song of the morning temple when you pile up things to buy, ie 5 healing potions, then click another box for say identify, if you return to the purchase screen you can buy all five potions for the price of one.

It's a bit of a puzzle cos i can't get further in the game unless something triggers the fact that the mines are clear.

#103 Vangelion

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Posted 24 July 2005 - 10:30 AM

Ok i've been poking around and it seems that the Chapter 4 variable hasn't been triggered, despite the death of Mulahey and procurement of the scrolls from the chest. Also no Chaper 4 cutscene or anything appearing.

Any ideas how to fix this and exactly when Chapter 4 is triggered?

#104 -primetime-

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Posted 24 July 2005 - 11:39 AM

Chapter 4 is triggered when you get the documents from Mulahey's chest. Maybe you forgot to pick them up?

My problem is that I just beat Sarevok in the Temple of Bhaal. He died, I got the ending movie... and then it went back to the fight in the temple, where half my party then died from Semaj. Am I supposed to finish the fight then go somewhere in the city for the transfer to TotSC or is this a bug?

#105 Vangelion

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Posted 24 July 2005 - 12:50 PM

Yeah, i've definitely got them, did the mission again just to check. Verified by using shadowkeeper that SCRL2V is indeed there in my inventory. The offending object must be in this script section from area AR4405. Note that in the original BG this area is AR5405 but this shouldn't matter should it?

IF
  PartyHasItem("SCRL2V")  // ~Letter~
  Global("CHAPTER","GLOBAL",3)
  Dead("Mulahey")  //
THEN
  RESPONSE #100
    SetGlobal("Chapter","GLOBAL",2)
    IncrementChapter("Chptxt-3")
    SetGlobal("Chapter","GLOBAL",4)
    AddJournalEntry(15837,INFO)  // ~It is certain that the death of Mulahey will relieve the fears of the terrorized folk of Nashkel, but you remain uneasy.  While the half-orc may indeed have caused the evils that befell the mine, the shortage of iron is too widespread to be his doing alone.  His letters confirm your suspicions, and though they give little indication as to where his cohorts are hiding, they may have links to the bandits that currently plague the Coast Way.~ [CHAPTER2]
END

Basically none of this is triggered, and i don't know whats wrong. The chapter is at 3 and i do have the Scroll and Mulahey is toast so it beats me.

#106 Ascension64

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Posted 24 July 2005 - 03:34 PM

Chapter 4 is triggered when you get the documents from Mulahey's chest. Maybe you forgot to pick them up?

I'm at uni at the moment, so I'll check this up when I get home. AR4405 should be the correct area since the areas have been heavily renamed from BG1 (meaning things such as walkthroughs for BG1 become inaccurate for BGT). Funny the script didn't trigger, meaning that if the script assignment for AR4405.ARE is correct, then you have done (or rather, not done) one or more of three things:
1. Pick up the letter (note there are two), only one triggers the chapter change
2. You are not in chapter 3 at all! If your journal can go up to chapter 3 then I don't think this is a problem
3. You didn't kill Mulahey, even though you thought he was toast
I guess there could also a bug with the script such that the incrementation of chapters did not work correctly. Did you get a textscreen once you picked up both letters? Did the status box say that your journal was updated once you picked up both letters?

My problem is that I just beat Sarevok in the Temple of Bhaal. He died, I got the ending movie... and then it went back to the fight in the temple, where half my party then died from Semaj. Am I supposed to finish the fight then go somewhere in the city for the transfer to TotSC or is this a bug?

Go talk to Belt. You don't have to kill Tazok, Semaj, or the other guy I forget the name of, so you could just run away and talk to Belt. I believe your journal tells you what to do.

Edited by Ascension64, 24 July 2005 - 03:35 PM.

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#107 -Guest-

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Posted 24 July 2005 - 08:09 PM

1. If u'll steal something and noone noticed taht(no guards etc.) and then u cast Armor(never tried anything else really :)) u got busted.

2. There is a mage in tavern in Candlekeep. Its quite possible to kill him for 2700 xp(mmmm, yummy!). In BG1 it was ok, in BGT all tavern become red. I want my free XP! :)

#108 Sir BillyBob

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Posted 24 July 2005 - 08:44 PM

Killing the mage in Candlekeep should trigger everyone else going red. This isn't the O.K. coral. You started a fight in a place not designed for shootouts. I think BGT let too many of these fights happen.

Now if you were in a seedy little dive in the Gate, I guess most of the drunks would place bets on you. Don't expect that in Candlekeep.

Reality is thought that they responded to a Shout command from the mage. They probably shouldn't so this is a bug.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#109 Sir BillyBob

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Posted 24 July 2005 - 08:59 PM

I am testing my DSotSC package now. This is the first time I ever got around to installing BGT-Weidu (very, very nice).

I see that you guys have AR3499 and AR3498 fixed. AR3498 is the Xvart village. Horred had added an area script for this place to have more Xvarts based on your level. The ARE file points to the BCS but you didn't include the BCS in BGT-Weidu. Was that planned or is it missing? DSotSC normally places this script back into the game after the area's name was changed from AR3600 to AR3498 (Horred's area script wouldn't work after the name change of course, so I had fixed it). Do you want to add it back in or should I leave it in DSotSC? If I install it, this allows the area to be "tougher" than regular BGT like the Firewine and some other area. Otherwise, if you guys re-add it, I can drop it from my install.

The other area is AR3499 (AR3500), North of the gnoll stronhold. I have to modify the ARE file to point to an area script. There isn't one in regular BGT but there is in DSotSC to add all the wood elves. Therefore, I can leave the area as is (meaning that I change the file) or you could change the file so it gets biffed and stays biffed. I just need a Area Script modification pointing to AR3499.BCS. Your call.

I removed the STO file that isn't in the game anymore. Several temples get modified by DSotSC. Could one of you check on Bardez's plans for selling to the temples? I thought BGT allowed you to sell items, but it was Horred that stripped it away. DSotSC allows for sell all items in all temples. I would rather not do a full COPY of the STO file, thereby overwriting your file. Can we all make a decision on whether temples should or should not buy from the players? I think the original game allows for it as well as DSotSC. That is why I am not sure when it was changed to now buy items anymore.

Other option on the temples would be for DSotSC to change them to buy from players using a code change in the TP2 instead of by doing a COPY. However, does anyone know how to flag an STO (temple) to buy/sell/heal/donate/identify? I was never able to figure this out in Weidu.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#110 Ascension64

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Posted 25 July 2005 - 04:50 AM

1. If u'll steal something and noone noticed taht(no guards etc.) and then u cast Armor(never tried anything else really :)) u got busted.

Well, tell me if you can actually reproduce the problem. Otherwise, I will have to discard it.

2. There is a mage in tavern in Candlekeep. Its quite possible to kill him for 2700 xp(mmmm, yummy!). In BG1 it was ok, in BGT all tavern become red. I want my free XP! :)

If you want free XP then I suggest you Ctrl+Y all the hostile dudes, because I can't really change this for your 'betters'. :D

Reality is thought that they responded to a Shout command from the mage. They probably shouldn't so this is a bug.

I guess you meant that BG1 has the bug, right? Based on the guest's post...

AR3498 is the Xvart village. Horred had added an area script for this place to have more Xvarts based on your level. The ARE file points to the BCS but you didn't include the BCS in BGT-Weidu. Was that planned or is it missing?

IMHO, Xvart village enhancement was not an appropriate thing to add in BGT due to the fact that the intention of such a change is generally to make the game harder for no apparent reason except it was cool to hack 'n' slash more Xvarts. So, if DSotSC would like to include it, I say go for it.

The other area is AR3499 (AR3500), North of the gnoll stronhold. I have to modify the ARE file to point to an area script. There isn't one in regular BGT but there is in DSotSC to add all the wood elves. Therefore, I can leave the area as is (meaning that I change the file) or you could change the file so it gets biffed and stays biffed. I just need a Area Script modification pointing to AR3499.BCS. Your call.

I don't quite understand the bit I highlighted in bold, but sure, I will assign a BGT non-existant script reference to AR3499.BCS from AR3499.ARE, just for you. :D

I removed the STO file that isn't in the game anymore. Several temples get modified by DSotSC. Could one of you check on Bardez's plans for selling to the temples? I thought BGT allowed you to sell items, but it was Horred that stripped it away. DSotSC allows for sell all items in all temples. I would rather not do a full COPY of the STO file, thereby overwriting your file. Can we all make a decision on whether temples should or should not buy from the players? I think the original game allows for it as well as DSotSC. That is why I am not sure when it was changed to now buy items anymore.

If original BG1+TotSC allowed it, I prefer to allow buying from players. Anyone else? If it does come to DSotSC modifying stores to allow sell, add the value of 2 to the offset at 0x10h...

COPY_EXISTING ~<some store>~ ~override~
READ_BYTE 0x10 "buy_flags"
WRITE_BYTE 0x10 ( "%buy_flags%" + 0x02 )
...should do the trick.

UPDATE: @SBB: Just checked BG1 temples and they don't allow sell, so I prefer to leave it that way. The code should do fine if you want to modify them though.

Edited by Ascension64, 25 July 2005 - 04:52 AM.

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#111 Ascension64

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Posted 25 July 2005 - 04:55 AM

Yeah, i've definitely got them, did the mission again just to check. Verified by using shadowkeeper that SCRL2V is indeed there in my inventory. The offending object must be in this script section from area AR4405. Note that in the original BG this area is AR5405 but this shouldn't matter should it?

IF
  PartyHasItem("SCRL2V")  // ~Letter~
  Global("CHAPTER","GLOBAL",3)
  Dead("Mulahey")  //
THEN
  RESPONSE #100
    SetGlobal("Chapter","GLOBAL",2)
    IncrementChapter("Chptxt-3")
    SetGlobal("Chapter","GLOBAL",4)
    AddJournalEntry(15837,INFO)  // ~It is certain that the death of Mulahey will relieve the fears of the terrorized folk of Nashkel, but you remain uneasy.  While the half-orc may indeed have caused the evils that befell the mine, the shortage of iron is too widespread to be his doing alone.  His letters confirm your suspicions, and though they give little indication as to where his cohorts are hiding, they may have links to the bandits that currently plague the Coast Way.~ [CHAPTER2]
END

Basically none of this is triggered, and i don't know whats wrong. The chapter is at 3 and i do have the Scroll and Mulahey is toast so it beats me.

View Post

Update on this bug, code seems perfectly fine to me. Can you try killing Mulahey again and see if you can reproduce the error?

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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)


#112 Sir BillyBob

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Posted 25 July 2005 - 06:38 AM

Okie Dokie. I will hack and slash through BGT as needed. Thanks for the Weidu code. I will change the TP2 so it now modifies the temples instead of overwriting them. I assume that this small change doesn't reset the donate/heal settings? NI makes it look like these are all together. Just want to make sure, but I will test it today.

Scratch what I said about AR3499 and AR3498. I forgot that NTotSC will also change a bunch of ARE files to point to their new area scripts as well. So I will be modifying plenty of BGT ARE files.

As a side note on that, BG2 areas do not need directional links to other areas, only in BG1. I assume you guys just pull the data right from the BG1 game and run fixes only when needed correct? Therefore, if the area worked, why bother cleaning up stuff that doesn't apply? Okay by me, if it ain't broke don't fix it. :)

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


#113 Vangelion

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Posted 25 July 2005 - 09:20 AM

Ok, this is giving me a migraine. I've tried it again and again, still to no avail. I've opened the archives in DLTCEP and also with Infinity Explorer. Now, when I examine the scripts using DLTCEP it gives me one great list of scripts and one reference to area AR4405. This script seems fine, as i displayed before, no problems apparent.

Now when i explore the scripts with IE it gives me several script .bifs. Scripts.bif, 25Scripts.bif, BG1BCS.bif and one for each of SOS and TDD.

On viewing the AR4405 in the BG1BCS.bif, I find the same updated script as in DLTCEP except that where mulahey's name is it is just Dead(""). Strange.

In Scripts.bif there is an area AR5405 which is identical to the OLD (BGI) version of the script for the area and Mulaheys name is still missing, ie Dead("") again.

Also, I note that the creature name is MULAHE in the creatures list, not MULAHEY. This normal?

Is there a way of testing whether the script is actually executing? Can anyone give me a comprehensive list of commands which the CLUAConsole accepts? IE is there a command for testing Mulahey's dead attribute?

Finally, can you folks recommend the best tools for editing this lot? Ive got IE and DLTCEP and WeiDU. These the ones commonly used?

Help is much appreciated folks.

#114 Vangelion

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Posted 25 July 2005 - 10:02 AM

Success!! At last i've fixed the problem. Phew.

After extensive testing, the problem came from the game's reference to Mulahey. For some reason it wasn't picking it up. I circumvented this by using a reference to Mulahey's dead variable.

I changed the line:

    Dead("Mulahey")

To:

  Global("sprite_is_deadmulahey",1)

The game accepts this and the chapter is incremented properly, and the game state changes to chapter four.

Hope this helps anyone else thats stuck. I dunno if this was just my installation but im pretty sure everything installed fine. Someone might wanna investigate this a bit more to see if others have had this problem or not.

I've been playing this game through from the start, so if I find any more bugs and stuff ill let you know and try and fix them too to take the load off folk.

PS anyone checked the shop bug yet? IE being able to pile up potions and buy them for the price of one?

#115 Sir BillyBob

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Posted 25 July 2005 - 01:19 PM

File names in BG have to have the old 8.3 naming structure. 8 characters a "." period and then 3 characters. Those last three normally being the type of file, i.e. CRE for creature/actor, ARE for area, etc.

8 letters is not enough for most real names, so creatures have a "Death Name" which the game engine can use to track each CRE file. Death Names can be more than 8 characters. Therfore, MULAHE.CRE (okay, I only count 6) can have a Death Name of Mulahey. Hmm, maybe this is a bad example. Anyway, in a script, you want to use the Death Name of the creature you are checking on. So

Dead("Mulaney")

is what the script should be looking for. Keep in mind that if the Death Name is blank or isn't spelled the same as your script, it will not work. I can safely vouch for that. :glare:

Tired of Bhaal? Try some classics mods instead:
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#116 weigo

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Posted 25 July 2005 - 01:20 PM

Hi Ascension

With this three lines in the setup-bgt-main.tp2 file you modify the dialog.tlk from BGII

STRING_SET ~24002~ @9263 //@9263 = ~~ [IKEEE_01]
STRING_SET ~24003~ @9264//@9264 = ~~ [VILLM01b]
STRING_SET ~24004~ @9283//@9283 = ~~ [TSCMT01]

But in the original dialog.tlk the entries are used by the mazzy.dlg and mazzy1.dlg

Modification:

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#117 Ascension64

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Posted 25 July 2005 - 03:32 PM

Okie Dokie.  I will hack and slash through BGT as needed.  Thanks for the Weidu code.  I will change the TP2 so it now modifies the temples instead of overwriting them.  I assume that this small change doesn't reset the donate/heal settings?  NI makes it look like these are all together.  Just want to make sure, but I will test it today.

OK, let me know if the code works or not...NI does bunch four sets of flags into offsets 0x10h to 0x13h, but the really useful thing is that the first column deals with the first byte, the second column, second byte, and so on, making it kind of easy, which is good!

As a side note on that, BG2 areas do not need directional links to other areas, only in BG1.  I assume you guys just pull the data right from the BG1 game and run fixes only when needed correct?  Therefore, if the area worked, why bother cleaning up stuff that doesn't apply?  Okay by me, if it ain't broke don't fix it. :)

Pretty much...I mean, no new bytes are added and no bytes are removed from the ARE files, although some content may have changed (such as renaming of CRE references, fixing up of creature encounter strings, other StrRefs needing changing). So, byte-patching is safe. Is that what you were referring to?

File names in BG have to have the old 8.3 naming structure. 8 characters a "." period and then 3 characters. Those last three normally being the type of file, i.e. CRE for creature/actor, ARE for area, etc.

8 letters is not enough for most real names, so creatures have a "Death Name" which the game engine can use to track each CRE file. Death Names can be more than 8 characters. Therfore, MULAHE.CRE (okay, I only count 6) can have a Death Name of Mulahey. Hmm, maybe this is a bad example. Anyway, in a script, you want to use the Death Name of the creature you are checking on. So

Dead("Mulaney")

is what the script should be looking for. Keep in mind that if the Death Name is blank or isn't spelled the same as your script, it will not work. I can safely vouch for that

I'll check this out when I get home. Well done Vangelion for fixing the 'problem' though.

Hi Ascension

With this three lines in the setup-bgt-main.tp2 file you modify the dialog.tlk from BGII

STRING_SET ~24002~ @9263 //@9263 = ~~ [IKEEE_01]
STRING_SET ~24003~ @9264//@9264 = ~~ [VILLM01b]
STRING_SET ~24004~ @9283//@9283 = ~~ [TSCMT01]

But in the original dialog.tlk the entries are used by the mazzy.dlg and mazzy1.dlg

Cheers, weigo. Don't you just hate it when SoA does that? Just curious, what kind of method did you use to pick out specifically these three strings from the rest as being used by SoA?

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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
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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)


#118 Sir BillyBob

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Posted 25 July 2005 - 05:58 PM

The read and write worked fine, thanks. I have a post over in the IE forum about how to do the next part, add in buy categories. I found that just checking the box does not allow the store to buy from you, you still need to tell it what can be purchased. Hopefully, some kind soul will answer that question. Hlid? hint, hint.

I wasn't worried about the ARE having direction links, it is just that BG2 ignores it anyway. Actually, DLTCEP doesn't like it. The game doesn't care. Usually when I build ARE files, I strip that out if it is a copy of a BG1 area. I also include an area script link to every area. That way, if I need to add in a script later, I don't bang my head on the wall trying to figure out why it doesn't work. I did this alot with DSotSC and NTotSC since some BGT areas had script links and others didn't (whether there was an actual script or not).

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


#119 -primetime-

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Posted 25 July 2005 - 08:20 PM

Okay, new problem. Got to SoA, everything's fine in Irenicus's dungeon except for Minsc. Jaheira joins the party fine, Imoen's perfectly fine (luckily all the soundsets are okay, after dealing with a strange Minsc-Imoen, Jaheira-Khalid, and so on in BG1... minor inconvenience, but not gamekilling)... and Minsc does his lines, up until where he's supposed to join. It just ends after the conversation about Boo, and none of the dialogue options work. When I CTRL+Q'ed him into joining my party, he was fine... except when told where to walk he'd move only a few steps, then stop. I suppose I can just CTRL+J around Irenicus's dungeon (planned on doing so anyways, it's the most annoying part of either game), then get rid of Minsc when done, but I really wish this hadn't happened. Any ideas what's wrong? I've got a standard install minus NEJ and plus Ascension, Longer Road, Item Upgrades, and Underrepresented Items.

#120 Ascension64

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Posted 25 July 2005 - 10:57 PM

The read and write worked fine, thanks.  I have a post over in the IE forum about how to do the next part, add in buy categories.  I found that just checking the box does not allow the store to buy from you, you still need to tell it what can be purchased.  Hopefully, some kind soul will answer that question.  Hlid? hint, hint.


COPY_EXISTING ~<some store>~ ~override~
READ_LONG 0x2c "purchase_off" //itemtypes purchased offset
READ_LONG 0x30 "num_purchase" //number of itemtypes purchased

INSERT_BYTES ( "%purchase_off%"+0x4*"%num_purchase%" ) xx
//xx=4 times the number of itemtypes to add (e.g. i want to add 3 items, so xx=12

WRITE_LONG ( "%purchase_off%"+0x4*"%num_purchase%" ) 0x000000yy
//specify itemtype for first item where yy is the identifier for the itemtype from 00 to 49 (check STO V1.0 in IESDP for values for itemtypes)
WRITE_LONG ( "%purchase_off%"+0x4*"%num_purchase%"+0x1*0x4 ) 0x000000yy
//specify itemtype for second item
WRITE_LONG ( "%purchase_off%"+0x4*"%num_purchase%"+0x2*0x4 ) 0x000000yy
//specify itemtype for third item
WRITE_LONG ( "%purchase_off%"+0x4*"%num_purchase%"+0xx*0x4 ) 0x000000yy
//specify itemtype for (x+1)th item

WRITE_LONG 0x30 ( "%num_purchase%" + x )
//fix up number of itemtypes purchased, x=number of itemtypes added


Should work. The good thing is that the itemtypes purchased are the last fields in the STO file so you don't have to adjust offsets for other things (i.e. if you wanted to add items that the store sells to the player, then you would have to adjust the itemtypes purchased offsets, for example, assuming you can't cheat with ADD_STORE_ITEM)

I wasn't worried about the ARE having direction links, it is just that BG2 ignores it anyway.  Actually, DLTCEP doesn't like it.  The game doesn't care.  Usually when I build ARE files, I strip that out if it is a copy of a BG1 area.  I also include an area script link to every area.  That way, if I need to add in a script later, I don't bang my head on the wall trying to figure out why it doesn't work.  I did this alot with DSotSC and NTotSC since some BGT areas had script links and others didn't (whether there was an actual script or not).

I guess since all the areas are included in the BGT package, I could manually, or WeiDU batch, remove such links from the ARE files to appease DLTCEP...?

Okay, new problem. Got to SoA, everything's fine in Irenicus's dungeon except for Minsc. Jaheira joins the party fine, Imoen's perfectly fine (luckily all the soundsets are okay, after dealing with a strange Minsc-Imoen, Jaheira-Khalid, and so on in BG1... minor inconvenience, but not gamekilling)... and Minsc does his lines, up until where he's supposed to join. It just ends after the conversation about Boo, and none of the dialogue options work. When I CTRL+Q'ed him into joining my party, he was fine... except when told where to walk he'd move only a few steps, then stop. I suppose I can just CTRL+J around Irenicus's dungeon (planned on doing so anyways, it's the most annoying part of either game), then get rid of Minsc when done, but I really wish this hadn't happened. Any ideas what's wrong? I've got a standard install minus NEJ and plus Ascension, Longer Road, Item Upgrades, and Underrepresented Items.

That is the classic stutter bug! :WTF:
Two possibilities I think:

1. XP check for Minsc not finished. Try resting and see if he still has the stutters
2. Minsc wants to finish the dialogue that was broken. Which is not good.

For the broken dialogue, try making Imoen talk to Minsc and having the PC far away from Minsc, and vice versa (PC talk to Minsc while Imoen is far away from Minsc) and see if the dialogue completes.

Edited by Ascension64, 25 July 2005 - 11:12 PM.

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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)