
de'Arnise keep has a troll problem
#1
Posted 26 July 2010 - 12:12 PM
#2
Posted 23 August 2010 - 10:51 PM
This is news to me. You're saying that dialogue can use references in area files?apparently actor names can be used in addition to script names.
Obviously, a workaround is not to install this component (either in Aurora or IA) - it's not required for anything and is primarily for modder convenience (or inconvenience, if it causes such issues

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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
#3
Posted 24 August 2010 - 03:57 AM
The dialogue ActionOverrides kptrol02 to Attack kpserv02. The troll and the servant reference the same cre files as the troll and servant in the sleeping quarters by the secret entrance. The only thing that separates them is that the troll&servant by the stairs have unique actor names. If you (manually) change the actor names the servant initiates the usual dialogue but the troll does not attack him.This is news to me. You're saying that dialogue can use references in area files?apparently actor names can be used in addition to script names.
The conclusion would seem to be that the ActionOverride and Attack actions (and probably others) can make use of actor names as well.
Ah, but this component is INSTALL_BY_DEFAULT'ed.Obviously, a workaround is not to install this component (either in Aurora or IA) - it's not required for anything and is primarily for modder convenience (or inconvenience, if it causes such issues
).
#4
Posted 24 August 2010 - 08:33 PM
Ah. Yeah. Well it can be skipped in a batch install, as it is in BWP. Though IA has pretty much the same component - the main reason for it was to fix all the animations we change. AFAIK *that* field in area files isn't used for anything but reference. ActionOverride() actually says it uses actor in the IESDP - I always thought it was just the scripting name (which I think it'd have to be for NPCs and such that aren't stored in the area files).Ah, but this component is INSTALL_BY_DEFAULT'ed.
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
#5
Posted 24 February 2011 - 03:30 PM
I can't even get to the Hold. On the map, it's black and it's like the area won't trigger.
(I do have Faren and the Edwin Romance running along w/ Aurora (just the shop). Aurora was the last one I installed. Before Aurora, I had no issue.)
Ah- oops. I should have just looked at the patch post first (mentally blocked out that "a" part in "5a". Weird). So if I install the patch, this Area issue for D. Hold ought to be a-okay?
Edited by Osteoborus, 24 February 2011 - 03:33 PM.
#6
Posted 24 February 2011 - 06:06 PM
(I guess I should pin the patch topic maybe...)
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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