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IEP Banter Mod Bug Reports


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#21 White Agnus

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Posted 03 May 2009 - 12:26 AM

Alright, I've given it some thought; I'd really prefer if it was left how it is.

Reason #1 is unless you cheat, every time you play you'll see Khalid, so there's not a point to such a fix.

Reason #2 is that I don't want multiple versions of my mods going around, where there is different behavior for different players. I don't mind fixes going into the BiG World Fixpack when I can't get them into mods straight away, but I don't want my mods to be different in a BWP vs. normal install. It just makes it more difficult for me to keep track of.

Cheers,
Liam/K'aeloree


Hi K'aeloree,
the problem is if you not cheat, but you have installed a low time Banter Accelarator, the dialog appears to low in the first stage of the dungeon...
If you have installed NeJ, the dialog appears in Icewind Dale, because you have to walk through this Mod first, before coming to the second Area of Chateau Irenicus...
But I have a new Idea, how about checking the Chapter Variable?
Like !Global("Chapter","Global",1)

greetz
White Agnus

Edited by White Agnus, 03 May 2009 - 12:26 AM.


#22 Kaeloree

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Posted 03 May 2009 - 12:40 AM

I think White Agnus' solution is a good one; I'm happy with that, and I'll ensure it goes in the next version.

I appreciate your understanding, Leomar. :)

#23 White Agnus

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Posted 03 May 2009 - 01:03 AM

I think White Agnus' solution is a good one; I'm happy with that, and I'll ensure it goes in the next version.

I appreciate your understanding, Leomar. :)


Ok, then we got a solution, which everyone is satisfied. :cheers:

#24 berelinde

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Posted 21 May 2009 - 07:42 AM

I get a stutter bug with Imoen in Château Irenicus.

the_bigg's stutter debugger identifies it as this part of Imoen.bcs

IF
	InParty("Imoen")
	InParty(Myself)
	Global("I#B_ImoMinMage","GLOBAL",2)
	!StateCheck("Imoen",CD_STATE_NOTVALID)
	!StateCheck(Myself,CD_STATE_NOTVALID)
	See("Imoen")
	CombatCounter(0)
	!See([ENEMY])
THEN
	RESPONSE #100
		ActionOverride(Player1,DisplayString(Myself,79773)) // Running block 15 of IMOEN.BCS
		StartDialogueNoSet("Imoen")
END
Unless my guess is mistaken, this block is meant to be in Minsc's script and not in Imoen's.

I am using IEP Banters v3.1.

Oops, I see the thread title says "v2 Bug Reports". Something that has not yet been updated or should I post this somewhere else?

This banter is still a problem. The first line fires, then it ends. I#B_MinMage is coming back as 3, so it won't stutter, but it still won't appear.

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#25 Kaeloree

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Posted 21 May 2009 - 03:00 PM

Cheers! I think I've got that one fixed for the upcoming release, but I'll doublecheck just to be sure. :cheers:

#26 -CHARNAME-

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Posted 16 August 2009 - 08:41 AM

Cheers! I think I've got that one fixed for the upcoming release, but I'll doublecheck just to be sure. :cheers:



Hello,

I've just started a new game with IEP installed and Banter accelerator activated and I experienced the same bug with Minsc starting his dialog about Imoen growing up in front of genee in Irenicus dungeon. You wrote that this bug was to be fixed in upcoming version, but I downloaded the newest one and It's still there

#27 Kaeloree

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Posted 16 August 2009 - 12:47 PM

The newest version hasn't been released yet, as I've not been able to get someone to thoroughly test it yet, unfortunately.

Using the CLUA Console, set the following variable:
SetGlobal("I#B_ImoMinMage","GLOBAL",3)

That should stop the problem.

#28 -CHARNAME-

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Posted 21 August 2009 - 01:43 AM

Thank you for the reply, I wish I could help you with testing, but I don´t have much spare time(((

So far I haven´t got any newer bugs and I like the dialogs, would you like me to post my Weidu log?

Good luck :cheers:

#29 Kaeloree

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Posted 23 August 2009 - 11:53 PM

Nahh, it's alright; the next version fixes the issue, so I'm not worried. :) Thanks for asking, though, and I'm glad you got your game working!

#30 Lollorian

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Posted 24 March 2010 - 07:02 AM

One of the scripts in IEP Extended Banters has an errant "Myself" (with quotes) ... it creates warnings when compiled cause BGII uses Myself (without quotes) :)

I tried to attach the corrected script here :P Thanks!

PS: Yes, I'm copy-pasting the same stuff in all the forums :lol:

PS2: New version would be awesome btw! :cheers: Sorry for being a pest :P (or was it updated?? :unsure:)

Edited by Lollorian, 24 March 2010 - 07:10 AM.

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#31 Wisp

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Posted 25 July 2010 - 12:03 PM

This loops:
// --------------------------------------
// Yoshimo Initiated Banters
// --------------------------------------

// Aerie
// 1.
CHAIN IF ~InParty("Aerie")
See("Aerie")
!StateCheck("Aerie",CD_STATE_NOTVALID)
!StateCheck("Yoshimo",CD_STATE_NOTVALID)
CombatCounter(0)
Global("I#B_AerieYoshimo","GLOBAL",0)~ THEN BYOSHIM I#B_AerieYoshimo_1
@460 
== BAERIE @461
== BYOSHIM @462
== BAERIE @463
== BYOSHIM @464
= @465
== BAERIE @466
== BYOSHIM @467
EXIT
Unless I misunderstand bantering entirely it needs something to increment the variable.

#32 Kaeloree

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Posted 26 July 2010 - 02:23 PM

Fixed in the next version. :)

#33 -Ithildur-

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Posted 11 October 2010 - 03:38 AM

Any word of fix/update?

#34 Lollorian

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Posted 11 October 2010 - 06:04 AM

The fix is prolly changing the above bit in iepbanters\dialogue\banters.d (line 1764) from
@460
to:
@460 DO ~SetGlobal("I#B_AerieYoshimo","GLOBAL",1)~
:cheers:

Attached the fixed thing btw :D But all the same, a full update would be great :wub:

Attached Files


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#35 hook71

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Posted 05 February 2012 - 10:12 AM

Looked through the tra-files for version 4 and found some typos.

banters.tra:

@24 = ~I would like to believe that, I really would...thank you for your support, but I do not think I will ever fully come to terms with his death. I...I think I need to be alone for while.~

for while -> for a while

@95 = ~WWoe be unto you, evil, for there is nowhere you can hide! Minsc, Aerie and Boo will find you, and give you the righteous kick of goodness!~

WWoe -> Woe

@230 = ~Think about it. During the incident at Waukeen’s Promenade, who was it that imprisoned Irenicus and <CHARNAME>'s Imoen? Not the Amnish guard, Sir Keldorn. I have my doubts that they consulted any others in making thier decisions.~

thier -> their

@305 = ~Even Minsc knows better than that! Something cannot become nothing! It is alway something.~

alway -> always

@463 = ~It made me think--that poor bird, i-it had probably just tried it's first flight... and it died. How is that right?~

it's -> its

imoen25j.tra:

@19 = ~We can't just hatch a plan to turn Phlydian's hair blue, or go up to random strangers and ask them to buy us things.~
@38 = ~No way. Your schemes always END in failure, Imoen. Look at what happened with Phlydian's hair.~

Phlydian's -> Phlydia's?

Edited by hook71, 05 February 2012 - 10:16 AM.


#36 Beleg33

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Posted 08 July 2012 - 08:25 PM

The chapter check could be applied to this part of BJAHEIR
CHAIN IF ~%BGT_VAR%
InParty("Imoen2")
See("Imoen2")
!StateCheck("Imoen2",CD_STATE_NOTVALID)
!StateCheck("Jaheira",CD_STATE_NOTVALID)
CombatCounter(0)
Global("I#B_ImoenJaheira","GLOBAL",0)~ THEN BJAHEIR I#B_ImoenJaheira_1
@155
DO ~SetGlobal("I#B_ImoenJaheira","GLOBAL",1)~

Or else you can get the banter that is supposed to happen in Spellhold at the start of BG2 if a mod is installed to make a continuous Imoen

Edited by Beleg33, 08 July 2012 - 08:25 PM.

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#37 hook71

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Posted 22 January 2013 - 03:06 PM

The typos reported in post #35 in this thread are still present in version 4.1.



#38 Kaeloree

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Posted 22 January 2013 - 03:35 PM

Silently updated, thanks!

#39 -Nahk-

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Posted 02 December 2013 - 09:41 PM

This was looping.  I tried SetGlobal("I#B_JaheiraViconia_JahHurt","GLOBAL",2) just as a guess and it stopped the loop.  Hopefully that didn't break something. 

 

// Jaheira/Viconia - Jaheira wounded banter
IF
    %BGT_VAR%
    Global("I#B_JaheiraViconia_JahHurt","GLOBAL",0)
    HPPercentLT("Jaheira",50)
    InParty("Jaheira")
    InParty("Viconia")
    See("Viconia")
    !StateCheck("Jaheira",CD_STATE_NOTVALID)
    !StateCheck("Viconia",CD_STATE_NOTVALID)
THEN
  RESPONSE #100
    SetGlobal("I#B_JaheiraViconia_JahHurt","GLOBAL",1)
END



#40 Lollorian

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Posted 04 December 2013 - 06:50 AM

I'd reckon the looping block was the one below that:

IF
    %BGT_VAR%
    Global("I#B_JaheiraViconia_JahHurt","GLOBAL",1)
    InParty("Jaheira")
    InParty("Viconia")
    !StateCheck("Jaheira",CD_STATE_NOTVALID)
    !StateCheck("Viconia",CD_STATE_NOTVALID)
THEN
  RESPONSE #100
    StartDialogueNoSet("Viconia")
END

 

Only wierd thing here would seem to be that the RESPONSE wants Viconia to start talking but the dialogue CHAIN starts with Jaheira talking. Dunno if that's the problem though... I hate dialogues :ermm:

// Jaheira less than 30%
CHAIN IF ~Global("I#B_JaheiraViconia_JahHurt","GLOBAL",1)~ THEN JAHEIRAJ I#B_JaheiraViconia_JahHurt
@208
DO ~SetGlobal("I#B_JaheiraViconia_JahHurt","GLOBAL",2)~
== VICONIJ @209
== JAHEIRAJ @210
== VICONIJ @211
== JAHEIRAJ @212
= @213
== VICONIJ @214
DO ~ActionOverride("Viconia",ForceSpell("Jaheira",CLERIC_CURE_MEDIUM_WOUNDS))~
EXIT


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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