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DSotSC v215 Bug Reports


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#21 10th

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Posted 07 December 2009 - 12:24 PM

Bug in DSDUEGSK.bcs in combination with DSDUEGSK.dlg:
DSDUEGSK.dlg does SetGlobal("DSduegskel","GLOBAL",1), while DSDUEGSK.bcs checks for Global("duegskel","GLOBAL",1) and Global("duegskel","GLOBAL",0).
The results are:
If duegskel is 0 this creature will always try to initiate dialogue, unfortunately it already said its line.
If duegskel is 1 this creature won't cast its BP-Version of Animate Dead.
Either the variable in the dlg-file gets changed to duegskel, or the variable in the bcs-file get changed to DSduegskel.

10th

Edited by 10th, 08 December 2009 - 12:38 PM.

Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#22 erebusant

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Posted 09 January 2010 - 08:56 PM

Bug in DSDUEGSK.bcs in combination with DSDUEGSK.dlg:
DSDUEGSK.dlg does SetGlobal("DSduegskel","GLOBAL",1), while DSDUEGSK.bcs checks for Global("duegskel","GLOBAL",1) and Global("duegskel","GLOBAL",0).
The results are:
If duegskel is 0 this creature will always try to initiate dialogue, unfortunately it already said its line.
If duegskel is 1 this creature won't cast its BP-Version of Animate Dead.
Either the variable in the dlg-file gets changed to duegskel, or the variable in the bcs-file get changed to DSduegskel.

10th


Simplest fix is to add the DS to the global name in the bcs file. I've added the 2 cre's and the baf to DS install package as well for the next release.

It takes a village...


#23 10th

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Posted 02 February 2010 - 02:12 PM

Bug in conjunction with BG1UB Shilo Chen component. The drow equipment destruction script blocks prevent the execution of BG1UB's Ogre Mage spawn.

Is probably only relevant for those who haven't completed the last dungeon of DSotSC and left it with drow items in their inventory.

A more robust entry condition for DROWITEMCHECK should include the starting variable for Otho's nephew quest. This would enable everyone to complete BG1UB Shilo Chen if they haven't yet begun the Otho's nephew quest.

10th

Edited by 10th, 02 February 2010 - 02:16 PM.

Avast! You cannot defeat our titan-mounted submarine staffed by cannibal vikings! - Nodwick

"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#24 erebusant

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Posted 03 February 2010 - 04:14 AM

Bug in conjunction with BG1UB Shilo Chen component. The drow equipment destruction script blocks prevent the execution of BG1UB's Ogre Mage spawn.

Is probably only relevant for those who haven't completed the last dungeon of DSotSC and left it with drow items in their inventory.

A more robust entry condition for DROWITEMCHECK should include the starting variable for Otho's nephew quest. This would enable everyone to complete BG1UB Shilo Chen if they haven't yet begun the Otho's nephew quest.

10th


I'll check it tonite since I'm right at that point in the game anyway. I can say right now, I've had script block both before and after the drow item checks in AR8700.bcs fire properly thus far in my game without issues, both before and after Otho Nephew Quest.

It takes a village...


#25 erebusant

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Posted 03 February 2010 - 08:10 PM


Bug in conjunction with BG1UB Shilo Chen component. The drow equipment destruction script blocks prevent the execution of BG1UB's Ogre Mage spawn.

Is probably only relevant for those who haven't completed the last dungeon of DSotSC and left it with drow items in their inventory.

A more robust entry condition for DROWITEMCHECK should include the starting variable for Otho's nephew quest. This would enable everyone to complete BG1UB Shilo Chen if they haven't yet begun the Otho's nephew quest.

10th


I'll check it tonite since I'm right at that point in the game anyway. I can say right now, I've had script block both before and after the drow item checks in AR8700.bcs fire properly thus far in my game without issues, both before and after Otho Nephew Quest.

Found a couple problems with the script, actually. There is Chapter check for the Ogre-Magi to spawn of GT Chapter 6, so even if you get hte quest in Chapter 6, they won't spawn until Chapter 7. Also, the Drow check did hang there spawning too, so moving the drow check to an "EXTEND_BOTTOM" allows the spawn to occur properly, and allows for the drow item check in the script. I'd recommend making the Ogre Spawn script be made "EXTEND_TOP" to make certain it is always above the drow item check, however, along with making the chapter check GT Chapter 5. {GlobalGT("Chapter","GLOBAL",%tutu_chapter_5%)} should be changed to 4 in the bg1UB.tp2 for this.

Edited by erebusant, 03 February 2010 - 08:19 PM.

It takes a village...


#26 Ascension64

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Posted 05 February 2010 - 02:04 AM

EXTEND_TOP in general has possible compatibility problems with OnCreation() script blocks.
Would it not be possible for DSotSC to ensure the drow check doesn't fire continuously? If not, DSotSC may cause compatibility problems with other mods that modify the area script using EXTEND_BOTTOM.

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#27 erebusant

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Posted 05 February 2010 - 04:25 AM

EXTEND_TOP in general has possible compatibility problems with OnCreation() script blocks.
Would it not be possible for DSotSC to ensure the drow check doesn't fire continuously? If not, DSotSC may cause compatibility problems with other mods that modify the area script using EXTEND_BOTTOM.


Let me see if I can get the script out of the area entirely. I imagine it would be possible for the "jail" cave entrance to be large enough that daylight would pour through the entrance causing the drow items to be destroyed in AR8703. It's not currently running any script there.

It takes a village...


#28 Ascension64

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Posted 05 February 2010 - 07:19 PM

Would it possible to re-script the item checks so that they don't continuously fire?
For example,
IF
  PartyHasItem("SOMEDROW")
THEN
  RESPONSE #100
    TakePartyItemAll("SOMEDROW")
    DisplayString("Drow item goes kaboom!")
END

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#29 erebusant

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Posted 06 February 2010 - 12:52 PM

Would it possible to re-script the item checks so that they don't continuously fire?
For example,

IF
  PartyHasItem("SOMEDROW")
THEN
  RESPONSE #100
    TakePartyItemAll("SOMEDROW")
    DisplayString("Drow item goes kaboom!")
END

This seems to be functional now
IF
Global("EnteredBanditCamp","GLOBAL",0)
THEN
RESPONSE #100
  StartMovie("CAMP")
  SetGlobal("EnteredBanditCamp","GLOBAL",1)
  SetGlobal("TazokSays","GLOBAL",1)
END

IF
GlobalLT("Chapter","GLOBAL",6)
THEN
RESPONSE #100
  TriggerActivation("DoorAR1900",FALSE)
  Continue()
END

IF
GlobalGT("Chapter","GLOBAL",5)
Global("CearwinQuest","GLOBAL",4)
PartyHasItem("SOAITM31") // Talisman of Free Action
PartyHasItem("SOAITM32") // Talisman of Protection from Poison 
PartyHasItem("SOAITM33") // Talisman of Protection +1
PartyHasItem("SOAITM34") // Talisman of Fire Resistance
PartyHasItem("SOAITM35") // Talisman of Cold Resistance
THEN
RESPONSE #100
  TriggerActivation("DoorAR1900",TRUE)
  Continue()
END

IF
!Global("TheVaultPortal","GLOBAL",7)
THEN
RESPONSE #100
  SetGlobal("TheVaultPortal","GLOBAL",7)
END

IF
GlobalGT("Chapter","GLOBAL",5)
Global("AcceptedUBShiloQuest","GLOBAL",1)
Global("CreateUBOgreMagi","AR8700",0)
THEN
RESPONSE #100
  CreateCreature("UBOGMA01",[1736.2979],6) // Ogre Mage
  CreateCreature("UBOGMA02",[1754.2885],3) // Ogre Mage
  CreateCreature("OGREHA",[1605.2915],14) // Half Ogre
  CreateCreature("OGREHA",[1716.2970],12) // Half Ogre
  CreateCreature("OGREHA",[1722.2990],<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> // Half Ogre
  SetGlobal("CreateUBOgreMagi","AR8700",1)
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWCHAN01") // Drow Elven Chain +3
THEN
RESPONSE #100
  TakePartyItemAll("DWCHAN01") // Drow Elven Chain +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
THEN
RESPONSE #100
  TakePartyItemAll("DWCHAN02") // Drow Adamantine Chain +5
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWSW1H01") // Drow Scimitar +3
THEN
RESPONSE #100
  TakePartyItemAll("DWSW1H01") // Drow Scimitar +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWSW1H02") // Drow Long Sword +3
THEN
RESPONSE #100
  TakePartyItemAll("DWSW1H02") // Drow Long Sword +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWBLUN01") // Drow Flail +3
THEN
RESPONSE #100
  TakePartyItemAll("DWBLUN01") // Drow Flail +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWHALB01") // Drow Halberd +3
THEN
RESPONSE #100
  TakePartyItemAll("DWHALB01") // Drow Halberd +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWSPER01") // Drow Lance +3
THEN
RESPONSE #100
  TakePartyItemAll("DWSPER01") // Drow Lance +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
THEN
RESPONSE #100
  TakePartyItemAll("DWXBOW01") // Drow Crossbow of Speed +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWSHLD01") // Drow Shield +3
THEN
RESPONSE #100
  TakePartyItemAll("DWSHLD01") // Drow Shield +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
THEN
RESPONSE #100
  TakePartyItemAll("DWCLCK01") // Drow Piwafwi Cloak
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
THEN
RESPONSE #100
  TakePartyItemAll("DWBOLT01") // Drow Bolt of Sleep
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
THEN
RESPONSE #100
  TakePartyItemAll("DWBOLT02") // Drow Bolt of Stunning
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWBOLT03") // Drow Bolt +1
THEN
RESPONSE #100
  TakePartyItemAll("DWBOLT03") // Drow Bolt +1
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
THEN
RESPONSE #100
  TakePartyItemAll("DWPLAT01") // Drow Full Plate Mail +5
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("MISC9W") // Drow Piwafwi Cloak
THEN
RESPONSE #100
  TakePartyItemAll("MISC9W") // Drow Piwafwi Cloak
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
THEN
RESPONSE #100
  TakePartyItemAll("DSDAGG03") // Drow Adamantite Dagger +3
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DSROBE05") // Drow Mage Robe
THEN
RESPONSE #100
  TakePartyItemAll("DSROBE05") // Drow Mage Robe
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
THEN
RESPONSE #100
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",1)
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
  EndCutSceneMode()
END

IF
GlobalGT("Chapter","GLOBAL",3)
Global("DMWWTazokTentLocked","GLOBAL",0)
InMyArea(Player1)
THEN
RESPONSE #100
  SetGlobal("DMWWTazokTentLocked","GLOBAL",1)
  TriggerActivation("DOOR8701",FALSE)
END

IF
Global("DMWWtentdisplay","GLOBAL",1)
THEN
RESPONSE #100
  SetGlobal("DMWWtentdisplay","GLOBAL",2)
  DisplayStringHead(Player1,162634) // With the bandits openly hostile and organised against you, it would be suicide to retreat back into Tazok's flammable wooden tent. You must fight or flee.
END

IF
Global("DMWWTazokTentLocked","GLOBAL",1)
Dead("ardenor")
Dead("taurgousz")
THEN
RESPONSE #100
  SetGlobal("DMWWTazokTentLocked","GLOBAL",2)
  TriggerActivation("DOOR8701",TRUE)
END

IF
Global("DMWWRaemonAlarm","GLOBAL",1)
!GlobalTimerNotExpired("DMWWRaemonTimer","GLOBAL")
Global("DMWWRaemonOutside","GLOBAL",0)
THEN
RESPONSE #100
  SetGlobal("DMWWRaemonOutside","GLOBAL",1)
  CreateCreature("dw#c3bt",[3758.979],13) // Black Talon Elite
  CreateCreature("dw#c3bt",[3720.1019],13) // Black Talon Elite
  CreateCreature("dw#c3bt",[3673.1032],13) // Black Talon Elite
  CreateCreature("dw#c3hb",[3781.958],13) // Hobgoblin Elite
  CreateCreature("dw#c3hb",[3646.1054],13) // Hobgoblin Elite
  CreateCreature("britik",[3785.1034],13) // Britik
  CreateCreature("raemon",[3744.1088],13) // Raemon
  CreateCreature("venkt",[3761.1105],13) // Venkt
  CreateCreature("hakt",[3832.1070],13) // Hakt
  ActionOverride("raemon",Enemy())
  ActionOverride("hakt",Enemy())
  ActionOverride("britik",Enemy())
  ActionOverride("venkt",Enemy())
  SetGlobal("DMWWC3TentHostile","GLOBAL",1)
END

IF
!Global("DMWWMoreBandits","GLOBAL",1)
THEN
RESPONSE #100
  SetGlobal("DMWWMoreBandits","GLOBAL",1)
  CreateCreature("dw#c3che",[1713.528],0) // Hobgoblin Elite
  CreateCreature("dw#c3che",[1789.723],0) // Hobgoblin Elite
  CreateCreature("dw#c3che",[2025.751],0) // Hobgoblin Elite
  CreateCreature("dw#c3che",[1833.841],0) // Hobgoblin Elite
  CreateCreature("dw#c3cbt",[1415.1053],0) // Black Talon Elite
  CreateCreature("dw#c3cbt",[1715.1214],0) // Black Talon Elite
  CreateCreature("dw#c3cbt",[2448.1102],0) // Black Talon Elite
  CreateCreature("dw#c3cbt",[2052.1185],0) // Black Talon Elite
END

It takes a village...


#30 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 06 February 2010 - 04:36 PM

Looks better.
The script you have might not prevent people pausing the game realy quick and dropping all the items. I would suggest not using the globals the item check blocks at all, and then replace:

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
THEN
RESPONSE #100
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",1)
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
  EndCutSceneMode()
END

with:
IF
Dead("DSShar") // Shar Nadal
!PartyHasItem("DWCHAN01") // Drow Elven Chain +3
!PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
!PartyHasItem("DWSW1H01") // Drow Scimitar +3
!PartyHasItem("DWSW1H02") // Drow Long Sword +3
!PartyHasItem("DWBLUN01") // Drow Flail +3
!PartyHasItem("DWHALB01") // Drow Halberd +3
!PartyHasItem("DWSPER01") // Drow Lance +3
!PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
!PartyHasItem("DWSHLD01") // Drow Shield +3
!PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
!PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
!PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
!PartyHasItem("DWBOLT03") // Drow Bolt +1
!PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
!PartyHasItem("MISC9W") // Drow Piwafwi Cloak
!PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
!PartyHasItem("DSROBE05") // Drow Mage Robe
Global("DROWITEMCHECKDONE","AR8700",0)
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
  EndCutSceneMode()
END

The string won't show a second time, but if there were items on the floor, when the player picks them up, they will disappear because the 'area' takes them. If you do want the string to show every time, you can make every item check script block:
IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3 or other item
THEN
RESPONSE #100
  TakePartyItemAll("DSDAGG03") // Drow Adamantite Dagger +3 or other time
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END

and then:
IF
Dead("DSShar") // Shar Nadal
!PartyHasItem("DWCHAN01") // Drow Elven Chain +3
!PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
!PartyHasItem("DWSW1H01") // Drow Scimitar +3
!PartyHasItem("DWSW1H02") // Drow Long Sword +3
!PartyHasItem("DWBLUN01") // Drow Flail +3
!PartyHasItem("DWHALB01") // Drow Halberd +3
!PartyHasItem("DWSPER01") // Drow Lance +3
!PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
!PartyHasItem("DWSHLD01") // Drow Shield +3
!PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
!PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
!PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
!PartyHasItem("DWBOLT03") // Drow Bolt +1
!PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
!PartyHasItem("MISC9W") // Drow Piwafwi Cloak
!PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
!PartyHasItem("DSROBE05") // Drow Mage Robe
Global("DROWITEMCHECKDONE","AR8700",1) //use of 1 here
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",0) //reset to 0
  EndCutSceneMode()
END

Edited by Ascension64, 06 February 2010 - 04:39 PM.

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


#31 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 06 February 2010 - 09:23 PM

Looks better.
The script you have might not prevent people pausing the game realy quick and dropping all the items. I would suggest not using the globals the item check blocks at all, and then replace:

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
THEN
RESPONSE #100
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END

IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",1)
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
  EndCutSceneMode()
END

with:
IF
Dead("DSShar") // Shar Nadal
!PartyHasItem("DWCHAN01") // Drow Elven Chain +3
!PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
!PartyHasItem("DWSW1H01") // Drow Scimitar +3
!PartyHasItem("DWSW1H02") // Drow Long Sword +3
!PartyHasItem("DWBLUN01") // Drow Flail +3
!PartyHasItem("DWHALB01") // Drow Halberd +3
!PartyHasItem("DWSPER01") // Drow Lance +3
!PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
!PartyHasItem("DWSHLD01") // Drow Shield +3
!PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
!PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
!PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
!PartyHasItem("DWBOLT03") // Drow Bolt +1
!PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
!PartyHasItem("MISC9W") // Drow Piwafwi Cloak
!PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
!PartyHasItem("DSROBE05") // Drow Mage Robe
Global("DROWITEMCHECKDONE","AR8700",0)
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
  EndCutSceneMode()
END

The string won't show a second time, but if there were items on the floor, when the player picks them up, they will disappear because the 'area' takes them. If you do want the string to show every time, you can make every item check script block:
IF
Dead("DSShar") // Shar Nadal
Global("DROWITEMCHECKDONE","AR8700",0)
PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3 or other item
THEN
RESPONSE #100
  TakePartyItemAll("DSDAGG03") // Drow Adamantite Dagger +3 or other time
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END

and then:
IF
Dead("DSShar") // Shar Nadal
!PartyHasItem("DWCHAN01") // Drow Elven Chain +3
!PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
!PartyHasItem("DWSW1H01") // Drow Scimitar +3
!PartyHasItem("DWSW1H02") // Drow Long Sword +3
!PartyHasItem("DWBLUN01") // Drow Flail +3
!PartyHasItem("DWHALB01") // Drow Halberd +3
!PartyHasItem("DWSPER01") // Drow Lance +3
!PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
!PartyHasItem("DWSHLD01") // Drow Shield +3
!PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
!PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
!PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
!PartyHasItem("DWBOLT03") // Drow Bolt +1
!PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
!PartyHasItem("MISC9W") // Drow Piwafwi Cloak
!PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
!PartyHasItem("DSROBE05") // Drow Mage Robe
Global("DROWITEMCHECKDONE","AR8700",1) //use of 1 here
THEN
RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",0) //reset to 0
  EndCutSceneMode()
END

I kept getting stuck in perpetual loops, and finally settled on this. I notice, even if you leave the items in the cave before entering AR8700 when you go back in and pick them up again, it immediately throws you into the cutscene even though you are in AR8703 and not AR8700. Is that due to MASTAREA?
IF
 Dead("DSShar") // Shar Nadal
 Global("DROWITEMCHECKDONE","AR8700",0)
 OR(17)
  PartyHasItem("DWCHAN01") // Drow Elven Chain +3
  PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
  PartyHasItem("DWSW1H01") // Drow Scimitar +3
  PartyHasItem("DWSW1H02") // Drow Long Sword +3
  PartyHasItem("DWBLUN01") // Drow Flail +3
  PartyHasItem("DWHALB01") // Drow Halberd +3
  PartyHasItem("DWSPER01") // Drow Lance +3
  PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
  PartyHasItem("DWSHLD01") // Drow Shield +3
  PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
  PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
  PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
  PartyHasItem("DWBOLT03") // Drow Bolt +1
  PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
  PartyHasItem("MISC9W") // Drow Piwafwi Cloak
  PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
  PartyHasItem("DSROBE05") // Drow Mage Robe
THEN
 RESPONSE #100
  ClearAllActions()
  SmallWait(1)
  StartCutSceneMode()
  FadeToColor([20.0],0)
  Wait(1)
  FadeFromColor([20.0],0)
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  ActionOverride(Player1,Wait(5))
  ActionOverride(Player1,MultiPlayerSync())
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
  EndCutSceneMode()
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWCHAN01") // Drow Elven Chain +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWCHAN01") // Drow Elven Chain +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
THEN
 RESPONSE #100
  TakePartyItemAll("DWCHAN02") // Drow Adamantine Chain +5
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWSW1H01") // Drow Scimitar +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWSW1H01") // Drow Scimitar +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWSW1H02") // Drow Long Sword +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWSW1H02") // Drow Long Sword +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWBLUN01") // Drow Flail +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWBLUN01") // Drow Flail +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWHALB01") // Drow Halberd +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWHALB01") // Drow Halberd +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWSPER01") // Drow Lance +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWSPER01") // Drow Lance +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWXBOW01") // Drow Crossbow of Speed +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWSHLD01") // Drow Shield +3
THEN
 RESPONSE #100
  TakePartyItemAll("DWSHLD01") // Drow Shield +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
THEN
 RESPONSE #100
  TakePartyItemAll("DWCLCK01") // Drow Piwafwi Cloak
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
THEN
 RESPONSE #100
  TakePartyItemAll("DWBOLT01") // Drow Bolt of Sleep
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
THEN
 RESPONSE #100
  TakePartyItemAll("DWBOLT02") // Drow Bolt of Stunning
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWBOLT03") // Drow Bolt +1
THEN
 RESPONSE #100
  TakePartyItemAll("DWBOLT03") // Drow Bolt +1
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
THEN
 RESPONSE #100
  TakePartyItemAll("DWPLAT01") // Drow Full Plate Mail +5
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("MISC9W") // Drow Piwafwi Cloak
THEN
 RESPONSE #100
  TakePartyItemAll("MISC9W") // Drow Piwafwi Cloak
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
THEN
 RESPONSE #100
  TakePartyItemAll("DSDAGG03") // Drow Adamantite Dagger +3
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Global("DROWITEMCHECKDONE","AR8700",1)
 Dead("DSShar") // Shar Nadal
 PartyHasItem("DSROBE05") // Drow Mage Robe
THEN
 RESPONSE #100
  TakePartyItemAll("DSROBE05") // Drow Mage Robe
  SetGlobal("DROWITEMCHECKDONE","AR8700",2)
END

IF
 Dead("DSShar") // Shar Nadal
 Global("DROWITEMCHECKDONE","AR8700",2)
 OR(17)
  !PartyHasItem("DWCHAN01") // Drow Elven Chain +3
  !PartyHasItem("DWCHAN02") // Drow Adamantine Chain +5
  !PartyHasItem("DWSW1H01") // Drow Scimitar +3
  !PartyHasItem("DWSW1H02") // Drow Long Sword +3
  !PartyHasItem("DWBLUN01") // Drow Flail +3
  !PartyHasItem("DWHALB01") // Drow Halberd +3
  !PartyHasItem("DWSPER01") // Drow Lance +3
  !PartyHasItem("DWXBOW01") // Drow Crossbow of Speed +3
  !PartyHasItem("DWSHLD01") // Drow Shield +3
  !PartyHasItem("DWCLCK01") // Drow Piwafwi Cloak
  !PartyHasItem("DWBOLT01") // Drow Bolt of Sleep
  !PartyHasItem("DWBOLT02") // Drow Bolt of Stunning
  !PartyHasItem("DWBOLT03") // Drow Bolt +1
  !PartyHasItem("DWPLAT01") // Drow Full Plate Mail +5
  !PartyHasItem("MISC9W") // Drow Piwafwi Cloak
  !PartyHasItem("DSDAGG03") // Drow Adamantite Dagger +3
  !PartyHasItem("DSROBE05") // Drow Mage Robe
THEN
 RESPONSE #100
  DisplayStringHead(Player1,180087) // As the refreshing air and "above world" light of the outside reaches the Drow items you carry, they crumble and fall as dust to the ground around you.
  SetGlobal("DROWITEMCHECKDONE","AR8700",1)
END



It takes a village...


#32 ScuD

ScuD
  • Member
  • 492 posts

Posted 21 February 2010 - 06:40 PM

I'd recommend changing the following code:
COPY_EXISTING ~SLYTHE.cre~ ~override~
  WRITE_SHORT 0x14 ~6000~ //XP
  WRITE_SHORT 0x24 ~115~ //HP
  WRITE_SHORT 0x26 ~115~ //max HP
  WRITE_SHORT 0x54 ~5~ //ST vs Death
  WRITE_SHORT 0x55 ~6~  //ST vs Wands
  WRITE_SHORT 0x56 ~6~  //ST vs Poly
  WRITE_SHORT 0x57 ~5~  //ST vs Breath
  WRITE_SHORT 0x58 ~6~  //ST vs Spell
  ADD_CRE_ITEM ~LEAT08~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSAMUL06~ #0 #0 #0 ~UNSTEALABLE~ ~AMULET~
  ADD_CRE_ITEM ~DSSWD01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~DSXBOW01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON2~
  ADD_CRE_ITEM ~BOLT04~ #20 #0 #0 ~UNSTEALABLE~ ~QUIVER1~
  ADD_CRE_ITEM ~DSBOLT01~ #20 #0 #0 ~UNSTEALABLE~ ~QUIVER2~
to
COPY_EXISTING ~SLYTHE.cre~ ~override~
  WRITE_SHORT 0x14 ~6000~ //XP
  WRITE_SHORT 0x24 ~115~ //HP
  WRITE_SHORT 0x26 ~115~ //max HP
  WRITE_SHORT 0x54 ~5~ //ST vs Death
  WRITE_SHORT 0x55 ~6~  //ST vs Wands
  WRITE_SHORT 0x56 ~6~  //ST vs Poly
  WRITE_SHORT 0x57 ~5~  //ST vs Breath
  WRITE_SHORT 0x58 ~6~  //ST vs Spell
  REMOVE_CRE_ITEM ~SHLD08~
  REMOVE_CRE_ITEM ~LEAT04~
  REMOVE_CRE_ITEM ~SW1H10~
  REMOVE_CRE_ITEM ~XBOW04~
  ADD_CRE_ITEM ~LEAT08~ #0 #0 #0 ~UNSTEALABLE~ ~ARMOR~
  ADD_CRE_ITEM ~DSAMUL06~ #0 #0 #0 ~UNSTEALABLE~ ~AMULET~
  ADD_CRE_ITEM ~DSSWD01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON1~ EQUIP
  ADD_CRE_ITEM ~DSXBOW01~ #0 #0 #0 ~UNSTEALABLE~ ~WEAPON2~
  ADD_CRE_ITEM ~BOLT04~ #20 #0 #0 ~UNSTEALABLE~ ~QUIVER1~
  ADD_CRE_ITEM ~DSBOLT01~ #20 #0 #0 ~UNSTEALABLE~ ~QUIVER2~
Reason - the items remain unused and unnecessary, 2-handed weapon (bow) equipped with a shield.

#33 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 21 February 2010 - 08:39 PM

On top of that, you'll want WRITE_BYTE for those saving throws instead of WRITE_SHORT, otherwise you'll be trying to write two bytes of data into a 1-byte field.

Edit: Plus you can remove 4 items in 1 line with REMOVE_CRE_ITEM (just list them).

Edited by Miloch, 21 February 2010 - 08:39 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


#34 ScuD

ScuD
  • Member
  • 492 posts

Posted 22 February 2010 - 07:40 PM

There's a lot of stuff to update in the TP2 IMO. Like adding byte length to some WRITEs (#8, #32). But just for consistency, it works now, so it is probably OK :)

#35 tpvic

tpvic
  • Member
  • 8 posts

Posted 18 March 2010 - 08:47 PM

A friendly reminder to the contributors of DSoTSC (erebusant and others)re. a bug that can be fixed in a local install but has not been included in the current release:

Bug Description:
Xvar protectors in the xvar village refuses to attack

Potential cause:
"Those Xvarts are from Dark Side of the Sword Coast which napped the code for it from Big Picture. Unfortunately those Xvarts still use Big Picture scripts, which means they'll be standing around doing nothing, unless you install the core component of Big Picture (AI and some gameplay enhancements)." by 10thlich

Quotation from <http://forums.gibber...8&#entry164708>

Current status:
According to 10thlich, the bug can be fixed in a local install but has not been included in the current release yet. As I heard that a new update of DSoTSC will be released in the next few weeks, I am mentioning it here again as a friendly reminder. Please feel free to ignore and the bug is already included in the next release.

Thank you for all your hard work!

#36 Lollorian

Lollorian

    smiley addict

  • Member
  • 4150 posts

Posted 03 April 2010 - 07:22 PM

Heya :cheers:

Lines 103 and 120 of DSotSC\BAF\DSLICH1.baf refer to some sound called GHOST4, which doesn't exist. It should probably have been GHOST5 seeing that GOST1,2,3 are used and GHOST5 is the only one not used :P

Attached a fixed file here btw :)

"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!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#37 Miloch

Miloch

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  • Modder
  • 6579 posts

Posted 02 June 2010 - 05:51 PM

Dsclub01.itm ('Elgenon's Bramble') has a missing overhand animation for its ranged ability which can cause crashes under rare conditions - here is the fixed item (SHORT_AT 0x9e is set to 100 instead of zero).

Attached File  dsclub01.itm   466bytes   320 downloads

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


#38 Turambar

Turambar
  • Modder
  • 935 posts

Posted 18 June 2010 - 02:25 AM

A friendly reminder to the contributors of DSoTSC (erebusant and others)re. a bug that can be fixed in a local install but has not been included in the current release:

Bug Description:
Xvar protectors in the xvar village refuses to attack

Potential cause:
"Those Xvarts are from Dark Side of the Sword Coast which napped the code for it from Big Picture. Unfortunately those Xvarts still use Big Picture scripts, which means they'll be standing around doing nothing, unless you install the core component of Big Picture (AI and some gameplay enhancements)." by 10thlich

Quotation from <http://forums.gibber...8&#entry164708>

Current status:
According to 10thlich, the bug can be fixed in a local install but has not been included in the current release yet. As I heard that a new update of DSoTSC will be released in the next few weeks, I am mentioning it here again as a friendly reminder. Please feel free to ignore and the bug is already included in the next release.

Thank you for all your hard work!



I have noticed this bug is still alive. What mod do I have to install in order to correct the script?I have already installed quite a lot of them, is there any suitable mod which can be installed on top? here's my WEIDU log. Or can you suggest some way to correct it? (I'm not very familiar with WEIDU and Near Infinity, to edit game files).

edit: i tried to install the mod you suggested. I got several and nasty bugs (bg1 without shar teel? impossible!!!:)), and it only worked if I had both the IA-corrections AND improved xvart village; otherwise, the protectors would always just stand there.

Spoiler

Edited by Turambar, 18 June 2010 - 10:35 AM.

Turambar

Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


vipersig.jpg


#39 Turambar

Turambar
  • Modder
  • 935 posts

Posted 21 September 2010 - 11:27 PM

I have recently written a fixpack which solves some DS and NT issues: some graphical glitches, the fact that some creatures, though enemy, don't attack due to invalid scripts, some dialogue problems which break some quests, and so on.

You can download it here; I suggest that you install it both after DS and NT and, if you want to install that as well, after BP as well.

The suggested components from the first group are:
- Northern Tales fixes;
- Inactive creatures fix (for DS as well, but very important for NT)

Moreover, the Keiria and Skeezer tweak could make the game more balanced.

A readme is included; I suggest that these fixes are included in any future version of DS and NT.

Turambar

Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


vipersig.jpg


#40 xDmDx

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  • Member
  • 1 posts

Posted 01 July 2011 - 10:48 PM

Hello.I have a problem: can`t install DSotSC 2.15

[DSotSC/BAF/DSWLFSH2.baf] PARSE ERROR at line 85 column 1-20
Near Text: )
Type mismatch in "ID" argument of [Heard].
Expecting type "integer".

[DSotSC/BAF/DSWLFSH2.baf] ERROR at line 85 column 1-20
Near Text: )
Parsing.Parse_error
ERROR: parsing [DSotSC/BAF/DSWLFSH2.baf]: Parsing.Parse_error
ERROR: error compiling [DSotSC/BAF/DSWLFSH2.baf]: Parsing.Parse_error
ERROR: compiling [DSotSC/BAF/DSWLFSH2.baf]!
Stopping installation because of error.

Attached Files