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#261 Jack Nader

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Posted 13 December 2007 - 07:28 PM

Came across another bug. Something appears to have buggered up AR702 in that the lady that sells the armor of balduran isn't in the adventuremart. The other thing is that the man that sells the charcoal and blank parchment displays "salesman appears to be busy" when I click on him instead of his inventory.

This is the first time I have noticed this occur in all my testing. The only things I have installed differently with this installation is CTB prior to TDD .ie (CTB, TDD, SOS, ROT) and installed SelunAmoury_v1.

#262 Miloch

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Posted 13 December 2007 - 09:42 PM

Came across another bug. Something appears to have buggered up AR702

When you come across something like this, do a search of your game folder and all mods for files that reference the buggered resource (AR702 in this case). It'll help people troubleshoot it a lot better.

See here for a probable fix to the buggered NEJ2 spells. You'll need to know at least the fundamentals of mod packaging to get it to run on your install.

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


#263 Jack Nader

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Posted 13 December 2007 - 11:28 PM

I ran a scan as you suggested and it turns up these files

AR0702.are @ \bg\OVER_END
AR0702.bcs @ \bg\OVER_END
AR0702.baf @ \bg\Bg2_tweaks\baf
AR0702.are @ \bg\ctb\over.bak
BAR0702.baf @ \bg\sos\snip
AR0702.baf @ \bg\teleport\area-baf


AR0700.are @ \bg\ctb\over.bak
SAR0700.baf @ \bg\DSOA\ShadeLord\snip
AR0700.bcs @ \BG\EBG2\BACKUP
AR0700.BAF @ \BG\EBG2\BAF
AR0700.are @ \bg\OVER_END
AR0700.bcs @ \bg\OVER_END
AR0700.bcs @ \BG\QUESTPACK\BACKUP\12
AR0700.baf @ \BG\QUESTPACK\GALOOMP
TAR0700.BAF @ \BG\ROTERROR\SNIP\BAF
TAR0700.BAF @ \BG\SOS\SNIP
AR0700.BAF @ \BG\TELPORT\AREA-BAF
AR0700.BCS @ \BG\TELEPORT\BACKUP
AR0700.BCS @ \BG\UB\BACKUP\2
AR0700.BCS @ \BG\VIC\BACKUP\4

The evil teleport spell again I wonder? If this is indeed the case it should probably be removed off the mega-mod install .pdf as it takes a great deal of modding to get it to work correctly.

Edited by Jack Nader, 13 December 2007 - 11:36 PM.


#264 Miloch

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Posted 13 December 2007 - 11:41 PM

What are OVER_END and Teleport, and what exactly are they supposed to do again? I read 10th's post above, but it doesn't really explain why one would want to install it, but based on the description, it makes me a bit edgy.

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


#265 Jack Nader

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Posted 14 December 2007 - 01:29 AM

OVER_END = The overide folder backup that END biffer does. Teleport is a spell that is cast that allows you to travel to previously visited areas.

#266 Miloch

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Posted 14 December 2007 - 02:03 AM

Can you provide a link... from what you said of the Teleport mod overwriting scripts, it sounds suspect.

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


#267 Jack Nader

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Posted 14 December 2007 - 06:37 AM

Fresh installed "yet" again :) This time the only thing I did differently to my last installation was switch the install order of CTB, TDD, SOS and ROT to => TDD, SOS, CTB, ROT

I tested the game for all the known bugs i've found and all seem to have been resolved.

Resolved bugs:=

ROT blue ring arena bug := fixed via editing RA4300.bcs and removing all lines of code pertaining to the search phrase "unselectable."

Cromwell smithy/Arlax smithy CTD := Fixed by extracting all the relevent area BMP and WED files to the override directory.

Paranoid Salesmen not spawning := Fixed by extracting all area BCS files that Teleport_v11 spell overrides into the teleport\area-bcs\ directory prior to installation of the mod...

Diedre and waukeen prominade salesman corruption := Fixed by installing CTB after TDD and SOS.

#268 Altomar

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Posted 14 December 2007 - 03:15 PM

Nej2 use two entries in songlist.2da for mxleina.mus

80 Vb Vb.mus
81 ThemeT THEMET.mus
82 Cred Cred.mus
83 NPC NPC.mus
84 MxLeina MxLeina.mus
85 MxLeina MxLeina.mus

86 AR3540 84.MUS
87 AR3545 85.MUS
88 AR3550 86.MUS

is it necessary to fill two entries for the same mus file??
i think nej2 patch add the second entry.

#269 Ascension64

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Posted 14 December 2007 - 10:40 PM

Check with Vlad on that.

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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)


#270 Leonardo Watson

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Posted 14 December 2007 - 11:27 PM

@Kai Hohiro

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?

Oops! It seems I have accidently deleted the wrong file! The setup-ub.tp2 in my demo folder is the original one, the modified is... gone.

With this fixpack I want to collect all fixes files related to the megamod that I can get from you. So they will be available to the community at once and we don't need to collect them arduously in different threads or have to wait for an update from a mod.

Edited by Leonardo Watson, 14 December 2007 - 11:27 PM.


#271 Altomar

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Posted 15 December 2007 - 01:49 AM

Check with Vlad on that.


I thought that nej2v42b isn't supported by vlad

#272 Ascension64

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Posted 15 December 2007 - 02:50 AM

Check with Vlad on that.


I thought that nej2v42b isn't supported by vlad

Ah, I had though you were may have been using the latest version. Nevertheless, it looks like something might have installed correctly. I wouldn't change it, though, because both may be in use.

--------------
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)


#273 Chevalier

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Posted 15 December 2007 - 03:10 AM

I think if you ask Vlad a simple question, not asking him to fix a bug, he would be willing to answer it. Something like, Is there a need for both versions of the song?

Or

You could install the latest version of NeJ2 on a different install and see if they are there still both songs on the current version.

I Ride for the King!


a.k.a. Chev


#274 Altomar

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Posted 15 December 2007 - 04:23 AM

I think if you ask Vlad a simple question, not asking him to fix a bug, he would be willing to answer it. Something like, Is there a need for both versions of the song?

Or

You could install the latest version of NeJ2 on a different install and see if they are there still both songs on the current version.


With Nej2v691+patch there is only one entry at songlist.2da

80 Vb Vb.mus
81 ThemeT THEMET.mus
82 Cred Cred.mus
83 NPC NPC.mus
84 MxLeina MxLeina.mus



#275 Chevalier

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Posted 15 December 2007 - 04:58 AM

I would think that would be all you need.

I Ride for the King!


a.k.a. Chev


#276 Jack Nader

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Posted 15 December 2007 - 04:38 PM

I found a couple more minor bugs with my install. Firstly I find there are 2 entries for the spell "knock" yet one of these is actually the "invisibility" spell listed as knock. The second is to do with a spell called "conversion" sold by the scroll lady in the adventuremart. Upon casting this spell I was immediately awarded 7000 XP. This seemed to be the only actual effect of the spell. It is listed as being able to change the alignment of any party member. I shadowkeepered in 10 more scrolls and cast them on party members and was awarded 7000 XP and 6000 XP alternately per cast.

#277 Kamui2040

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Posted 16 December 2007 - 03:30 AM

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

I agree to disagree, I believe that NEJ should be a part of the TBWP.
But I also believe that at this point of the install NEJ should be left out. After having a more or less stable core install, you could always try to incorporate NEJ into it.
But this is only my humble opinion.

#278 Kai Hohiro

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Posted 16 December 2007 - 09:16 AM

@Kai Hohiro

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?

Oops! It seems I have accidently deleted the wrong file! The setup-ub.tp2 in my demo folder is the original one, the modified is... gone.


Ahh shucks. And I was already wondering that they had the exact same file size!
I hope you'll get around to uploading a fix pack with your modified .tp2!

#279 Leonardo Watson

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Posted 16 December 2007 - 09:55 PM

@ Jack Nader

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

Could you list up the "relevant BCS files" and where did you extract them out? Or better: please send me the files. I want to add them to the BiG World Fixpack.

#280 Jack Nader

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Posted 16 December 2007 - 11:46 PM

@Leonardo Watson

I am not sure if this is something that can be added to a global fix patch. I haven't installed half the mods listed in your PDF and any mod further changing the BCS files prior to the install of the Teleportv_11 will be different to mine. The best approach will be to provide detailed instructions on how to self patch the Teleport_V11 in accordance with your current installation.

Open Near Infinity Editor and click the BCS file extension tab to view all BCS files installed.
Extract Teleport_v11 to your BG directory then navigate to the \Teleport\area-bcs\ directory.
Every BCS file listed in \Teleport\area-bcs\ needs to be crosschecked against the BCS files listed in Near Infinity Editor. Every entry that exists in both the directory and Near Infinity needs to be patched.
To patch simply extract the Near Infinity version of the BCS by right clicking on the file and selecting "extract." Extract it to \Teleport\area-bcs\
once all files have been crosschecked you can run Setup-Teleport.exe

Edited by Jack Nader, 16 December 2007 - 11:48 PM.