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Strontium Dog's BWP problem thread/Was:- Nadalin NTOSC issue


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#101 Jarno Mikkola

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Posted 23 December 2009 - 02:05 AM

I now have a serious gamebreaking bug happen to me. I used movetoarea() to go to Ulcaster to see tilorn and do NEJ part 2, BUT, Tilorn asked that I remove all my armour and weapons, but when I did so, he continued to state that I still needed to get rid fo my armour and weapons (I even went to the trouble of keeping absolutely ALL my character inventory slots empty, even technically irremovable ones such as Drizz't's panther figurine etc, but no luck. I even tried to cheat and use movetoarea() to go to halruaa without having to deal with Tilorn, but the mages there , just like Tilorn, also refused to accept that I wasn't wearing any weapons or armour and started fighting with me. What is the global command and value that I need in order to convince Tilorn and the Halruaan mages that I don't possess any weapons or armour?

I read that you might need to wear the 'uniform' and so you'll need to get rid of all your equipment by dumping them to somewhere you can retrieve them later, so empty all your inventory space, not just the current equipped items... as any item not included into the uniform will brake it.

Edited by Jarno Mikkola, 23 December 2009 - 02:07 AM.

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#102 Strontium Dog

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Posted 23 December 2009 - 02:59 AM

quote] I read that you might need to wear the 'uniform' and so you'll need to get rid of all your equipment by dumping them to somewhere you can retrieve them later, so empty all your inventory space, not just the current equipped items... as any item not included into the uniform will brake it.

But that's exactly what I did. I emptied my entire inventory space, every single item, including(via shadowkeeper) even irremovable items like familiars, and then I put that white uniform on every single one of my characters. Despite these efforts, I still had Tilorn/Halruaan mages etc. stating, in effect that I was still carrying weapons or armour.

Any suggestions as to what global command to use etc.? I would rather disable this "no-weapon-rule" for NEJ2 so as to just get on with my game.

My last-gasp idea is that when looking at the inventory screen and normal screen, after putting those white robe uniforms on each character, the character of Korgan looks very slightly different from the others - that is, Korgan looks mostly white-clothed but with a bit of red clothes as well when that white robe unform is put on him, whereas all the other characters look completely white-clothed when they wear the same uniform.

#103 Ranadiel

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Posted 23 December 2009 - 07:41 AM

But that's exactly what I did. I emptied my entire inventory space, every single item, including(via shadowkeeper) even irremovable items like familiars, and then I put that white uniform on every single one of my characters. Despite these efforts, I still had Tilorn/Halruaan mages etc. stating, in effect that I was still carrying weapons or armour.

Any suggestions as to what global command to use etc.? I would rather disable this "no-weapon-rule" for NEJ2 so as to just get on with my game.

My last-gasp idea is that when looking at the inventory screen and normal screen, after putting those white robe uniforms on each character, the character of Korgan looks very slightly different from the others - that is, Korgan looks mostly white-clothed but with a bit of red clothes as well when that white robe unform is put on him, whereas all the other characters look completely white-clothed when they wear the same uniform.

Well I've never played NeJ myself, but have you tried kicking other party members out and then talking to them? If that doesn't work then your only viable solutions might come down to hacking the scripts that check your equipment to make them always give the value you want or just giving up on the quest.....and I'll be a nice guy and see if I can find any old bug reports like this that give solutions of any kind. No promises on that working out though.

-=Edit: :blink: Wow that was interesting. I saw posts from at least one person who I consider to be a permenant fixture around here as they were just getting involved in the world of modding. However I could not seem to find anything that would assist you unfortunatly. Seems to be the first time this kind of bug has been reported.=-

Edited by Ranadiel, 23 December 2009 - 08:12 AM.


#104 Strontium Dog

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Posted 23 December 2009 - 08:54 AM

This is a disaster! I really don't want to cut out the 2nd half of NEJ. How do I go about hacking the equipment scripts so that can get Tilorn to agree to take me to Halruaa? I'm more or less technologically illiterate, so I'll need very detailed explanation on how to alter these scripts. On the other hand, isn't there some global value that needs changing to get the "no weapons/armour" fact recognised? The latter would be a simpler measure. I found some VP_Move_To_Halruaa global command but when I checked shadowkeeper the global value thereof had already been set to "1", so it wasn't the problem.


OK, I've already cut out 1 NPC, Korgan from the party, in case he interfered with Tilorn's taking my party to Halruaa - no go. I'll try removing the others, 1 by 1, to see if that works, but I'm highly doubtful this will work.

I'm not sure if this will help:- during 1 of my attempts to get Tilorn to agree to take me to Halruaa, I'd removed all the items from my inventory, including irremovable objects like familiars(via shadowkeeper), but when I checked shadowkeeper , after finishing all that, I noticed that Korgan had some stone throwing axes in 1 of his weapon-slots, even though in the game, that weapon-slot showed as empty. I deleted those stone throwing axes via shadowkeeper, and tried with Tilorn again in the game, but he still wouldn't allow me to go to Halruaa, again saying that I needed to get rid of all weapons/armour, as usual.

Last-ditch measure I can think of, other than reinstalling my BWP game all over again(shudder):- rest until the 20-45 days have passed when Hrothgar gives his 3rd and last warning to go to Ulcaster. Maybe if I do this the natural way(ie agreeing with Hrothgar and him teleporting us to Ulcaster), then things might work out(I'd used movetoarea() before).

Oh 1 other major bug, which I'm sure had happen to me in a previous game:- my game CTDs now when I try to rest in the Copper Coronet(haven't tried other inns yet, but I'm certain it'll happen again anywhere else). I don't recall exactly what was to blame, but I should mention that the last Irenicus dream I had(involving a woman being described by Irenicus as having led a mundane life, before I start slaughtering the entire crowd of people at the end of the dream).My current party consists of Bhaalspawn, Korgan, Hrothgar, Shar-Teel, Callisto and Drizz't Do'Urden.

What truly annoys me is this sort of thing has happened to me several times before - the BG1 portion of the game works 99% smoothly with no gamebreaking bugs(any mistake easily solvable by CLUAConsole), and then when I reach the BG2 portion of the game, the game just starts disintegrating in a serious way.

#105 Ranadiel

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Posted 23 December 2009 - 09:29 AM

This is a disaster! I really don't want to cut out the 2nd half of NEJ. How do I go about hacking the equipment scripts so that can get Tilorn to agree to take me to Halruaa? I'm more or less technologically illiterate, so I'll need very detailed explanation on how to alter these scripts. On the other hand, isn't there some global value that needs changing to get the "no weapons/armour" fact recognised? The latter would be a simpler measure. I found some VP_Move_To_Halruaa global command but when I checked shadowkeeper the global value thereof had already been set to "1", so it wasn't the problem.


OK, I've already cut out 1 NPC, Korgan from the party, in case he interfered with Tilorn's taking my party to Halruaa - no go. I'll try removing the others, 1 by 1, to see if that works, but I'm highly doubtful this will work.

I'm not sure if this will help:- during 1 of my attempts to get Tilorn to agree to take me to Halruaa, I'd removed all the items from my inventory, including irremovable objects like familiars(via shadowkeeper), but when I checked shadowkeeper , after finishing all that, I noticed that Korgan had some stone throwing axes in 1 of his weapon-slots, even though in the game, that weapon-slot showed as empty. I deleted those stone throwing axes via shadowkeeper, and tried with Tilorn again in the game, but he still wouldn't allow me to go to Halruaa, again saying that I needed to get rid of all weapons/armour, as usual.

Last-ditch measure I can think of, other than reinstalling my BWP game all over again(shudder):- rest until the 20-45 days have passed when Hrothgar gives his 3rd and last warning to go to Ulcaster. Maybe if I do this the natural way(ie agreeing with Hrothgar and him teleporting us to Ulcaster), then things might work out(I'd used movetoarea() before).

Oh 1 other major bug, which I'm sure had happen to me in a previous game:- my game CTDs now when I try to rest in the Copper Coronet(haven't tried other inns yet, but I'm certain it'll happen again anywhere else). I don't recall exactly what was to blame, but I should mention that the last Irenicus dream I had(involving a woman being described by Irenicus as having led a mundane life, before I start slaughtering the entire crowd of people at the end of the dream).My current party consists of Bhaalspawn, Korgan, Hrothgar, Shar-Teel, Callisto and Drizz't Do'Urden.

What truly annoys me is this sort of thing has happened to me several times before - the BG1 portion of the game works 99% smoothly with no gamebreaking bugs(any mistake easily solvable by CLUAConsole), and then when I reach the BG2 portion of the game, the game just starts disintegrating in a serious way.

Well if you do a megamod install with NEJ, that is pretty much asking for errors to pop up. *shrugs*

Honestly without seeing the script that is causing you problems there isn't much I can advise. I imagine it is either an area or creature script that is checking for items other than those you are allowed to have. I doubt you can just set a global to make everything better because it seems that it is coded so that the check occurs everytime that a story conversation takes place. If kicking party member out doesn't work, you are going to have to find and look at the script if you want to make any progress.

To do that you'll need to use a program like Infinity Explorer and find the scripts for these two creatures and try to find the relevant portion. I don't think that I can explain this well enough to be of use. I'll try to take a look at some of this stuff myself and see if I can figure anything out just looking at the install files for NEJ.

#106 Ranadiel

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Posted 23 December 2009 - 10:08 AM

Hurray for double posting. <_<

I found the relevant portion of the script for Tilorn. In his dialogue file is the following script:

IF WEIGHT #0 ~Global("VP_Move_To_Halruaa","GLOBAL",1)
OR(6)
HasWeaponEquiped(Player1)
HasWeaponEquiped(Player2)
HasWeaponEquiped(Player3)
HasWeaponEquiped(Player4)
HasWeaponEquiped(Player5)
HasWeaponEquiped(Player6)~ THEN BEGIN 21
  SAY ~You must leave all your armour and your weapons here among the ruins. Please, secure a safe place for your equipment and return when you are done.~
  IF ~~ THEN EXIT
END

IF WEIGHT #-1 ~Global("VP_Move_To_Halruaa","GLOBAL",1)
!HasWeaponEquiped(Player1)
!HasWeaponEquiped(Player2)
!HasWeaponEquiped(Player3)
!HasWeaponEquiped(Player4)
!HasWeaponEquiped(Player5)
!HasWeaponEquiped(Player6)~ THEN BEGIN 22
  SAY ~Is it done?~ [tilorn24]
  IF ~~ THEN REPLY ~At least, I hope so.~ GOTO 23
  IF ~~ THEN REPLY ~No. I need more time to prepare for such a harsh road.~ EXIT
END

Based on this, assuming nothing has messed with the script, one of your characters is registering as having a weapon equipped. The only other condition in the script besides that is for the VP_Move_To_Halruaa global to be 1, but I'm assuming you are getting the dialogue about hiding the weapons. To check out the mages to see if it is identical for them I need something to identify them(names would be good if they have them, area code would probably be the second best thing). Unfortunatly I don't know what could messing up the HasWeaponEquipped command. Hmmm perhaps you could try taking a single weapon equip it in a character's slot, move it to a different slot, and just keep repeating this until you have gone through all your equip slots? That is just a stab in the dark though.

#107 Strontium Dog

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Posted 23 December 2009 - 12:37 PM

Wow, that's an ingenious idea! If rather lengthy process. OK, I'll get a weapon insert it in all equipment slots and take it out etc., presumably can't do that for armour/helmet slots and see what happens. If that doesn't work, I'll insert and take out helmets armours to and from the relevant slots and see what happens. I think you may be on track as I'd already mentioned that Korgan had throwing axes in shadowkeeper despite those axes not appearing during the game in that slot. Maybe putting a weapon in that slot and removing it will do the trick, since deleting ithose axes from shadowkeeper didn't work.

Cheers

#108 Ranadiel

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Posted 23 December 2009 - 12:50 PM

Wow, that's an ingenious idea! If rather lengthy process. OK, I'll get a weapon insert it in all equipment slots and take it out etc., presumably can't do that for armour/helmet slots and see what happens. If that doesn't work, I'll insert and take out helmets armours to and from the relevant slots and see what happens. I think you may be on track as I'd already mentioned that Korgan had throwing axes in shadowkeeper despite those axes not appearing during the game in that slot. Maybe putting a weapon in that slot and removing it will do the trick, since deleting ithose axes from shadowkeeper didn't work.

Cheers

Assuming my understanding of the script is accurate(which it may not be), I don't think armor items should impact whether you can go or not(although do be aware that the next script that is called removes a lot of items if you have them on you). However if you want to be as meticulous as possible, doing the procedure for you ammo might also be a good idea since I could see ammo possibly being figured into the function.

#109 Strontium Dog

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Posted 24 December 2009 - 02:08 AM

OK, I am terribly sorry for wasting your time. It seems that my diligent search of my inventory slots made me overlook the fact that my Bhaalspawn character had had Melf's Minute meteors spell on his person with 3 meteorites still in his hand showing on his main screen(despite several resting-periods), if not in the inventory slot. I'm so glad to have found this out as I was almost prepared to start the game all over again(a nightmare task, as to get my perfect BWP install the last time, it took me a good month of careful, repeated installations to get exactly what I wanted).

#110 Strontium Dog

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Posted 26 December 2009 - 02:55 AM

OK, I've done 2 of the various mage subquests in NEJ2. My current problem is that I've just failed the Xan test. I reloaded it twice more until I managed to dominate his elf female associate, but Xan still said that I had failed when I had actually succeeded. The only thing I can think of is that I had previously asked Malvolio, a previous mage-tester, to give me some relevant scrolls to do his spells - although that worked with Malvolio and I still passed the test, it may be that that practice is only allowed once, and , after that, every time I ask for the spell-scrolls for the test, means I automatically fail the test.

If that isn't the case, I saw a xantest global value after failing the test. Trouble is it's some weird, large random number, not just the usual 1 or 2, so I'm not sure what value to put into the global to get Xan to say "yes you've passed the test". Any ideas in case my above assumption falls through?

#111 Ranadiel

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Posted 26 December 2009 - 08:49 AM

OK, I've done 2 of the various mage subquests in NEJ2. My current problem is that I've just failed the Xan test. I reloaded it twice more until I managed to dominate his elf female associate, but Xan still said that I had failed when I had actually succeeded. The only thing I can think of is that I had previously asked Malvolio, a previous mage-tester, to give me some relevant scrolls to do his spells - although that worked with Malvolio and I still passed the test, it may be that that practice is only allowed once, and , after that, every time I ask for the spell-scrolls for the test, means I automatically fail the test.

If that isn't the case, I saw a xantest global value after failing the test. Trouble is it's some weird, large random number, not just the usual 1 or 2, so I'm not sure what value to put into the global to get Xan to say "yes you've passed the test". Any ideas in case my above assumption falls through?

Hmm taking a look at the dialogue files(could you please stop forcing me to do this I have an irrational hatred for NEJ :P), I think you are fubarred. My guess is that the timer expired(that is what that really large number is). I've never really messed with timers too much, but you only have 360 w/e units the timers are in to do the test. Here is what seems to be the relevant portion of the code:

IF WEIGHT #3 ~Global("VP_My_Test","LOCALS",1)
!GlobalTimerExpired("VP_Xan_Waiting","GLOBAL")
!RealGlobalTimerExpired("VP_Xan_Tests","GLOBAL")
Alignment("TuEnch",NEUTRAL)
NumInParty(1)~ THEN BEGIN 35

If you just want to skip this test you would have to set VP_My_Test to 2, but I don't know if you can do that from the console or not since it is a local variable.

#112 Strontium Dog

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Posted 27 December 2009 - 03:33 AM

Well, I decided to skip the Xan and Phineas tests as I wasn't allowed to complete them despite doing everything right. I even reloaded an earlier save and tried doing them first - didn't work. Now, my big problem is that I'm almost near the end of NEJ and I can't defeat the 2 mages with that Leveller artifact. This is because I have both spell-50 and the terrifying SCS2 AI installed. Now, I gather there is a set battle-tactic one always has to use against SCS2 AI mages(ruby ray of reversal?) to counter spell-immunity versus divination/abjuration, followed by other tactics. I'll have to add in a few scrolls of that spell to see if that works. If that isn't the solution, then could people please give me an idiot's guide to how to waste any enemy mages aided by the SCS2 AI.


1 minor thing:- When I noticed Korgan crashed when he selected the slow spell in his spell-range(he's now a fighter/mage/thief), I altered the slow spell in shadowkeeper to a different slow spell. Trouble was that loading that edited save meant that Korgan had a yellow outline on his image on the right, and his body was lying down unable to move, access his inventory etc. I solved the problem by simply deleting that spell from his spell-book and memorised spells, while in-game, and will later on add in the non-CTDing slow spell via shadowkeeper.

#113 Strontium Dog

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Posted 29 December 2009 - 11:41 AM

Well, I managed to defeat those mages with new tactics. The big problem now I have is that I have to reload an earlier save and start again as when I tried to rest after those combats, the game automatically CTDed every single time. This is the 2nd time this has happened in my game(the first time was near the start of the NEJ mod). Fortunately, I did a quick run-through from an earlier save using the y button to kill off opponents and this time no crashes occurred. I don't suppose there's a quick fix for this?

My other big problem is this:- only my Bhaalspawn PC can cast spells from scrolls, all other characters can cast spells from their spell-books but can't put spell-scrolls into quick-slots and cast them. I'm wondering why on earth that is? I mean I've changed all my characters into fighter/mage/thieves or fighter/mage/clerics so they ought to be able to cast spells from scrolls, presumably, but no go..... my bhaalspawn PC was originally a fighter/mage/thief before editing(I think he was a half-elf before I changed him to human) so, presumably, some extra global value etc. needs to be added to the other characters.

#114 Chevalier

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Posted 29 December 2009 - 11:50 AM

Do the NPCs have high enough INT for casting scrolls? :unsure:

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#115 Hoppy

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Posted 29 December 2009 - 02:09 PM

Sounds like usability codes are screwed but they may also have a level requirement.
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#116 Strontium Dog

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Posted 30 December 2009 - 03:37 AM

Do the NPCs have high enough INT for casting scrolls? :unsure:

Absolutely, I made sure of that INT/WIS issue, and I don't know why they should be of the right level, I mean my bhaalspawn pc was able to cast time-stop despite only being 14th level as a wizard.
I thought it must be due to some activation code, maybe in the global values or affects section as displayed in shadowkeeper. I suppose I could create a savegame with a new, unedited fighter/mage/thief and see if I can find such a code.

#117 Strontium Dog

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Posted 31 December 2009 - 03:48 AM

1 other annoying thing. The game allows one to pause each time one casts a spell from one's spell-book but it won't pause the game if one is casting a spell from a scroll. This really needs to be fixed, IMO.

#118 Jarno Mikkola

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Posted 31 December 2009 - 04:04 AM

1 other annoying thing. The game allows one to pause each time one casts a spell from one's spell-book but it won't pause the game if one is casting a spell from a scroll. This really needs to be fixed, IMO.

Just push the SPACE button from your keyboard, easy.
And you are using an item, not 'casting a spell', so the auto-pause feature would needs to cover items as well(when using a scroll), which it doesn't, there should be possibility to flack the scrolls to be the same spells, but then it would also summon the Cowled Wizards.

Edited by Jarno Mikkola, 31 December 2009 - 04:15 AM.

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#119 -Strontium Dog-

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Posted 02 January 2010 - 02:05 PM

OK, I now have a bug that is really game-breaking in scope. I normally edit a mutltitude of new and old spells into my characters' spell-books via shaodwkeeper and have never once had a problem in previous BG2 games. Now, as I mentioned before, I have a serious problem whenever I try to change Korgan's spell-book, simply by adding a 24th spell to his level1 spell-range and the slow spell to his 3rd level spell-range. I had to do the latter because I'd had to remove the slow spell from his spell-book while in NEJ because the game CTDed every single time I got Korgan to try to cast the spell.

Anyway, every time I edit Korgan's spell-book via shadowkeeper(and sometimes when I'v edited other peoples' spell-books I think), Korgan's character onscreen gets yellow circle and drops on the floor a split-second after the savegame loads, and seems dead(that is the character portrait on the right goes completely black. I've used ctrl r to revive him, which gets his hit points back but he still stays on the ground and the lines around the portrait go yellow instead of green when I select that portrait. No amount of gimmicks, such as ctrl plus q , can get him up and walking, he's basically paralysed.

I also seem unable to change the breach spells in all my characters' spell-books. The current breach spell seems to have been changed(by spell-rev mod?) to negate combat protections in a wide area, so every time one of my PCs casts it, the breach spell affects several of my PCs, thus removing all their protections and leaving them vulnerable. There are 2 different spell-descriptions for the breach mod so I was trying to add in the 2nd one via shadowkepper to all my PCs, but the korgan bug happened with that fix too.

Any ideas on how to fix this? I'm desperate as it means I dare no longer tinker with my spell-book for any reason whatsoever.

#120 -Strontium Dog-

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Posted 03 January 2010 - 04:16 AM

Well, it seems I have no choice. Without being able to fix the above issue, I have been forced to kill the original Korgan and replace via CLUAConsole with a new Korgan at 8th level. Tedious, to have to add new spells etc. to the new character all over again, but I want to finish this bloody game as I started it in November with massive dleays inbetween.