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Vault v7 Released


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#81 Gorlash

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Posted 28 November 2010 - 07:13 AM

Secondly, I too always wind up not getting my book back. I get to the Nashkel Mines after Zernan and the Mysterious Man encounters and wipeout all of the enemies at the mines only to find the final level/Mulahay's room empty and no book to be found anywhere. Ive searched the forums for an answer to this problem but I cannot find a solution to the problem. (This includes a "walkthrough" linked in the forum but did not state how to fix this or what I may have done wrong).
Ive run this mod as the only add-on to my BG1 game and still run into the problem with no indication of a problem from WeiDu or error reports.

Thanks.
[/quote]
To address question #2, I've completed a run-through for bug-fixing and will be releasing a updated version of the Vault for BGT once I get the other Major Mod updates released. Not sure of a timetable, but most likely sometime this summer.
[/quote]

This interchange was posted back in May... I was wondering if these updates ever got done?
Because I'm seeing the same issue here, I think. Actually, I'm at the Caravan, not finding anyone to continue the quest via, no matter *how* many "north of the hill" sites I look at...

#82 10th

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Posted 28 November 2010 - 08:53 AM

Spoiler


10th
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

#83 Gorlash

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Posted 28 November 2010 - 12:39 PM

Spoiler


10th


Aye, I just took "north of the hill" too literally!! The meeting place was further east in the carnival area, almost at the edge. I then proceeded to the mines, and all proceeded as expected. I just posted before doing a thorough search!!

Thanks for the post, though.

#84 danemanuelk

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Posted 01 April 2011 - 02:06 PM

OK, ... I think I broke up the "Vestibule quest". When the demon shows up in the temple annex I kill them, but one of the two priests was killed there. I don't have a proper save (I continued to play long time - I didn't realize was wrong) so please give me the console code to continuing the plot. Or maybe a cluaconsole code for the 2 priests from vestibule (to revive them).

Edited by danemanuelk, 01 April 2011 - 03:20 PM.


#85 10th

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Posted 01 April 2011 - 03:44 PM

@dead priests
I guess Dawn Priest Blane died, therefore you'll have to type this in the console (case sensitive!): CLUAConsole:CreateCreature("blane")

10th
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

#86 danemanuelk

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Posted 01 April 2011 - 08:27 PM

:Bow: Thanks 10th but is the other priest and his name is Bram but when I intuitively type CLUAConsole:CreateCreature("bram") nothing happens ... please ghive me correct code for summon this Bram priest.

Update I find using NearInfinity the correct code "bran"

OK but unfortunately this not unlock my quest after resurrect Priest Bram have this replica: "Return when the evil is destroyed. I have something that may be of help to you ... if you are a pure of heart" ...

And Keldath Ormlyr do not give me the quest :crying:

I found in NearInfinity the script responsible with this quest but I don't know what variable must set and how after I resurrect Bram, because in my game after I kill Rantish demon and Bram died I spoke both Blane and Keldath from temple.


IF
Global("VestibuleQuest","GLOBAL",0)
GlobalGT("Chapter","GLOBAL",4)
THEN
RESPONSE #100
SetGlobal("VestibuleQuest","GLOBAL",1)
SetGlobal("VestibuleBlane","GLOBAL",0)
SetGlobal("VestibuleBran","GLOBAL",0)
SetGlobal("VestibuleKeld","GLOBAL",0)
SetGlobal("VestibuleRelease","GLOBAL",0)
SetGlobal("VestibuleJosh","GLOBAL",0)
SetGlobal("VestibuleReden","GLOBAL",0)
Continue()
END

IF
Dead("JC_DEM01") // Ranthis
!Global("VestibuleQuest","GLOBAL",5)
THEN
RESPONSE #100
SetGlobal("VestibuleQuest","GLOBAL",3)
Continue()
END

All my combination of CLUAConsole was unsuccessful to trigger the Keldath quest replica.

So PLEASE 10th help me to unlock the quest using correct CLUAConsole

Edited by danemanuelk, 01 April 2011 - 10:21 PM.


#87 10th

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Posted 02 April 2011 - 06:15 AM

First you'll have to do:
CLUAConsole:SetGlobal("VestibuleQuest","GLOBAL",3)

and just to make sure:

CLUAConsole:SetGlobal("VestibuleKeld","GLOBAL",0)
CLUAConsole:SetGlobal("SPRITE_IS_DEADBRAN","GLOBAL",0)

10th
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

#88 danemanuelk

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Posted 02 April 2011 - 06:58 AM

First you'll have to do:
CLUAConsole:SetGlobal("VestibuleQuest","GLOBAL",3)

and just to make sure:

CLUAConsole:SetGlobal("VestibuleKeld","GLOBAL",0)
CLUAConsole:SetGlobal("SPRITE_IS_DEADBRAN","GLOBAL",0)

10th



:cheers: Millions Thanks man ....It works.

I don't know where you find this command CLUAConsole:SetGlobal("SPRITE_IS_DEADBRAN","GLOBAL",0) because I don't see it in the script, but works perfectly. :Bow:

#89 10th

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Posted 02 April 2011 - 07:04 AM

@SPRITE_IS_DEAD
Every time you kill a creature with a death variable it increments its corresponding SPRITE_IS_DEAD. If you see a condition like this:
!Dead("bran")
it means that SPRITE_IS_DEADBRAN may not be 1, as that would indicate, that this creature is dead.

10th
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

#90 erragonn17

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Posted 18 December 2011 - 12:26 PM

Hello ! I hope that it has not been already said ! There is a bug of "TAC0" with Vault BGT 7.1, the monk and the sorcerer (and perhaps others classes) begin with a TAC0 = 0 at level 1 and this until the level max (except the monk who have only 4 of TAC0 bonus at level 40 therefore TAC0 = -4 at level 40)

#91 10th

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Posted 24 December 2011 - 10:26 AM

Hello ! I hope that it has not been already said ! There is a bug of "TAC0" with Vault BGT 7.1, the monk and the sorcerer (and perhaps others classes) begin with a TAC0 = 0 at level 1 and this until the level max (except the monk who have only 4 of TAC0 bonus at level 40 therefore TAC0 = -4 at level 40)


That's because the implementation of the ruleset is faulty, as it's missing sorcerer and monk entries in thac0.2da.

Unpack the attached file to "your BG2 directory\override"

10th

Attached Files

  • Attached File  Thac0.7z   512bytes   332 downloads

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

#92 ilot

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Posted 05 January 2012 - 12:27 PM

Hi at all

About the "Vestibule quest" I would like to know if I have to do something for to start this quest because I'm in Chapter 4 and the priest Bram still not say anything about the demon....

Italian mods tanslator!!!!


#93 10th

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Posted 05 January 2012 - 12:32 PM

Try Blane instead.

10th
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

#94 ilot

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Posted 05 January 2012 - 01:02 PM

I speak with Blane but him not say anything about the demon too......
Can you spolier me a bit about quest? Because pheraps I lost something.....


Thanks!!


Edit: About the Vault quest, I must to stay in chapter 6, right?

Edited by ilot, 05 January 2012 - 01:09 PM.

Italian mods tanslator!!!!


#95 10th

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Posted 05 January 2012 - 05:45 PM

Mini walkthrough written by Maximus2001, original post here.

Spoiler


But for your problem:
To start the Vestibule quest, you'll have to be in Chapter 5.

Just in case it doesn't work when you're in Chapter 5:
Open the console and enter those four commands:

CLUAConsole:CreateCreature("JC_DEM01",[540.175],5)
CLUAConsole:CreateCreature("JC_SKE01",[645.245],5)
CLUAConsole:CreateCreature("JC_SKE02",[410.115],5)
CLUAConsole:SetGlobal("VestibuleQuest","GLOBAL",2)

If the first three commands give you trouble, remove the coordinate and facing part. Thaty's this: ,[540.175],5 for example.

I'd recommend a safe before beginning either DSotSC or The Vault, as I don't remember in which order you had to do them to not screw something up if you didn't apply those area check fixes I'm talking about further down this post.
If you're not averse to do some changes in Near Infinity, I could walk you through them.

General tips for The Vault, in addition to the ones above:
1. Collect all Mage Robes and don't sell them.
2. Take at least one broken armor you get during one quest of The Vault with you.
3. Talk to Melicamp with all of the above in your possession.


Afair there were some problems with the interaction of The Vault, DSotSC and the original game content, but unfortunately as I myself pretty much fix things as I encounter them, it's hard to keep track of all of them.

But from what I remember:
Gantolandon Luckyfoot, the mayor from Gullykin, should get all of his EscapeArea() actions in his dialogue removed, in order to experience one of the quests to its fullest extent.
The hammer Lathander's Influence, which can be forged after completing one quest, doesn't have an Enhancement Bonus. It should have +2.
Dawn Priest Blane has to get one or two AreaCheck()s tacked onto some of his dialogue to prevent some problems with DSotSC.
The Narrator creature should spawn near CHARNAME and not in the farthest reaches of a tunnel
The Greater Wolfwere should have a BG2 immunity item instead of the legacy BG1 item provided by The Vault.
All those golems should be updated with their BG2 version.

10th

Edited by 10th, 05 January 2012 - 05:47 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

#96 ilot

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Posted 06 January 2012 - 03:56 AM

I thank you very much 10th Posted Image


Italian mods tanslator!!!!


#97 Sasha Al'Therin

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Posted 08 April 2012 - 07:42 AM

Does the vault (BGT version) require any mods to be pre-installed? I ran across a creature in the Ulcaster School ruins who seems to be undamageable by any weapons at my disposal (tho something out there that I haven't picked up may do the job). However it also does not react to the presence of my party in any way. The creature is jc_wlfwe.cre and is added by the Vault. It has a script preassigned bpwtsigt.bcs. However it doesn't exist. The mod needs to include some version of this script on the outside chance that whatever mod it came from isn't installed. Else the mod needs to state that it requires this other mod (source of script) to be installed as well.

I got the book easy enough that he was supposed to be protecting so I just find a way to kill him eventually to see what's in the room he is blocking off and go on.

pic if you wanna see what i'm talking about
Spoiler

and cause you'll ask
weidu.log
Spoiler

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#98 10th

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Posted 08 April 2012 - 11:16 AM

BPWTSIGT.bcs is a Big Picture script.
JCWLFWE.cre uses a BG1 Version of the immunity ring that's used by Greater Wolfweres. It should use RINGWOLF.itm instead of EARNGWLF.itm

Moreover, JC_VAM.cre should use VAMP1.itm instead of JC_VAM1.itm and JC_VAM2.itm, as the former is a proper vampire 'weapon' instead of the latter two's BG1 vampire simulation.

For more information look at post #95.

10th
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

#99 Miloch

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Posted 08 April 2012 - 11:29 AM

Just replace bpwtsigt with wtasight. BP should take care of such replacements if it's installed.

Infinity Engine Contributions
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PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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#100 Sasha Al'Therin

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Posted 08 April 2012 - 12:20 PM

Just replace bpwtsigt with wtasight. BP should take care of such replacements if it's installed.

glad i didn't do that. took a look at his immunity items and saw that only silver & magical weapons would work. Seeing as none of those were yet available in the game, I clua'd in some weapons matching the item types some of my party members were using (so as to not screw up the learn thru use mod) and whacked away at him with no challenge. took forever :P he regenerates too apparently. Then left said items on the ground to rot ^^

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm