BGT-WeiDU Zeta Bug-Thread
#81
Posted 12 January 2006 - 11:03 AM
FLAMVAI.CRE
After officer Vai escaped the area with a Shout(64) it's possible that not both of her bodyguards would hear her. So, as I have now in my game, one of them is still there with his response about Vai somewhere in the corner. I thing their disappearance should be controlled not by shouts but by some global variable.
Related stuff: VAI.DLG, FLAMVAI.BCS
(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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#82
Posted 12 January 2006 - 01:12 PM
He is INNOCENT in the original BG1+TotSCLASKAL.CRE
1st shadow druid that you can meet in Cloakwood. I'm not really sure if he should be INNOCENT and penalty you with -4 reputation upon his death in that way...
#83
Posted 12 January 2006 - 03:44 PM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#84
Posted 12 January 2006 - 05:24 PM
IMOEN.BCS still has the block for Imoen at HP1. It triggers the IMOENP.DLG, and this dialog does not MoveGlobal her to AR1512, it sends her to EscapeArea() land--aka Limbo. Without the belt, Imoen can die---and you can cast Raise Dead on Imoen. But...she comes back with 1HP, triggers the old belt block and *poof* ---bye bye Immy.
Another thought: Has anybody addressed the issue if Immy gets 'chunked' yet? Effect 295 (Graphics: Disable Chunking Death) applied to her CRE files should do the trick.
Edited by horred the plague, 12 January 2006 - 05:27 PM.
#85
Posted 12 January 2006 - 06:47 PM
Check AR1512.BCS. Does Imoen spawn if such a thing happens...in terms of Immy not having the belt, this isn't BGT-WeiDU that removes her Belt. Thus, if only BGT-WeiDU is installed, Immy will never get chunked until Spellhold.I saw a little potential issue with Imoen. Unless you intend this, to end continuity.
IMOEN.BCS still has the block for Imoen at HP1. It triggers the IMOENP.DLG, and this dialog does not MoveGlobal her to AR1512, it sends her to EscapeArea() land--aka Limbo. Without the belt, Imoen can die---and you can cast Raise Dead on Imoen. But...she comes back with 1HP, triggers the old belt block and *poof* ---bye bye Immy.
Another thought: Has anybody addressed the issue if Immy gets 'chunked' yet? Effect 295 (Graphics: Disable Chunking Death) applied to her CRE files should do the trick.
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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)
#86
Posted 13 January 2006 - 04:49 AM
Check AR1512.BCS. Does Imoen spawn if such a thing happens...in terms of Immy not having the belt, this isn't BGT-WeiDU that removes her Belt. Thus, if only BGT-WeiDU is installed, Immy will never get chunked until Spellhold.
The only bit pertaining to Imoen in AR1512.BCS is a block that detroys "Imoen" (not 2) if she somehow appears in this area. So....no, she won't spawn in.
True, this is something that should be addressed from Vlad's end. Just thought you should be aware of it, considering the BGT-NeJ compatability drive.
#87
Posted 13 January 2006 - 05:00 AM
I think I see what you are getting at: I revised the whole Custom Imoen Kit component for Vlad, so what you currently have is likely to be outdated...and buggy.
Check AR1512.BCS. Does Imoen spawn if such a thing happens...in terms of Immy not having the belt, this isn't BGT-WeiDU that removes her Belt. Thus, if only BGT-WeiDU is installed, Immy will never get chunked until Spellhold.
The only bit pertaining to Imoen in AR1512.BCS is a block that detroys "Imoen" (not 2) if she somehow appears in this area. So....no, she won't spawn in.
True, this is something that should be addressed from Vlad's end. Just thought you should be aware of it, considering the BGT-NeJ compatability drive.
--------------
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)
#88
Posted 13 January 2006 - 06:08 AM
DRASUS, REZDAN, KYSUS, GENTHORE CREs.
As usual - they should be of NEUTRAL default allegiance because they're going hostile after speaking to DRASUS.
(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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#89
Posted 13 January 2006 - 08:25 AM
He is proficient with Flails but has only 8 STR with flail's requirement of 13.
So it's necessary to give him some other star - not for flails.
(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
#90 -SmithiE-
Posted 14 January 2006 - 05:51 AM
Found a bug, not a bad bug but something that could be abused. In the training area at the start when you ask to be teleport out of the room, if you wait till after obe(i think thats his name) has killed the illusions and then pick up they're stuff(rather than before) you get to keep it once outside rather than it disapearing. leaving you with some cool and expsensive items before your even out of candlekeep.
Sorry if ive repeated anything already known, just thought i would let you know in case you didn't.
#91
Posted 14 January 2006 - 06:09 AM
What version are you playing?First up, I love your mod
Found a bug, not a bad bug but something that could be abused. In the training area at the start when you ask to be teleport out of the room, if you wait till after obe(i think thats his name) has killed the illusions and then pick up they're stuff(rather than before) you get to keep it once outside rather than it disapearing. leaving you with some cool and expsensive items before your even out of candlekeep.
Sorry if ive repeated anything already known, just thought i would let you know in case you didn't.
It's impossible in ZETA because your training party is getting killed in a cutscene mode that prevent you to make any manipulation with environments.
(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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#92
Posted 14 January 2006 - 06:24 AM
State 0. Check for Eldoth should be removed.
State 1. Trigger should be changed to:
!InParty("Skie") Global("SkieRansomNote","GLOBAL",0)
1) It's enought to check if you have Skie in the party to receive the ransom because she can't be in the party without Eldoth. If she is that means that Eldoth is dead. But why should that prevent you from following so nicely developed plan to gather some money if Skie is still with you?
2) Global("SkieRansomNote","GLOBAL",0) (set to 1 in ELDOTJ.LDG) is necessary because if you have Eldoth in the party but haven't met Skie yet state #3 will be triggered with Elkart's response ~You're a little early, come back later and you'll get your damn blood money!~ that looks like nonsense at that time.
So we should force state #1 to be active all the time before Skie is met.
AR7207.ARE
Day and night songs should be set to 42 (instead of -1).
(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
#93 -Guest-
Posted 14 January 2006 - 06:37 AM
Opp's, yea sorry about that, i just found out it was actually caused by a mod. It made the cutscene not happen in the usual way.What version are you playing?
It's impossible in ZETA because your training party is getting killed in a cutscene mode that prevent you to make any manipulation with environments.
- I was using the following mods -
DSotSC4BGTWeidu180.rar
NTotSC4BGTWeidu140.rar
Mur'Neth-v5.exe
- just re-installed everything and now im only using -
DSotSC4BGTWeidu180.rar
NTotSC4BGTWeidu140.rar
..and everything worked fine. It might have been Mur'Neth-v5 that cause it or i might have just installed one of them in the wrong order.
#94
Posted 14 January 2006 - 06:40 AM
One of the unpatched automap notes says "WaterQueen's House". Shouldn't we insert a space 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
#95
Posted 14 January 2006 - 06:53 AM
State #0.
I would combine a trigger for it:
OR(2) NumberOfTimesTalkedTo(0) Global("BrielbaraMove","GLOBAL",1)Otherwise it would be impossible to start that state once again if you speak to him before Brielbara's quest beginning - he'd respond with a dumb ~Haven't you bothered me enough!~.
(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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#96
Posted 14 January 2006 - 07:33 AM
Day/Night flag should be cleared for it because it's indoor area.
(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
#97
Posted 14 January 2006 - 07:51 AM
It looks poor 'coz ANY bloodstone amulet and ANY onix ring will suit to complete parts of the quests. I would make a specific copy of those items to make it more reasonable.
Edited by King Diamond, 14 January 2006 - 09:43 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
#98
Posted 14 January 2006 - 08:42 AM
Soundset problem.
Entries from AREA_FOREST to AREA_NIGHT contain 87590-87594 strrefs which don't exist in ToB but are getting created by some other mod installation. So now I have some SoS stuff there.
They should be set to -1.
Edited by King Diamond, 14 January 2006 - 09:44 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
#99
Posted 14 January 2006 - 09:19 AM
I propose to make the following modifications:
IF ~~ THEN BEGIN 30 SAY @76 IF ~~ THEN DO ~GivePartyGold(300) SetGlobal("ScarMission","GLOBAL",3) SetGlobalTimer("Scar","GLOBAL",ONE_DAY)~ UNSOLVED_JOURNAL @310120 EXIT END IF ~Global("ScarMission","GLOBAL",3)~ THEN BEGIN 31 SAY @77 IF ~!GlobalTimerExpired("Scar","GLOBAL") !Dead("SewerOgre")~ THEN REPLY @78 GOTO 36 IF ~!GlobalTimerExpired("Scar","GLOBAL") !Dead("SewerOgre")~ THEN REPLY ~something like "We don't want to continue this task and want to talk about Iron Throne....."~ GOTO 37 IF ~GlobalTimerExpired("Scar","GLOBAL")~ THEN REPLY @78 GOTO 37 IF ~Dead("SewerOgre")~ THEN REPLY @79 GOTO 32 IF ~Dead("SewerOgre")~ THEN REPLY @80 GOTO 35 END IF ~~ THEN BEGIN 32 SAY @81 IF ~~ THEN REPLY @82 GOTO 33 IF ~PartyHasItem("RING19")~ THEN REPLY @83 GOTO 34 END IF ~~ THEN BEGIN 33 SAY @84 IF ~~ THEN DO ~GiveGoldForce(1000) AddexperienceParty(2000) SetGlobal("ScarMission","GLOBAL",5) EraseJournalEntry(@310120) EraseJournalEntry(@310121) AddJournalEntry(@310122,QUEST_DONE) EscapeArea()~ UNSOLVED_JOURNAL @310126 EXIT END IF ~~ THEN BEGIN 34 SAY @85 IF ~~ THEN DO ~TakePartyItem("RING19") GiveGoldForce(3000) AddexperienceParty(3000) SetGlobal("ScarMission","GLOBAL",5) AddJournalEntry(@310123,QUEST_DONE) EraseJournalEntry(@310120) EraseJournalEntry(@310121) EscapeArea()~ UNSOLVED_JOURNAL @310126 EXIT END IF ~~ THEN BEGIN 35 SAY @86 IF ~~ THEN DO ~GiveGoldForce(500) AddexperienceParty(2500) SetGlobal("ScarMission","GLOBAL",5) AddJournalEntry(@310124,QUEST_DONE) EraseJournalEntry(@310120) EraseJournalEntry(@310121) EscapeArea()~ UNSOLVED_JOURNAL @310126 EXIT END IF ~~ THEN BEGIN 36 SAY @87 IF ~~ THEN UNSOLVED_JOURNAL @310121 EXIT END IF ~~ THEN BEGIN 37 SAY @88 IF ~~ THEN DO ~SetGlobal("ScarMission","GLOBAL",5) EraseJournalEntry(@310120) EraseJournalEntry(@310121) EscapeArea()~ UNSOLVED_JOURNAL @310126 EXIT END
That is connected to Scar's quest for sewers.
1) It will give 1 full day to complete it.
2) It will give a real chance to speak to him as much as necessary during that period of time without breaking the quest (in the current version you can't speak to him after accepting that quest - that will immediately break it).
3) It will give a free apportunity to cancel that quest at any time and start to deal with Iron Throne.
4) It will give a chance to tell Scar about the ogre even if "Scar" timer is expired before you managed to talk to Scar.
Note. ScarMission=4 is not used anymore.
Journal entry @310121 (~Investigate the mysterious disappearance of citizens.
I reported to Scar that I was unable to find any clues about the disappearances. He was rather angry at us and has threatened to assign someone else with the task. I think I will leave him to it.~) should be modified a little to reflect it's new position.
Edited by King Diamond, 14 January 2006 - 09:24 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
#100
Posted 14 January 2006 - 09:36 AM
Has unidentified bullets +1 equipped.
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Tiax in general.
He has a proficiency in Flails that (as with Quayle) is useless with his STR=10. Flail requires 13.
Can we give him a star to another slot?
Edited by King Diamond, 14 January 2006 - 09:42 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