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#21 Ascension64

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Posted 27 November 2005 - 09:08 PM

Messed up Commoner sprites - STATIC_PEASANT_WOMAN_MATTE - 16658 / FTOWBASN.Cre
There are a couple commers in the city of Baldurs gate that look really messed up. Their sprites are discolored and strange looking. It is the female sprite that is sitting down.
I remember this bug from the Original BG1. I believe it is something that was never fixed.

I could change the STATIC_PEASANT_WOMAN_MATTE anim to STATIC_PEASANT_WOMAN_CHAIR, but then they wouldn't look like that they are sitting at a table, because you can see their torsos. Not much I can do, unfortunately.


QUOTE(Gaias @ May 19 2005, 01:19 AM)
I'll give you a clue about one nasty bug that I don't have a knowledge yet where to search. It's about sitting townsfolk female animation. It seems that it has bad PALETTE setting. Does anybody know BAM's name for that? And what is a system of animation BAMs naming...?

KD, with your work on the animations of NeJ, are you able to conjure up your knowledge and check out the BAMs for STATIC_PEASANT_WOMAN_MATTE?

In Ike issue, I identified the problem earlier with a Global, but that doesn't seem to have fixed it...
kharan5876, can you modify the script content of ARD002.BCS with the following lines and see if that produces any results? Also, make sure the script block mentioned below is at the very top of the script.

IF
OnCreation() <----------------------------add this line
Global("Ike","GLOBAL",3)
Global("IkeSpawn","GLOBAL",1)
THEN
RESPONSE #100
CreateCreature("IKE2",[562.657],0)
CreateCreature("TOURIST1",[461.547],0)
ActionOverride("Tourist1",Face(12))
CreateCreature("TOURIST2",[810.629],0)
ActionOverride("Tourist2",Face(0))
CreateCreature("TOURIST3",[808.520],0)
ActionOverride("Tourist3",Face(8))
SetGlobal("IkeSpawn","GLOBAL",2)
END


Edited by Ascension64, 27 November 2005 - 09:21 PM.

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#22 kharan5876

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Posted 28 November 2005 - 08:36 AM

My Ike variable is equal to 3.
I tried adding that OnCreation() line to the bcs and did some testing.

Loaded my save file which has all of Totsc completed already and went into Durlags tower. No good, Ike did not show up.

Started a new game using a TOB char. Warped to Ulgoths beard and talked to Ike. Warped to Durlags Tower and talked to him twice. No good, he did not show up with the tourists.

Here is my script file
ARD002.BCS
IF
	OnCreation()
	Global("Ike","GLOBAL",3)
	!Global("FINISHEDTOTSC","GLOBAL",0)
	Global("IkeSpawn","GLOBAL",1)
THEN
	RESPONSE #100
		CreateCreature("IKE2",[562.657],0) // Ike
		CreateCreature("TOURIST1",[461.547],0) // Tourist
		ActionOverride("Tourist1",Face(12))
		CreateCreature("TOURIST2",[810.629],0) // Tourist
		ActionOverride("Tourist2",Face(0))
		CreateCreature("TOURIST3",[808.520],0) // Tourist
		ActionOverride("Tourist3",Face(8))
		SetGlobal("IkeSpawn","GLOBAL",2)
END

IF
	Exists("IKE")
	!Global("FINISHEDTOTSC","GLOBAL",0)
THEN
	RESPONSE #100
		ActionOverride("IKE",DestroySelf())
		ActionOverride("TOURIST1",DestroySelf())
		ActionOverride("TOURIST2",DestroySelf())
		ActionOverride("TOURIST3",DestroySelf())
END

IF
	Global("Ike","GLOBAL",8)
	Global("DeathSpawn","GLOBAL",0)
	!Dead("Deathk")
THEN
	RESPONSE #100
		CreateCreature("DEATHK1",[711.410],0) // Demon Knight
		ActionOverride("DeathK",Face(4))
		SetGlobal("DeathSpawn","GLOBAL",1)
END


#23 -grogerson-

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Posted 28 November 2005 - 09:19 AM

I mentioned the Ike problems some time back. Ascension noted it and created a patch for it (see his pinned topic on b4). The patch worked for me. Is this part of that same problem?

#24 Dunderdon

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Posted 28 November 2005 - 09:20 AM

this might have something to do with ...

-Ike and the tourists would not appear in Durlag's Tower as normal, breaking the quest unless the player buys the wardstone off Delsvirftanyon and enters the tower him/herself (hotfix available to place in override directory - right click here and select 'Save Target As...')

(from Known Bugs: BGT-WeiDU 0.99 BETA 4)

#25 Ascension64

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Posted 28 November 2005 - 04:08 PM

Ah, yes. I thought I fixed that in BETA 3, not BETA 4, so the bug still exists. Silly me...of course, the problem is:

ARD002.BCS

IF
OnCreation()
Global("Ike","GLOBAL",3)
!Global("FINISHEDTOTSC","GLOBAL",0) <--------------- here, delete me
Global("IkeSpawn","GLOBAL",1)
THEN
RESPONSE #100
CreateCreature("IKE2",[562.657],0) // Ike
CreateCreature("TOURIST1",[461.547],0) // Tourist
ActionOverride("Tourist1",Face(12))
CreateCreature("TOURIST2",[810.629],0) // Tourist
ActionOverride("Tourist2",Face(0))
CreateCreature("TOURIST3",[808.520],0) // Tourist
ActionOverride("Tourist3",Face(8))
SetGlobal("IkeSpawn","GLOBAL",2)
END


...or just use the quick fix.

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#26 -grogerson-

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Posted 29 November 2005 - 04:59 AM

With all you have going :wacko:, sometimes it takes someone else to remember for you. Since it was my post that got it fixed, I'd better know about it...

And for all your good work, :cheers: and thanks.

#27 kharan5876

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Posted 05 December 2005 - 07:14 PM

Small Grammatical bug I found:

This is one of the commoner scripts in baldurs gate that appears after you kill Sarevok. It reads:

Why I heard it was all a mix up. <charname> ws not actually responsible for killing the Iron Throne Merchants, rather it was that new political figure, Sarevok. Actually I heard that <charname> saved the remaining Grand Dukes. If it weren't for them, Sarevok would have murdered the other Dukes and taken the city by force!


The word "ws" in the first line should be "was"

Also if you speak to the messenger in Ulgoths beard he warps you to Baldurs gate North. From here you can return to Ulgoths beard and he will still be there and you can speak to him again and report everything again.

Edited by kharan5876, 05 December 2005 - 07:22 PM.


#28 Ascension64

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Posted 06 December 2005 - 02:52 AM

Small Grammatical bug I found:

This is one of the commoner scripts in baldurs gate that appears after you kill Sarevok. It reads:

Why I heard it was all a mix up. <charname> ws not actually responsible for killing the Iron Throne Merchants, rather it was that new political figure, Sarevok. Actually I heard that <charname> saved the remaining Grand Dukes. If it weren't for them, Sarevok would have murdered the other Dukes and taken the city by force!


The word "ws" in the first line should be "was"

Also if you speak to the messenger in Ulgoths beard he warps you to Baldurs gate North. From here you can return to Ulgoths beard and he will still be there and you can speak to him again and report everything again.

Fair enough with the typo. Shouldn't be an issue with the inclusion of a traified Baldurdash dialog.tlk in the install. The messenger issue isn't a problem anymore either, because the messenger doesn't exist anymore! No more forcing you to do TotSC after killing Sarevok.

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#29 kharan5876

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Posted 06 December 2005 - 11:37 AM

So in BGT-weidu5 after killing Sarevok you just go right to Belt and start the transition?

That makes more sense imo, because Totsc buffs Sarevok and crew so they are still a challenge after completing the Totsc quests.

Edited by kharan5876, 06 December 2005 - 11:43 AM.


#30 Promilus

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Posted 06 December 2005 - 11:57 AM

I think the Sarevok and co. still will be the most challenging opponents-no matter if TotSC or not.

#31 kharan5876

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Posted 06 December 2005 - 11:58 AM

Yeah, they certainly are badass. One of the hardest fights in all of BGT. Still if Bioware intended on buffing them because of the new content in Totsc than BGT should probably reflect that.

Anyway I was thinking about Imoen and other NPC transition to BG2, just some ideas I dont know if its feasable or even makes sense.

Whats the deal with Imoen and her transition? Obviously she has to be a dualed to a mage for the BG2 story to work. When I started BG2 it just gave me the Imoen that is created and then started giving her XP. (A lot of Xp I might add, she had 40000 in her thief class and around 165000 in mage, which is over the totsc xp cap.) What about carrying over the progress that is made on Imoen in BG1. How is that supposed to be handled? What if you dual class her from thief to something else? Getting her back in BG2 and then all the sudden shes a thief/mage (with possibly less XP then you left her with at the end of BG2 if you used mods like Dsotsc and Ntotsc) does not make much sense from a roleplaying point of view. What happens if she is killed in BG1?

Perhaps Imoen should be changed so that this transition makes more sense and the players progress on her is meaningful.

Not sure how BGT handles NPC transitions but here is a possible Solution. I'm not sure if all this works within the scripting structure of BG2.
First off, disable Imoens ability to Dual Class normally.
When she levels up to whichever level 40000XP in the thief class allows she automaticly duals to a mage. When BG2 starts she is carried over in her current state as is all other npcs. (not sure if this is possible, what if the player gets her enough XP to level up twice after the 40000 mark is reached? Will it give her an extra level with the thief and then dual her to mage?)
Its small and probably insignificant but if this was done Imoen would also need to be givin the magic Missile spell because that is the one spell she casts in the cutscene with Irenicus.
check the XP for every npc when the transition occurs. If it is below the ToTsc cap raise it to that. So here even if you never used Imoen and she has like 200XP she will level up appropriatly and dual into a mage when she is supposed to. Can npc XP be increased when they aren't in your party? If not maybe when the screen is faded to black then switch each of them into the party one at a time, increment their XP if neccesscary and then kick them back out.

Also what about portraits, I know giving BG1 npcs their BG2 portrait is a BG1NPC addition but it would make more sense to be part of BGT. Maybe there could be an additional component to choose to either:
A:give them the BG1 portraits in BG1 and BG2 portraits in BG2
B: Give them BG1 portraits throughout the entire game
C:Give them BG2 portraits throughout the entire game.

There is still the story transition of Imoen being killed. Is it possible to at least prevent her from exploding in BG1? Then it could be assumed by the player that she got resurrected/Cured from petrification during the transition. Dialogue could even be added to support this if she is in one of those states.

Edited by kharan5876, 06 December 2005 - 12:37 PM.


#32 amazinggameguru

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Posted 06 December 2005 - 01:58 PM

Not sure how BGT handles NPC transitions but here is a possible Solution. I'm not sure if all this works within the scripting structure of BG2.
First off, disable Imoens ability to Dual Class normally.
When she levels up to whichever level 40000XP in the thief class allows she automaticly duals to a mage. When BG2 starts she is carried over in her current state as is all other npcs. (not sure if this is possible, what if the player gets her enough XP to level up twice after the 40000 mark is reached? Will it give her an extra level with the thief and then dual her to mage?)
Its small and probably insignificant but if this was done Imoen would also need to be givin the magic Missile spell because that is the one spell she casts in the cutscene with Irenicus.
check the XP for every npc when the transition occurs. If it is below the ToTsc cap raise it to that. So here even if you never used Imoen and she has like 200XP she will level up appropriatly and dual into a mage when she is supposed to. Can npc XP be increased when they aren't in your party? If not maybe when the screen is faded to black then switch each of them into the party one at a time, increment their XP if neccesscary and then kick them back out.

I'm against making changes that disable the ability to Dual Class or automatically force it. I would rather see Magic Missile added as a special ability than have her class automatically decided. If you are against giving her the special ability another option would be to make it an item function, maybe her unremovable belt or a similar unremovable item.
Instead of doing a check to see if NPC xp is below the ToTSC cap I think that you should check to see if it is below the xp that they normally start with in SoA.
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Those who understand binary, and those who don't.

#33 Promilus

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Posted 06 December 2005 - 02:02 PM

Few things...u asked a question about Imoen...I've got some idea:
Imoen is a Child of Bhaal just like main character. She however doesn't gain any bhaal powers in BG1 nor BG2-just in ToB and only when Ascension is installed. The main character loses his powers due the soul drain by Irenicus.
Now...all we know that BG2 Imoen should be able to cast such spells like magic missile (first fight with Irenicus).
Ok...Get to the point then...
Imoen at BG1 part of BGT WILL obtain new powers...just 2 or more magic missiles as innate...and perhaps some charm spell (no-it's not charming rogue kit, but something like it...Vlad...can we unify this? ).
That's why after transition she will be able to fight with Irenicus, and the story will be more complex as the innate spells cannot be treated like arcane spells (and Cowled Wizards takes the Imoen while she cries she that didn't do anything illegal which IS true then).
When Jon would drain her powers she lose all her innates but if u did dualed her before kidnapping she'll have some spells in spellbook. If not dualed u might be able to dual her...or wait...or not dual her.
IMHO it would not affect ANY script of the game because most of spells she casts are FORCE_SPELL...just like Demilich etc. At ToB main character will regain some powers in new forms (trials)...and Immy just will have back powers from Ascension.
All of that is not a big problem I think. And propably it would provide GREAT continuity with NeJ and the charming rogue kit.
I've only one question to Ascension64-what is the story with the Sarevok's Sword of Chaos+5...his armor and helm? Is there any option to bring all his items back to game after Nine Hells? And BTW (tweak) add some Kazgaroth items...and make a "set of Kazgaroth" which would allow to i.e. shapechange into Kazgaroth Slain Avathar...there is a option to get Balduran Fused Set with TDD...and something even better with Enhanced SoA...IMHO there is a need of project like big quest&item&tweak pack to BGT ...I know that BP is good and NTotSC/SoBH make it far more better...but I mean something like CORE BGT MOD with effects lasting by whole game (evolving items, evolving quests, evolving powers, evolving NPC kits!!! etc. etc.)

#34 kharan5876

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Posted 06 December 2005 - 03:36 PM

Making magic missile an innate ability she gains would be a nice idea too and would make sense. It would also be pretty easy to add on without making huge changes. If Imoen had innate MMissile then she could just be directly imported from BG1 and retain whatever class/level/proficiency/stat book bonus decisions the player gave her in BG1.
Things like this you have to be very careful because the main purpose of BGT is just to combine BG1 and 2 into one game. You can't go adding a bunch of new ideas and mods because you risk adulterating the game from its original form which BGT should try to uphold as much as possible. At the same time you have to maintain a level of consistency that melds the games together properly and creates a proper transition that makes them appear to be one whole game in of itself. To do this some changes in the original game content have to be made. It's a fine line that has to be followed.



Also another thing that occured is my journal entries from BG1 did not go away. However they were all random strings because I changed my installation in the middle of my save game. Not sure if that would cause it to occur.
Right now in the process of deleting them manually using NI, takes forever! :fish:

Edited by kharan5876, 06 December 2005 - 04:35 PM.


#35 kharan5876

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Posted 06 December 2005 - 05:18 PM

Ohh another fun bug. I just purchased a Gem Bag and it still had all the items I put in the gem bag I had in BG1.

Came across yeslick in the Temple district, when I kick him from the party there is no option to send him to the Copper Coronet.

There were 2 copies of Jaheira outside of the Harpers HQ in amn, one BG1 version and one BG2 version.

Edited by kharan5876, 06 December 2005 - 10:24 PM.


#36 Ascension64

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Posted 07 December 2005 - 04:30 AM

The continuity stuff is dearly annoying. I know many people are unhappy about consistency and such. So I propose this because BGT-WeiDU doesn't want to 'go out of its way', as was stated before: shall I REMOVE continuity altogether?
As for all the continuity issues, it is the meat of an undisclosed project. *wink*

Ohh another fun bug. I just purchased a Gem Bag and it still had all the items I put in the gem bag I had in BG1.

BGT-WeiDU doesn't have gem bags. What BGT mod adds it? It must reference the same STO file as a BG2 bag.

Came across yeslick in the Temple district, when I kick him from the party there is no option to send him to the Copper Coronet.

Sounds like a Yeslick issue. I think TDD adds him

There were 2 copies of Jaheira outside of the Harpers HQ in amn, one BG1 version and one BG2 version.

Why exactly is Jaheira there again? I haven't played SoA for a while, so I am vague about the details. I know that she gets captured with the protagonist by Irenicus though...

Edited by Ascension64, 07 December 2005 - 04:31 AM.

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#37 ronin

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Posted 07 December 2005 - 04:39 AM

If you kick Jaheria out of the party she goes to the harper headquarters.

ronin

#38 Chevalier

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Posted 07 December 2005 - 05:42 AM

Or she leaves you when the Harpers ask her to.

I Ride for the King!


a.k.a. Chev


#39 kharan5876

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Posted 07 December 2005 - 09:48 AM

The BG1 Jaheira has the same text leaving the group as the BG2 Jahiera. She says she is going to return to the Harpers in Amn. Dont remember if this is a BGT addition or if thats how she originally left the group.

As far as continuity goes I am strongly for having BG1 chars transfer over to BG2. But like you said if theres a upcoming project that is going to handle this perhaps BGT should remove all continuity and just let BG2 behave the way it does originally. That would make a great BP component imo.

#40 Promilus

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Posted 07 December 2005 - 10:54 AM

Yes...there is no need to double someone's work...if Continuity will be optional component of BP-WeiDU (revised and tweaked) I think it's time to abandon this in BGT-however me and most of my Polish friends are playing BGT mostly because of transition-not export/import.