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Bassilus Dialog


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#1 Srakken

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Posted 26 June 2010 - 12:17 PM

Hello,

I am trying to fight Bassilus but the dialog doesn't seem to be killing his skeletons. I am selecting 1, 3, 1, 1 but it doesn't do anything he says the standard stuff but the skeletons don't collapse they come after me. Did I miss something? May be unrelated but I noticed another bug with Finch's glasses the identify won't work I had to spawn a pair to give her that ability.

Thank you.

#2 Jarno Mikkola

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Posted 26 June 2010 - 02:54 PM

I am trying to fight Bassilus but the dialog doesn't seem to be killing his skeletons. I am selecting 1, 3, 1, 1 but it doesn't do anything he says the standard stuff but the skeletons don't collapse they come after me. Did I miss something?

Here the WeiDU.log's content would really help, as you have mods installed... open the file with Notepad.

May be unrelated but I noticed another bug with Finch's glasses the identify won't work I had to spawn a pair to give her that ability.

Well, did you actually create the item the right way, see it might need to be created with the extended system. aka:
CLUAConsole:CreateItem("*itemcode*",x,y,z)
Where the x, y and z are different abilities the classes have.

Edited by Jarno Mikkola, 26 June 2010 - 02:55 PM.

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#3 Srakken

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Posted 26 June 2010 - 06:00 PM

Here is the log.


I didn't create the glasses until after I couldn't get the other ones working after quite sometime.

#4 Srakken

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Posted 26 June 2010 - 06:01 PM

Here is the log.


I didn't create the glasses until after I couldn't get the other ones working after quite sometime.

Attached Files



#5 Miloch

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Posted 27 June 2010 - 09:58 AM

Do a --change-log on bassil.dlg and shoutids.ids (see Jarno's pinned FAQ in the megamod forum if you don't know how to do that). One of those things is probably messed up. Shoutids.ids should have ATTACK1 as its first value, and the dlg should be doing that.

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#6 Srakken

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Posted 27 June 2010 - 11:00 AM

Do a --change-log on bassil.dlg and shoutids.ids (see Jarno's pinned FAQ in the megamod forum if you don't know how to do that). One of those things is probably messed up. Shoutids.ids should have ATTACK1 as its first value, and the dlg should be doing that.


Here is the one for Bassil

Attached Files



#7 Srakken

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Posted 27 June 2010 - 11:03 AM


Do a --change-log on bassil.dlg and shoutids.ids (see Jarno's pinned FAQ in the megamod forum if you don't know how to do that). One of those things is probably messed up. Shoutids.ids should have ATTACK1 as its first value, and the dlg should be doing that.


Here is the one for Bassil


Here is the one for shoutids

#8 Srakken

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Posted 27 June 2010 - 11:03 AM

forgot to attach

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#9 Miloch

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Posted 27 June 2010 - 11:48 AM

You can just paste the text in your post for short stuff like that next time. Open a command prompt to your game folder and type 'weidu bassil.dlg' then attach the resulting bassil.d file here (or paste the contents in spoiler tags, since it'll probably be large).

Though the dialogue I suppose is probably ok. Open skeletb.cre with a game editor like Near Infinity or DLTCEP. Look at its scripts on the Icons & scripts tab in DLTCEP or scroll down to 0x248 with NI (with hex offsets on). It should have shout as its override script and skeletb as its race script. If skeletb isn't there, that's the problem. If there's some other script before it besides shout, could be an issue if it's a buggy script. The first block in skeletb.bcs makes the skeletons go hostile if they hear Bassilus shout (unless someone has messed with that).

Edit: oh, your problem is getting them to suicide not go hostile. But the approach is the same, because that's the 2nd block in skeletb.bcs.

Edited by Miloch, 27 June 2010 - 11:50 AM.

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#10 Srakken

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Posted 27 June 2010 - 12:36 PM

You can just paste the text in your post for short stuff like that next time. Open a command prompt to your game folder and type 'weidu bassil.dlg' then attach the resulting bassil.d file here (or paste the contents in spoiler tags, since it'll probably be large).

Though the dialogue I suppose is probably ok. Open skeletb.cre with a game editor like Near Infinity or DLTCEP. Look at its scripts on the Icons & scripts tab in DLTCEP or scroll down to 0x248 with NI (with hex offsets on). It should have shout as its override script and skeletb as its race script. If skeletb isn't there, that's the problem. If there's some other script before it besides shout, could be an issue if it's a buggy script. The first block in skeletb.bcs makes the skeletons go hostile if they hear Bassilus shout (unless someone has messed with that).

Edit: oh, your problem is getting them to suicide not go hostile. But the approach is the same, because that's the 2nd block in skeletb.bcs.


Ok, override is _shout.bcs and race is skeletb.bcs

Here is the bassil.d

Spoiler


#11 Srakken

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Posted 27 June 2010 - 12:54 PM

I noticed that there is a shout.bsc and a _shout.bsc does it matter that it is set as _shout.bsc?

#12 Srakken

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Posted 29 June 2010 - 04:19 PM

Ok here is the skeletb.bcs

Spoiler


Notice that it references ATTACK1 and LEAVE2. I don't see any reference to leave2 with shout in the bassil.dlg. Is this the problem?

#13 Srakken

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Posted 29 June 2010 - 05:28 PM

I replaced the ESCAPE_AREA_2 with LEAVE2 in the bassil.dlg this fixed the issue.

#14 Miloch

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Posted 29 June 2010 - 06:09 PM

I replaced the ESCAPE_AREA_2 with LEAVE2 in the bassil.dlg this fixed the issue.

No doubt that was the issue, and one of them compiled wrong because they use the same integer value (2). So some mod is probably to blame for adding two different text values at the same integer. Your change-log says only TDD and gMinion change shoutids.ids but I know for fact a bunch of other mods do. Maybe BWP skips those changes or something, but it needs to make sure it doesn't cause bugs like this in the process.

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#15 Srakken

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Posted 30 June 2010 - 04:22 AM

I replaced the ESCAPE_AREA_2 with LEAVE2 in the bassil.dlg this fixed the issue.

No doubt that was the issue, and one of them compiled wrong because they use the same integer value (2). So some mod is probably to blame for adding two different text values at the same integer. Your change-log says only TDD and gMinion change shoutids.ids but I know for fact a bunch of other mods do. Maybe BWP skips those changes or something, but it needs to make sure it doesn't cause bugs like this in the process.


Do you think I might have to make similar changes in any other files because of this? If so which files should I check?

Thank you for all your help.

#16 Miloch

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Posted 01 July 2010 - 02:12 AM

I dunno, it should probably just be changed in TDD or whatever mod adds it. But if you've already got a game going, I guess you could use Near Infinity to do a Search > Text Search > BCS and Find ESCAPE_AREA_2, then do the same for DLG files. Change any references you find to LEAVE2 then delete the ESCAPE_AREA_2 entry from shoutids.ids.

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