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BGT-WeiDU Zeta Bug-Thread


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#121 Hety

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Posted 18 January 2006 - 10:43 AM

Posted issue with cats looong ago:) its there since beta 3(iirc) :) Those are specially trained Flaming Fist uber cats i bet :)

Concerning Zombie - he only asked once in original BG1. So it IS a bug(or unintended behaviour if u like). And i'm not giving away +2 dagger to some old bag'o'bones :P
GIEF EPEX! © Believe @ Lightning' Blade(WoW)

I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.

kkthxbye...

#122 King Diamond

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Posted 18 January 2006 - 11:08 AM

Concerning Zombie - he only asked once in original BG1. So it IS a bug(or unintended behaviour if u like). And i'm not giving away +2 dagger to some old bag'o'bones :P

Taking in account that the revenant is a very tough opponent at that stage of the game it looks very nice when he asks you again and again giving another chance to think about your stubborn actions. :)
So it's Ok for me....

(last update: 02-12-2008)
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SoS, v1.13
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RoT, v2.1
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#123 Hety

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Posted 18 January 2006 - 12:04 PM

Hey, he's undead:) Why he gotta be nice? He asks you( we see remainsof his человчности. лень искать перевод :Р) then when u decline he's angry and cant control himself.Andif u got no magical items all you can do is RUN! Which i successfully done when i first met him. And i think that player must be responcible for the dialog choices he make :) No carebear pve plx ;)
GIEF EPEX! © Believe @ Lightning' Blade(WoW)

I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.

kkthxbye...

#124 ScuD

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Posted 18 January 2006 - 02:56 PM

Hey man, don't be so lazy, I speak Russian too, but a lot of people won't understand you ;)

#125 King Diamond

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Posted 19 January 2006 - 01:23 AM

Hey, he's undead:) Why he gotta be nice? He asks you( we see remainsof his человчности. лень искать перевод :Р) then when u decline he's angry and cant control himself.Andif u got no magical items all you can do is RUN! Which i successfully done when i first met him. And i think that player must be responcible for the dialog choices he make :) No carebear pve plx ;)

That undead is as a brainless machine. He wants the dagger all the time. He doesn't care about you at all because HE WANTS THAT DAMN DAGGER!!! It's like in some horror movie - undead is attacking you saying the same thing again and again and again.... That's so chilling... :devil: :lol:

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#126 Ascension64

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Posted 19 January 2006 - 04:12 AM


Concerning Zombie - he only asked once in original BG1. So it IS a bug(or unintended behaviour if u like). And i'm not giving away +2 dagger to some old bag'o'bones :P

Taking in account that the revenant is a very tough opponent at that stage of the game it looks very nice when he asks you again and again giving another chance to think about your stubborn actions. :)
So it's Ok for me....

I will check what this is myself in BG1. If the zombie doesn't pester the player, it is a bug. If the zombie pesters the player, it is not a bug. That is final.

Hey, he's undead:) Why he gotta be nice? He asks you( we see remainsof his человчности. лень искать перевод :Р) then when u decline he's angry and cant control himself.Andif u got no magical items all you can do is RUN! Which i successfully done when i first met him. And i think that player must be responcible for the dialog choices he make smile.gif No carebear pve plx wink.gif

Hety, please translate the Russian into English. I don't care if it is trivial, me and others have a right to know what it says.

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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)


#127 Kulyok

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Posted 19 January 2006 - 04:32 AM

I'll translate it, if you don't mind, since it's rather harmless:

"Humanity. Lazy to search for the translation."

#128 King Diamond

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Posted 19 January 2006 - 09:27 AM

A TIS without an ugly bottom white line.

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

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Posted 20 January 2006 - 05:10 AM

*** LongBow discussion is moved to the separate topic ****

Edited by King Diamond, 20 January 2006 - 05:14 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#130 Ascension64

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Posted 20 January 2006 - 11:20 PM

Barrrels, crates, and stuff behave normally for me. I cannot keep any container open. Is there a game setting that achieves this?

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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)


#131 King Diamond

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Posted 21 January 2006 - 03:14 AM

Barrrels, crates, and stuff behave normally for me. I cannot keep any container open. Is there a game setting that achieves this?

Try those areas I told about and see what's happening.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#132 Ascension64

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Posted 21 January 2006 - 04:25 AM


Barrrels, crates, and stuff behave normally for me. I cannot keep any container open. Is there a game setting that achieves this?

Try those areas I told about and see what's happening.

That is what I did...they worked completely fine for me.

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


#133 King Diamond

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Posted 21 January 2006 - 07:54 AM

ANGELO.DLG

If you choose the very first response and Angelo killed Player2 the party will never be transferred to the prison.
ActionOverride(Player2,JumpToPoint([1374.388])) just doesn't work on dead person.
So it seems that it's necessary to have another dialogue state that will skip Player2 moving ("KillPC" can store another value beside 7 for that).

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

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Posted 21 January 2006 - 08:27 AM

ALDETH.DLG

Chapter 8. You're a criminal.
A summoning of guards is misplaced (state 21). It should be in action of both responses, not only the 1st, or even only in the 2nd response action.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#135 Ascension64

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Posted 22 January 2006 - 03:57 AM

ANGELO.DLG

If you choose the very first response and Angelo killed Player2 the party will never be transferred to the prison.
ActionOverride(Player2,JumpToPoint([1374.388])) just doesn't work on dead person.
So it seems that it's necessary to have another dialogue state that will skip Player2 moving ("KillPC" can store another value beside 7 for that).

Again, this works perfectly fine for me. Only the dead Player2 is not transferred into the prison. Weird.

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


#136 horred the plague

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Posted 22 January 2006 - 04:36 AM


ANGELO.DLG

If you choose the very first response and Angelo killed Player2 the party will never be transferred to the prison.
ActionOverride(Player2,JumpToPoint([1374.388])) just doesn't work on dead person.
So it seems that it's necessary to have another dialogue state that will skip Player2 moving ("KillPC" can store another value beside 7 for that).

Again, this works perfectly fine for me. Only the dead Player2 is not transferred into the prison. Weird.


You could try a MoveGlobal(Player2,"AR????",[1374.388]) on this dead person. Global objects are still global even when dead. I use this action in TS, to move a dead Boo back to his sanctuary (AR0086) and back. Before I added a MINHP1 to boo, i used to get a dead rat dropped at my feet periodically! :lol:

#137 Ascension64

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Posted 22 January 2006 - 05:14 PM



ANGELO.DLG

If you choose the very first response and Angelo killed Player2 the party will never be transferred to the prison.
ActionOverride(Player2,JumpToPoint([1374.388])) just doesn't work on dead person.
So it seems that it's necessary to have another dialogue state that will skip Player2 moving ("KillPC" can store another value beside 7 for that).

Again, this works perfectly fine for me. Only the dead Player2 is not transferred into the prison. Weird.


You could try a MoveGlobal(Player2,"AR????",[1374.388]) on this dead person. Global objects are still global even when dead. I use this action in TS, to move a dead Boo back to his sanctuary (AR0086) and back. Before I added a MINHP1 to boo, i used to get a dead rat dropped at my feet periodically! :lol:

Since I can't get the error in the first place, KD, can you make this change and see if it fixes the bug for you?

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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)


#138 King Diamond

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Posted 23 January 2006 - 01:21 AM

It's very strange... It seems that that option with killing Player2 doesn't work for me at all. It doesn't matter if there's ActionOverride, MoveGloabal or NOTHING to deal with Player2 - it just doesn't work. The only thing that works is MoveViewPoint() and EscapeArea() for Angelo. That's all. :wacko:

I couldn't even make it with putting an extra script for Angelo to initiate a dialogue after the killing and removing that Dialogue([PC]) from his dialogue action (that seems as a recursion anyway). :ph34r:

I'll try it later with some cutscene script....

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


#139 Ascension64

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Posted 23 January 2006 - 03:41 AM

It's very strange... It seems that that option with killing Player2 doesn't work for me at all. It doesn't matter if there's ActionOverride, MoveGloabal or NOTHING to deal with Player2 - it just doesn't work. The only thing that works is MoveViewPoint() and EscapeArea() for Angelo. That's all. :wacko:

I couldn't even make it with putting an extra script for Angelo to initiate a dialogue after the killing and removing that Dialogue([PC]) from his dialogue action (that seems as a recursion anyway). :ph34r:

I'll try it later with some cutscene script....

Is your OBJECT.IDS screwed up? Player2 is designated 22 in my installation...and then I have to ask you what I ask a lot of other troubleshootees around here...what version and language of BG2:SoA/ToB do you use?

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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)


#140 King Diamond

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Posted 23 January 2006 - 09:19 AM

Is your OBJECT.IDS screwed up? Player2 is designated 22 in my installation...and then I have to ask you what I ask a lot of other troubleshootees around here...what version and language of BG2:SoA/ToB do you use?

English...and everything is fine with all IDS.
I told you. That dialogue script works in all cases except when I have my Player2 killed by Angelo.

Btw, if you don't have ShartTeel in the party Angelo still appears in the prison ("KillPC"=8 in AR7607.BCS).

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