Not to my experience...
I frequently run into groups of gnolls that includes all of these.
Not brought by my mod. Please may you let me know in which area and where u faced them?
mm75
Posted 15 September 2009 - 02:44 AM
Not to my experience...
I frequently run into groups of gnolls that includes all of these.
Not brought by my mod. Please may you let me know in which area and where u faced them?
mm75
Here are the cre i've been using for those humanoids:
- HOBGOB (Hobgoblin)
- HOBWAR01 (Hobgoblin Warrior)
- HOBARC01 (Hobgoblin Archer)
- HOBELITE (Hobgoblin Elite)
- HOBSHA01 (Hobgoblin Shaman)
- HOBCAP01 (Hobgoblin Captain)
- SHOBSL01 (Hobgoblin Slayer)*
- GNOLL (Gnoll)
- GNLELI01 (Gnoll ELite)
- GNLSLA01 (Gnoll Slasher)
- GNLVET01 (Gnoll Veteran)
- GNLCAP01 (Gnoll Captain)
- FLIND (Flind)
Posted 15 September 2009 - 02:49 AM
Ok, swap AEMERHOB.CRE for HOBARC01.cre and GNLFLI01.CRE for FLIND.cre and we are agreed.
HOBARC01.cre is still a problem, but now that you mention it I'm unsure if the flinds were actually a problem. I just assumed you were using GNLFLI01, and that .cre uses rndtre04.
I've found some more creatures though, orcs this time. Especially orc02 (archer) seemed out of place, but all the orcs (orc01 - orc07) carries rndtre03 and are potentially problematic. Sounds like Miloch's new mod will take care of these though.
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
Posted 15 September 2009 - 03:01 AM
Orc01,2,3,4,5 are used by the mod. Please be sure of the cre u find around as it doesn't make sense to guess if then, at the end, u really don't face some of those cre files
That would be great if Miloch can create such mod, i agree all those creatures should have a different treasure assigned.
mm75
Posted 15 September 2009 - 11:17 AM
Edited by OneEyedPhoenix, 15 September 2009 - 11:18 AM.
Posted 15 September 2009 - 12:18 PM
That won't work for Lamalha because her scripting name (death variable) is LAMALH not LAMALHA. It should work for the others, but I have found Activate() to be decidedly dodgy in area scripts, so much that I recoded a bunch of them in Aurora to use CRE scripts instead. And really, I don't know why BGT does it this way, since it's not in the default BG1 script.IF Dead("Mulahey") Global("LamalhaSpawn3","GLOBAL",0) THEN RESPONSE #100 Activate("LAMALHA") Activate("MANEIRA") Activate("TELKA") Activate("ZEELA") SetGlobal("LamalhaSpawn3","GLOBAL",1) ENDNow, if the Activate command didn't work as intended I would understand why they are nowhere to be found.
IF Global("LamalhaSpawn3","GLOBAL",1) !IsActive("LAMALH") THEN RESPONSE #100 Activate("LAMALH") Activate("MANEIRA") Activate("TELKA") Activate("ZEELA") SetGlobal("LamalhaSpawn3","GLOBAL",2) ENDIf it doesn't, you could try messing with their CRE scripts too, at least to DisplayStringHead() something if they're deactivated somewhere (scripts will still fire if the CRE is deactivated).
Also won't work. Though LAMALHA will never exist (since she's LAMALH), the last two DVs should be NATALKA and NTELKA. Plus I'm not sure whether Deactivate() isn't better here than DestroySelf()? Better on the CRE scripts than the area script of course, and it would need a reverse block to Activate() them.Elka and Natalka wouldn't exist if Lamalha didn't:
IF Global("NTotSCspawn","AR3900",1) OR(2) GlobalGT("DMWWC3Assassin","GLOBAL",0) !Exists("LAMALHA") THEN RESPONSE #100 ActionOverride("NATALK9",DestroySelf()) ActionOverride("ELKA9",DestroySelf()) SetGlobal("NTotSCSpawn","AR3900",2) END
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Posted 15 September 2009 - 12:43 PM
That won't work for Lamalha because her scripting name (death variable) is LAMALH not LAMALHA. It should work for the others, but I have found Activate() to be decidedly dodgy in area scripts, so much that I recoded a bunch of them in Aurora to use CRE scripts instead. And really, I don't know why BGT does it this way, since it's not in the default BG1 script.
You could try adding this to the area script, but if the above block didn't fire, there's no guarantee this one will:IF Global("LamalhaSpawn3","GLOBAL",1) !IsActive("LAMALH") THEN RESPONSE #100 Activate("LAMALH") Activate("MANEIRA") Activate("TELKA") Activate("ZEELA") SetGlobal("LamalhaSpawn3","GLOBAL",2) END
Elka and Natalka wouldn't exist if Lamalha didn't:
IF Global("NTotSCspawn","AR3900",1) OR(2) GlobalGT("DMWWC3Assassin","GLOBAL",0) !Exists("LAMALHA") THEN RESPONSE #100 ActionOverride("NATALK9",DestroySelf()) ActionOverride("ELKA9",DestroySelf()) SetGlobal("NTotSCSpawn","AR3900",2) END
Also won't work. Though LAMALHA will never exist (since she's LAMALH), the last two DVs should be NATALKA and NTELKA. Plus I'm not sure whether Deactivate() isn't better here than DestroySelf()? Better on the CRE scripts than the area script of course, and it would need a reverse block to Activate() them.
IF Global("NTotSCSpawn","AR3900",0)THEN RESPONSE #100 CreateCreature("NATALK9",[2248.240],3) // Natalka CreateCreature("ELKA9",[2145.205],4) // Elka SetGlobal("NTotSCSpawn","AR3900",1)ENDIF Global("NTotSCspawn","AR3900",1) OR(2) GlobalGT("DMWWC3Assassin","GLOBAL",0) !Exists("LAMALHA")THEN RESPONSE #100 ActionOverride("NATALK9",DestroySelf()) ActionOverride("ELKA9",DestroySelf()) SetGlobal("NTotSCSpawn","AR3900",2)END
IF Global("NTotSCSpawn","AR3900",0) Dead("Mulahey") Exists("LAMALH")THEN RESPONSE #100 CreateCreature("NATALK9",[2248.240],3) // Natalka CreateCreature("ELKA9",[2145.205],4) // Elka SetGlobal("NTotSCSpawn","AR3900",1)END
Mods affecting AR3900.ARE:00000: /* from game biffs */ ~SETUP-BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Core00001: /* from game biffs */ ~SETUP-BGTMUSIC_W_SONGLIST.TP2~ 0 0 // BGTMusic with Songlist Patch00002: ~SETUP-NTOTSC.TP2~ 0 0 // NTotSC for BGT-Weidu00003: /* from game biffs */ ~BG1NPC.TP2~ 0 0 // The BG1 NPC Project: Required Modifications00004: ~SETUP-SCS.TP2~ 0 6020 // Improved deployment for parties of assassins00005: ~SETUP-BGSPAWN.TP2~ 0 0 // BGSpawn system based on levels & party members(NOTE: Baldur's Gate Trilogy - BGT required)00006: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3190 // Rest Anywhere (Japheth)
Edited by OneEyedPhoenix, 15 September 2009 - 12:54 PM.
Posted 15 September 2009 - 01:06 PM
Either that or they must've been CreateCreature()d in the area script. They are area actors on my BWP install, so I don't know which mod removed them from your area. It is actually quite hard to do, so someone must've done it intentionally. If it's SCS, it must be a recent version, because I've got an older one installed.Correct me if I'm wrong, but wouldn't the Activate command require that the creatures were implemented as "actors" on the map?
Possibly, but I'm not really familiar with the mods. Like I said, you should report this on those forums.Wouldn't just this be better...?
Edit: This could well be an incompatibility between ScS and BGT.
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Posted 15 September 2009 - 01:08 PM
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v13
Two groups of assassins (one made up mostly of dwarves and gnomes, one made up entirely of amazons) hang out in the vicinity of Gullykin. This component removes them from there and makes them proactively hunt the party down instead - they'll show up at random times in chapter 3.
As of version 5 of SCS, the assassins only spawn once your main character is above 3rd level. (The way I normally play the game, I'm always above 3rd level by the start of chapter 3, but apparently some people race through chapter 3 and then get slaughtered by the assassins.)
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
Posted 15 September 2009 - 01:18 PM
Heh . Yeah, he removes them from the area alright.Two groups of assassins (one made up mostly of dwarves and gnomes, one made up entirely of amazons) hang out in the vicinity of Gullykin. This component removes them from there and makes them proactively hunt the party down instead - they'll show up at random times in chapter 3.
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
Posted 15 September 2009 - 01:47 PM
Posted 15 September 2009 - 02:16 PM
Edited by SirLancelot, 15 September 2009 - 02:20 PM.
Posted 15 September 2009 - 02:27 PM
Hmm, but, if i understand it correctly, the amazons group should spawn together, no matter where.
Edited: Ok, i read all the related topics.
Posted 16 September 2009 - 01:54 AM
That won't work for Lamalha because her scripting name (death variable) is LAMALH not LAMALHA. It should work for the others, but I have found Activate() to be decidedly dodgy in area scripts, so much that I recoded a bunch of them in Aurora to use CRE scripts instead. And really, I don't know why BGT does it this way, since it's not in the default BG1 script.IF Dead("Mulahey") Global("LamalhaSpawn3","GLOBAL",0) THEN RESPONSE #100 Activate("LAMALHA") Activate("MANEIRA") Activate("TELKA") Activate("ZEELA") SetGlobal("LamalhaSpawn3","GLOBAL",1) ENDNow, if the Activate command didn't work as intended I would understand why they are nowhere to be found.
You could try adding this to the area script, but if the above block didn't fire, there's no guarantee this one will:IF Global("LamalhaSpawn3","GLOBAL",1) !IsActive("LAMALH") THEN RESPONSE #100 Activate("LAMALH") Activate("MANEIRA") Activate("TELKA") Activate("ZEELA") SetGlobal("LamalhaSpawn3","GLOBAL",2) ENDIf it doesn't, you could try messing with their CRE scripts too, at least to DisplayStringHead() something if they're deactivated somewhere (scripts will still fire if the CRE is deactivated).Also won't work. Though LAMALHA will never exist (since she's LAMALH), the last two DVs should be NATALKA and NTELKA. Plus I'm not sure whether Deactivate() isn't better here than DestroySelf()? Better on the CRE scripts than the area script of course, and it would need a reverse block to Activate() them.Elka and Natalka wouldn't exist if Lamalha didn't:
IF Global("NTotSCspawn","AR3900",1) OR(2) GlobalGT("DMWWC3Assassin","GLOBAL",0) !Exists("LAMALHA") THEN RESPONSE #100 ActionOverride("NATALK9",DestroySelf()) ActionOverride("ELKA9",DestroySelf()) SetGlobal("NTotSCSpawn","AR3900",2) END
You might want to report all this in the relevant forums (BGT and NTotSC I guess - I see an SCS variable but not sure if it's relevant to that mod). A lot of modders don't get a chance to look at threads like this (I rarely do) but will respond quicker to targetted posts in their forums.
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
Posted 16 September 2009 - 04:19 AM
//this deletes the Amazons COPY_EXISTING ~%ValleyoftheTombs%.are~ ~override~ READ_LONG 0x54 ~actoroffset~ READ_SHORT 0x58 ~actornum~ SET ~numsofar~=0 SET ~numdeleted~=0 WHILE (~%numsofar%~<~%actornum%~) BEGIN //go through each actor, deleting them if they have the wrong CRE name READ_ASCII (~%numsofar%~*0x110 + ~%actoroffset%~+0x80) ~actorname~ PATCH_IF !(~%actorname%~ STRING_COMPARE_CASE ~%tutu_var%LAMALH~ AND ~%actorname%~ STRING_COMPARE_CASE ~%tutu_var%ZEELA~ AND ~%actorname%~ STRING_COMPARE_CASE ~%tutu_var%TELKA~ AND ~%actorname%~ STRING_COMPARE_CASE ~%tutu_var%MANEIR~) THEN BEGIN DELETE_BYTES (~%numsofar%~*0x110 +~%actoroffset%~) 0x110 SET ~actornum~=~%actornum%~-1 SET ~numsofar~=~%numsofar%~-1 SET ~numdeleted~=~%numdeleted%~+1 //count up the number deleted END SET ~numsofar~=~%numsofar%~+1 END READ_LONG 0x5c ~offset~ // go through each offset, and if it's larger than the actor offset, decrease it by 0x110 times the number of actors deleted PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0x5c (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0x60 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0x60 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0x68 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0x68 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0x70 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0x70 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0x78 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0x78 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0x7c ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0x7c (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0x84 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0x84 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0x88 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0x88 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0xa0 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0xa0 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0xa8 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0xa8 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0xb0 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0xb0 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0xb8 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0xb8 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0xbc ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0xbc (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0xc0 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0xc0 (~%offset%~-~%numdeleted%~*0x110) END READ_LONG 0xc4 ~offset~ PATCH_IF (~%offset%~>~%actoroffset%~) THEN BEGIN WRITE_LONG 0xc4 (~%offset%~-~%numdeleted%~*0x110) END WRITE_SHORT 0x58 ~actornum~ //write in the new number of actorsand here's the block that adds them to the baldur.bcs (from scs\assassin\assassinadd.baf):
IF Global("DMWWC3Assassin","GLOBAL",3) AreaType(OUTDOOR) !AreaType(CITY) !AreaCheck("%Encounter_Plains1%") !AreaCheck("%Encounter_Plains2%") !AreaCheck("%Encounter_Canyon1%") !AreaCheck("%Encounter_Canyon2%") !AreaCheck("%Encounter_Cliff1%") !AreaCheck("%Encounter_Cliff2%") !AreaCheck("%Encounter_Grassland1%") !AreaCheck("%Encounter_Grassland2%") !AreaCheck("%Encounter_Forest1%") !AreaCheck("%Encounter_Forest2%") !AreaCheck("%Encounter_Road%") OR(3) Global("BanditEnemy","GLOBAL",1) Dead("tranzig") GlobalGT("Chapter","GLOBAL",%tutu_chapter_3%) OR(2) GlobalTimerExpired("DMWWC3AssassinSpawn","GLOBAL") GlobalGT("Chapter","GLOBAL",%tutu_chapter_3%) GlobalTimerExpired("DMWWC3AssassinMiniSpawn","GLOBAL") THEN RESPONSE #100 ActionOverride(Player1,CreateCreatureOffScreen("%tutu_var%LAMALH",0) ActionOverride(Player1,CreateCreatureOffScreen("%tutu_var%TELKA",0) ActionOverride(Player1,CreateCreatureOffScreen("%tutu_var%ZEELA",0) ActionOverride(Player1,CreateCreatureOffScreen("%tutu_var%MANEIR",0) SetGlobal("DMWWC3Assassin","GLOBAL",4) ENDObvious solution to the assassinadd.baf would be to add the lines by OneEyedPhoenix a few posts earlier. But, how do we check and delete the code added by NTotSC to AR3500.bcs??
Edited by Lollorian, 16 September 2009 - 04:24 AM.
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Posted 16 September 2009 - 06:31 AM
Obvious solution to the assassinadd.baf would be to add the lines by OneEyedPhoenix a few posts earlier. But, how do we check and delete the code added by NTotSC to AR3500.bcs??
On another note, does anyone know if the "NTotSCSpawn" Global (in the NTotSC area block) has any further effect (any dialogs and such)??
Cheers,
Lol
EDIT: I tried using codeboxes, but they seem to go horribly off-frame in firefox
IF Global("NTotSCSpawn","AR3900",0) THEN RESPONSE #100 CreateCreature("NATALK9",[2248.240],3) // Natalka CreateCreature("ELKA9",[2145.205],4) // Elka SetGlobal("NTotSCSpawn","AR3900",1) END IF Global("NTotSCspawn","AR3900",1) OR(2) GlobalGT("DMWWC3Assassin","GLOBAL",0) !Exists("LAMALHA") THEN RESPONSE #100 ActionOverride("NATALK9",DestroySelf()) ActionOverride("ELKA9",DestroySelf()) SetGlobal("NTotSCSpawn","AR3900",2) END
IFGlobal("NTotSCSpawn","AR3900",0)Dead("Mulahey")Exists("LAMALH")THENRESPONSE #100CreateCreature("NATALK9",[2248.240],3) // NatalkaCreateCreature("ELKA9",[2145.205],4) // ElkaSetGlobal("NTotSCSpawn","AR3900",1)END
Edited by OneEyedPhoenix, 16 September 2009 - 06:36 AM.
Posted 16 September 2009 - 06:52 AM
Edited by Lollorian, 16 September 2009 - 06:54 AM.
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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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Posted 16 September 2009 - 07:09 AM
Posted 16 September 2009 - 11:07 AM
Well it's a death variable we're talking about here, not a script or a CRE name.In BGT Lamalha.bcs is a scripts who starts a dialogue between lamalh.cre and PC
Codeboxes suck in general.EDIT: I tried using codeboxes
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Posted 16 September 2009 - 01:43 PM
Is it really such a "bug" that the two NTotSC amazons spawn in this area while the other 4 vanilla ones are off hunting the PC (in the wrong place, initially anyway) courtesy of SCS? I just don't like the idea of putting more stuff in baldur.bcs (global script that runs all the time) unless absolutely necessary. On your typical megamod, you have talking weapons and who knows what other sort of garbage in there already . Plus, I'm a bit leary of putting things like this in the BWP Fixpack and the havoc that can wreak if the modder then sorts it out.
Shouldn't you all be talking about this in the NTotSC forum or something? I know these "so-and-so's BWP game" threads are popular, and a lot of improvements can come from them, but if they start to talk about a certain mod, that should go in the mod's forum (or thread) so the modders can address it, or see it at least. Maybe here perhaps, if there are bugs that need fixing .