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#61 dreamer2007

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Posted 08 September 2009 - 05:43 AM

Now, if I see it right, the problem lies in this chain of events: <mystery music>

1. The Haiass mod replaces the area scripts of some areas (that didn't have any scripts) into haiare.bcs to allow Haiass to follow the PC in every area
2. This apparently includes one of those Watcher's keep areas that had its script replaced to haiare.bca
3. Since SCSII tries to append the Demonic random encounters to Watcher's Keep (aka its script), it indirectly modifies the haiare.bcs to include the encounter thing.
4. So, final result is, that every area that uses haiare.bcs gets new (and supposedly improved :P) random Watcher's keep demon encounters.
5. YAY!!! FREE XP!!!

</mystery music>

Cheers,
Lol


Nice detective work Lollorian :D , but... what can we do to actually fix it? :P

#62 Lollorian

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Posted 08 September 2009 - 05:45 AM

Oops, sorry about that :P But that should better be answered by the great modders out there :D

Btw, great work team. HI FIVE!!! :cheers:

EDIT: Imho, in order to fix it, we need to understand which Watcher's keep areas gets the haiare.bcs in the first place. Then maybe Miloch (or anyone else :P) could provide a workaround so that the WK areas aren't patched by Haiass, in which case you can't take the li'l wolf with you to WK :(

Another workaround would be to use a separate .bcs for those areas so that only those .bcs's are patched by SCSII.

How can we do that?? Nobody knows :P

Cheers,
Lol

Edited by Lollorian, 08 September 2009 - 05:57 AM.

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#63 dreamer2007

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Posted 08 September 2009 - 06:01 AM

Okay, I've finally had the chance to play with Haiass in BWP 8.0, and everything works fine, and he's a great help, but with some detective work in a demon spawn issue we found out that there is a form of incompatibility between Haiass and SCSII . This conclusion was reached here. It seems that the script that allows Haiass to travel to areas in mods, haiare.bcs, generates a spawn of demons to those areas, and this in BG1. Is there a possibility to fix this problem somehow at least not to appear in a future install please? And does anybody know how we can change the script to stop this spawn?

#64 Miloch

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Posted 08 September 2009 - 08:41 AM

Is there a possibility to fix this problem somehow at least not to appear in a future install please?

Yes. I'll have to do some hackery with file duplication and renaming so mods like SCSII won't conflict.

And does anybody know how we can change the script to stop this spawn?

Put a copy of WeiDU.exe in your /haiass/append/ folder. Double-click on it and hit ENTER about 10 times until you get an Enter arguments: prompt. Type haiare.baf. Close and delete WeiDU.exe from that folder and move haiare.bcs to your override folder. This will restore it to what it should've been before other mods started messing with it.

I've asked an admin to move all the relevant posts from that BWP thread over here. I know you didn't necessarily know it was that mod at first (and arguably, it isn't this mod, but I can still fix it in this mod). It's very difficult to read that thread what with 100 different people posting different problems, so I never would've seen this if you hadn't posted here. That goes for different folks posting (different) problems with other mods - it really should be moved to the relevant threads or forums.

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#65 Lollorian

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Posted 08 September 2009 - 09:05 AM

I wonder if this could be averted by installing Haiass after SCSII?? :mellow:

Also, since it replaces many other areas (other than WK), wouldn't it affect some other encounters/scripted fights (although in a much ... less discrete way :D)??

Does Haiass need any other mods to survive?? :P

Cheers,
Lol

Edited by Lollorian, 08 September 2009 - 09:08 AM.

"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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#66 Miloch

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Posted 08 September 2009 - 09:13 AM

I wonder if this could be averted by installing Haiass after SCSII?? :mellow:

Probably. Though if your game is already biffed, that won't help much.

Also, since it replaces many other areas (other than WK), wouldn't it affect some other encounters/scripted fights (although in a much ... less discrete way :D)??

Haiass doesn't replace anything. It merely assigns a generic area script to areas that don't have one assigned, so that Haiass will follow you into said areas. The problem is when SCSII (and any other mods that do the same sort of thing) come by later and extend it.

Does Haiass need any other mods to survive??

No.

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#67 Lollorian

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Posted 08 September 2009 - 09:40 AM

Probably. Though if your game is already biffed, that won't help much.

Thanks (moved Haiass just before installing kits section :cheers: I should post my heavily modded install.bat somewhere lol :D)

Cheers,
Lol

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


#68 dreamer2007

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Posted 08 September 2009 - 09:53 AM

Yes. I'll have to do some hackery with file duplication and renaming so mods like SCSII won't conflict.


Wow great news! Thank you again Miloch! :cheers:

Put a copy of WeiDU.exe in your /haiass/append/ folder. Double-click on it and hit ENTER about 10 times until you get an Enter arguments: prompt. Type haiare.baf. Close and delete WeiDU.exe from that folder and move haiare.bcs to your override folder. This will restore it to what it should've been before other mods started messing with it.


Okay I did what you said but I seem not to accomplish anything when I am at the enter arguments stage. I have to write only haiare.baf? Because I did that and nothing happened.

I've asked an admin to move all the relevant posts from that BWP thread over here. I know you didn't necessarily know it was that mod at first (and arguably, it isn't this mod, but I can still fix it in this mod). It's very difficult to read that thread what with 100 different people posting different problems, so I never would've seen this if you hadn't posted here. That goes for different folks posting (different) problems with other mods - it really should be moved to the relevant threads or forums.


I understand that the BWP thread gets really difficult to read at a certain point, that's why usually once I find out what mods are involved in some sort of mod conflicts I try to report them in the right thread.

Edited by dreamer2007, 08 September 2009 - 09:55 AM.


#69 Miloch

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Posted 08 September 2009 - 10:37 AM

Okay I did what you said but I seem not to accomplish anything when I am at the enter arguments stage. I have to write only haiare.baf? Because I did that and nothing happened.

Then you must not have WeiDU.exe and haiare.baf in the same folder. It should compile haiare.bcs in that folder, which only takes a split second or so, then the WeiDU window goes away.

Infinity Engine Contributions
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"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


#70 dreamer2007

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Posted 08 September 2009 - 10:51 AM

Okay I did what you said but I seem not to accomplish anything when I am at the enter arguments stage. I have to write only haiare.baf? Because I did that and nothing happened.

Then you must not have WeiDU.exe and haiare.baf in the same folder. It should compile haiare.bcs in that folder, which only takes a split second or so, then the WeiDU window goes away.


Yes they are in the same folder, but nothing happens :( . Strange...

Edited by dreamer2007, 08 September 2009 - 10:51 AM.


#71 Miloch

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Posted 08 September 2009 - 01:01 PM

Yes they are in the same folder, but nothing happens :( . Strange...

Did you not hit ENTER after typing haiare.baf? :blink:

Anyway, extract this to your override folder, replacing the existing file if it asks.
Attached File  haiare.zip   263bytes   294 downloads
Note to others: this is not a fix for general usage (or the BWP Fixpack :P), only if your game is already affected in this manner and biffed. Lollorian's idea is better (install Haiass after SCSII) until I get around to revising this so that install order shouldn't matter as much.

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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"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


#72 Kaeloree

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Posted 08 September 2009 - 01:27 PM

Moved posts from BWP thread to here--more appropriate. Thanks, Miloch. :)

#73 Miloch

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Posted 08 September 2009 - 01:53 PM

I updated this already. I just need the following version history translated into French, German and Spanish.

2.2 - Removed "gray cloud" from Haiass's summoning whistle
- Revised area script patching for better compatibility


Infinity Engine Contributions
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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"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


#74 dreamer2007

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Posted 08 September 2009 - 08:20 PM

Did you not hit ENTER after typing haiare.baf? :blink:

Anyway, extract this to your override folder, replacing the existing file if it asks.
Attached File  haiare.zip   263bytes   294 downloads


Yay the problem is solved! Thank you Miloch! :cheers: And yes I pressed ENTER :P

And I am very happy to see that you updated the mod so fast to avoid this problem in a future install. Wonderful work! :D

#75 danemanuelk

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Posted 08 September 2009 - 08:24 PM

O yes THANK you Miloch ... no more demons in BG1 :cheers:

#76 Immortality

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Posted 09 September 2009 - 02:41 AM

2.2 - Borrada la "nube gris" del silbato de Haiass
- Se revisa el parcheado de un script de area para mejorar la compatibilidad



Thank you!!!! :D
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#77 Xicloing

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Posted 09 September 2009 - 09:26 AM

2.2 - "Grauer Nebel" wurde von Haiass Pfeife entfernt
- Überarbeiteter Areaskript zur Verbesserung der Kompatibilität

2.2 - Suppression du "Brouillard gris" du sifflet de Haiass
- Revision du script Area pour une meilleure compatibilité


I suppose this is for the changelog. If it is for the setup, please remove special characters.

Edited by Xicloing, 09 September 2009 - 11:22 AM.


#78 dreamer2007

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Posted 12 September 2009 - 08:17 AM

It seems Haiass doesn't follow me into southern south coast (ARA100)

Edit: Strange, he just appeared out of nowhere... Sorry for the useless post

Edited by dreamer2007, 12 September 2009 - 08:24 AM.


#79 Miloch

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Posted 12 September 2009 - 07:20 PM

It seems Haiass doesn't follow me into southern south coast (ARA100)

Edit: Strange, he just appeared out of nowhere... Sorry for the useless post

Engine glitch, I guess. I see this every once in a while with area scripts, for no good reason. Bugged me so much with Aurora that I recoded it to use CRE scripts instead.

If it happens consistently (though it sounds like it doesn't), attach the associated area .bcs here. Conceivably, there may be some scripts that keep Haiass's block from firing since it gets appended to the bottom of the script, but that probably isn't the case for this area script (even in a BWP setup it only contains about 3-4 blocks which are pretty trivial).

Remember, if Haiass is somewhere in the area but you don't know where, you can use the whistle to call him.

Edit: The new version should be uploaded shortly, though you may want to update your initial post with the 2.2. version history above (and change the first 2.1 reference to 2.1+).

Edited by Miloch, 12 September 2009 - 10:31 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


#80 dreamer2007

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Posted 12 September 2009 - 11:27 PM

Remember, if Haiass is somewhere in the area but you don't know where, you can use the whistle to call him.

Edit: The new version should be uploaded shortly, though you may want to update your initial post with the 2.2. version history above (and change the first 2.1 reference to 2.1+).


What I found strange is that he appeared late in the area and I couldn't call him with the whistle, but this happened to me only in that area, in the rest I've been too so far Haiass following me normally.

I partially edited the first post to show the new changes, when it will be uploaded I will complete the changes :) .