BG1NPC v12 thread
#61
Posted 29 April 2007 - 04:10 PM
More likely one of your other mods is calling for a dialogue to fire by script and it's weighted wrong or has its variables set wrong in some other way, so you get PID.
The fact that it's in Chateau Irenicus and only happens in a specific area would make me inclined to look at the area script for that area as a starting point.
Maybe cmorgan can offer more insight, or one of the BGT gods.
Sorry this wasn't more helpful.
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
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#62
Posted 29 April 2007 - 04:43 PM
gwyned, do you know how to use NI? For a temp fix you can remove from the area script the trigger for this dialogue and then use a earlier save.
I Ride for the King!
a.k.a. Chev
#63
Posted 29 April 2007 - 05:51 PM
As far as I can tell, this is fixed internally with the correct statenumbers put into place; Chevalier, if you get a chance, can you please recheck that it is working correctly in the latest Beta (or in the internal versions)?
Or Anomaly, did you run into this on your run with the new-improved Beta?
Reference posts: this is where we think we fixed this: OldVeteran http://www.shsforums...p...st&p=278153
These for future searches (Gwyned, you did everythig right according to your install log, so it is our problem - and the reason we should get doubly cracking on finishing our full recode...)
http://www.shsforums...p...st&p=281419 zodden's install order
http://www.shsforums...p...st&p=281037 pro5 about why install order is important
If you are not sure how to use NI, PM me, and I will set you up with a full set of instructions (or post here, and between the folks here and I we can all get something together for you quickly )
Edited by cmorgan, 29 April 2007 - 06:01 PM.
#64
Posted 29 April 2007 - 06:06 PM
yep -- Gwyned is using a version marked "v12", with no special stuff afterwards - might be v12 Beta3, but if so I really need to do some digging (again).
As far as I can tell, this is fixed internally with the correct statenumbers put into place; Chevalier, if you get a chance, can you please recheck that it is working correctly in the latest Beta (or in the internal versions)?
Reference posts: this is where we think we fixed this: OldVeteran http://www.shsforums...p...st&p=278153
These for future searches (Gwyned, you did everythig right according to your install log, so it is our problem - and the reason we should get doubly cracking on finishing our full recode...)
http://www.shsforums...p...st&p=281419 zodden's install order
http://www.shsforums...p...st&p=281037 pro5 about why install order is important
If you are not sure how to use NI, PM me, and I will set you up with a full set of instructions (or post here, and between the folks here and I we can all get something together for you quickly )
I've done just a little bit of digging around in NI, but not enough to know exactly what I would need to look for to investigate and make the changes needed. According to the readme for BG1NPC, it is v.12 Beta 3 dated Oct. 2006.
I suspected it was BG1NPC and not some other mod due to how similar it was to other BG1NPC bugs I encountered in previous versions, just as either Imoen in CI or Kivan during BG1 getting stuck on a reoccuring script that mimiced the one that runs whenever you run a player initiated dialogue. Fortunately, on this run through, I didn't encounter any of those problems...which was a first, particular for the scene with Imoen and the pickled man Rielev. Even the infamous Jaheria's quest in Cloakwood worked perfectly.
I'm happy to poke around in NI for a bit, but a few pointers would be delightful.
Ah, and while I'm here, I now remember one other small bug. The club that Jaheria receives a reward for her quest in BG1 still does not display an icon in the inventory screen. It was fixing this little bug that gave me my first taste of NI.
Edited by gwyned, 29 April 2007 - 06:06 PM.
#65
Posted 29 April 2007 - 07:45 PM
with NI open up AR0603.ARE Hit the Edit tab. go down to 'Info, trigger or exit point' and look for 'DeadKhalid'. cut that line out then save it. that should stop Jahiera's talk about Khalid death.
I Ride for the King!
a.k.a. Chev
#66
Posted 29 April 2007 - 11:44 PM
starting from 7th May i'm going to begin from scratch a new BG game. This will include BGT and BG1 only mods (along with druidic sorcerer,Bg2 fixpack and may be some tweaks) and i'd like to include Bg1 NPC project as well. I could report of course some problems i could find during the game, please can some of you point me to the latest finest version of BG1NPC available? I'm not sure what it could be ...
Many thanks,
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#67
Posted 30 April 2007 - 04:30 AM
#68
Posted 30 April 2007 - 05:57 AM
mm75, give us a few days, and I will try to track this down and kill it (and one other thing with Kiva's timer). If all goes well, I can have a new version for you to try - PM me for the link. I am hoping to get lots of stuff wrapped up within the next week or so - I guess your May 7 start is as good a deadline to push for as any
Yep, great cmorgan
I won't be able to start a new game before 7th of May but neither later i can wait (just 'cause of little time available). I just have the whole week to play and test BGT+mods and i'd like to finish at least the whole BG1 part of the game by that week ...
I just have a quick question for now: is it a problem for your BG1 NPC Project if i paly with a modded Immy? I'd use the one kitted by Vlad (charming rogue kit, which is really one of the best kit around IMHO) ...
I'll be glad to help and test your new version,
mm75
Edited by melkor_morgoth75, 30 April 2007 - 06:00 AM.
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#69
Posted 30 April 2007 - 01:35 PM
Edited by cmorgan, 30 April 2007 - 01:36 PM.
#70
Posted 30 April 2007 - 02:51 PM
The problem is her PID file.
Couldn't we just separate out Immy's PID, do an autodetect for the mod in question, and only install it if the Immy romance isn't present?
We should talk to some BGT modders and solicit recommendations. It would be great if we could get BG1 NPC to play nice with other mods.
Or maybe I'm missing the point?
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#72
Posted 30 April 2007 - 03:31 PM
gwyned
with NI open up AR0603.ARE Hit the Edit tab. go down to 'Info, trigger or exit point' and look for 'DeadKhalid'. cut that line out then save it. that should stop Jahiera's talk about Khalid death.
I don't suppose I can use NI to repair the script such that the proper dialogue will fire when Jaheria steps up to Khalid's body rather than simply deleting the script entirely? I found the relevant dialogue and script, but I don't know enough yet to make whatever changes are needed.
EDIT: Nevermind. I went in and set the proper Global value for Jaheria to trigger the script, and the scene then worked as normal, cancelling the repeated trigger once it had properly run once.
Edited by gwyned, 30 April 2007 - 05:33 PM.
#73
Posted 30 April 2007 - 04:50 PM
I Ride for the King!
a.k.a. Chev
#74
Posted 30 April 2007 - 07:16 PM
@gwyneth - cool - and next run, if the external version isn't out yet, drop me a PM and I will make sure you get the latest and greatest.
@mm75 - I looked through the materias Chev linked -- and definitely install anything like this *before* BG1 NPC. I am not completely sanguine about some of the changes transferring, as Vlad (quite rightly) set this up as a BGT mod, and tore it loose from his own work to support you guys... it does some .cre manipulation and changes the .dlg file a bit, but it looks like it only changes .cres that you would find in the BG2 version. I would have to look more carefully to see if the myriad of .BCS extensions and changes and the dialogue patching did anything to directly conflict. It looks interesting, and he has definitely done a thorough and clean job of coding, but I would need time to do some studying to see all of what he has done here (and that would delay the recoding).
So, story short - Chev is experienced at playing using both the smaller version and the full version with BG1 NPC - if he says it works, I trust him . Please don't bother Vlad about the compatability question, as he has made a principled decision on the conditions of use of NEJ2 - he has already gone a good way past that to create the standalone minimod.
#75
Posted 30 April 2007 - 09:01 PM
Ironing out possible incompatibilties is a huge work and I bet many people would love to play BG1 NPC project for BGT as standalone (I would do) so I am longing to receive the "usual" cmorgan's update about their current WIP!
Thank you all, guys and girls!
Edited by Salk, 30 April 2007 - 09:02 PM.
Game Over Only on Party Dead (BGT/EasyTuTu/BG2)
WTP Familiars(BGT/BG2)
#76
Posted 01 May 2007 - 01:34 PM
The Phase1 materials are the most complicated as they are the oldest, and every time we go through them we find something that was done slightly differently, so while we want to try for something for May 8th, there are no guarantees that it will have everything done (like I said, the two final quests are still being worked over, don't have creatures or items create, and will need separate stand-alone testing before integration).
But we're actively (and several times per week) working on it!
#77
Posted 01 May 2007 - 02:31 PM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#78
Posted 01 May 2007 - 11:13 PM
Ironing out possible incompatibilties is a huge work and I bet many people would love to play BG1 NPC project for BGT as standalone (I would do) so I am longing to receive the "usual" cmorgan's update about their current WIP!
Really? BG1 NPC Project must be really good...
(But, seriously, that's a very welcome suggestion - the more people
IWD NPC, Xan, The Sellswords, Back to Brynnlaw, Assassinations, Dungeon Crawl, Reunion, Branwen, Coran, Tiax, Xan BG1 Friendship
BG1 NPC, Romantic Encounters
#79
Posted 02 May 2007 - 12:29 AM
Wow, how could I miss it?! Chevalier, thanks for the tip, I really hope this kits are compatible with BG1 NPC...Charming Rogue Immy kit! I wont play with out it!! It is best to install NeJ2 before BG1NPC. Vlad did make Kit only version. It works for me.
Edited by Elrona, 02 May 2007 - 12:31 AM.
#80
Posted 02 May 2007 - 12:36 AM
I Ride for the King!
a.k.a. Chev