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#41 melkor_morgoth75

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Posted 15 September 2009 - 02:26 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

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#42 OneEyedPhoenix

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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


Many areas by now. Most frequently in gnoll fortress and wilderness lake area maybe, but also others.

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)


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.

#43 melkor_morgoth75

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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.


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

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#44 OneEyedPhoenix

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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


I have to guess, as all I have to go by are xp value, Creature name and items. So if I find two similar creatures on several of these parameters (gnlfli01.cre and flind.cre for instanc) mistakes might be made. But then again you obviously know which creatures your mod uses.

#45 OneEyedPhoenix

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Posted 15 September 2009 - 11:17 AM

New odd bug.

When I exit the Nashkel mines (after killing Mulahey) Lamalha's amazon party doesn't spawn. Only Elka and Natalka from Ntotsc do (who carries unbalanced treasure btw).

The area script, concerning them, looks like this:

[codebox]IF
Dead("Mulahey")
Global("LamalhaSpawn3","GLOBAL",0)
THEN
RESPONSE #100
Activate("LAMALHA")
Activate("MANEIRA")
Activate("TELKA")
Activate("ZEELA")
SetGlobal("LamalhaSpawn3","GLOBAL",1)
END[/codebox]

Now, if the Activate command didn't work as intended I would understand why they are nowhere to be found.
However... My LamalhaSpawn3 global is set to 1, and Elka and Natalka wouldn't exist if Lamalha didn't:

[codebox]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[/codebox]

So, what happened?

Edited by OneEyedPhoenix, 15 September 2009 - 11:18 AM.


#46 Miloch

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Posted 15 September 2009 - 12:18 PM

IF
	Dead("Mulahey")
	Global("LamalhaSpawn3","GLOBAL",0)
THEN
	RESPONSE #100
		Activate("LAMALHA")
		Activate("MANEIRA")
		Activate("TELKA")
		Activate("ZEELA")
		SetGlobal("LamalhaSpawn3","GLOBAL",1)
END
Now, if the Activate command didn't work as intended I would understand why they are nowhere to be found.

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
If 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).

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.

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.

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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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#47 OneEyedPhoenix

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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


Didn't work. Correct me if I'm wrong, but wouldn't the Activate command require that the creatures were implemented as "actors" on the map? They are not in my game.
Wouldn't a "CreateCreature" command be the way to go then?

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.


You're right. Changing from natalk9 and elka9 to natalka and ntelka worked, as in they did't appear inngame.

Their scripting as whole looks kind of clumsy to me...

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

Wouldn't just this be better...?

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

As in K.I.S.S. (Keep it simple stupid)


Edit: This could well be an incompatibility between ScS and BGT. See my changelog:

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.


#48 Miloch

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Posted 15 September 2009 - 01:06 PM

Correct me if I'm wrong, but wouldn't the Activate command require that the creatures were implemented as "actors" on the map?

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.

Wouldn't just this be better...?

Edit: This could well be an incompatibility between ScS and BGT.

Possibly, but I'm not really familiar with the mods. Like I said, you should report this on those forums.

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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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#49 melkor_morgoth75

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Posted 15 September 2009 - 01:08 PM

~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v13


Just read what u're playing/installing :P

From SCS readme:

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.)


mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#50 Miloch

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Posted 15 September 2009 - 01:18 PM

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.

Heh :D. Yeah, he removes them from the area alright.

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


#51 OneEyedPhoenix

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Posted 15 September 2009 - 01:47 PM

Success! By changing the part about Natalka and Elka in the ar3900.bcs (as suggested in an earlier thread) they no longer spawned. Now to add the following lines to baldur.bcs, in the right place, and hopefully the amazon party will consist of six and not four when I finally meet them.

[codebox] ActionOverride(Player1,CreateCreatureOffScreen("NATALK9",0)) // Natalka
ActionOverride(Player1,CreateCreatureOffScreen("ELKA9",0)) // Elka[/codebox]

#52 SirLancelot

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Posted 15 September 2009 - 02:16 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.

Edited by SirLancelot, 15 September 2009 - 02:20 PM.

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#53 OneEyedPhoenix

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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.


Problem was that ScS made the amazon party follow the player around and spawn randomly (Which I personally think is a better concept). I have asked DavidW, over at gibberlings3, to include our two forlorn amazons in the next ScS release. And with a little change to the Ntotsc from my side we should hopefully be rid of the problem once and for all.

#54 melkor_morgoth75

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Posted 16 September 2009 - 01:54 AM

IF
	Dead("Mulahey")
	Global("LamalhaSpawn3","GLOBAL",0)
THEN
	RESPONSE #100
		Activate("LAMALHA")
		Activate("MANEIRA")
		Activate("TELKA")
		Activate("ZEELA")
		SetGlobal("LamalhaSpawn3","GLOBAL",1)
END
Now, if the Activate command didn't work as intended I would understand why they are nowhere to be found.

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
If 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).

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.

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.


In BGT Lamalha.bcs is a scripts who starts a dialogue between lamalh.cre and PC,

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#55 Lollorian

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Posted 16 September 2009 - 04:19 AM

I swear I seen this before :D Don't believe me?? ;)

So, jist of the problem seems to be NTotSC adding 2 new amazons to the vanilla group of 4 and SCS later modding the original 4 to roam around the Sword's Coast, leaving the 2 added by NTotSC to fend for themselves :whistling:

Now, until a new version of SCS and/or NTotSC gets released, how do you guys propose this be fixed?? According to the BWP pdf <choir music> NTotSC gets installed before SCS, so can we mod the SCS scripts that do this to include the NTotSC amazons too??

Here's the block that deletes the 4 vanilla amazons (from scs\assassin\assassin.tph):

//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 actors
and 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)
END
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 :(

Edited by Lollorian, 16 September 2009 - 04:24 AM.

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#56 OneEyedPhoenix

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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 :(


I have no knowledge of how to code tp2 but the AR3900.bcs code needs to be changed from this:

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

To just this:

IFGlobal("NTotSCSpawn","AR3900",0)Dead("Mulahey")Exists("LAMALH")THENRESPONSE #100CreateCreature("NATALK9",[2248.240],3) // NatalkaCreateCreature("ELKA9",[2145.205],4) // ElkaSetGlobal("NTotSCSpawn","AR3900",1)END

This should work so that if ScS is not installed they would spawn normally and if ScS is installed they will not spawn in this area.

DaveW said he would include our two forlorn amazons in the next ScS (if he remembers).

The "NTotSCspawn" global looks like a typical script block to me (as in preventing them from spawning more than once).

Edited by OneEyedPhoenix, 16 September 2009 - 06:36 AM.


#57 Lollorian

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Posted 16 September 2009 - 06:52 AM

[quote name='OneEyedPhoenix' post='462652' date='Sep 16 2009, 08:01 PM']Change:
[codebox]IF
Global("NTotSCspawn","AR3900",1)
OR(2)
[b]GlobalGT("DMWWC3Assassin","GLOBAL",0)[/b]
!Exists("LAMALHA")
THEN
RESPONSE #100
ActionOverride("NATALK9",DestroySelf())
ActionOverride("ELKA9",DestroySelf())
SetGlobal("NTotSCSpawn","AR3900",2)
END[/codebox]

...

This should work so that if ScS is not installed they would spawn normally and if ScS is installed they will not spawn in this area.[/quote]
Isn't the DMWW3thingamajig Global something from SCS?? How's it getting prepped up in the if-else thingy?? :huh:

I think, until the new version of SCS gets updated (or until someone provides a way to delete the NTotSC scripts through the SCS deletion block), the component 6020 of SCS shouldn't be installed then :o cause NTotSC installs those amazons in the main component itself.

[quote name='OneEyedPhoenix' post='462652' date='Sep 16 2009, 08:01 PM']DaveW said he would include our two forlorn amazons in the next ScS (if he remembers).[/quote]
Hmm, but it may take a while before it gets up ^_^

[quote name='OneEyedPhoenix' post='462652' date='Sep 16 2009, 08:01 PM']The "NTotSCspawn" global looks like a typical script block to me (as in preventing them from spawning more than once).[/quote]
So that means that they can be spawned directly using a CreateCreature from the scs baldur.bcs script :D (which you already mentioned :doh:)

Cheers,
Lol

Edited by Lollorian, 16 September 2009 - 06:54 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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#58 OneEyedPhoenix

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Posted 16 September 2009 - 07:09 AM

[quote name='Lollorian' post='462653' date='Sep 16 2009, 04:52 PM'][quote name='OneEyedPhoenix' post='462652' date='Sep 16 2009, 08:01 PM']Change:
[codebox]IF
Global("NTotSCspawn","AR3900",1)
OR(2)
[b]GlobalGT("DMWWC3Assassin","GLOBAL",0)[/b]
!Exists("LAMALHA")
THEN
RESPONSE #100
ActionOverride("NATALK9",DestroySelf())
ActionOverride("ELKA9",DestroySelf())
SetGlobal("NTotSCSpawn","AR3900",2)
END[/codebox]

...

This should work so that if ScS is not installed they would spawn normally and if ScS is installed they will not spawn in this area.[/quote]
Isn't the DMWW3thingamajig Global something from SCS?? How's it getting prepped up in the if-else thingy?? :huh:[/quote]

Doesn't matter where it's from because the script doesn't work. (Should be Natalka and ntelka, not natalk9 and elka9)

[quote name='Lollorian' post='462653' date='Sep 16 2009, 04:52 PM']I think, until the new version of SCS gets updated (or until someone provides a way to delete the NTotSC scripts through the SCS deletion block), the component 6020 of SCS shouldn't be installed then :o cause NTotSC installs those amazons in the main component itself.[/quote]

I think it's better to just change the ar3900.bcs as I suggested. They won't spawn until the next ScS, but they won't be stranded alone either. (They need balancing and bug-fixing to be a good part of the game anyway)

[quote name='Lollorian' post='462653' date='Sep 16 2009, 04:52 PM'][quote name='OneEyedPhoenix' post='462652' date='Sep 16 2009, 08:01 PM']The "NTotSCspawn" global looks like a typical script block to me (as in preventing them from spawning more than once).[/quote]
So that means that they can be spawned directly using a CreateCreature from the scs baldur.bcs script :D (which you already mentioned :doh:)

Cheers,
Lol
[/quote]

That was pretty much what I suggested to DavidW, yes.

Further research with near infinity reveals that the global is indeed a script block. (No other script or dialog references)

#59 Miloch

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Posted 16 September 2009 - 11:07 AM

In BGT Lamalha.bcs is a scripts who starts a dialogue between lamalh.cre and PC

Well it's a death variable we're talking about here, not a script or a CRE name.

EDIT: I tried using codeboxes

Codeboxes suck in general.

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 :cheers:.

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#60 OneEyedPhoenix

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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 :cheers:.


These are minor additions that just extends the code ScS already adds to baldur.bcs. My suggestion would not require it to be done with BWP Fixpack, for precisely those reasons you mention. If it can be done with ScS and Ntotsc, so that they are not even depending on the other one being installed to work, then I think we would have the final solution to this old problem.

As for your first point what happened in my game was that these two came running towards my party, did nothing because of being assigned a non-existing script and gave me a whole lot of +2 loot, practically for free... So I do believe they are a problem.

As for the Ntotsc forum, I think it was Dabus that said that Erebusant is no longer maintaining the mod. I agree that once this has gotten past the discussion phase it should be moved to this forum, but we are not there yet. As it is shaping up it looks like I will volunteer to do something about Ntotsc. Only problem is that I don't know how to code .tp files.... :(