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Imoen clone :@


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#1 -Xylia of the forest-

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Posted 02 October 2006 - 09:31 AM

After the cutscene with Jon and the crowled wizards right after esaping his dugeon Imon appears twice, one in my party and another spellcaster imoen.

The one who casts the spells gets taken away and im left with imoen in my party.

I think ive seen the fix here somewhere but i have searched and cannot find it.

If there is a fix for this i would be grwatfull if someone can direct me to it :)


I think it has something to do the the NEJ imoen kit, although i'm probably wrong..

#2 -Guest-

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Posted 03 October 2006 - 01:12 PM

Surely i cant be the only one with this problem, ive read that there used to be a problem with 2 Yoshimo's appearing but that was fixed, maybe the same technique can work here?

having imoen in the party when she's supposed to be taken kills the storyline.

#3 erebusant

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Posted 03 October 2006 - 04:22 PM

Surely i cant be the only one with this problem, ive read that there used to be a problem with 2 Yoshimo's appearing but that was fixed, maybe the same technique can work here?

having imoen in the party when she's supposed to be taken kills the storyline.


Could you post your WeiDU log please?

It takes a village...


#4 -Guest-

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Posted 03 October 2006 - 05:04 PM

Sure, here it is:

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #105 // Additional Hero Quests in Trademeet Wait Until Hero is Officially Named
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial
~SETUP-NEJ2BIFFER.TP2~ #0 #0 // Biffing NeJv4.2 files. Run this INSTEAD OF Setup-NeJ2.exe! Run Setup-NeJ2.exe FIRST to uninstall!
~SETUP-NEJ2.TP2~ #0 #0 // Never Ending Journey v4.2 - Part 1
~SETUP-NEJ2.TP2~ #0 #1 // Continuous and Custom Kit Imoen
~SETUP-NEJ2.TP2~ #0 #2 // Priest of Sylvanus (Druid) Kit and Improved Character Jaheira.
~SETUP-NEJ2.TP2~ #0 #3 // Boo - Minsc?s Familiar
~SETUP-NEJ2.TP2~ #0 #4 // Improved Nymph (Woodland Being) Script by Goeran Rimen
~SETUP-NEJ2.TP2~ #0 #5 // Restored Twisted Rune Quest
~SETUP-NEJ2.TP2~ #0 #6 // Dual Wielding Fix for Rogues by aVENGER
~SETUP-NEJ2.TP2~ #0 #7 // Never Ending Journey v4.2 - Part 2
~SETUP-NEJ2.TP2~ #0 #8 // Melora NPC - Chaotic-Neutral Halfling Swashbuckler
~SETUP-NEJ2.TP2~ #0 #9 // Leina NPC - True-Neutral Half-Elf Bard Of Melody
~SETUP-NEJ2.TP2~ #0 #10 // Areas & Sounds
~SETUP-NEJGUI.TP2~ #0 #0 // GUI registrar for Never Ending Journey
~SETUP-NEJ2V602.TP2~ #0 #0 // Never Ending Journey v6.02 (cummulative patch)
~SETUP-NEJ2V602.TP2~ #0 #1 // New Imoen Portrait
~SETUP-NEJ2V602.TP2~ #0 #2 // Animations Compatibility Fix for "Tortured Souls"
~SETUP-SOS.TP2~ #0 #0 // Shadows Over Soubar, v1.11
~SETUP-SOS.TP2~ #0 #1 // Remorhaz walking speed adjustment (for ENGLISH version .EXE ONLY!!!)
~SETUP-TDD.TP2~ #0 #0 // The Darkest Day, v1.11
~SETUP-TDD.TP2~ #0 #1 // TDD Character Kits
~SETUP-CTB.TP2~ #0 #0 // Check The Bodies, v1.8
~SETUP-CTB-CHORES.TP2~ #0 #0 // Candlekeep Chores, v2.0
~SETUP-TS-BP.TP2~ #0 #0 // TORTURED SOULS v6.09 (BP Compatible Version)
~SETUP-ROT.TP2~ #0 #0 // Region Of Terror, v2.0
~SETUP-ROTUPDATE.TP2~ #0 #0 // Region of Terror - Fix #1
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core 1.01
~SETUP-DSOTSC.TP2~ #0 #0 // DSotSC for BGT-Weidu v1.85 Mod
~SETUP-NTOTSC.TP2~ #0 #0 // NTotSC for BGT-Weidu v1.45 Mod
~SETUP-BONEHILL.TP2~ #0 #0 // Bone Hill Mod v2.05 (Requires BGT-Weidu or Tutu)
~SETUP-BPV177.TP2~ #0 #0 // Big Picture AI/Enhancement Mod, version 177 weidu (beta)
~SETUP-BPV177.TP2~ #0 #1 // Improved Suldanessallar
~SETUP-BPV177.TP2~ #0 #2 // Improved Spellhold
~SETUP-BPV177.TP2~ #0 #3 // Wand of Orcus Add-In
~SETUP-BPV177.TP2~ #0 #4 // Improved Small Teeth Pass, by Kensai Ryu
~SETUP-BPV177.TP2~ #0 #5 // Improved Kangaxx Encounter, by Kensai Ryu
~SETUP-BPV177.TP2~ #0 #6 // Kensai Ryu's Improved Crypt King
~SETUP-BPV177.TP2~ #0 #7 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks
~SETUP-BPV177.TP2~ #0 #8 // Improved Random Encounters, by Gebhard Blucher and Kensai Ryu
~SETUP-BPV177.TP2~ #0 #9 // Gebhard Blucher's Lich in the Docks
~SETUP-BPV177.TP2~ #0 #10 // Red Badge, Poison-Based Encounter, by Westley Weimer
~SETUP-BPV177.TP2~ #0 #11 // Kuroisan the Acid Kensai, by Westley Weimer
~SETUP-BPV177.TP2~ #0 #12 // The Ritual, by Westley Weimer
~SETUP-BPV177.TP2~ #0 #13 // Improved Xvart Village, for BGT-weidu
~SETUP-BPV177.TP2~ #0 #15 // Ascension for BP
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Kick-out Dialogues
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2010 // PnP Spell Progression Tables
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2070 // Druids Use Cleric Level and Spell Progression
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2110 // Alter Item Descriptions for 'Stealth and Thieving Abilities in Heavy Armor' Component
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2130 // Alter Item Descriptions for 'Allow Arcane Spellcasting in Armor' Component
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Rebalanced Weapon Proficiencies
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grand Mastery (Weimer)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grand Mastery (Baldurdash)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3020 // Identify All Items
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Low Reputation Store Discount (Sabre)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not fight or complain about reputation)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3182 // Romance Cheats -> No Gender/Racial Requirements for Romance, Allow Multiple Romances, Nothing Kills Romances
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Staffs, Clubs, and Slings (Icelus)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr)
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Revised worldmap for the Baldur's Gate - including coloured Baldur's Gate map icons -> Installing new Worldmap for use with Mega Modification
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #2 // Use new worldmap for Throne of Bhaal as well

I dont think anything here clashes, i used the install instrusction from the megainstall thread.

#5 seanas

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Posted 04 October 2006 - 12:36 AM

this is a RoT related issue. there's a fix, i believe, in the RoT forums (but i don't know what it is ;) )

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#6 erebusant

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Posted 04 October 2006 - 04:54 AM

You have the RoTerror Update installed so that shouldn't be the issue. Try the latest install order in the pinned thread with BGT 1st, then BG2 Fixpack and be aware that NEJ is no longer tested, with Mega-Install using BG2 Fixpack. It may or may not work properly. I think there is somebody out there guinea pigging their install to see how it does, but I haven't heard anything back on it yet.

Edited by erebusant, 04 October 2006 - 04:57 AM.

It takes a village...


#7 -Guest-

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Posted 04 October 2006 - 07:43 AM

hmm, i had hoped i wouldnt have to install anything else, to reinstall everything takes around 20 - 21 hours for me.

I'll see if i can get away with kicking out imoen and leaving her in the promanade, since Yoshimo went off about how strange it was that imoen was taken maybe it will be ok.

#8 melkor_morgoth75

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Posted 09 December 2006 - 02:16 AM

Please,

i have also this BUG with my installation (signature) ... could someone point me to a fix? Don't tell me to re-install everything 'cause i simply can't another time ;) Basically i can't afford time to begin again (this game is gonna be played since 5 months, ok ... i know ... i don't have much spare time lately ;) )
After irenicus' capture i still have Immy in my party (2 were present during cutscene)

It should be related with NEJ continuos kit, whatever i can do i'm ready to fix this problem ... i still have a save before the cutscene of course ;)

Thanks in advance,

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#9 Golden Thief

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Posted 09 December 2006 - 01:27 PM

This is really one of those things that should be tracked down.

Do just have the kit or do you also have NEJ installed? Reason I ask is because I have gotten two Imoens when another mod over writes IC, the exiting to Athkatla and again at Spellhold. NEJ changes these areas. I'm wondering is it a doubling of the spawning for Imoen or is it because of two different names.

Check the BCS for the areas and see if there is a spwaning of Imoen done twice in your install.

#10 melkor_morgoth75

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Posted 10 December 2006 - 05:09 AM

I will thanks, my guess is that the kit create another Immy ... that's why we got 2 different girls ... but could you kindly let me know what should i check and eventually change?

anyway i just have the kit installed (you can look the mods i have in the other post i speak about this problem), i don't have NEJ installed at all,

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#11 Golden Thief

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Posted 10 December 2006 - 01:58 PM

Ok what I'm going to have to do is make an install of BGT with the Imoen kit, so I can see the names because (I did have this right once) I think if you look at your save game you don't lose Imoen2 but gain Imoen10 and you need to keep the same one, so what needs to happen is Imoen2 gets changed to Imoen10 and then destroyed. This doesn't happen because the lines are missing for the conversion.

So then, if I read you correctly,you have two in the cut scene as you transfer to CI.
Then have two Imoens at the cells in CI.
And you will most likely have two Imoens as you exit into Athkatla and one will be taken.


PS: As I'm looking at the Setup-BGT.tp2 it has a check to looks for the Imoen kit and makes an adjustment. So did you install the Imoen kit before or after BGT was installed if so then it looks like the BCS files for the cut scene, etc did not get altered as they should thus two Imoens.

Here is the area from my AR0602.BCS that affects Imoen compare it with yours and see if changing it helps.
Remember backup your AR0602.BCS.

IF
OnCreation()
InMyArea("Imoen")
Global("hf_Destroy_Imoen","GLOBAL",0)
Global("ImoenPartyBG1","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("hf_Destroy_Imoen","GLOBAL",1)
ActionOverride("Imoen",DestroySelf())
Continue()
END

IF
OnCreation()
Global("NewGame","AR0602",0)
Global("ENDOFBG1","GLOBAL",0)
THEN
RESPONSE #100
SetCursorState(TRUE)
FadeToColor([1.0],0)
SmallWait(10)
StartMovie("SOAINTRO")
SetGlobal("ENDOFBG1","GLOBAL",2)
SetGlobal("NewGame","AR0602",1)
Continue()
END

IF
OnCreation()
Global("NewGame","AR0602",0)
Global("ENDOFBG1","GLOBAL",1)
THEN
RESPONSE #100
SetCursorState(TRUE)
FadeToColor([1.0],0)
SmallWait(10)
MoveViewPoint([0.0],INSTANT)
StartMovie("SOAINTRO")
SetGlobal("NewGame","AR0602",1)
SetGlobal("ENDOFBG1","GLOBAL",2)
Continue()
END

IF
XP(Player1,1)
THEN
RESPONSE #100
AddXPObject(Player1,88999)
Continue()
END

IF
Global("ImoenImport","GLOBAL",0)
Global("ImoenPartyBG1","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("ImoenImport","GLOBAL",1)
ReallyForceSpellRES("BGIMPORT","Imoen2") // No such index
ActionOverride("Imoen2",ChangeAIScript("Imoen",OVERRIDE))
ActionOverride("Imoen2",ChangeAIScript("",GENERAL))
ActionOverride("Imoen2",ChangeAIScript("wtasight",DEFAULT))
ActionOverride("Imoen2",ChangeAIScript("SBTIMO",RACE))
ActionOverride("Imoen2",SetDialog("Imoen10"))
ActionOverride("Imoen2",SetNumTimesTalkedTo(0))
Continue()
END

IF
Global("ImoenImport","GLOBAL",0)
Global("ImoenPartyBG1","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("ImoenImport","GLOBAL",2)
CreateCreature("Imoen10",[3198.2837],6) // Imoen
SetGlobal("SPRITE_IS_DEADIMOEN2","GLOBAL",0)
SetGlobal("SPRITE_IS_DEADIMOEN","GLOBAL",0)
Continue()
END

EDIT:
PS: I just looked over the tp2 for installing the Imoen kit and everything is there that should change all the areas for the kit to work properly and for there not to be two Imoens. check the SETUP-GIRLS&BOO.DEBUG file and see if everything got installed. The only thing would be is if you installed it first and then BGT and it doubled the adjustments for some reason. If not the only thing left is what other mod altered the files.

Edited by Golden Thief, 10 December 2006 - 02:33 PM.


#12 melkor_morgoth75

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Posted 13 December 2006 - 11:53 PM

I have to check those values, but the script involved should be TELE0700.bcs which then point then to CUT01.bcs script (if i remember correct).

I've modified actually TELE0700.bcs poiting it to BGTCUT01.bcs if Imoen is continuos. I had to extract BGTCUT01 from BGT directory cause it was a baf file.

With those changes Imoen appear just once and it should be correct. Now i don't know what Imoen i will find after Spellhold, i let you know.

I don't have the "new" TELE0700.bcs modified here at work now, i post it eventually if i see that it's correct.

mm75

PS: i'm a bit surprised that modders seem to have no interest about this issue :(

Edited by melkor_morgoth75, 13 December 2006 - 11:55 PM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#13 Vlad

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Posted 14 December 2006 - 01:11 AM

Step by step you approach the same problem I encountered before. It's needless to say that I've solved this problem in NeJ2 and further in NeJ2-BGT. That is why I have no interest about this issue anymore. :)

Edited by Vlad, 14 December 2006 - 01:12 AM.


#14 melkor_morgoth75

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Posted 14 December 2006 - 02:21 AM

Step by step you approach the same problem I encountered before. It's needless to say that I've solved this problem in NeJ2 and further in NeJ2-BGT. That is why I have no interest about this issue anymore. :)


I know you won't support any kind of installation but "yours" (i was referring to other modders supporting BP+BGT actually ;) ). Anyway, may be could you share with us the solution Vlad please?

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#15 Vlad

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Posted 14 December 2006 - 03:04 AM

My solution to this problem is smart handling of NEWGAME, AR0602, TELE0700, CUT01 and AR1512 scripts (including order of installation of the mods) taking into account all present and future modifications to these scripts. When you have more than three mods modified these scripts and you have no idea about future modifications which would also modify these scripts, the solution for this problem becomes really tedious. ;)

Edited by Vlad, 14 December 2006 - 03:06 AM.


#16 melkor_morgoth75

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Posted 14 December 2006 - 07:19 AM

My solution to this problem is smart handling of NEWGAME, AR0602, TELE0700, CUT01 and AR1512 scripts (including order of installation of the mods) taking into account all present and future modifications to these scripts. When you have more than three mods modified these scripts and you have no idea about future modifications which would also modify these scripts, the solution for this problem becomes really tedious. ;)


Sorry but it says nothing to BG players who needs to solve the issue but that we can't play ... just first guess reading your post mate ;)

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#17 Golden Thief

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Posted 14 December 2006 - 11:22 AM

melkor_morgoth75
Since you got rid of one correctly, it will also be interesting to see if you get the correct one only, two again or last but not least the wrong one.
Here to seeing what you get. :cheers:

#18 melkor_morgoth75

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Posted 14 December 2006 - 11:57 PM

melkor_morgoth75
Since you got rid of one correctly, it will also be interesting to see if you get the correct one only, two again or last but not least the wrong one.
Here to seeing what you get. :cheers:


Yep i left at home (again sorry :( ) what i changed, i hope to be able to post it tomorrow. I don't know honestly if i kept the correct one. I'm not a modder just because i don't have time to work with mods and tools associated (hopefully as a hobby in future? ;) ) so i don't know if the change i made is correct.

As far as i remember the one that remain should be Imoen2 ... ;) But, as i said earlier, i don't know if she is the correct one. I have to check it when i get her again in spellhold (when i have time to play again? ;) )

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#19 melkor_morgoth75

melkor_morgoth75

    Lord

  • Modder
  • 1509 posts

Posted 16 December 2006 - 06:10 AM

Here is what i've done to solve the "double imoen" issue:

added to tele0700.bcs the following check:

IF
Clicked([ANYONE])
Range(LastTrigger,25)
Global("ImoenPartyBG1","GLOBAL",1)
THEN
RESPONSE #100
SaveGame(0)
MultiPlayerSync()
FadeToColor([1.0],0)
TakePartyItem("MISC4E")
TakePartyItem("MISC4G")
StartCutSceneMode()
StartCutScene("cut01BGT")
END


Cut01bgt was under BGT/something in my game folder (i think ascension64 could be more specific here) but i had to extract it as .bcs file.

Here is what it likes:

IF
True()
THEN
RESPONSE #100
CutSceneId(Player1) //
LeaveAreaLUAPanic("AR0700","",[2753.868],4)
LeaveAreaLUA("AR0700","",[2753.868],4)
ActionOverride(Player2,LeaveAreaLUA("AR0700","",[2805.882],4))
ActionOverride(Player3,LeaveAreaLUA("AR0700","",[2791.820],4))
ActionOverride(Player4,LeaveAreaLUA("AR0700","",[2764.788],2))
ActionOverride(Player5,LeaveAreaLUA("AR0700","",[2781.716],0))
ActionOverride(Player6,LeaveAreaLUA("AR0700","",[2763.668],0))
Wait(1)
Explore()
MultiPlayerSync()
SetGlobal("EnteredWaukeen","AR0700",1)
TextScreen("SCENE01")
ActionOverride("Imoen2",LeaveParty())
ActionOverride("Imoen2",SetDialogue("IMOEN2"))
ActionOverride("Imoen2",ChangeAIScript("",DEFAULT))
ActionOverride("Imoen2",DestroyItem("IMOENHP1")) // ~Imoen's Belt~
ActionOverride("Imoen2",SetNumTimesTalkedTo(0))
ActionOverride("Imoen2",ChangeAIScript("IMOEN2",OVERRIDE))
ActionOverride("Imoen2",GivePartyAllEquipment())
ActionOverride("Imoen2",MoveGlobal("AR1512",Myself,[1857.1520]))
CreateCreature("CSIMOEN",[2732.831],2) // ~Imoen~
CreateCreature("CSIREN",[2557.935],0) // ~Mage~
CreateCreature("CSTHIEF1",[2740.1009],6) // ~Assassin~
CreateCreature("CSTHIEF2",[2678.1043],6) // ~Assassin~
CreateCreature("CSTHIEF3",[2579.1075],8) // ~Assassin~
CreateCreature("CSTHIEF4",[2488.1078],10) // ~Assassin~
CreateCreature("CSGAYL",[2671.1101],6) // ~Assassin~
CreateCreature("AMNG1",[2736.1260],0) // ~Amnish Soldier~
SmallWait(1)
MoveViewPoint([2576.908],INSTANT)
DayNight(DAWN_END)
FadeFromColor([40.0],0)
StartCutScene("cut01a")
END

It's that script that is triggered instead of "normal" cut01.bcs after you leave irenicus dungeon.

Imoen then appears just once and she disappears after the Cowled wizards' dialogue.

I repeat, i'm not a modder (simply i don't have time, but i'm confortable with scripting, network,etc due to my work ... let's say i'm an advanced user ;) ) so i don't know if this solves correctly the issue. I still have to see what (if) Imoen i will have after spellhold,

hope this helps,

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#20 Vlad

Vlad
  • Member
  • 577 posts

Posted 16 December 2006 - 11:53 PM

Please check that Imoen in your party has the script variable *Imoen2* in this case. I mean check it through the script, but also see what you have in your saved game.

Also please check the value of the variable Global("ImoenPartyBG1","GLOBAL",?) in your saved game.

After the cutscene is over, please jump to AR1512 and see if the second Imoen is properly destroyed.

Edited by Vlad, 17 December 2006 - 12:01 AM.