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#281 Jack Nader

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Posted 17 December 2007 - 11:56 PM

I found a bug which prevents the player from completing the "Castles at war" quest. If you opt to betray Talaran and side with Olmar you get caught in an infinite looping script on entering to capture Talaran's castle. I googled the bug and could only find one website listing it however it yielded no viable solution. The problem area is RR3454.

#282 Jack Nader

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Posted 18 December 2007 - 12:24 AM

I worked out a bypass which seems to work for me. Hold down the W key, save the game and then reload. This broke the loop for me.

#283 Jack Nader

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Posted 18 December 2007 - 07:49 AM

AR0412 has a very nasty bug involving Tolgerias and his female Mage companion. I've examined the script and BP appears to have given both Tolgerias and the Mage a ring entitled "SUREHP1." The ring ensures that Tolgerias and the Mage's hit points never drop below 1. When you enter the Fire lab the script destroys Tolgerias's "SUREHP1" ring but does not destroy the Mage's "SUREHP1" ring. This bug is caused by a simple typo in the script. To resolve this bug open up BPTGMG1A.BCS and using Near Infinity editor, locate the entry "DestroyItem("MINHP1") // No such index" and change it to "DestroyItem("SUREHP1") // No such index." Compile and save and that should take care of the bug.

I've attached my edited version of BPTGMG1A.BCS for all those who find script editing a little daunting.

Attached Files


Edited by Jack Nader, 18 December 2007 - 02:17 PM.


#284 Altomar

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Posted 18 December 2007 - 08:33 AM

Install Component [Creature & Area Improvements]? [N]ot Install
1] All Creature & Area Improvements
2] All Creature Improvements
3] Boss Improvements Only
Can not be installed because of the following error message:
ERROR: illegal 2-byte read from offset 314 of 314-byte file CITTERN.ITM
ERROR: [CITTERN.ITM] -> [override/CITTERN.ITM] Patching Failed (COPY) (Failure("CITTERN.
ITM: read out of bounds"))


Leonardo, according to your guide this component from Ding0's QuestPack v2.3 give the same error as Sword Coast Stratagems 2. With the fixed files now is installed.

Edited by Altomar, 18 December 2007 - 08:34 AM.


#285 Jack Nader

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Posted 19 December 2007 - 05:14 AM

The spell Golden Cloud seems to have absolutely no effect.
goldencl.spl and goldencl.itm are the spell files. I've looked them over but can't see why it's not working.

#286 Leonardo Watson

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Posted 19 December 2007 - 10:36 AM

Thank you for your reports!

I have undertaken several attempts to install Unique Artifacts v1.12. I receive every time some errors that I cannot fix. All the errors are already described.


[./override/BPTGRDR1.BCS] loaded, 4238 bytes

[BPTGRDR1.BCS.BAF] PARSE ERROR at line 6 column 23-28
Near Text: ANYONE
syntax error

It was already reported here but without any solution: http://www.shsforums...&...st&p=293760
What does it mean and how can I fix this?


An other error is this:
Unique Artifacts changes Polymorph(FIRE_RING) to Polymorph(IC_SNOW_TROLL) even though the correct file is in the override before.
see here: http://www.shsforums...showtopic=28865



There is also an error wiith SCSIIv2

[udmaster.bcs.BAF] PARSE ERROR at line 10 column 48-48
Near Text: )
    [ReallySetGlobalTimer] not found in ACTION.IDS

It was already reported here but without any solution: http://forums.gibber...s...st&p=105501
What does it mean and how can I fix this?

#287 cmorgan

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Posted 19 December 2007 - 11:26 AM

For the first error, again, it doesn't look like unique items is the problem - it is picking up a problem with some other mod that has messed up adding/patching [./override/BPTGRDR1.BCS] loaded, 4238 bytes

Gort uses

COPY_EXISTING_REGEXP GLOB ~^.+\.bcs$~ ~override~

and then does a patching of the needed references via

DECOMPILE_BCS_TO_BAF

which basically means "find the scripts that contain what we need to replace, open those up, and turn them into text files we can edit."

Unfortunately, something else has a typo in their script; I would look for anything that touches BPTGRDR1.BCS. The quickest way to get help is to take an install with that error, decompile that particular .bcs, and post it here for folks to look at.

Second error: unfortunately, again, not that mod's fault, I think - something in the order before it is changing the ANIMATE.IDS and scrambling it a bit. The best solution (aaack... horrible, but probably necessary) is to start from the base install, add a mod, look at ANIMATE.IDS, add next, look at animate.ids... rinse repeat - until you find out which mod is accidentally messing up animate .ids; then either get that modder to fix their work or insert a corrcected animate.ids in the sequence before Gort's stuff.

Third one - looking, but again, another mod is tryiong to do something weird and SCSII is picking it up. It tries to decompile udmaster.bcs, and finds someone earlier has typed "ReallySetGlobalTimer" instead of RealSetGlobalTimer". This one should be an easier fix, if WeiDU will be kind and ignore the silliness on decompilation (I am hoping that the fail is at the recompilation, rather than the decompilation; if not we need the bigg in a bigg way...)

COPY_EXISTING ~udmaster.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~ReallySetGlobalTimer~ ~RealSetGlobalTimer~
COMPILE_BAF_TO_BCS


By the way, a clean udmaster.bcs decompiles to
IF
  Detect([PC])
  Global("doOnce","LOCALS",0)
THEN
  RESPONSE #100
	SetInterrupt(FALSE)
	DisplayStringHead(Myself,62033)  // ~The reek of chemicals and fermented brain overwhelms you as you step into sight of the famed elder brain of the Illithid.  An instant later the brain lashes out at you with a psionic whip...~
	Wait(1)
	ForceSpell(LastSeenBy(Myself),PSIONIC_EGOWHIP)
	SetInterrupt(TRUE)
	SetGlobal("doOnce","LOCALS",1)
END

IF
  HitBy([ANYONE],CRUSHING)
  Global("firstspawn","LOCALS",0)
THEN
  RESPONSE #100
	SetGlobal("firstspawn","LOCALS",1)
	CloseDoor("Door01")
	Lock("Door01")
	CreateVisualEffect("SPROTECT",[728.711])
	CreateCreature("udgolem",[728.711],12)  // ~Brain Golem~
	CreateVisualEffect("SPROTECT",[501.905])
	CreateCreature("udgolem",[501.905],12)  // ~Brain Golem~
END

IF
  Global("firstspawn","LOCALS",1)
  Delay(45)
  See(NearestEnemyOf(Myself))
  !Dead("yself)")  // yself)
THEN
  RESPONSE #100
	CreateVisualEffect("SPROTECT",[501.905])
	CreateCreature("udgolem",[501.905],12)  // ~Brain Golem~
END


The fix for the BioWare™ typo on this one is located in the BG2 Tixpack, where !Dead("yself)") // yself)
is fixed in just the method described above, replacing ("yself)" with ("myself")...

if you wanted to check for the most likely culprits first, try looking for mods that drop or append precompiled .bcs files. Generally, WeidU tries to stop you from making mistakes in syntax like this, but if people were using older tools and creating a .bcs from their own install or direct edit, errors like this can creep in.

Edited by cmorgan, 19 December 2007 - 11:51 AM.


#288 Jack Nader

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Posted 19 December 2007 - 05:31 PM

I've put together a list of spells that appear to be broken

Level 9
Anti Magic Cloud
Prismatic Sphere
Wall of force
Genocide

Level 8
Otiluke's Acid Cloud

Level 7
Golden Cloud
Poison Gas
Sphere of chaos

I do not know which of the megamod's these spells come from or if they have always been bugged.

Edited by Jack Nader, 19 December 2007 - 11:26 PM.


#289 Miloch

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Posted 20 December 2007 - 10:56 AM

Well, if you can figure out the game references for those spells (like you have above for goldencl.spl) then you can search your install to see which mods add or change them.

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


#290 Jack Nader

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Posted 20 December 2007 - 11:04 AM

Ok this has me really annoyed :S I made it to spellhold and then all my loot gets stripped from me. I battle on thinking i'm going to get all the loot back eventually. I finally get to the area that has my loot and 90% of it is missing. My armor is gone and all the cool stuff i've bought and looted. A lot of the items i've collected that require rebuilding at cromwell's smithy have also been removed!

Does anyone know which mod is responsible for this atrocity! Is it BP, the improved asylum mod or another mod?

#291 Miloch

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Posted 20 December 2007 - 11:16 AM

[./override/BPTGRDR1.BCS] loaded, 4238 bytes

[BPTGRDR1.BCS.BAF] PARSE ERROR at line 6 column 23-28
Near Text: ANYONE
syntax error
What does it mean and how can I fix this?

It looks to me like either a bug in WeiDU or scripting that needs to be improved. For some reason, WeiDU is choking upon decompile of
Allegiance(Myself,0)
Though now that I'm looking at the script, it doesn't make much sense to me to even have this there. Instead of:
IF
  AttackedBy([GOODCUTOFF],DEFAULT)
  OR(3)
	Allegiance(Myself,GOODBUTBLUE)
	Allegiance(Myself,NEUTRAL)
	Allegiance(Myself,0)
THEN
  RESPONSE #100
	Shout(154)
	Enemy()
END
I would just simplify this to:
IF
  AttackedBy([GOODCUTOFF],DEFAULT)
  !Allegiance(Myself,ENEMY)
THEN
  RESPONSE #100
	Shout(154)
	Enemy()
END
In every script block where the former occurs.

As for the missing or hosed IC_SNOW_TROLL entry, there are several mods (UB being one at least) that should add this to animate.ids if it's not there. You might want to post the contents of your animate.ids.

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


#292 amazinggameguru

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Posted 20 December 2007 - 11:59 AM

Ok this has me really annoyed :S I made it to spellhold and then all my loot gets stripped from me. I battle on thinking i'm going to get all the loot back eventually. I finally get to the area that has my loot and 90% of it is missing. My armor is gone and all the cool stuff i've bought and looted. A lot of the items i've collected that require rebuilding at cromwell's smithy have also been removed!

Does anyone know which mod is responsible for this atrocity! Is it BP, the improved asylum mod or another mod?



Okay, I think I know what is causing this. It is caused by BP. The problem is that only items that were pre-designated in the script will be saved, all of the others land on the floor and with the normal rules they disappear after a day or so. I haven't played that part in a while but when I did play it I worked around this by using ctrl-j to enter the area where you retrieve your gear and making sure everything was in my bag of holding or in one of the containers in the room so it wouldn't disappear.
There are 10 types of people in this world.
Those who understand binary, and those who don't.

#293 Jack Nader

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Posted 20 December 2007 - 02:21 PM

Ok thx amazinggameguru. I have a saved game that is a good 40 days off where I am now so I guess I will have to reload all the way back to then and battle on :(

#294 Leonardo Watson

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Posted 20 December 2007 - 11:26 PM

@ cmorgan
@ Miloch

Thank you for your detailed answer. Because I also found some other bugs, I will do as you had advised: I will start from the base install, add a mod, look what happened until I find out which mod causes what error. Then I list up all errors that I cannot fix myself.

I just took a look into some Animate.ids. I am surprised, how often this file was changed or replaced (36 times). Some mods add entries with different hex-code, some other delete entries, some mods use the same hexcode for different animations.
Is there any Animate.ids that lists all possible animations?
Should I try to create a Animate.ids with all existing animations or are there any limitations in the number of entries?
What should I do with different animations that use the same hex-code?


For the IC_SNOW_TROLL entry: it is existing in the Animate.ids also as the FIRE_RING.
The bugs however are this:
The code in MALAR10.BAF file is changed to Polymorph(XE0C0 IC_SNOW_TROLL) instaed to Polymorph(IC_SNOW_TROLL)
(I try to find the mod that causes this)
and:
The line Polymorph(FIRE_RING) in psChaos.baf is changed to Polymorph(XE0C0 IC_SNOW_TROLL) like this:

from:
RESPONSE #5
		Polymorph(FIRE_RING)
		ForceSpell(LastSeenBy(Myself),0)
	RESPONSE #5
		Polymorph(FIRE_RING)
		ForceSpell(LastSeenBy(Myself),0)
		ReallyForceSpell(LastSeenBy(Myself),WIZARD_FIREBALL)
to:
RESPONSE #5
	Polymorph(XE0C0 IC_SNOW_TROLL)
	ForceSpell(LastSeenBy(Myself),0)
  RESPONSE #5
	Polymorph(XE0C0 IC_SNOW_TROLL)
	ForceSpell(LastSeenBy(Myself),0)
	ReallyForceSpell(LastSeenBy(Myself),WIZARD_FIREBALL)

That cannot be right, can it?

#295 cmorgan

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Posted 21 December 2007 - 05:38 AM

definitely wrong - something has thrown that entry off. It should either be the number or the text, not both - Miloch will have to explain more, as i am out of town from now until january -

good luck on the project, LW. It is a huge battle to fight, but you are definitely not alone,; Happy Holidays!

#296 Jack Nader

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Posted 21 December 2007 - 06:32 PM

I've noticed that the Simulacrum spell clone stands about doing nothing. I've never used the spell much so i am wondering if this is a BP bug or if the spell just lacks scripting? Is there any mods compatible with the megamod that will make the Sirulacrum spell attack enemy units and cast spells?

#297 Miloch

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Posted 21 December 2007 - 07:17 PM

I just took a look into some Animate.ids. I am surprised, how often this file was changed or replaced (36 times). Some mods add entries with different hex-code, some other delete entries, some mods use the same hexcode for different animations.
Is there any Animate.ids that lists all possible animations?
Should I try to create a Animate.ids with all existing animations or are there any limitations in the number of entries?
What should I do with different animations that use the same hex-code?

For the IC_SNOW_TROLL entry: it is existing in the Animate.ids also as the FIRE_RING.
The bugs however are this:
The code in MALAR10.BAF file is changed to Polymorph(XE0C0 IC_SNOW_TROLL) instaed to Polymorph(IC_SNOW_TROLL)
(I try to find the mod that causes this)
and:
The line Polymorph(FIRE_RING) in psChaos.baf is changed to Polymorph(XE0C0 IC_SNOW_TROLL) like this:

from:

RESPONSE #5
		Polymorph(FIRE_RING)
		ForceSpell(LastSeenBy(Myself),0)
	RESPONSE #5
		Polymorph(FIRE_RING)
		ForceSpell(LastSeenBy(Myself),0)
		ReallyForceSpell(LastSeenBy(Myself),WIZARD_FIREBALL)
to:
RESPONSE #5
	Polymorph(XE0C0 IC_SNOW_TROLL)
	ForceSpell(LastSeenBy(Myself),0)
  RESPONSE #5
	Polymorph(XE0C0 IC_SNOW_TROLL)
	ForceSpell(LastSeenBy(Myself),0)
	ReallyForceSpell(LastSeenBy(Myself),WIZARD_FIREBALL)
That cannot be right, can it?

I think I can guess what's causing this, though I don't know specifics. But I would wager that some mod is replacing IC_SNOW_TROLL or FIRE_RING with xE0C0 IC_SNOW_TROLL, when in fact it should be replacing 0xE0C0 (whatever) with 0xE0C0 IC_SNOW_TROLL. So anything referencing this value will choke. If you don't want to do a bunch of reinstalling, it would be fairly simple to find out what does this. Just grep your install - right click on your game folder, do Search, then type *.tp2 in the first field (Search for files named) and IC_SNOW_TROLL in the second (Containing text) field.

As for what your animate.ids *should* look like, I think Cuv posted a pretty full version here.* And I'd take his word for it, since he's done a ton of work with animations, from BG2, IWD and PST.

As for different animations that use the same hex code - I'm not sure, but I think you can have double entries in this table (i.e. one for 0xE0C0 FIRE_RING and one for 0xE0C0 IC_SNOW_TROLL). Just like in the class.ids by default there are duplicate entries for LONG_BOW and MAGE_ALL at 0xCA.

* Edit: this is not a "full" animate.ids, but just the missing entries (IWD IC_* animations etc.) that bigger mods are likely to try to add.

Edited by Miloch, 21 December 2007 - 07:20 PM.

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


#298 kovarex

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Posted 22 December 2007 - 04:23 PM

Hello, I started to make my own auto-installation tool until I found out you already did the same :)

1) I don't understand why is the installation divided into 6 bat files, why do you say for example
"8. Ding0's QuestPack you must start by hand", I have this component in my auto-install too, and it works without any problem.
In my bat file, I do all the installations without interruption with single batch file (I don't have so many mods there, but approximately 1/2 of yours)

2) Some of the readme files are opened by bat files instead of the tp2 script, so I had to patch these files

3) What I wanted to say, why can be done some "Double enter installation"
In autoinstaller I' working on, I'm asked for
a) Baldur's gate 1 path
b) Baldur's gate 2 path
After this everything is done without any need to do something (One can be afk for the whole installation and don't have to study 20 pages of documentation)

4) Best would be to make the auto-installer totally automated, and to pack all contained mods to one mega mod package (It would take around 1.5 GB for me and I guess not so much more for your pack)
so someone who wants to install it would just
a) download the package
b) (optional) easily modify the installation to add more mods or newer versions
c) start the installation
d) play

I'm willing to do any help needed
1) Provide hosting for the package
2) Help around with batch (or any other) programming
3) Give away my own experience from making my own auto-installer

PS I can see u use spell50 mod version 6 there, I upgraded that mod to version 8, it can be found here http://www.kovarex.c...d/spell50-v8.7z

Edited by kovarex, 22 December 2007 - 04:56 PM.


#299 Leonardo Watson

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Posted 22 December 2007 - 11:02 PM

Working with batch-files was very new for me, so the first attempt was far away to be perfect. The new installer (comes in a few days, I run it currently a last time for testing) is only one single file with aditional checks.

I would be glad, if you could make it better. Unfortunately, either my time and my knowledge are limited.

A new installer is also annonced for 27.12.07 from Drogan Di'Umptu. It bases on my Unpacker (was never released), but I don't know how it works.

It may be a good idea, if you look inside the upcoming tools, before you spend a lot of time into work, that may be already done. But any improvements are always welcome! If you want, I can email you my batch-file in advance.

Before you do any package, read carefully this: http://www.shsforums...showtopic=30560 so that you don't run into the same troubles as the other guys. The sadly truth is this: even if 99% of the modders will approve your efforts, a handful modders will frustrate you with might and main.

Thank you for the link. I will add the mod to my guide.

#300 kovarex

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Posted 23 December 2007 - 04:49 AM

Thx for the quick answer :)

It may be a good idea, if you look inside the upcoming tools, before you spend a lot of time into work, that may be already done. But any improvements are always welcome! If you want, I can email you my batch-file in advance.


Sure email me the batch file (kovarex at gmail dot com)

Before you do any package, read carefully this: http://www.shsforums...showtopic=30560 so that you don't run into the same troubles as the other guys. The sadly truth is this: even if 99% of the modders will approve your efforts, a handful modders will frustrate you with might and main.


The problem is, that either the link to the rapid share download of all mods or the link or this address doesn't work.

Atm, I have 5gb ftp service running (that kovarex.com) and it would save me a LOT of time if you could upload there mods from the package,
20% of mods take 80 % of the data from the package and vice versa.
But this huge count of small mods is realy hard to collect on internet.
So Great would be package of all mods expect (Sos, Tdd, Ctb, Ts, Rot, Dsotsc, Ntosc, Worldmap), it should be relatively small

If you could do it, I would
1) Test your batch file against all these mods
2) Problably make some changes of these mods
a)repack them with 7z
b)alter some readme issues (remove readme opened from bat files)
c)Apply your patches from the big world project on these packages and change their version slightly
3) Reupload the package
4) Make the package available for download for others (in the case the spellhold studios shs wouldn't want to host it)

If you are interested sand me the email with the batch files, and I will send you access rights of the ftp so you can upload it.