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#241 cmorgan

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Posted 11 December 2007 - 03:42 PM

Short Answer:
Looks like a console setting of the variable for players is the safest way right now to do this. I will keep looking, but from our end we may not be able to help much...




Long Answer:
OK, yup, here is the problem, but I am not sure you want me to fix it...

we do this:
I_C_T ~%tutu_var%DRIZZT~ 10 X#DynaheirQuestAvailable
== ~%tutu_var%DRIZZT~ IF ~Global("X#DynaJournal","GLOBAL",0)~ THEN @0 DO ~SetGlobal("X#DynaJournal","GLOBAL",1)~
END


which might change next version for simplicity, since the I_C_T already sets X#DynaheirQuestAvailable = 1, so it doesn't need the extra global we set :)

But in order for FlySoup's mod to kick off and let Drizzt join, it makes some changes:

ADD_TRANS_TRIGGER DRIZZT 1 ~False()~ DO 0

EXTEND_BOTTOM DRIZZT 1
  IF ~~ THEN REPLY @1 GOTO DZ1
END

REPLACE DRIZZT
IF ~~ THEN BEGIN 3
  SAY @4 
  IF ~~ THEN REPLY @5 GOTO 3
  IF ~~ THEN REPLY @6 GOTO DZ2
  IF ~~ THEN REPLY @7 EXIT
END
END

APPEND DRIZZT

IF ~~ THEN BEGIN DZ1
  SAY @2
  IF ~~ THEN DO ~JoinParty()~ JOURNAL @3 EXIT
END

IF ~~ THEN BEGIN DZ2
  SAY @8
  IF ~~ THEN REPLY @9 GOTO DZ1
END

END


I don't think order of install will help resolve the problem.

Even more importantly, if you just add DO ~SetGlobal("X#DynaJournal","GLOBAL",1)~ to any states which are positive, and DrizztSaga is installed, you run the risk of having Drizzt in the party, and having Dynaheir join up, and then Drizzt meets Clone-Drizzt...

luckily, if you do add in the variable, and drizzt gets killed along the way (or the party kills him) then our stuff stops cold so you don't have Drizzt raising from the dead to talk about finding journalpages:
/* Drizzt finds the party and initiates Dynaheir's Quest */
IF %BGT_VAR%
Global("X#DynaJournal","GLOBAL",1)
Global("X#DQDrizztSpawn","GLOBAL",0)
!Dead("drizzt")
!AreaCheck("%FishermansLake%")
OR(8)
AreaCheck("%RedCanyons%")
AreaCheck("%SouthBeregostRoad%")
AreaCheck("%ArchaeologicalSite%")
AreaCheck("%NorthNashkelRoad%")
AreaCheck("%BearRiver%")
AreaCheck("%XvartVillage%")
AreaCheck("%DryadFalls%")
AreaCheck("%FireLeafForest%")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztSpawn","GLOBAL",1)
SetGlobal("X#DynaJournal","GLOBAL",2)
END

IF %BGT_VAR%
Global("X#DQDrizztSpawn","GLOBAL",1)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztSpawn","GLOBAL",2)
SetGlobal("X#DQDrizztStart","GLOBAL",1)
CreateCreatureObjectOffset("X#DRIZZT",Player1,[100.100])
END

IF %BGT_VAR%
Global("X#DQDrizztStart","GLOBAL",1)
Global("X#DQDrizztApproaches","GLOBAL",0)
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
CombatCounter(0)
!See([ENEMY])
THEN
RESPONSE #100
SetGlobal("X#DQDrizztApproaches","GLOBAL",1)
ActionOverride("x#drizzt",Dialogue(Player1))
END

hmmm. I will think about it more, and try to come up with something, but I am not sure this can work out. In this case, even if he used I_C_T or EXTEND_BOTTOM instead of the destructive REPLACE, the problem remains that state 10 is blocked (as far as I can see); and Drizzt joining up definitely blocks state 10 no matter what!!

The only thing I can think of is FlySoup adding our global to the Party Leave dialogue, so that if Drizzt leaves the party or is kicked out, it is set, and then cancelling it out via SetGlobal to 0 when he is joined. That would mean that if Drizzt is helped and yet is not in the party, and is not dead, he could show up to assist in the search for Dy's Journal. This would have no install order dependencies at all. We do this in BG1 NPC so that Sirine's Call can work with our interjections but not mess up Ghreyfain's work.

#242 Leonardo Watson

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Posted 11 December 2007 - 11:05 PM

I have planned to take into my install guide graphical elements like One Pixel Productions, Portrait Packs and als kits for a future date. For now, it's too much work for me. First I want to improve my current guide.

Currently I have still the same unsolved problem (among others):

I have a tough time with SCSII and NEJ because of the NEJ files spwi524.spl, spwi696.spl, spwi724.spl that are preventing installation of the SCSII component "Detectable spells and effects", that however is required for most other components. Has anyone any idea how to handle this?


The quick and dirty solution would be to simply copy the original files from NEJ back into your override folder.

That doesn't work. Installation stops because of an error with spwi696.spl. Is there any way to leave aside this file? It is not in the override, so I can not shift it from there.

#243 melkor_morgoth75

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Posted 11 December 2007 - 11:52 PM

Leonardo...my suggestion is to avoid NEJ in your installation guide. Vlad doesn't support any other kind of installation, so for me there is no point having people creating issue with NEJ and other mods for compatibility problems,

just my 2 cents,

mm75

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


#244 cmorgan

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Posted 12 December 2007 - 04:54 AM

Or check with the forum posts, and just repair those corrupted spells; Camdawg put up a list of the errors, and if you rebuild those spells so that they are built like a normal spell file; then you can have the problem fixed for everyone.

I don't know about offering the fixed products to Vlad, though. My brain says "fix them and present them, thanking him for his work", because he has put a great deal of time into creating his mods. The other part of me says "Vlad does not support these installs, and is very clear about it in the ReadMe and on forums - it might be seen as insulting to him".

Personally, I would just fix the spells and offer them, and if he becomes insulted apologise.

#245 Jack Nader

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Posted 12 December 2007 - 05:26 AM

I've found 2 extremely annoying bugs which have been problematic with several fresh installs.

The first bug is that Cromwell's Smithy CTD's on entry. To resolve this I used NearInfinity Editor to extract all the .BMP and .WED files relating to AR0334 to the override directory.

The second bug is when battling in the Region of Terror Arena the character is uncontrollable. To resolve this I used NearInfinity Editor to delete all the lines of code pertaining to "unselectable" in the RA4300.BCS file. Technically you only need to delete these lines of code for the fighter(s) you are planning to battle with.

Edited by Jack Nader, 12 December 2007 - 11:17 AM.


#246 Miloch

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Posted 12 December 2007 - 08:04 AM

That doesn't work. Installation stops because of an error with spwi696.spl. Is there any way to leave aside this file? It is not in the override, so I can not shift it from there.

This is just an exact clone of the priest spell Creeping Doom (sppr717). It checks out in DLTCEP. What is the error you get?

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#247 Leonardo Watson

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Posted 12 December 2007 - 08:49 AM

That doesn't work. Installation stops because of an error with spwi696.spl. Is there any way to leave aside this file? It is not in the override, so I can not shift it from there.

This is just an exact clone of the priest spell Creeping Doom (sppr717). It checks out in DLTCEP. What is the error you get?

ERROR: illegal 2-byte read from offset 2634 of 2634-byte file SPWI696.SPL
ERROR: [SPWI696.SPL] -> [override/SPWI696.SPL] Patching Failed (COPY) (Failure("SPWI696.SPL: read out of bounds"))

Edited by Leonardo Watson, 12 December 2007 - 08:51 AM.


#248 Miloch

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Posted 12 December 2007 - 09:11 AM

Are you using the spwi696.spl from NEJ2v691/NeJ2/fix/? If not, try that one instead... I suspect the "fix" in that filepath is there for a reason.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#249 Leonardo Watson

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Posted 12 December 2007 - 09:37 AM

It's the identical file from 27.11.2004

#250 Hoppy

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Posted 12 December 2007 - 09:56 AM

@Jack Nader: you may need to do the BCS edit for myficut2, same thing as the Arena scripts. I remember in the RoT readme that MakePLayerUnselectable worked but I cannot figure out how or why. The Arlax crash (AR0334) is an issue that is still unresolved. The extraction works OK.... until later.

I looked at Berelinde's repost of Seanas post about crashes and I suspected that a script error is occuring, but I lost my last installation on an old computer where I was looking into it.

@Leonardo Watson: Should we customize our own BCS script for the fighters (RA4300) or just create a new one for BWP with all of the "MakePLayerUnselectables" removed to incorporate the fighters (Bioware, RoT). Same as for myficut2 which consequently leads to hanging cutscene (uncontrollable) Drizzt death and charname death. The script isn't changed for the Arena or Final Cut (massively), it just makes everyone selectable. Other members of the party can be moved (by code) to change there placement so to be out of the Line of Sight so the challenger fighter from the party, is the only attacker seen. I could work that out again, as I already removed the MakePLayerUnselectable and can reposition the other 5 players. This will also help to avoid gear/potion sharing :devil: I don't think these are incompatibilities with a mod(s), but something minor in the scripts of RoT.

The decompiled BAFs could then be used to insert via your BWP files/patches. Saving some players the "do it locally" hassle if they are uncomfortable using editors. Or just the unknowing player that hits the problem and has to search for the solution.
Let me know if that will help you.
:cheers:
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"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
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#251 Miloch

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Posted 12 December 2007 - 11:39 AM

ERROR: illegal 2-byte read from offset 2634 of 2634-byte file SPWI696.SPL
ERROR: [SPWI696.SPL] -> [override/SPWI696.SPL] Patching Failed (COPY) (Failure("SPWI696.SPL: read out of bounds"))

I suspect the Detectable Spells component could use some refinement, which probably won't be an easy fix due to what I saw of the regexp code in DS.tph. You should report stuff like this in the suspect mod's forum (I did so this time) even if it's cross-mod related. Most mod authors aren't likely to look at a multi-page thread like this all the time or at all (you're lucky to have cmorgan on board here). So keep an eye on that topic in case more info is needed (like your SCSII debug log for example). For the record, it looks like DavidW got the code from the bigg, but again, you have more of a chance for the author(s) to see it in a new topic.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#252 DavidWallace

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Posted 13 December 2007 - 01:43 AM

I'm reading it.

If I'm right, though, this is DS choking because of files that have been corrupted by other mods? ... in which case I'll see if it can be made more tolerant of that sort of thing, but ultimately there may be no substitute to not corrupting the files in the first place.

#253 Jack Nader

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Posted 13 December 2007 - 07:28 AM

I've found another game breaking bug. The "Teleport_v11" mod overwrites a lot of the BCS files! This is a game breaker as it affects crucial elements of other larger mods such as TDD where the paranoid salesman is required to gain access to purskal. I've never tried this spell in reality but am under the impression that it works just like CLUAConsoling to previous areas which is very handy!

Am I right in thinking that this mod should be installed before all large mods like CTB, TDD, TOS, ROT, SOS to prevent game breaking overwrites?
*Update*
I just did a fresh install with the teleport spell installed prior to the TDD (Fresh install, fixpack, scriptable spells, telelport, CTB and then TDD). The Salesmen is where he should however the actual spell appears to be broken. It seems to be a random stat altering spell?

Any ideas on how I should go about patching the teleport spell so that it works?

Edited by Jack Nader, 13 December 2007 - 08:25 AM.


#254 cmorgan

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Posted 13 December 2007 - 08:19 AM

(boy, I love having day access - I wonder when this hole in the work filter will be closed again, and I won't be able to see stuff again... I am able to get a bit caught up!)

@DavidW - yep.

The spell *might* be ok (though some of them are not, as CamDawg has identified and reported on other forums/threads et al.) and then become corrupted, but I have not seen that in the minor testing I have done. All i found were spells that were corrupted in the distribution. I think the only other way to do it would be to set the PATCH_IF stuff to screen out scrambled/out of order/incorrect length/etc. spells, and not try to fix them at all - and then when someone says "but the spell doesn't work", you have to say "well, if you have mods X, Y, or Z installed, they won't, because some of those mods are mispatching or corrupting the spell in the first place."

@Jack Nader - well, yes, and no. Yes, if you want that mod to not break the rest of the game, absolutely - except that some of the mods you listed above do the same overwrite thing...

Is the Teleport_v11 mod author active, and can they drop by to see what is up? Because many times it is now possible to patch the expected actions into a game rather than just replacing those .bcs files, and folks here (or on other sites if that is their preference) can help them do that. Some of the mods you have mentioned above do overwrites in the same manner, which is why it is both great that LW and his team are handling this, and why it is so frustrating for anyone to attempt.

Edited by cmorgan, 13 December 2007 - 08:21 AM.


#255 10th

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Posted 13 December 2007 - 10:57 AM

I'm not the author of Teleport v11 but I looked at the corresponding tp2.

BiG World is structured in such a way that it is recommended to biff the override folder at certain points of the installation process. That moves almost all files into bif-files.

Teleport v11 first looks if the bcs-files it intends to modify already exist in the override folder, if yes then it simply appends those files. But if it doesn't finds those files in the override folder it simply copies its own versions of the bcs-files into the override folder.

In the current installation structure of BiG World Teleport's tp2 can't find those files as they have already been biffed.

A fix for the next version of BiG World would be to either move the MID-BIFF to a later point in the installation process or to move the entire biffing process to the end of the installation and split it into separate components to prevent crashes on older computers.

10th
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#256 Leonardo Watson

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Posted 13 December 2007 - 11:23 AM

A fix for the next version of BiG World would be to either move the MID-BIFF to a later point in the installation process or to move the entire biffing process to the end of the installation and split it into separate components to prevent crashes on older computers.


I will move it because it is not needed any more. It was created especially for testing during creating the BiG World structure.

#257 Leonardo Watson

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Posted 13 December 2007 - 11:30 AM

I have just uploaded in advance a first version of the BiG World Fixpack. See http://www.shsforums...d...&showcat=72
Although it is made for the BiG World Project, it can be used with any other installation. Just put it into your main folder and start the batch file BEFORE installing the mods. The batch file checks for mods that are in the main folder and copies the needed files into the predetermined folders.

Look inside it and see, how I want to handle it. It is very primitive but effective.
For now it is a collection of fixes for faulty files from several mods and also some patches for use with the megamod.

I will update this fixpack constantly and want to include all your fixes and patches that I get for it.

@Hoppy
I would like to add your patch.
My main aim is to make installation procedure of a megamod at least as easy as possible for an inexperienced user and not pretty difficult bricolage only for some experienced hardcore freaks. So I appreciate every step that leads closer to the goal.

#258 Kai Hohiro

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Posted 13 December 2007 - 11:51 AM

Leonardo...my suggestion is to avoid NEJ in your installation guide. Vlad doesn't support any other kind of installation, so for me there is no point having people creating issue with NEJ and other mods for compatibility problems,

just my 2 cents,

mm75


I have to somewhat agree with Melkor on this. NEJ creates so many compatbility issues, you have to wonder if it's really worth it. One just has to take a look at your guide and you can see that there are quite a few pages dedicated solely to NEJ.
Omitting those parts would make the installation quite a bit simpler.

On a different note, I really like your BiG World Fixpack and it helps alot, even if you're not running a megamod setup.
I was just wondering, does your modified setup-ub.tp2 fix some of the compatibility issues with the BG2Fixpack, like for example the unkillable trolls?

#259 Jack Nader

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Posted 13 December 2007 - 03:27 PM

@10TH

I took your advice about how the Teleport_v11 uses its own BCS files if they are not present in the override directory. All the big mods self Bif after installing meaning that the BCS files are always replaced by Teleport_V11. To resolve this I used NearInfinity editor to extract out all the relevant BCS files then copied them to the \Teleport\area-bcs directory. I tested the mod and it works perfectly now :)

#260 --Marvin--

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Posted 13 December 2007 - 04:08 PM

Well, I think NEJ should not be left out.
I do also think, that trying to make recent versions of NEJ compatible with the megamod, using fixes like these Leonardo is collecting,
will be a goal that we have to achive in the future.
Anyway, if you don't like to install NEJ because of compatibility issues, you should just leave it out. No Problem.
But just the fact, that it would work for those who want it, NEJ shouldn't miss in the BiGWP

Marvin