BWP-mods: Bugs not solved yet
#1 -Fennek-
Posted 20 March 2010 - 07:04 AM
http://kerzenburg.ba...ead.php?t=39746
I would appreciate it very much if people here would either help to get rid of some of the bugs or tell me which bugs are already solved (at the moment I lost the overview...).
I will not continuously update this thread (I had to log in or actually to get a new password to do this...), but maybe post new issues from time to time in the megamod thread.
And I know that some of the mods have their own forums (or are actally hosted here at SHS), but this does not always mean much...
Dark Side of the Sword Coast and The Vault:
The The Vault quest in the Lathander Temple has to be solved before starting the dragon-uest from DSotSC. Otherwise, the priest of Bane(?) vanishes after the dragon-quest and the death knight appears in Beregost. Afterwards the priest reappears in the temple.
All in all not that problematic, but maybe not intended (?)
More problematic: Halfling Gandolar Glücksfuss (who knows how he's called in English...) is not in Gullykin anymore after the dragon-quest, but is actually necessary for a quest from The Vault.
Kiara/Zaiya mod
In the Small Teeth Pass Morticia attacks even when she has a blue circle. Seems to be a problem in her script (?)
Improved Asylum mod:
The drow do not attack. Rastor is too lazy (?) to write a proper script
http://forums.rpgdun...0&topic=1728.30
NTotSC:
The ogre mage (Shilo Chen-quest) does not always appear. Lich had suggested some changes regarding the scrips of Bg1 UB and DSotSC (drow item check), but I do not really if anything is fixed yet.
Longer Road:
During the installation some sound files are not found. All in all, no problem.
Solaufein Flirt Pack stops the Solaufein romance
Something similar was also posted here:
http://forums.rpgdun...ic,1402.60.html
WOLFM.ITM-Problem
I think Taimon or White Agnus have fixed it and it only has to be included into the Fixpack
Same should be true for incompatibility between Thieves Galore, Aurora etc.
Kang, Ortus, General Chang in Firkraags Dungeon:
Nobody does anything while one kills General Chang. Script problem (?)
Since the player didn't tell me more, I have no other information availabe... (I do not even know the mod...)
TS25minimod:
Apparently there's a ctd if one installs component 5 (The Request of a Noble Lady)and enters the slums.
Ninde and Xulaye etc. produce(d) a good deal of parse errors during their installation.
#2
Posted 20 March 2010 - 10:13 AM
From the tp2's, it looks like DSotSC's Gandolar Luckyfoot () is DSHALF01.cre while Vault uses the BGT Gandolar - GANDOL.cre ... It actually looks like DSotSC creates DS-versions of all the Gullykin li'l peeps It'd be best if this is reported to the DSotSC forums (cause erebusant's been active lately AND he's supporting both DSotSC and Vault )More problematic: Halfling Gandolar Glücksfuss (who knows how he's called in English...) is not in Gullykin anymore after the dragon-quest, but is actually necessary for a quest from The Vault.
Attaching Morticia's bcs (in oh-so-cool-baf-mode ) for script peoples to figure outIn the Small Teeth Pass Morticia attacks even when she has a blue circle. Seems to be a problem in her script (?)
Apparently, erebusant already fixed this in DSotSC ... wait for new release??The ogre mage (Shilo Chen-quest) does not always appear. Lich had suggested some changes regarding the scrips of Bg1 UB and DSotSC (drow item check), but I do not really if anything is fixed yet.
I just did a new install and didn't find any missing filesDuring the installation some sound files are not found. All in all, no problem.
Wasn't this fixed by moving 1PP above Aurora in BWPv8.3??Same should be true for incompatibility between Thieves Galore, Aurora etc.
I can tell you that all of them are from CoM_Encounters Maybe ask in their forums??Nobody does anything while one kills General Chang. Script problem (?)
Since the player didn't tell me more, I have no other information availabe... (I do not even know the mod...)
Didn't get these either in my new install (although I do remember getting them at one time )Ninde and Xulaye etc. produce(d) a good deal of parse errors during their installation.
Attached Files
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#3
Posted 20 March 2010 - 07:01 PM
Nobody does anything while one kills General Chang. Script problem (?) Since the player didn't tell me more, I have no other information availabe... (I do not even know the mod...)
The SHOUT action in dialog does not match the trigger in the other guys' scripts. I don't know what it is or which characters but I might ask the CoM mod makers to take a look.
Attaching Morticia's bcs (in oh-so-cool-baf-mode <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/woot.gif' class='bbc_emoticon' alt=':woot:' />) for script peoples to figure out <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/tongue.gif' class='bbc_emoticon' alt=':P' />
I see four blocks with no action at all. That's stupid. What makes her attack when neutral may not be in this script. She may have 3 scripts assigned, maybe a Default script to look at?
Improved Asylum mod: The drow do not attack. Rastor is too lazy (?) to write a proper script http://forums.rpgdun...0&topic=1728.30
You could give them some generic enemy NPC scripts like other normal drow. That may get them to do something at least and can be hotfixed in game with an editor like Near Infinity.
EDIT; Looking into the Morticia thing again, it seems that they go hostile from a dialog by this guy:
CreateCreature("C6ama",[3075.1000],10) // Amaralis
Maybe adding some checks in the blocks like below in AR1700.BCS for all the creatures related to the Kiara Zaiya mod. Since the main badass Amarilis appears here in Chapter 6, so should his buddies. The problem I think is the availability to explore Small Teeth Pass in Chapter 2 from the Big-Picture family of mods which may not have been an option at the creation of the Kiara Zaiya mod. With the edit they will not be neutral for long and will appear appropriately with Amarilis. The early appearance of these creatures also may throw off romances or quests for K-Z. I can't really tell just by looking at files as I have never played the mod's content.
InParty("Kiara") GlobalGT("Chapter","GLOBAL",5)
Edited by Hoppy, 20 March 2010 - 08:02 PM.
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
#4
Posted 20 March 2010 - 08:32 PM
Her default is WTASIGHT.bcs (this is the override script btw )She may have 3 scripts assigned, maybe a Default script to look at?
@Kiara-Zaiya: I remember something about some Demon Lord replacing the black dragon you fight at Suldaness... that was kinda buggy too right?? Stuttering or something??
I can't say anything about the bugs, but this probably should be moved to BWPExpert (their forum's been inactive for 4 months now!)
Ok, sorry for the earlier denial I got 3 missing files with this mod:Longer Road:
During the installation some sound files are not found. All in all, no problem.
nymph12.wav
nymph315.wav
nymph319.wav
PS: I see something fishy here Out of the 3, only 2 (nymph12 and 319 are used in-game) ... and in the sounds folder, there is a nymph13 that doesn't get compiled by the oggdec
So, removing the missing sounds and adding the existing (but unused) file, we have this revised .bat
Attached Files
Edited by Lollorian, 20 March 2010 - 09:22 PM.
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#5 -Fennek-
Posted 21 March 2010 - 05:28 AM
First of all, many thanks to you, Lollorian and Hoppy!
CoM:
The SHOUT action in dialog does not match the trigger in the other guys' scripts. I don't know what it is or which characters but I might ask the CoM mod makers to take a look.
Hoppy, I would appreciate it very much could you inform the CoM makers.
Kiara-Zaiya
I can't say anything about the bugs, but this probably should be moved to BWPExpert (their forum's been inactive for 4 months now!)
Lollorian, I'll suggest this to the Leos. I haven't played the mod either, so I don't know if there are any other bugs.
With the edit they will not be neutral for long and will appear appropriately with Amarilis.
Hoppy, I'll report this, maybe somebody can than put something into the Fixpack.
Improved Asylum:
You could give them some generic enemy NPC scripts like other normal drow. That may get them to do something at least and can be hotfixed in game with an editor like Near Infinity.
Hoppy, I was able to prepare a modyfied script, so that the drow do alt least equip their weapons. I was not able to write an appropriate trigger, so that they turn hostile after they killed the elf. (They first have to kill an elf before turning hostlie, what would better be done in a cutscene anyway, but now causes trouble, since after killing the elf they simply stand around, doing nothing... not trigger for an generic fighter script which one could add)
Longer Road:
So, removing the missing sounds and adding the existing (but unused) file, we have this revised .bat
Thank you! Will report it.
DSotSC:
From the tp2's, it looks like DSotSC's Gandolar Luckyfoot () is DSHALF01.cre while Vault uses the BGT Gandolar - GANDOL.cre ... It actually looks like DSotSC creates DS-versions of all the Gullykin li'l peeps It'd be best if this is reported to the DSotSC forums (cause erebusant's been active lately AND he's supporting both DSotSC and Vault )
Posted.
#6
Posted 21 March 2010 - 11:48 AM
Hoppy, I would appreciate it very much could you inform the CoM makers.
I would if we knew it was an actual problem with the CoM encounters, right now we only know they (Team General Chang) don't behave properly but there are many examples of this happening with other creatures throughout the board.
Comparisons have to be done, what do they do with just CoM installed? Then compare them with other mods that may change their behaviors by script. Then we know if it is just the encounter mod or if it is something being changed/added.
EDIT: I posted in the CoM forums just so that they might take a peak at their files for a start.
Edited by Hoppy, 21 March 2010 - 07:53 PM.
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
#7 -Fennek-
Posted 22 March 2010 - 12:18 PM
#8
Posted 22 March 2010 - 04:16 PM
I think it is a dialog shout and a script in the others checking for something different. Maybe I will look at the scripts and see if I can find some anomalies.Thanks. If it's not a problem of the script, what the COM makers should know best, one might start testing it with SCSII, BP etc.
Or I could play my game for once
There is nothing I see that makes them enemy besides Chang. The others' have no unique scripts that make them hostile unless Chang shouts when he is attacked and that is if his three friend hear it (in range).
Edited by Hoppy, 22 March 2010 - 04:47 PM.
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant