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#1 pappy

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Posted 04 February 2008 - 07:49 AM

I forgot about this patch, and I have already started my bgII game. I dont' remember if I need to load this patch before the game starts or if it will put them in there without needing to redo my save games....anyone have thoughts?

#2 Jarno Mikkola

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Posted 04 February 2008 - 09:09 AM

Actually you can just CLUA them in using the creature code, wmart01 and wmart02 to any location you want. As the patch just over writes the area...

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#3 pappy

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Posted 04 February 2008 - 09:40 AM

that would deffinately be better...how do you put them in a different place though (i see where you can create them, but how would the string look to place them elsewhere?

#4 Jarno Mikkola

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Posted 04 February 2008 - 10:21 AM

You need the enplacement coordinates and to be on the area where you want the creature summoned, but you get the coordinates easily with the help of the CLUAConsole, but the code would be something like this:

CreateCreature("wmart01",[1137.2046],3)
1137.2046 are the x.y coordinates that will cause him to show up. 3 is the direction he's facing. It ranges from 0 (South), to 15, going clockwise.


Edited by Jarno Mikkola, 04 February 2008 - 10:24 AM.

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#5 pappy

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Posted 04 February 2008 - 12:13 PM

i thought ctrl + L gave the current location...that list doesn't have that cheat...what is the cheat for that?

#6 Jarno Mikkola

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Posted 04 February 2008 - 01:25 PM

After using the CLUAConsole:EnableCheatKeys() command the following cheat keys are activated.
...
CTRL+X Extended position information

:rolleyes:

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#7 WizWom

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Posted 05 February 2008 - 08:10 AM

The bonus merchants are just script additions, so you can add the script blocks at any time and they will be there the next time you enter the area.

using the console to CreateCreature("WMART01") will end up with them moving to the lower right of the area when you return to the area, even though they start in the middle of the screen. I'm not sure WHY, but it probably has something to do with the point not being set.

#8 pappy

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Posted 06 February 2008 - 09:41 AM

After using the CLUAConsole:EnableCheatKeys() command the following cheat keys are activated.
...
CTRL+X Extended position information

:rolleyes:



Thanks for that...wasn't sure what that meant. I found my guide and it said just pressing x would do it, and it does.

Ended up loading the patch and things are good. Seems like sometimes the cheats don't work...like if i try to add another bag of holding it give me one, but with items that the first one had in it, not empty....weird...

#9 Jarno Mikkola

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Posted 06 February 2008 - 12:23 PM

Ended up loading the patch and things are good. Seems like sometimes the cheats don't work...like if i try to add another bag of holding it give me one, but with items that the first one had in it, not empty....weird...

You might have also noticed that if you put an item to one of the bags and take it from the other, the item disappears from both, that's cause it's the same bag, as far as the coding sees it. :doh:
The game uses the same coding in putting the items into the lockers etc. as you can with the cheat coding.

So when you use the codes, you aren't actually cheating, you are just actively modifying the game experience. :devil:

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#10 pappy

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Posted 07 February 2008 - 12:52 PM

yeah, like how that bag was the only thing that DIDN'T make the transition over to bgII....or when I really tried to cheat and import a character that was holding all the loot.....

erm....

:)

#11 Jarno Mikkola

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Posted 07 February 2008 - 01:31 PM

...

Well, you really need to know, how to cheat!!! Like that if you create the bag04 and put all your items in it, you get them back after the BGII transition after recreating it... :whistling:

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#12 pappy

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Posted 08 February 2008 - 07:12 AM

after recreating it? You mean cheating the bag in after i make the transition? Tried that...it had what was in there before, not what I put in there the last time...if that makes sense...

#13 Jarno Mikkola

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Posted 08 February 2008 - 07:41 AM

after recreating it? You mean cheating the bag in after i make the transition? Tried that...it had what was in there before, not what I put in there the last time...if that makes sense...

Yes. That makes perfect sence, you either used the wrong bag, not bag04, or you imported the game, which recorrects the consistency problem, removes all the container items the cre has, plus there are certain items, that have been mentioned in the area script, that can disappear forever.

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#14 pappy

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Posted 08 February 2008 - 12:08 PM

i didn't import a game...i just played through the transition...when i start up these saved games, i actually have to go through BG, as there are no save games in BGII yet, cause I am still playing the BG game. I used the same code (bag04) as the first time...

not really a big deal, just don't understand why it is happening...

#15 Jarno Mikkola

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Posted 08 February 2008 - 01:53 PM

That might be because Ascension64 has reviced the area script(program that in this case cleans ones inventory) so one can't do it with that bag. <_<
But I doubt that it's flawless... for example if you leave the bag(with all the items) onto the ground just before you speak to Belt. :unsure:

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#16 Ascension64

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Posted 08 February 2008 - 04:55 PM

That might be because Ascension64 has reviced the area script(program that in this case cleans ones inventory) so one can't do it with that bag. <_<
But I doubt that it's flawless... for example if you leave the bag(with all the items) onto the ground just before you speak to Belt. :unsure:

No, I don't "clean anyone's bags out", thank you very much.

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