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Turambar fixes and tweaks 1.8.1


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#81 LonerAoshi

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Posted 10 February 2011 - 02:15 AM

Blargh, I thought that the StrRef was actually useful. But yes, you can see the diary entry from the dialogue in NearInfinity.

About the SCS thing, it's in SCS1, from my WeiDU log it's this entry:

~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v16

#82 Turambar

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Posted 10 February 2011 - 02:42 AM

Blargh, I thought that the StrRef was actually useful. But yes, you can see the diary entry from the dialogue in NearInfinity.

About the SCS thing, it's in SCS1, from my WeiDU log it's this entry:

~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v16

Just one more question: Are Natalka and Elka modified by SCS? I mean, are they also removed from the area with the exit from nashkel mines, and spawned randomly afterwards, or are they exactly where they are in a non-SCS game, and just remain there?

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#83 LonerAoshi

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Posted 10 February 2011 - 03:17 AM

No, they are untouched by SCS. They spawn in the place where the original encounter was in vanilla BG.

#84 Turambar

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Posted 11 February 2011 - 12:43 AM

No, they are untouched by SCS. They spawn in the place where the original encounter was in vanilla BG.

Ok, thanks for reporting it and for all your information. I've fixed it locally, but I still have to test it.
What I do is, if the appropriate component of SCS is installed, I disable the spawning of Elka and Natalka from the mines exit area, and I add them to the creatures which the SCS script spawns together with Lamalha: so, they will still be all together and attack you as they should, wherever they spawn, instead of chasing you for the whole area :lol: (having received the SCS script which tells them to follow you, but being unable to turn hostile).

edit: you can also fix it locally like this:
- in AR3900.bcs, remove block
IF

  Global("NTotSCSpawn","AR3900",0)

  Dead("Mulahey") // this line could not exist

THEN

  RESPONSE #100

    CreateCreature("NATALK9",[2248.240],3)

    CreateCreature("ELKA9",[2145.205],4)

    SetGlobal("NTotSCSpawn","AR3900",1)

END
- In baldur.bcs, Add below both occurrencies of
ActionOverride(Player1,CreateCreatureOffScreen("LAMALH",0)
two new lines:
ActionOverride(Player1,CreateCreatureOffScreen("ELKA9",0)
ActionOverride(Player1,CreateCreatureOffScreen("NATALK9",0)

Edited by Turambar, 11 February 2011 - 12:50 AM.

Turambar

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Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

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(how to correctly report CTDs)

 


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#85 LonerAoshi

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Posted 11 February 2011 - 04:09 AM

Cheers, thanks for the work you've done.

Of course, I just force attacked them anyway, but for the next playthrough... Posted Image

#86 10th

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Posted 19 February 2011 - 06:07 AM

Could you add a fix for this problem?

Easiest solutions would probably either be replacing scrl3i with scrl3ibd in the inventory of hlkoshi.cre or changing those triggers in tran1008.bcs to scrl3i.

10th

Edited by 10th, 19 February 2011 - 06:11 AM.

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#87 Turambar

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Posted 20 February 2011 - 03:02 AM

Could you add a fix for this problem?

Easiest solutions would probably either be replacing scrl3i with scrl3ibd in the inventory of hlkoshi.cre or changing those triggers in tran1008.bcs to scrl3i.

10th

I could write a temporary fix for that; anyway, I suggest that those mods should be corrected in order to patch creatures instead of overwriting them.

I think I could just swap the items via area script, which would also protect him from further modifications, unless those mods change the area script destructively as well.
I was thinking of EXTENDING_TOP the area script with something like (but I'll have to check the syntax)
IF
  Global("tukoshi","ar[areanumber]",0)
  Exists("hlkoshi")
  !HasItem("scrl3ibd","hlkoshi")
THEN
  RESPONSE #100
    TakeItemReplace("scrl3ibd","scrl3i","hlkoshi")
    SetGlobal("tukoshi","ar[areanumber]",1)
    Continue()
END

This component would require scrl3ibd to EXIST_IN_GAME, so that it will be skipped if you don't have BD

Edited by Turambar, 20 February 2011 - 03:05 AM.

Turambar

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Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

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(how to correctly report CTDs)

 


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#88 Turambar

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Posted 19 March 2011 - 02:14 PM

New version up! 1.7.5

This new version should fix the bug in the drow component which made the game impossible to save sometimes (unless you ctrl+R-ed the whole party).

I tested it and apparently it works; please tell me if any new bug comes out, or if the save problem still lurks

PS: the new version should also remove the useless REPLACE_BCS_BLOCK warnings

unfortunately, the latest version of the file I was working on got corrupted, so I'll need some more time to publish a complete new version

Edited by Turambar, 19 March 2011 - 02:17 PM.

Turambar

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#89 Turambar

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Posted 20 March 2011 - 02:22 AM

Concerning the wolfm.itm from Emad:

My post over at G3 in the Emad thread:
clfwlf.cre (Emad) uses wolfm.itm, this weapon is only used by the shapeshifting spells in the original game. Could clfwlf.cre therefore be modified that it uses p1-8m1.itm and has its number of attacks set to two? This would avoid a freeze of BG2 if refinements is also installed.

10th

I've seen that this issue is still in the bug topics, so I've written something for it.
If it's enough to change the item and the attacks number, I'll upload it in the next version (in the same component which fixes the race of vampire wolves).

could someone who has EMAD please test the code?
ACTION_IF FILE_EXISTS_IN_GAME ~clfwlf.cre~ BEGIN
	COPY_EXISTING ~clfwlf.cre~ ~override~
		WRITE_BYTE 0x53 2 //attacks #
		REPLACE_TEXTUALLY CASE_INSENSITIVE ~wolfm~ ~p1-8m1~ (<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> 
	BUT_ONLY
END

Edited by Turambar, 20 March 2011 - 02:23 AM.

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#90 AndrewB

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Posted 07 May 2011 - 01:44 AM

Hello Turambar. Have a bug report for you.

Over on the Megamod forums, we have been noticing what appears to be an errant character-color glow effect happening at night/low-light/dungeonous/cavernous-type situations and affecting, well, just about any kind of mobile object/actor. It occurs indiscriminately, and at random, under those conditions. More about the problem can be found here, and we managed to clue in to the cause here.

To make a long story short: We think it is related to the "Gradual Drow Item Disintegration" component. As hilarious as it would be to make a mod that randomly turns people's clothes an extremely effeminite hot pink as a practical joke, we doubt that was the intention. We are fond of the component, however, so if we can be of any help, let us know.


To recap: You turned our clothes pink, you awful awful bastard. (j/k) :D

Edited by AndrewB, 07 May 2011 - 02:06 AM.

BEGIN BIFFING

ACTION_IF!(FILE_EXISTS ~McFly~) THEN BEGIN
SAY ~BUTTHEAD!~
Posted Image
END BIFFING

#91 Turambar

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Posted 07 May 2011 - 02:46 AM

Hello Turambar. Have a bug report for you.

Over on the Megamod forums, we have been noticing what appears to be an errant character-color glow effect happening at night/low-light/dungeonous/cavernous-type situations and affecting, well, just about any kind of mobile object/actor. It occurs indiscriminately, and at random, under those conditions. More about the problem can be found here, and we managed to clue in to the cause here.

To make a long story short: We think it is related to the "Gradual Drow Item Disintegration" component. As hilarious as it would be to make a mod that randomly turns people's clothes an extremely effeminite hot pink as a practical joke, we doubt that was the intention. We are fond of the component, however, so if we can be of any help, let us know.


To recap: You turned our clothes pink, you awful awful bastard. (j/k) :D

:lol: Thanks for reporting.
I had used a pink-glow effect indeed, but it was intended for testing reasons only; it was needed to see if a certain spell did work when the light was dim, as it had to (and apparently, that did work).
Instead of completely removing the effect, i left it for any necessary testing reason, but reduced its probability to 0, so I expected it to never happen.
Could anyone upload their version of that spell? I'd like to see wether someone else modified the probability, or probability 0 is not really 0 for the engine.

Unfortunately, it's not so easy to just release the fixed spell, because it is built during the installation, in order to allow drow items from other mods to be treated by my mod; it's much easier to manually remove the glow if you have already installed the mod, and I am fixing the .rar archive.

Attached Files


Edited by Turambar, 23 July 2011 - 09:32 AM.

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Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

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(how to correctly report CTDs)

 


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#92 AndrewB

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Posted 07 May 2011 - 03:12 AM

Certainly. Here is the spell you requested.

Also, we seem to be getting an intermittent text string printed to the feedback box under the same low-light conditions, always reading as: "Char_Name_Here: You can not have multiple castings of the same Contingency".

Attached Files


BEGIN BIFFING

ACTION_IF!(FILE_EXISTS ~McFly~) THEN BEGIN
SAY ~BUTTHEAD!~
Posted Image
END BIFFING

#93 JohnMoonlord

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Posted 08 May 2011 - 08:12 PM


Hello Turambar. Have a bug report for you.

Over on the Megamod forums, we have been noticing what appears to be an errant character-color glow effect happening at night/low-light/dungeonous/cavernous-type situations and affecting, well, just about any kind of mobile object/actor. It occurs indiscriminately, and at random, under those conditions. More about the problem can be found here, and we managed to clue in to the cause here.

To make a long story short: We think it is related to the "Gradual Drow Item Disintegration" component. As hilarious as it would be to make a mod that randomly turns people's clothes an extremely effeminite hot pink as a practical joke, we doubt that was the intention. We are fond of the component, however, so if we can be of any help, let us know.


To recap: You turned our clothes pink, you awful awful bastard. (j/k) :D

:lol: Thanks for reporting.
I had used a pink-glow effect indeed, but it was intended for testing reasons only; it was needed to see if a certain spell did work when the light was dim, as it had to (and apparently, that did work).
Instead of completely removing the effect, i left it for any necessary testing reason, but reduced its probability to 0, so I expected it to never happen.
Could anyone upload their version of that spell? I'd like to see wether someone else modified the probability, or probability 0 is not really 0 for the engine.

Unfortunately, it's not so easy to just release the fixed spell, because it is built during the installation, in order to allow drow items from other mods to be treated by my mod; it's much easier to manually remove the glow if you have already installed the mod, and I am fixing the .rar archive.


I KNEW someone used it for testing recently, just didn't remember who! :)
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#94 Turambar

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Posted 13 July 2011 - 12:43 AM

Version 1.7.6 uploaded!

It should fix the "pink clothing epidemics" issue.
I'm sorry for taking so much time, but I'm quite busy at university.
I'm already working on the next version (which should improve the script fixes, solve the problem of natalka and elka spawning in the wrong place and following the main character through the whole area if scs is installed), but it will still take some time, so I've released a fix for that issue in the meantime.
Concerning the contingency stuff, it has to do with TobEX, but I don't think it is a real problem, if it only prints some messages. Anyway, I'll try and see if there's a better way to code that mod.

Turambar

Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


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#95 prowler

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Posted 23 July 2011 - 08:56 AM

Ready. :) But please check first russian install. I have not right now installed copy of BG2

Attached Files


Edited by prowler, 23 July 2011 - 09:25 AM.

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#96 Turambar

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Posted 29 July 2011 - 01:12 PM

New version uploaded! v 1.8

Download

I've been quite busy recently, but I've finally found the time to upload the real new version of my mod (I had already uploaded two fixes for v1.7, but nothing else...).

I've included some new fixes for bugs which have appeared in some mega-mod installation, changed the drow component a bit (special thanks to Ascension64's tobex redist), improved the code for the inactive creatures component, and some other small modifications:

Change-log:

- TobEX is now included (Thanks to Ascension for the portable version); some components have been modified to use this tool.
- Inactive creatures fixes and ankheg component re-arranged.
- Other changes in the drow component: it doesn't need to modify specific.ids anymore; it includes ToBEx; support for saved games included; does not print useless WARNING messages during installation, any more (thanks to the bigg for enabling this possibility on weidu).
- new components: DS fixes; Compatibility fixes; Pink Panther (for those who were nostalgic of the bug in v 1.75 which made creatures glow pink, you'll have the opportunity to meet a special animal...)
- Creature fixes now include fix for EMAD
- Readme updated in the .rar archive as well.
- Worldmap fix deprecated; please use the new Worldmap.

updated to WeiDU 29000; using older versions could cause errors

Edited by Turambar, 30 July 2011 - 01:18 AM.

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Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

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(how to correctly report CTDs)

 


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#97 Dakk

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Posted 25 September 2011 - 03:26 AM

Hey Turamabar,
are there any specifics available on the kits for Viconia, Branwen and Shar-Teel (priest of Shar and Tempus, and Amazon)? I read the readme but couldn't find anything there more than generic information.

Cheers :)

#98 Turambar

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Posted 25 September 2011 - 09:30 AM

Hey Turamabar,
are there any specifics available on the kits for Viconia, Branwen and Shar-Teel (priest of Shar and Tempus, and Amazon)? I read the readme but couldn't find anything there more than generic information.

Cheers :)

Good point. I'll put the kit descriptions in the readme as well. I already had some changes to do, so I'll upload a new version soon.

Turambar

Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


vipersig.jpg


#99 Turambar

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Posted 25 September 2011 - 01:04 PM

New version uploaded: v 1.8.1!

This version primarily fixes some charset problems, which caused some strings in Italian and Russian to be displayed improperly on certain Operating Systems (thanks to the bigg for updating WeiDU to v230, allowing different .tra files to be loaded, depending on the OS).
It also includes a better description of the mod added kits inside the README.

Change-log:
- Updated to WeiDU 230
- Support for different charset, depending on the operating system
- Fixed a charset problem in Russian
- Readme now includes full description of all kits
- Saved game converter also converts multiplayer games

Turambar

Currently supporting: DSotSC for BGT, NTotSC - forum

Turambar's fixes and tweaks for BG2, BGT, DSotSC, NTotSC, SoBH and more!

 

Before posting questions (even regarding posts written by myself), please look at Jarno Mikkola's FAQs for the Megamods!
(how to correctly report CTDs)

 


vipersig.jpg


#100 Dakk

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Posted 26 September 2011 - 09:17 AM

Excellent, thank you! :cheers: