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Dialogue problem with Coran


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#1 Intox

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Posted 25 May 2006 - 02:48 AM

Hi. I'm experiencing a problem with Coran, who after joining in Cloakwood works fine until we kill our first wyvern (clua summoned or otherwise). He then goes into an infinite loop saying "Can't stick around to talk, I have some wyverns to kill" - until I force-talk to him, at which time he continually bugs me every few seconds with that talk menu.
  
I've seen some very similar bugs mentioned in relation to Coran and the wyverns, including something now supposedly fixed mentioned in the BGT 1.0 version history (but it might be the source of my problem is with BG1NPC not BGT).
  
Can anyone suggest a SetGlobal or other fix for this problem? Summoning another Wyvern to kill doesn't help the problem. (I'd hate to have to dump this cool character. I've never had him in my party before. :o )
  
  My WeiDU log is attached.
Thanks.

Attached Files


Edited by Intox, 26 May 2006 - 01:56 AM.


#2 Intox

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Posted 28 May 2006 - 10:24 PM

Well I've been able to semi-solve this problem by removing the BGT-Tweak component "Coran responds to the death of a Wyvern". I'm not very familiar with BG scripts, but it seemed to me that little bit of code added by BGT-Tweaks (below) checks for a condition which may be continually true as soon as you kill a Wyvern, hence the infitite loop I was getting. I'm sure you good folks wouldn't have made this mistake so if someone more knowledgeable in this area could explain what went wrong I'd much appreciate knowing.

IF
	  CombatCounter(0)
	  Dead("Wyvern")
	  InParty(Myself)
	  Global("CoranReward","GLOBAL",0)
	THEN
	  RESPONSE #100
		Dialogue([PC])
	END

Edited by Intox, 28 May 2006 - 10:25 PM.


#3 Ascension64

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Posted 02 June 2006 - 06:11 PM

Sorry, I'm a bit busy at the moment with RL, but you can easily check whether this script block you mention is the problem by using the CLUAConsole:SetGlobal("CoranReward","GLOBAL",-1). That would quell the problem if indeed this was the cause. Be sure to let us know what happened.

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#4 Intox

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Posted 03 June 2006 - 04:46 AM

RL? That sounds like a fun mod! :) :D Anyhow, tried your suggestion and it fixed the problem (as did removing the component I mentioned as well). Might be there's a problem with that BGT-Tweaks component. Thanks for your help.

Edited by Intox, 03 June 2006 - 04:46 AM.


#5 Ascension64

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Posted 03 June 2006 - 10:54 PM

RL? That sounds like a fun mod! :) :D Anyhow, tried your suggestion and it fixed the problem (as did removing the component I mentioned as well). Might be there's a problem with that BGT-Tweaks component. Thanks for your help.

That's good news. It means I know where the problem is. RL = real life, a very good 'mod' indeed. :D

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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.

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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)


#6 Autar

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Posted 19 January 2007 - 11:06 AM

Had same problem:


While walking around:

Posted Image

When he reaches party member:

Posted Image

When he reaches CHARNAME:

Posted Image

Answering to the "flirt"-dialogue - whatever option - had no change to this happening again.

It starts when I piked him up. I already had killed a Wyvern (random encounter) befor joining Coran. Bringing head to temple or killing other Wyvren does not fix this problem.

After uninstalling "Coran responds to the death of a Wyvern" BGT-Tweak component it seems to work fine.
My English is very poor. Italian is my mother language and I also know German very good. Be patien with me & sry for my bad English ;)

#7 berelinde

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Posted 19 January 2007 - 11:39 AM

You've got BG1 NPC Project, don't you?

Make that script block

IF
	  CombatCounter(0)
	  Dead("Wyvern")
	  InParty(Myself)
	  Global("CoranReward","GLOBAL",0)
	  Global("DeadWyvern","GLOBAL",0)
	THEN
	  RESPONSE #100
		SetGlobal("DeadWyvern","GLOBAL",1)
		Dialogue([PC])
	END

And that would fix it, too.

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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#8 Autar

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Posted 19 January 2007 - 02:41 PM

The "Coran responds to the death of a Wyvern" wasnt so important for me so I uninstall it :P

I just post to fix the BGT-tweaks or the BG1 NPC project in future versions ;)

Anyway thanks for the reply :)
My English is very poor. Italian is my mother language and I also know German very good. Be patien with me & sry for my bad English ;)

#9 pro5

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Posted 19 January 2007 - 03:53 PM

Well, the first thing to fix at this moment is incorrect detection of BG1NPC by BGTTweaks, which is supposed to skip those components if BG1NPC is installed:

FORBID_COMPONENT ~Setup-BG1NPC.tp2~
should be
FORBID_COMPONENT ~BG1NPC.tp2~
everywhere.

#10 Ascension64

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Posted 19 January 2007 - 04:25 PM

Well, the first thing to fix at this moment is incorrect detection of BG1NPC by BGTTweaks, which is supposed to skip those components if BG1NPC is installed:

FORBID_COMPONENT ~Setup-BG1NPC.tp2~
should be
FORBID_COMPONENT ~BG1NPC.tp2~
everywhere.

This was changed during which version?

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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)


#11 berelinde

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Posted 19 January 2007 - 04:27 PM

pro5, may I respectfully suggest that a different file be used for BG1 NPC project detection? Using the tp2 will skip installation if the mod has been unpacked, but not installed.

This block from the BG1 NPC project seems to indicate that a different file should be used for detection:

BEGIN @1
/* Tells other mods BG1NPC Core is installed */
COPY ~BG1NPC/Core/X#component.xx~ ~override/X#BG1NPCCore.G3~

Maybe use ~override/X#BG1NPCCore.G3~ as your check file?

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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#12 pro5

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Posted 19 January 2007 - 04:41 PM

This was changed during which version?

One latest oficially released, v12-beta3, I believe.

pro5, may I respectfully suggest that a different file be used for BG1 NPC project detection? Using the tp2 will skip installation if the mod has been unpacked, but not installed.


It's not a file, it's installed component. I omitted details and specific component numbers which follow up, like:
//#2 Angelo notices Shar-teel////////////////////////////////
BEGIN @200
REQUIRE_PREDICATE (FILE_EXISTS_IN_GAME ~AMNSCENE.BCS~) @1
FORBID_COMPONENT ~Setup-BG1NPC.tp2~ 2 @3

That said, component numbers also tend to change (sometimes without intent), so I would also use the method you suggest instead.

#13 berelinde

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Posted 19 January 2007 - 05:00 PM

Ah, thanks for going into more detail. I see what you mean, now.

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#14 cmorgan

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Posted 23 January 2007 - 04:17 PM

The move to flag files was to help with just this kind of thing - I am trying to drill down to specific components incompatibility, and may need to tweak this further to make sure everything is easier for other modders. Right now, each major component of BG1 NPC has its own flag file, used bith internally as a check for R_F and SUBCOMPONENT tp2 coding and as a reference file for conflicts. We even point out other mods with similar components. SCS, for example, has move components not coded in the BGT side of BG1 NPC, so the latest internal fail string directs BGT users to SCS-BGT for those components.

The SETUP-BG1NPC vs BG1NPC was retained from several earlier versions ( I am not sure what version deviated from this, but the default behavior has been set as just BG1NPC.TP2); the naming and placement of the file are holdouts for backwards compatibility (We don't want to move to a modern package with the .tp2 dropped into the folder, as a user who accidentally leaves an older .tp2 in the main directory will have that override the one nested further in).

As with anything, I would be very open to suggestions on how to make compatibility easy. Just let me know, and we can tweak some of this in BG1 NPC as well :)