BGT-WeiDU Zeta Bug-Thread
#141
Posted 23 January 2006 - 09:39 AM
They correspond to an order by wich NPCs have joined your party, nothing else (not the current NPC order on your toolbar). It's possible to see such correspondence if you will look at savegame's mini screen. NPCs are appearing there in such order, so it's obvious who will be Player1 (ALWAYS the protagonist) and who will be #4.
Prove me wrong if you can....
(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
#142
Posted 23 January 2006 - 09:48 AM
I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.
kkthxbye...
#143
Posted 23 January 2006 - 10:27 AM
There's OVERRIDE BGIMOEN.BCS missing!
(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
#144
Posted 23 January 2006 - 11:15 AM
Actor 4 (FLAM10) uses FLAM10A.BSC (assigned in ARE, not in CRE - offset 0x4ac) to check your invitations for the 2nd time when you entered the palace. That script is invalid and force him to try to speak to you all the time. That ARE script assignment should be removed (you are already allowed to enter) or script changed.
**ADDED**
And the actual problem here is that he's trying to speak to you but his dialog hasn't any valid states anymore ("Invitation"=1 already) so Dialog([PC]) is never happening and NumTimesTalkedTo remains =0 all the time.
May be it's necessary to set "Invitation" to 1 in BILL.DLG after he's letting you to enter the palace.
But still the better way just to remove FLAM10A.BSC from ARE.
Edited by King Diamond, 24 January 2006 - 01:53 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
#145
Posted 24 January 2006 - 03:52 AM
She doesn't have it in classic BG1. Why does she need it? It simply forces dialogue with the PC. If a mod changes that script, it shouldn't. It should assign a new script to IMOEN1,2,4,61.CRE in the OVERRIDE slot. I won't assign the script for post-BGT-WeiDU-install compatibility reasons.IMOEN1,2,4,61.CRE
There's OVERRIDE BGIMOEN.BCS missing!
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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)
#146
Posted 24 January 2006 - 07:22 AM
She doesn't have it in classic BG1. Why does she need it? It simply forces dialogue with the PC. If a mod changes that script, it shouldn't. It should assign a new script to IMOEN1,2,4,61.CRE in the OVERRIDE slot. I won't assign the script for post-BGT-WeiDU-install compatibility reasons.
IMOEN1,2,4,61.CRE
There's OVERRIDE BGIMOEN.BCS missing!
Then we won't have this:
IF Die() GlobalLT("ENDOFBG1","GLOBAL",2) THEN RESPONSE #100 SetGlobal("ImoenAlive","GLOBAL",0) END IF Global("ImoenAlive","GLOBAL",0) GlobalLT("ENDOFBG1","GLOBAL",2) THEN RESPONSE #100 SetGlobal("ImoenAlive","GLOBAL",1) Continue() ENDWill it affect her continuity?
(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
#147
Posted 24 January 2006 - 05:46 PM
Um, no. Imoen will still appear even if she died or whatever in BG1...I think the NPCAlive checks were simply for modder benefit when they modded on top of BGT-WeiDU, and otherwise they are entirely redundant at this particular point in time.
She doesn't have it in classic BG1. Why does she need it? It simply forces dialogue with the PC. If a mod changes that script, it shouldn't. It should assign a new script to IMOEN1,2,4,61.CRE in the OVERRIDE slot. I won't assign the script for post-BGT-WeiDU-install compatibility reasons.
IMOEN1,2,4,61.CRE
There's OVERRIDE BGIMOEN.BCS missing!
Then we won't have this:IF Die() GlobalLT("ENDOFBG1","GLOBAL",2) THEN RESPONSE #100 SetGlobal("ImoenAlive","GLOBAL",0) END IF Global("ImoenAlive","GLOBAL",0) GlobalLT("ENDOFBG1","GLOBAL",2) THEN RESPONSE #100 SetGlobal("ImoenAlive","GLOBAL",1) Continue() ENDWill it affect her continuity?
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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)
#148
Posted 24 January 2006 - 07:56 PM
Um, no. Imoen will still appear even if she died or whatever in BG1...I think the NPCAlive checks were simply for modder benefit when they modded on top of BGT-WeiDU, and otherwise they are entirely redundant at this particular point in time.
She doesn't have it in classic BG1. Why does she need it? It simply forces dialogue with the PC. If a mod changes that script, it shouldn't. It should assign a new script to IMOEN1,2,4,61.CRE in the OVERRIDE slot. I won't assign the script for post-BGT-WeiDU-install compatibility reasons.
IMOEN1,2,4,61.CRE
There's OVERRIDE BGIMOEN.BCS missing!
Then we won't have this:IF Die() GlobalLT("ENDOFBG1","GLOBAL",2) THEN RESPONSE #100 SetGlobal("ImoenAlive","GLOBAL",0) END IF Global("ImoenAlive","GLOBAL",0) GlobalLT("ENDOFBG1","GLOBAL",2) THEN RESPONSE #100 SetGlobal("ImoenAlive","GLOBAL",1) Continue() ENDWill it affect her continuity?
That block dates back to BP-BGT (and BGT, since Bardez used my code); it most likely is redundant by now (and can be removed), since you've changed so much in this area of the mod.
#149
Posted 25 January 2006 - 01:15 AM
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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)
#150
Posted 25 January 2006 - 08:14 PM
No no. KD introduced these checks as a modder's resource to every NPC since 0.94 BETA. It is yet entirely unused.
I'm sorry, my mistake. Same script, different variable names... I used to check for (NPCName)Alive and/or (NPCName)PartyBG1. No "_" Precisely the same purpose, though.
#151
Posted 25 January 2006 - 09:05 PM
This is currently in use.(NPCName)PartyBG1
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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)
#152
Posted 26 January 2006 - 10:43 AM
This is an infinite loop of DENKOD's spawning :
IF Global("DukeThanks","GLOBAL",1) !Exists("DENKOD") // ~Denkod~ !Dead("DENKOD") // ~Denkod~ THEN RESPONSE #100 CreateCreature("DENKOD",[881.430],0) // ~Denkod~ TriggerActivation("Door7246",TRUE) END IF Exists("DENKOD") !Global("ENDOFBG1","GLOBAL",0) THEN RESPONSE #100 ActionOverride("DENKOD",DestroySelf()) END
Global("ENDOFBG1","GLOBAL",0) should be added to the 1st trigger.
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@201815 = ~Amn still plans to go to war with us. I have tried to send messages to the council in Athlatka but they don't seem to respond. I don't know if the problem is with my couriers or the council.~
It's a typo
Edited by King Diamond, 26 January 2006 - 10:44 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
----------------------------------------------
BP Animations Scheme
#153
Posted 26 January 2006 - 11:09 AM
COPY ~BGT/Modify/ARE/ARU000.ARE~ ~override~ SAY 0x2928 @23976 SAY 0x29ec @24095
Wrong offsets. They should be 0x2818 and 0x28dc.
(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
#154
Posted 26 January 2006 - 05:30 PM
Edited by Ascension64, 26 January 2006 - 05:30 PM.
--------------
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)
#155
Posted 27 January 2006 - 10:03 AM
There're 2 FLML animations that need to be fixed 'coz their behaviour is broken - they're just not being redrawn properly.
I used DLTCEP to fix them. It's necessary to set "Chance of progress" and "Skip cycles" attributes to 0.
(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
#156
Posted 27 January 2006 - 10:12 AM
States 4, 5.
I don't think that such UNSOLVED_JOURNAL entry as
~Investigate Durlag's Tower.
I met some fop named Fenrus Boulon. His babble was not worth my time.~
should be added at all...
(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
#157
Posted 27 January 2006 - 10:31 AM
Weather flag should be cleared.
I've just been teleported there from UB when it was raining. So I've got rain ambience still running after teleportation that is impossible for the frozen isle (or very UNUSUAL if u wish )
(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
#158
Posted 27 January 2006 - 10:56 AM
Removed stray AREA_* string references from Eldoth do prevent him saying awkward things
The same is for Shar-Teel and Garrick.
(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
#159
Posted 27 January 2006 - 11:28 AM
TELLAN.CRE
There's an option for him to follow party as an ally. But that option isn't developed properly - there's only a corresponding dialogue state and FOLLOW.BCS.
It could be another tweak to complete his real alliance and to add an extra dialogue option to initiate after you found the cloak and led him outside.
(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
Posted 27 January 2006 - 11:34 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