Stucked in the temple of Bhaal after killing Sarevok
#121
Posted 10 May 2008 - 07:07 AM
"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." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
#122
Posted 10 May 2008 - 11:21 PM
Well, sometimes I use Near Infinity but most of the time I only take a quick look at it with a hex editor.How are you checking the creature after all that installs?
Like I already said, I totaly agree with this. I was just curious about how something like BGMIminhp1 can happen, because the (original) tp2 uses valid code and it should not lead to such an error. That's why I tried so hard to reproduce this.Even if he had 25 of those it wouldn't matter because they don't do anything. He isn't going to crash the game.
#123
Posted 11 May 2008 - 12:00 AM
If you look at my posted CRE, the DWSARR4 item replaced and shot out the BGMINHP1 and then added one (BGMIminhp1via TP2 to inventory). You should be getting that in your tests because that is how it was coded remember? The DW#SARR was copied to amulet and should have been belt. Shown earlier in the original TP2.
Edited by Hoppy, 11 May 2008 - 12:06 AM.
"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." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
#124
Posted 11 May 2008 - 03:29 AM
#125
Posted 11 May 2008 - 09:38 AM
"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." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
#126
Posted 11 May 2008 - 09:58 AM
You know, this is actually a real problem here.Hope you can get to your game and enjoy it without all this tech stuff for a bit.
When you start doing those tech things, you somehow forget about playing the game.
Quick summary of erebusant's tp2 fix for anyone who is still following this thread:
- removed the MAGE06 -> minhp1 replacement
- changed the item slot for dw#sarr4 from amulet to belt
#127
Posted 12 May 2008 - 12:36 PM
Just to make sure:
1)pre Sarevo (do you have to take off the pre and put in override before install?)
2)post Sarevo (do you take off the post and put in override after SCS?)
3)Sarevo as he should be post(take off beginning and put in override after #2?)
4)Sarevo.txt (do you copy this to somewhere in the tp2 before install?)
Or are these files for comparison only. Because I believe Hoppy's fix works as well if I have to put that in. Either one as long as it works.
#128
Posted 13 May 2008 - 05:07 AM
Those are for comparison only.I've got Erebusants files but not sure what to do with the text snippet - do I paste that into the SCS tp2 as well?
Just to make sure:
1)pre Sarevo (do you have to take off the pre and put in override before install?)
2)post Sarevo (do you take off the post and put in override after SCS?)
3)Sarevo as he should be post(take off beginning and put in override after #2?)
4)Sarevo.txt (do you copy this to somewhere in the tp2 before install?)
Or are these files for comparison only. Because I believe Hoppy's fix works as well if I have to put that in. Either one as long as it works.
It takes a village...
#129
Posted 25 May 2008 - 03:22 PM
To reproduce this, I also needed to install the "Improved Durlag's Tower" component.
And to be more specific: I needed to install them in one go.
(It does not happen, when you first install durlag's tower, quit weidu and then install the improved final battle.)
We must have been blind or something because the error is right here:
READ_LONG 0x2bc ~%itemoffset%~ WRITE_ASCII (~%itemoffset%~+0x50) ~minhp1~ #8 // give him the min-hp ringIf, by any chance, itemoffset was already set in some previous action, this will not work as intended.
The WRITE will use the previous value. (And the READ will go into a variable like %[previous value]%.)
So the READ_LONG should rather look like this
READ_LONG 0x2bc ~itemoffset~or this
READ_LONG 0x2bc itemoffsetInterestingly, this is not at all related to BGT.
There are more instances of this problem in setup-scs.tp2, here is the diff:
--- setup-scs.tp2 +++ setup-scs.tp2.fix @@ -5936,7 +5936,7 @@ ADD_CRE_ITEM ~%tutu_var%bow01~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON2~ EQUIP TWOHANDED WRITE_EVALUATED_ASCII 0x258 ~%tutu_var%wtarsgt~ #8 COPY_EXISTING ~%tutu_scriptbg%skelwa.cre~ ~override/dw#semsk.cre~ - READ_LONG 0x2bc ~%itemoffset%~ + READ_LONG 0x2bc ~itemoffset~ WRITE_EVALUATED_ASCII (~%itemoffset%~) ~%tutu_var%staf01~ #8 ACTION_IF FILE_EXISTS ~override/dw#comp1.xxx~ THEN BEGIN @@ -6038,7 +6038,7 @@ WRITE_BYTE 0x5e ~40~ WRITE_BYTE 0x5f ~40~ WRITE_BYTE 0x63 ~0~ - READ_LONG 0x2bc ~%itemoffset%~ + READ_LONG 0x2bc ~itemoffset~ WRITE_ASCII (~%itemoffset%~+0x50) ~minhp1~ #8 // give him the min-hp ring ADD_CRE_ITEM ~dw#sarr1~ #0 #0 #0 ~IDENTIFIED~ ~RRING~//items to simulate acolyte-shielding ADD_CRE_ITEM ~dw#sarr2~ #0 #0 #0 ~IDENTIFIED~ ~BOOTS~ @@ -6056,8 +6056,8 @@ // Tazok COPY_EXISTING ~%tutu_var%TAZOK2.CRE~ ~override~ - READ_LONG 0x2bc ~%itemoffset%~ - READ_LONG 0x2b8 ~%itemslot%~ + READ_LONG 0x2bc ~itemoffset~ + READ_LONG 0x2b8 ~itemslot~ READ_LONG 0x2c0 numitems SET plat02idx = 255 SET plat01idx = 255 @@ -6162,7 +6162,7 @@ COPY_EXISTING ~%tutu_var%GALDOR.CRE~ ~override~ - READ_LONG 0x2bc ~%itemoffset%~ + READ_LONG 0x2bc ~itemoffset~ WRITE_BYTE 0x270 ~255~ // He starts hostile WRITE_BYTE 0x59 ~0~ // Remove magical fire resistance WRITE_BYTE 0x5e ~0~ @@ -6199,7 +6199,7 @@ READ_LONG ~0x10c~ ~select~ COPY ~scs/endbattle/dw#diarm.cre~ ~override~ - READ_LONG 0x2bc ~%itemoffset%~ + READ_LONG 0x2bc ~itemoffset~ SAY NAME1 @2010 SAY NAME2 @2010 WRITE_LONG 0xa4 ~%battlecry%~ @@ -6316,7 +6316,7 @@ ~%tutu_var%minsc2.cre~ ~override~ ~%tutu_var%minsc4.cre~ ~override~ ~%tutu_var%minsc6.cre~ ~override~ - READ_LONG 0x2b8 ~%itemslot%~ + READ_LONG 0x2b8 ~itemslot~ WRITE_SHORT (~%itemslot%~+0x24) 65535 WRITE_SHORT (~%itemslot%~+0x2a) 2
#130
Posted 26 May 2008 - 03:18 AM
So this is a multi-platform installation issue then? It wouldn't occur if you had a .tp2 designed specifically for BGT and a different one designed for Tutu?I was finally able to solve this case.
To reproduce this, I also needed to install the "Improved Durlag's Tower" component.
And to be more specific: I needed to install them in one go.
(It does not happen, when you first install durlag's tower, quit weidu and then install the improved final battle.)
We must have been blind or something because the error is right here:READ_LONG 0x2bc ~%itemoffset%~ WRITE_ASCII (~%itemoffset%~+0x50) ~minhp1~ #8 // give him the min-hp ringIf, by any chance, itemoffset was already set in some previous action, this will not work as intended.
The WRITE will use the previous value. (And the READ will go into a variable like %[previous value]%.)
So the READ_LONG should rather look like thisREAD_LONG 0x2bc ~itemoffset~or thisREAD_LONG 0x2bc itemoffsetInterestingly, this is not at all related to BGT.
There are more instances of this problem in setup-scs.tp2, here is the diff:--- setup-scs.tp2 +++ setup-scs.tp2.fix @@ -5936,7 +5936,7 @@ ADD_CRE_ITEM ~%tutu_var%bow01~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON2~ EQUIP TWOHANDED WRITE_EVALUATED_ASCII 0x258 ~%tutu_var%wtarsgt~ #8 COPY_EXISTING ~%tutu_scriptbg%skelwa.cre~ ~override/dw#semsk.cre~ - READ_LONG 0x2bc ~%itemoffset%~ + READ_LONG 0x2bc ~itemoffset~ WRITE_EVALUATED_ASCII (~%itemoffset%~) ~%tutu_var%staf01~ #8 ACTION_IF FILE_EXISTS ~override/dw#comp1.xxx~ THEN BEGIN @@ -6038,7 +6038,7 @@ WRITE_BYTE 0x5e ~40~ WRITE_BYTE 0x5f ~40~ WRITE_BYTE 0x63 ~0~ - READ_LONG 0x2bc ~%itemoffset%~ + READ_LONG 0x2bc ~itemoffset~ WRITE_ASCII (~%itemoffset%~+0x50) ~minhp1~ #8 // give him the min-hp ring ADD_CRE_ITEM ~dw#sarr1~ #0 #0 #0 ~IDENTIFIED~ ~RRING~//items to simulate acolyte-shielding ADD_CRE_ITEM ~dw#sarr2~ #0 #0 #0 ~IDENTIFIED~ ~BOOTS~ @@ -6056,8 +6056,8 @@ // Tazok COPY_EXISTING ~%tutu_var%TAZOK2.CRE~ ~override~ - READ_LONG 0x2bc ~%itemoffset%~ - READ_LONG 0x2b8 ~%itemslot%~ + READ_LONG 0x2bc ~itemoffset~ + READ_LONG 0x2b8 ~itemslot~ READ_LONG 0x2c0 numitems SET plat02idx = 255 SET plat01idx = 255 @@ -6162,7 +6162,7 @@ COPY_EXISTING ~%tutu_var%GALDOR.CRE~ ~override~ - READ_LONG 0x2bc ~%itemoffset%~ + READ_LONG 0x2bc ~itemoffset~ WRITE_BYTE 0x270 ~255~ // He starts hostile WRITE_BYTE 0x59 ~0~ // Remove magical fire resistance WRITE_BYTE 0x5e ~0~ @@ -6199,7 +6199,7 @@ READ_LONG ~0x10c~ ~select~ COPY ~scs/endbattle/dw#diarm.cre~ ~override~ - READ_LONG 0x2bc ~%itemoffset%~ + READ_LONG 0x2bc ~itemoffset~ SAY NAME1 @2010 SAY NAME2 @2010 WRITE_LONG 0xa4 ~%battlecry%~ @@ -6316,7 +6316,7 @@ ~%tutu_var%minsc2.cre~ ~override~ ~%tutu_var%minsc4.cre~ ~override~ ~%tutu_var%minsc6.cre~ ~override~ - READ_LONG 0x2b8 ~%itemslot%~ + READ_LONG 0x2b8 ~itemslot~ WRITE_SHORT (~%itemslot%~+0x24) 65535 WRITE_SHORT (~%itemslot%~+0x2a) 2
It takes a village...
#131
Posted 26 May 2008 - 07:43 AM
#132
Posted 19 December 2008 - 08:43 PM
#133
Posted 20 December 2008 - 05:12 AM
--------------
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)
#134
Posted 20 December 2008 - 07:14 AM
#135
Posted 24 May 2012 - 11:19 AM