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Invisible Stalkers and Xvarts


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#1 Leomar

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Posted 02 February 2009 - 02:34 AM

We have an often reported problem in the German Forum: All "Invisible Stalkers" in a modded game are friendly and we don't know, which mod causes this. e.g. all "Invisible Stalkers" in Durlags Tower (BG1) and the summoned ones from the opponents are friendly. We have made some changelogs and all looks the same:

STALKE.CRE:
[WeiDU.exe] WeiDU version 21000
[WeiDU.exe] Using scripting style "BG2"
Mods affecting STALKE.CRE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes
00001: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 3 // BETA Core Fixes (please check the readme!)
00002: ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 2 // Arcane spells
00003: /* from game biffs */ ~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core
00004: /* from game biffs */ ~BG1UB/SETUP-BG1UB.TP2~ 0 16 // Creature Corrections
00005: ~SETUP-BPV177.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 177 weidu (beta)
00006: ~P5TWEAKS/SETUP-P5TWEAKS.TP2~ 0 10 // Drop Items on Frozen Death

SENSTALK.CRE:
[WeiDU.exe] WeiDU version 21000
[WeiDU.exe] Using scripting style "BG2"
Mods affecting SENSTALK.CRE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes
00001: ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 3 // BETA Core Fixes (please check the readme!)
00002: /* from game biffs */ ~SETUP-BPV177.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 177 weidu (beta)
The first opinion was, it could be BP, so we ask here first.
Could it be?

Greetings Leomar

Edited by Leomar, 04 February 2009 - 06:34 AM.

A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
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#2 Steve

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Posted 04 February 2009 - 03:36 AM

> The first opinion was, it could be BP, so we ask here first. Could it be?

It could, because BP changes all creatures' scripts. The new scripts are complex and hard to follow, and Horred left no designer's document to help decrypt them. Just to clarify, these are real invisible stalkers and not the Target/BPTARGET critters that are created when you attack an out-of-sight creature with an area-of-effect spell?

#3 DeusEx

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Posted 04 February 2009 - 04:01 AM

Yup, really real invisible stalkers :).

#4 Demivrgvs

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Posted 04 February 2009 - 04:44 AM

Mmm...I'm not sure about it, but it may be Spell Revisions. I've flagged all summons as "ally - 4" in order to have them grant experience to the party. In theory they should become ally of their summoner, but I may be wrong.

Edited by Demivrgvs, 04 February 2009 - 04:45 AM.


#5 Steve

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Posted 04 February 2009 - 05:11 AM

Are you using the Spell Revisions mod?

#6 Leomar

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Posted 04 February 2009 - 05:22 AM

Yep, both used "Spell Revisions".

Additional we have an older report of a Xvarts problem to let you know:

A bug in DSotSC which I have ascertained just with the answer on post from the bigg over there with SHS:

DSotSC installs for this improve of the Xvart village (ar3498.bcs) the same creatures like BP, unfortunately was forgotten to move the BP script on normal WTwhatever variations. Of the fact results which has somebody without AI-component of BP quite stupidly being standing around Xvarts.

The same one is valid, for the rest, also for the suitable BP component which improves the Xvart village. Also here one gets stupidly being standing around Xvarts if one has the AI-component not installed.

A modificated tp2 would be the fix for BP in the direction that a normal script is assigned to the suitable Xvarts if is found out that no BP-AI are installed.

Then for DSotSC normal script should also assign to the Xvarts.


Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World

#7 Steve

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Posted 04 February 2009 - 05:44 AM

> I've flagged all summons as "ally - 4" in order to have them grant experience to the party.

Well, I think that's great that enemy spellcasters gives you some friends to help out in the battle.

I believe they need to have their Allegiance set to their summoner and then Enemy() or Ally(). But don't change it on my account, I like it the way it is.

#8 Demivrgvs

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Posted 04 February 2009 - 08:18 AM

I surely have nothing to do with Xvarts.

> I've flagged all summons as "ally - 4" in order to have them grant experience to the party.

Well, I think that's great that enemy spellcasters gives you some friends to help out in the battle.

No need to be sarcastic, the intention obviously isn't the one you're suggesting.

I believe they need to have their Allegiance set to their summoner and then Enemy() or Ally(). But don't change it on my account, I like it the way it is.

It doesn't exist "Allegiance: summoner", in vanilla all summons were set to "enemy" but when the party summoned them they were still on party's side. The reverse (ally being on enemy's side when summoned by the AI) should remain true, but it may be tested to check if it's really true.

Edited by Demivrgvs, 04 February 2009 - 10:21 AM.


#9 Hoppy

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Posted 04 February 2009 - 08:18 PM

In the EFF file for SPSTALK there is an allegiance setting for Match Target (0) and another for Match Target (1). I don't have Spell Revisions installed but maybe someone can check their install and maybe cross check it with a Vanilla install.

That EFF file is probably the source of the control factors of the creatures (green/red).

The spell (SPWI601) use that EFF file which creates the creature STALKE.CRE. The CRE file is flagged as enemy which will vary dependent on who is summoning. I think it is the EFF file that really controls this stalker dude.



I think Match Target (0) is correct but it is just an assumption.

Edited by Hoppy, 04 February 2009 - 08:20 PM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"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."
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"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

#10 Hoppy

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Posted 04 February 2009 - 08:30 PM

As far as the Xvarts, install the initial and main component of BP-which is the AI and scripts.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"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


Posted Image 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

#11 Demivrgvs

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Posted 05 February 2009 - 12:25 AM

In the EFF file for SPSTALK there is an allegiance setting for Match Target (0) and another for Match Target (1). I don't have Spell Revisions installed but maybe someone can check their install and maybe cross check it with a Vanilla install.

That EFF file is probably the source of the control factors of the creatures (green/red).

The spell (SPWI601) use that EFF file which creates the creature STALKE.CRE. The CRE file is flagged as enemy which will vary dependent on who is summoning. I think it is the EFF file that really controls this stalker dude.

I think Match Target (0) is correct but it is just an assumption.

Vanilla's EFF paramenter 2 was set to (6) not (0), which is "as creature file". I didn't change that, but yes that is used for control factors.

In theory summoned Stalkers shouldn't cause any issue, are they?

The problem instead probably lies in Stalkers not summoned, and to fix that I may use a different .cre file for summoned ones...as I still would like to keep the "ally" feature.

#12 Steve

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Posted 05 February 2009 - 06:57 AM

For the xvarts: Yes, the added xvarts use the BPWDASGT.BCS file which is only copied when using the BP AI component. It's a simple change to copy the script over if adding the xvart village without the AI component.

#13 Leo_TR

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Posted 06 February 2009 - 11:54 AM

I also had the friendly Stalker issue, since i had a "non-standart nor-expert" install rather than reporting it simply edited STALKE.CRE via Shadowkeeper and changed Ally to Enemy. Also fitted Gender / Race / Kit vs. like in SENSTALK.CRE and set Exp. for kill as 1000 (:))

Attached WeiDU.Log, also i can provide more if you like to cross-check things.

Attached Files


Edited by Leo_TR, 06 February 2009 - 11:55 AM.